#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
-typedef float vec_t;
-typedef vec_t vec2_t[2];
-typedef vec_t vec3_t[3];
-typedef vec_t vec4_t[4];
-typedef vec_t vec5_t[5];
-typedef vec_t vec6_t[6];
-typedef vec_t vec7_t[7];
-typedef vec_t vec8_t[8];
struct mplane_s;
extern vec3_t vec3_origin;
-#define nanmask (255<<23)
-#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
+#define float_nanmask (0x7F800000)
+#define double_nanmask (0x7FF8000000000000)
+#define FLOAT_IS_NAN(x) (((*(int *)&x)&float_nanmask)==float_nanmask)
+#define DOUBLE_IS_NAN(x) (((*(long long *)&x)&double_nanmask)==double_nanmask)
+
+#ifdef VEC_64
+#define VEC_IS_NAN(x) DOUBLE_IS_NAN(x)
+#else
+#define VEC_IS_NAN(x) FLOAT_IS_NAN(x)
+#endif
+
+#ifdef PRVM_64
+#define PRVM_IS_NAN(x) DOUBLE_IS_NAN(x)
+#else
+#define PRVM_IS_NAN(x) FLOAT_IS_NAN(x)
+#endif
#define bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min))
#define Vector2Compare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1]))
#define Vector2Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1])
#define Vector2Negate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]))
-#define Vector2Set(a,b,c,d,e) ((a)[0]=(b),(a)[1]=(c))
+#define Vector2Set(a,b,c) ((a)[0]=(b),(a)[1]=(c))
#define Vector2Scale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale))
#define Vector2Normalize2(v,dest) {float ilength = (float) sqrt(DotProduct2((v),(v)));if (ilength) ilength = 1.0f / ilength;dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;}
#define VectorReflect(a,r,b,c) do{double d;d = DotProduct((a), (b)) * -(1.0 + (r));VectorMA((a), (d), (b), (c));}while(0)
#define BoxesOverlap(a,b,c,d) ((a)[0] <= (d)[0] && (b)[0] >= (c)[0] && (a)[1] <= (d)[1] && (b)[1] >= (c)[1] && (a)[2] <= (d)[2] && (b)[2] >= (c)[2])
#define BoxInsideBox(a,b,c,d) ((a)[0] >= (c)[0] && (b)[0] <= (d)[0] && (a)[1] >= (c)[1] && (b)[1] <= (d)[1] && (a)[2] >= (c)[2] && (b)[2] <= (d)[2])
-#define TriangleOverlapsBox(a,b,c,d,e) (min((a)[0], min((b)[0], (c)[0])) < (e)[0] && max((a)[0], max((b)[0], (c)[0])) > (d)[0] && min((a)[1], min((b)[1], (c)[1])) < (e)[1] && max((a)[1], max((b)[1], (c)[1])) > (d)[1] && min((a)[2], min((b)[2], (c)[2])) < (e)[2] && max((a)[2], max((b)[2], (c)[2])) > (d)[2])
+#define TriangleBBoxOverlapsBox(a,b,c,d,e) (min((a)[0], min((b)[0], (c)[0])) < (e)[0] && max((a)[0], max((b)[0], (c)[0])) > (d)[0] && min((a)[1], min((b)[1], (c)[1])) < (e)[1] && max((a)[1], max((b)[1], (c)[1])) > (d)[1] && min((a)[2], min((b)[2], (c)[2])) < (e)[2] && max((a)[2], max((b)[2], (c)[2])) > (d)[2])
#define TriangleNormal(a,b,c,n) ( \
(n)[0] = ((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1]), \
}
#endif
-#define lhcheeserand() (seed = (seed * 987211u) ^ (seed >> 13u) ^ 914867)
-#define lhcheeserandom(MIN,MAX) ((double)(lhcheeserand() + 0.5) / ((double)4096.0*1024.0*1024.0) * ((MAX)-(MIN)) + (MIN))
-#define VectorCheeseRandom(v) do{(v)[0] = lhcheeserandom(-1, 1);(v)[1] = lhcheeserandom(-1, 1);(v)[2] = lhcheeserandom(-1, 1);}while(DotProduct(v, v) > 1)
+#define lhcheeserand(seed) ((seed) = ((seed) * 987211u) ^ ((seed) >> 13u) ^ 914867)
+#define lhcheeserandom(seed,MIN,MAX) ((double)(lhcheeserand(seed) + 0.5) / ((double)4096.0*1024.0*1024.0) * ((MAX)-(MIN)) + (MIN))
+#define VectorCheeseRandom(seed,v) do{(v)[0] = lhcheeserandom(seed,-1, 1);(v)[1] = lhcheeserandom(seed,-1, 1);(v)[2] = lhcheeserandom(seed,-1, 1);}while(DotProduct(v, v) > 1)
+#define VectorLehmerRandom(seed,v) do{(v)[0] = Math_crandomf(seed);(v)[1] = Math_crandomf(seed);(v)[2] = Math_crandomf(seed);}while(DotProduct(v, v) > 1)
/*
// LordHavoc: quaternion math, untested, don't know if these are correct,
void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
/// LordHavoc: proper matrix version of AngleVectors
void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up);
+/// divVerent: improper matrix version of AngleVectors
+void AngleVectorsDuke3DFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up, double maxShearAngle);
/// LordHavoc: builds a [3][4] matrix
void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]);
/// LordHavoc: calculates pitch/yaw/roll angles from forward and up vectors
struct matrix4x4_s;
/// print a matrix to the console
void Matrix4x4_Print(const struct matrix4x4_s *in);
-int Math_atov(const char *s, vec3_t out);
+int Math_atov(const char *s, prvm_vec3_t out);
void BoxFromPoints(vec3_t mins, vec3_t maxs, int numpoints, vec_t *point3f);
int LoopingFrameNumberFromDouble(double t, int loopframes);
+// implementation of 128bit Lehmer Random Number Generator with 2^126 period
+// https://en.wikipedia.org/Lehmer_random_number_generator
+typedef struct randomseed_s
+{
+ unsigned int s[4];
+}
+randomseed_t;
+
+void Math_RandomSeed_Reset(randomseed_t *r);
+void Math_RandomSeed_FromInts(randomseed_t *r, unsigned int s0, unsigned int s1, unsigned int s2, unsigned int s3);
+unsigned long long Math_rand64(randomseed_t *r);
+float Math_randomf(randomseed_t *r);
+float Math_crandomf(randomseed_t *r);
+float Math_randomrangef(randomseed_t *r, float minf, float maxf);
+int Math_randomrangei(randomseed_t *r, int mini, int maxi);
+
void Mathlib_Init(void);
#endif