#pragma once
-#include "lib/float.qh"
-#include "lib/misc.qh"
-#include "lib/static.qh"
-
-//pseudo prototypes:
-// vector vec2(vector v); // returns a vector with just the x and y components of the given vector
-// vector vec2(float x, float y); // returns a vector with the given x and y components
-
-noref vector _vec2;
-#define vec2(...) EVAL(OVERLOAD(vec2, __VA_ARGS__))
-#define vec2_1(v) (_vec2 = (v), _vec2.z = 0, _vec2)
-#define vec2_2(x, y) (_vec2_x = (x), _vec2_y = (y), _vec2)
-
-noref vector _vec3;
-#define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
-
-#define VEC_NAN vec3(FLOAT_NAN, FLOAT_NAN, FLOAT_NAN);
-
noref vector _vlen2;
#define vlen2(v) (_vlen2 = (v), dotproduct(_vlen2, _vlen2))
#if 1
-noref float _vdist_f;
/** Vector distance comparison, avoids sqrt() */
-#define vdist(v, cmp, f) (vlen2(v) cmp (_vdist_f = (f), _vdist_f * _vdist_f))
+#define vdist(v, cmp, f) (vlen2(v) cmp ((f) ** 2))
#else
#define vdist(v, cmp, f) (vlen(v) cmp (f))
#endif
return min(max(v.x, -v.x), max(v.y, -v.y));
}
-ERASEABLE
-float dist_point_line(vector p, vector l0, vector ldir)
-{
- ldir = normalize(ldir);
-
- // remove the component in line direction
- p = p - (p * ldir) * ldir;
-
- // vlen of the remaining vector
- return vlen(p);
-}
-
/** requires that m2>m1 in all coordinates, and that m4>m3 */
ERASEABLE
float boxesoverlap(vector m1, vector m2, vector m3, vector m4) { return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z; }
ERASEABLE
float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z; }
+#define pointinsidebox(point, bmins, bmaxs) boxinsidebox(point, point, bmins, bmaxs)
+
#define PITCH(v) ((v).x)
#define YAW(v) ((v).y)
#define ROLL(v) ((v).z)
-#ifdef GAMEQC
-STATIC_INIT(globals) {
- // set to NaN to more easily detect uninitialized use
- v_forward = VEC_NAN;
- v_right = VEC_NAN;
- v_up = VEC_NAN;
-}
-#endif
+//pseudo prototypes:
+// vector vec2(vector v); // returns a vector with just the x and y components of the given vector
+// vector vec2(float x, float y); // returns a vector with the given x and y components
+
+noref vector _vec2;
+#define vec2(...) EVAL(OVERLOAD(vec2, __VA_ARGS__))
+#define vec2_1(v) (_vec2 = (v), _vec2.z = 0, _vec2)
+#define vec2_2(x, y) (_vec2_x = (x), _vec2_y = (y), _vec2)
+
+noref vector _vec3;
+#define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
-/// Same as the `makevectors` builtin but uses the provided locals instead of the `v_*` globals.
-/// Always use this instead of raw `makevectors` to make the data flow clear.
-/// It's 2018, they even teach that globals are bad at my uni... though for some reason they never explained why. Sigh.
-#define MAKEVECTORS(angles, forward, right, up) MACRO_BEGIN { \
- makevectors(angles); \
- forward = v_forward; \
- right = v_right; \
- up = v_up; \
- v_forward = VEC_NAN; \
- v_right = VEC_NAN; \
- v_up = VEC_NAN; \
-} MACRO_END
-
-// Same as `MAKEVECTORS` but also creates the locals for convenience.
-#define MAKEVECTORS_NEW(angles, forward, right, up) \
- vector forward = '0 0 0'; \
- vector right = '0 0 0'; \
- vector up = '0 0 0'; \
- MAKEVECTORS(angles, forward, right, up);
-
-// TODO when raw makevectors and similar functions are not used anywhere else anymore,
-// assert that the global vectors are NaN before calling makevectors in MAKEVECTORS
-// to make sure nobody (even builtins) is accidentally using them - NaN is the most liekly value to expose values clearly
-// also uncomment these:
-//#define makevectors DO_NOT_USE_GLOBALS
-//#define v_forward DO_NOT_USE_GLOBALS
-//#define v_right DO_NOT_USE_GLOBALS
-//#define v_up DO_NOT_USE_GLOBALS
+#define VEC_NAN vec3(FLOAT_NAN, FLOAT_NAN, FLOAT_NAN);
+
+ERASEABLE
+bool is_all_nans(vector v) {
+ return isnan(v.x) && isnan(v.y) && isnan(v.z);
+}
ERASEABLE
vector Rotate(vector v, float a)
noref vector _yinvert;
#define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert)
+/// \param[in] p point
+/// \param[in] l0 starting point of ldir
+/// \param[in] ldir line
+/// \return Vector starting from p perpendicular to ldir
+ERASEABLE
+vector point_line_vec(vector p, vector l0, vector ldir)
+{
+ ldir = normalize(ldir);
+ p = l0 - p;
+ // remove the component in line direction from p
+ return p - ((p * ldir) * ldir);
+}
+
/**
* @param dir the directional vector
* @param norm the normalized normal
ERASEABLE
vector NearestPointOnBox(entity box, vector org)
{
- vector m1 = box.mins + box.origin;
- vector m2 = box.maxs + box.origin;
+ vector mi = box.mins + box.origin;
+ vector ma = box.maxs + box.origin;
return vec3(
- bound(m1.x, org.x, m2.x),
- bound(m1.y, org.y, m2.y),
- bound(m1.z, org.z, m2.z)
+ bound(mi.x, org.x, ma.x),
+ bound(mi.y, org.y, ma.y),
+ bound(mi.z, org.z, ma.z)
);
}
+
+ERASEABLE
+vector NearestPointOnBoundingBox(vector mi, vector ma, vector org)
+{
+ return vec3(
+ bound(mi.x, org.x, ma.x),
+ bound(mi.y, org.y, ma.y),
+ bound(mi.z, org.z, ma.z)
+ );
+}
+
+// bones_was_here: rounding bbox to nearest perfect floats prevents obscure collision bugs like #2742
+// FIXME: QC shouldn't need to work around tracebox potentially returning a tiny trace_fraction when the move should have been blocked.
+// Tiny values are valid in some situations and can't simply be ignored.
+#define PFLOAT (1/1024) // 1/32 1/64 etc also work
+#define RPFLOAT(a) (a=rint(a/PFLOAT)*PFLOAT)
+ERASEABLE
+vector RoundPerfectVector(vector v)
+{
+ RPFLOAT(v.x); RPFLOAT(v.y); RPFLOAT(v.z);
+ return v;
+}
+
#endif