X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=mathlib.h;h=55f1218e462d0571a44fd3313ed51292d9f6697b;hb=HEAD;hp=c21fb7b0d786469c046929405a8aaf06fc880f3f;hpb=48669036b4be979d997c27227942ed9c430277d5;p=xonotic%2Fdarkplaces.git diff --git a/mathlib.h b/mathlib.h index c21fb7b0..2fa93a1c 100644 --- a/mathlib.h +++ b/mathlib.h @@ -31,23 +31,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. struct mplane_s; extern vec3_t vec3_origin; -#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)) #ifndef min @@ -83,6 +66,8 @@ unsigned int CeilPowerOf2(unsigned int value); #define RAD2DEG(a) ((a) * (180.0f / (float) M_PI)) #define ANGLEMOD(a) ((a) - 360.0 * floor((a) / 360.0)) +#define Q_rint(x) ((x) > 0 ? (int)((x) + 0.5) : (int)((x) - 0.5)) //johnfitz -- from joequake + #define DotProduct2(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]) #define Vector2Clear(a) ((a)[0]=(a)[1]=0) #define Vector2Compare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])) @@ -90,7 +75,7 @@ unsigned int CeilPowerOf2(unsigned int value); #define Vector2Negate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1])) #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 Vector2Normalize2(v,dest) {float ilength = (float)DotProduct2((v),(v));if (ilength) ilength = 1.0f / sqrt(ilength);dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;} #define DotProduct4(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2]+(a)[3]*(b)[3]) #define Vector4Clear(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0) @@ -98,7 +83,7 @@ unsigned int CeilPowerOf2(unsigned int value); #define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) #define Vector4Negate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]),(b)[2]=-((a)[2]),(b)[3]=-((a)[3])) #define Vector4Set(a,b,c,d,e) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d),(a)[3]=(e)) -#define Vector4Normalize2(v,dest) {float ilength = (float) sqrt(DotProduct4((v),(v)));if (ilength) ilength = 1.0f / ilength;dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;dest[2] = (v)[2] * ilength;dest[3] = (v)[3] * ilength;} +#define Vector4Normalize2(v,dest) {float ilength = (float)DotProduct4((v),(v));if (ilength) ilength = 1.0f / sqrt(ilength);dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;dest[2] = (v)[2] * ilength;dest[3] = (v)[3] * ilength;} #define Vector4Subtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2],(c)[3]=(a)[3]-(b)[3]) #define Vector4Add(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2],(c)[3]=(a)[3]+(b)[3]) #define Vector4Scale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale),(out)[2] = (in)[2] * (scale),(out)[3] = (in)[3] * (scale)) @@ -115,9 +100,9 @@ unsigned int CeilPowerOf2(unsigned int value); #define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2]) #define VectorMultiply(a,b,c) ((c)[0]=(a)[0]*(b)[0],(c)[1]=(a)[1]*(b)[1],(c)[2]=(a)[2]*(b)[2]) #define CrossProduct(a,b,c) ((c)[0]=(a)[1]*(b)[2]-(a)[2]*(b)[1],(c)[1]=(a)[2]*(b)[0]-(a)[0]*(b)[2],(c)[2]=(a)[0]*(b)[1]-(a)[1]*(b)[0]) -#define VectorNormalize(v) {float ilength = (float) sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0f / ilength;(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;} -#define VectorNormalize2(v,dest) {float ilength = (float) sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0f / ilength;dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;dest[2] = (v)[2] * ilength;} -#define VectorNormalizeDouble(v) {double ilength = sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0 / ilength;(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;} +#define VectorNormalize(v) {float ilength = (float)DotProduct((v),(v));if (ilength) ilength = 1.0f / sqrt(ilength);(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;} +#define VectorNormalize2(v,dest) {float ilength = (float)DotProduct((v),(v));if (ilength) ilength = 1.0f / sqrt(ilength);dest[0] = (v)[0] * ilength;dest[1] = (v)[1] * ilength;dest[2] = (v)[2] * ilength;} +#define VectorNormalizeDouble(v) {double ilength = DotProduct((v),(v));if (ilength) ilength = 1.0 / sqrt(ilength);(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;} #define VectorDistance2(a, b) (((a)[0] - (b)[0]) * ((a)[0] - (b)[0]) + ((a)[1] - (b)[1]) * ((a)[1] - (b)[1]) + ((a)[2] - (b)[2]) * ((a)[2] - (b)[2])) #define VectorDistance(a, b) (sqrt(VectorDistance2(a,b))) #define VectorLength(a) (sqrt((double)DotProduct(a, a))) @@ -233,14 +218,9 @@ float r2is = 1.0f / sin(r2);\ #define VectorCopy4(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];(b)[3]=(a)[3];} -vec_t Length (vec3_t v); - /// returns vector length float VectorNormalizeLength (vec3_t v); -/// returns vector length -float VectorNormalizeLength2 (vec3_t v, vec3_t dest); - #define NUMVERTEXNORMALS 162 extern float m_bytenormals[NUMVERTEXNORMALS][3]; @@ -258,7 +238,7 @@ void AngleVectorsDuke3DFLU (const vec3_t angles, vec3_t forward, vec3_t left, ve /// LadyHavoc: builds a [3][4] matrix void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]); /// LadyHavoc: calculates pitch/yaw/roll angles from forward and up vectors -void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qboolean flippitch); +void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qbool flippitch); /// LadyHavoc: like AngleVectors, but taking a forward vector instead of angles, useful! void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up);