X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Flib%2Fvector.qh;h=d2d83ff6595dca5a2642017702112745527eef1c;hb=51e4f798abb1fc968f37d1ad425eaf5871bb33de;hp=5c016e184b7c6710faed902bff2703b81bd60566;hpb=c21b45f4213817b09099f99cc70e4f8d87f1713c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/lib/vector.qh b/qcsrc/lib/vector.qh index 5c016e184..d2d83ff65 100644 --- a/qcsrc/lib/vector.qh +++ b/qcsrc/lib/vector.qh @@ -1,30 +1,11 @@ #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 @@ -87,18 +68,6 @@ float vlen_minnorm2d(vector v) 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; } @@ -107,47 +76,30 @@ float boxesoverlap(vector m1, vector m2, vector m3, vector m4) { return m2_x >= 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) @@ -159,6 +111,19 @@ 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 @@ -212,13 +177,36 @@ vector vec_epsilon(vector this, float eps) 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