1 /* 2 Copyright (C) 1996-1997 Id Software, Inc. 3 4 This program is free software; you can redistribute it and/or 5 modify it under the terms of the GNU General Public License 6 as published by the Free Software Foundation; either version 2 7 of the License, or (at your option) any later version. 8 9 This program is distributed in the hope that it will be useful, 10 but WITHOUT ANY WARRANTY; without even the implied warranty of 11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 12 13 See the GNU General Public License for more details. 14 15 You should have received a copy of the GNU General Public License 16 along with this program; if not, write to the Free Software 17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 18 19 */ 20 // mathlib.h 21 22 #ifndef MATHLIB_H 23 #define MATHLIB_H 24 25 #include "qtypes.h" 26 27 #ifndef M_PI 28 #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h 29 #endif 30 31 struct mplane_s; 32 extern vec3_t vec3_origin; 33 34 #define float_nanmask (0x7F800000) 35 #define double_nanmask (0x7FF8000000000000) 36 #define FLOAT_IS_NAN(x) (((*(int *)&x)&float_nanmask)==float_nanmask) 37 #define DOUBLE_IS_NAN(x) (((*(long long *)&x)&double_nanmask)==double_nanmask) 38 39 #ifdef VEC_64 40 #define VEC_IS_NAN(x) DOUBLE_IS_NAN(x) 41 #else 42 #define VEC_IS_NAN(x) FLOAT_IS_NAN(x) 43 #endif 44 45 #ifdef PRVM_64 46 #define PRVM_IS_NAN(x) DOUBLE_IS_NAN(x) 47 #else 48 #define PRVM_IS_NAN(x) FLOAT_IS_NAN(x) 49 #endif 50 51 #define bound(min,num,max) ((num) >= (min) ? ((num) < (max) ? (num) : (max)) : (min)) 52 53 #ifndef min 54 #define min(A,B) ((A) < (B) ? (A) : (B)) 55 #define max(A,B) ((A) > (B) ? (A) : (B)) 56 #endif 57 58 /// LordHavoc: this function never returns exactly MIN or exactly MAX, because 59 /// of a QuakeC bug in id1 where the line 60 /// self.nextthink = self.nexthink + random() * 0.5; 61 /// can result in 0 (self.nextthink is 0 at this point in the code to begin 62 /// with), causing "stone monsters" that never spawned properly, also MAX is 63 /// avoided because some people use random() as an index into arrays or for 64 /// loop conditions, where hitting exactly MAX may be a fatal error 65 #define lhrandom(MIN,MAX) (((double)(rand() + 0.5) / ((double)RAND_MAX + 1)) * ((MAX)-(MIN)) + (MIN)) 66 67 #define invpow(base,number) (log(number) / log(base)) 68 69 /// returns log base 2 of "n" 70 /// \WARNING: "n" MUST be a power of 2! 71 #define log2i(n) ((((n) & 0xAAAAAAAA) != 0 ? 1 : 0) | (((n) & 0xCCCCCCCC) != 0 ? 2 : 0) | (((n) & 0xF0F0F0F0) != 0 ? 4 : 0) | (((n) & 0xFF00FF00) != 0 ? 8 : 0) | (((n) & 0xFFFF0000) != 0 ? 16 : 0)) 72 73 /// \TODO: what is this function supposed to do? 74 #define bit2i(n) log2i((n) << 1) 75 76 /// boolean XOR (why doesn't C have the ^^ operator for this purpose?) 77 #define boolxor(a,b) (!(a) != !(b)) 78 79 /// returns the smallest integer greater than or equal to "value", or 0 if "value" is too big 80 unsigned int CeilPowerOf2(unsigned int value); 81 82 #define DEG2RAD(a) ((a) * ((float) M_PI / 180.0f)) 83 #define RAD2DEG(a) ((a) * (180.0f / (float) M_PI)) 84 #define ANGLEMOD(a) ((a) - 360.0 * floor((a) / 360.0)) 85 86 #define DotProduct2(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]) 87 #define Vector2Clear(a) ((a)[0]=(a)[1]=0) 88 #define Vector2Compare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])) 89 #define Vector2Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1]) 90 #define Vector2Negate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1])) 91 #define Vector2Set(a,b,c) ((a)[0]=(b),(a)[1]=(c)) 92 #define Vector2Scale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale)) 93 #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;} 94 95 #define DotProduct4(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2]+(a)[3]*(b)[3]) 96 #define Vector4Clear(a) ((a)[0]=(a)[1]=(a)[2]=(a)[3]=0) 97 #define Vector4Compare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])&&((a)[2]==(b)[2])&&((a)[3]==(b)[3])) 98 #define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) 99 #define Vector4Negate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]),(b)[2]=-((a)[2]),(b)[3]=-((a)[3])) 100 #define Vector4Set(a,b,c,d,e) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d),(a)[3]=(e)) 101 #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;} 102 #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]) 103 #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]) 104 #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)) 105 #define Vector4Multiply(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]) 106 #define Vector4MA(a, scale, b, c) ((c)[0] = (a)[0] + (scale) * (b)[0],(c)[1] = (a)[1] + (scale) * (b)[1],(c)[2] = (a)[2] + (scale) * (b)[2],(c)[3] = (a)[3] + (scale) * (b)[3]) 107 #define Vector4Lerp(v1,lerp,v2,c) ((c)[0] = (v1)[0] + (lerp) * ((v2)[0] - (v1)[0]), (c)[1] = (v1)[1] + (lerp) * ((v2)[1] - (v1)[1]), (c)[2] = (v1)[2] + (lerp) * ((v2)[2] - (v1)[2]), (c)[3] = (v1)[3] + (lerp) * ((v2)[3] - (v1)[3])) 108 109 #define VectorNegate(a,b) ((b)[0]=-((a)[0]),(b)[1]=-((a)[1]),(b)[2]=-((a)[2])) 110 #define VectorSet(a,b,c,d) ((a)[0]=(b),(a)[1]=(c),(a)[2]=(d)) 111 #define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0) 112 #define DotProduct(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2]) 113 #define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2]) 114 #define VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2]) 115 #define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2]) 116 #define VectorMultiply(a,b,c) ((c)[0]=(a)[0]*(b)[0],(c)[1]=(a)[1]*(b)[1],(c)[2]=(a)[2]*(b)[2]) 117 #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]) 118 #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;} 119 #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;} 120 #define VectorNormalizeDouble(v) {double ilength = sqrt(DotProduct((v),(v)));if (ilength) ilength = 1.0 / ilength;(v)[0] *= ilength;(v)[1] *= ilength;(v)[2] *= ilength;} 121 #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])) 122 #define VectorDistance(a, b) (sqrt(VectorDistance2(a,b))) 123 #define VectorLength(a) (sqrt((double)DotProduct(a, a))) 124 #define VectorLength2(a) (DotProduct(a, a)) 125 #define VectorScale(in, scale, out) ((out)[0] = (in)[0] * (scale),(out)[1] = (in)[1] * (scale),(out)[2] = (in)[2] * (scale)) 126 #define VectorScaleCast(in, scale, outtype, out) ((out)[0] = (outtype) ((in)[0] * (scale)),(out)[1] = (outtype) ((in)[1] * (scale)),(out)[2] = (outtype) ((in)[2] * (scale))) 127 #define VectorCompare(a,b) (((a)[0]==(b)[0])&&((a)[1]==(b)[1])&&((a)[2]==(b)[2])) 128 #define VectorMA(a, scale, b, c) ((c)[0] = (a)[0] + (scale) * (b)[0],(c)[1] = (a)[1] + (scale) * (b)[1],(c)[2] = (a)[2] + (scale) * (b)[2]) 129 #define VectorM(scale1, b1, c) ((c)[0] = (scale1) * (b1)[0],(c)[1] = (scale1) * (b1)[1],(c)[2] = (scale1) * (b1)[2]) 130 #define VectorMAM(scale1, b1, scale2, b2, c) ((c)[0] = (scale1) * (b1)[0] + (scale2) * (b2)[0],(c)[1] = (scale1) * (b1)[1] + (scale2) * (b2)[1],(c)[2] = (scale1) * (b1)[2] + (scale2) * (b2)[2]) 131 #define VectorMAMAM(scale1, b1, scale2, b2, scale3, b3, c) ((c)[0] = (scale1) * (b1)[0] + (scale2) * (b2)[0] + (scale3) * (b3)[0],(c)[1] = (scale1) * (b1)[1] + (scale2) * (b2)[1] + (scale3) * (b3)[1],(c)[2] = (scale1) * (b1)[2] + (scale2) * (b2)[2] + (scale3) * (b3)[2]) 132 #define VectorMAMAMAM(scale1, b1, scale2, b2, scale3, b3, scale4, b4, c) ((c)[0] = (scale1) * (b1)[0] + (scale2) * (b2)[0] + (scale3) * (b3)[0] + (scale4) * (b4)[0],(c)[1] = (scale1) * (b1)[1] + (scale2) * (b2)[1] + (scale3) * (b3)[1] + (scale4) * (b4)[1],(c)[2] = (scale1) * (b1)[2] + (scale2) * (b2)[2] + (scale3) * (b3)[2] + (scale4) * (b4)[2]) 133 #define VectorRandom(v) do{(v)[0] = lhrandom(-1, 1);(v)[1] = lhrandom(-1, 1);(v)[2] = lhrandom(-1, 1);}while(DotProduct(v, v) > 1) 134 #define VectorLerp(v1,lerp,v2,c) ((c)[0] = (v1)[0] + (lerp) * ((v2)[0] - (v1)[0]), (c)[1] = (v1)[1] + (lerp) * ((v2)[1] - (v1)[1]), (c)[2] = (v1)[2] + (lerp) * ((v2)[2] - (v1)[2])) 135 #define VectorReflect(a,r,b,c) do{double d;d = DotProduct((a), (b)) * -(1.0 + (r));VectorMA((a), (d), (b), (c));}while(0) 136 #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]) 137 #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]) 138 #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]) 139 140 #define TriangleNormal(a,b,c,n) ( \ 141 (n)[0] = ((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1]), \ 142 (n)[1] = ((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2]), \ 143 (n)[2] = ((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0]) \ 144 ) 145 146 /*! Fast PointInfrontOfTriangle. 147 * subtracts v1 from v0 and v2, combined into a crossproduct, combined with a 148 * dotproduct of the light location relative to the first point of the 149 * triangle (any point works, since any triangle is obviously flat), and 150 * finally a comparison to determine if the light is infront of the triangle 151 * (the goal of this statement) we do not need to normalize the surface 152 * normal because both sides of the comparison use it, therefore they are 153 * both multiplied the same amount... furthermore a subtract can be done on 154 * the point to eliminate one dotproduct 155 * this is ((p - a) * cross(a-b,c-b)) 156 */ 157 #define PointInfrontOfTriangle(p,a,b,c) \ 158 ( ((p)[0] - (a)[0]) * (((a)[1] - (b)[1]) * ((c)[2] - (b)[2]) - ((a)[2] - (b)[2]) * ((c)[1] - (b)[1])) \ 159 + ((p)[1] - (a)[1]) * (((a)[2] - (b)[2]) * ((c)[0] - (b)[0]) - ((a)[0] - (b)[0]) * ((c)[2] - (b)[2])) \ 160 + ((p)[2] - (a)[2]) * (((a)[0] - (b)[0]) * ((c)[1] - (b)[1]) - ((a)[1] - (b)[1]) * ((c)[0] - (b)[0])) > 0) 161 162 #if 0 163 // readable version, kept only for explanatory reasons 164 int PointInfrontOfTriangle(const float *p, const float *a, const float *b, const float *c) 165 { 166 float dir0[3], dir1[3], normal[3]; 167 168 // calculate two mostly perpendicular edge directions 169 VectorSubtract(a, b, dir0); 170 VectorSubtract(c, b, dir1); 171 172 // we have two edge directions, we can calculate a third vector from 173 // them, which is the direction of the surface normal (its magnitude 174 // is not 1 however) 175 CrossProduct(dir0, dir1, normal); 176 177 // compare distance of light along normal, with distance of any point 178 // of the triangle along the same normal (the triangle is planar, 179 // I.E. flat, so all points give the same answer) 180 return DotProduct(p, normal) > DotProduct(a, normal); 181 } 182 #endif 183 184 #define lhcheeserand(seed) ((seed) = ((seed) * 987211u) ^ ((seed) >> 13u) ^ 914867) 185 #define lhcheeserandom(seed,MIN,MAX) ((double)(lhcheeserand(seed) + 0.5) / ((double)4096.0*1024.0*1024.0) * ((MAX)-(MIN)) + (MIN)) 186 #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) 187 #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) 188 189 /* 190 // LordHavoc: quaternion math, untested, don't know if these are correct, 191 // need to add conversion to/from matrices 192 // LordHavoc: later note: the matrix faq is useful: http://skal.planet-d.net/demo/matrixfaq.htm 193 // LordHavoc: these are probably very wrong and I'm not sure I care, not used by anything 194 195 // returns length of quaternion 196 #define qlen(a) ((float) sqrt((a)[0]*(a)[0]+(a)[1]*(a)[1]+(a)[2]*(a)[2]+(a)[3]*(a)[3])) 197 // returns squared length of quaternion 198 #define qlen2(a) ((a)[0]*(a)[0]+(a)[1]*(a)[1]+(a)[2]*(a)[2]+(a)[3]*(a)[3]) 199 // makes a quaternion from x, y, z, and a rotation angle (in degrees) 200 #define QuatMake(x,y,z,r,c)\ 201 {\ 202 if (r == 0)\ 203 {\ 204 (c)[0]=(float) ((x) * (1.0f / 0.0f));\ 205 (c)[1]=(float) ((y) * (1.0f / 0.0f));\ 206 (c)[2]=(float) ((z) * (1.0f / 0.0f));\ 207 (c)[3]=(float) 1.0f;\ 208 }\ 209 else\ 210 {\ 211 float r2 = (r) * 0.5 * (M_PI / 180);\ 212 float r2is = 1.0f / sin(r2);\ 213 (c)[0]=(float) ((x)/r2is);\ 214 (c)[1]=(float) ((y)/r2is);\ 215 (c)[2]=(float) ((z)/r2is);\ 216 (c)[3]=(float) (cos(r2));\ 217 }\ 218 } 219 // makes a quaternion from a vector and a rotation angle (in degrees) 220 #define QuatFromVec(a,r,c) QuatMake((a)[0],(a)[1],(a)[2],(r)) 221 // copies a quaternion 222 #define QuatCopy(a,c) {(c)[0]=(a)[0];(c)[1]=(a)[1];(c)[2]=(a)[2];(c)[3]=(a)[3];} 223 #define QuatSubtract(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];} 224 #define QuatAdd(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];} 225 #define QuatScale(a,b,c) {(c)[0]=(a)[0]*b;(c)[1]=(a)[1]*b;(c)[2]=(a)[2]*b;(c)[3]=(a)[3]*b;} 226 // FIXME: this is wrong, do some more research on quaternions 227 //#define QuatMultiply(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];} 228 // FIXME: this is wrong, do some more research on quaternions 229 //#define QuatMultiplyAdd(a,b,d,c) {(c)[0]=(a)[0]*(b)[0]+d[0];(c)[1]=(a)[1]*(b)[1]+d[1];(c)[2]=(a)[2]*(b)[2]+d[2];(c)[3]=(a)[3]*(b)[3]+d[3];} 230 #define qdist(a,b) ((float) sqrt(((b)[0]-(a)[0])*((b)[0]-(a)[0])+((b)[1]-(a)[1])*((b)[1]-(a)[1])+((b)[2]-(a)[2])*((b)[2]-(a)[2])+((b)[3]-(a)[3])*((b)[3]-(a)[3]))) 231 #define qdist2(a,b) (((b)[0]-(a)[0])*((b)[0]-(a)[0])+((b)[1]-(a)[1])*((b)[1]-(a)[1])+((b)[2]-(a)[2])*((b)[2]-(a)[2])+((b)[3]-(a)[3])*((b)[3]-(a)[3])) 232 */ 233 234 #define VectorCopy4(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];(b)[3]=(a)[3];} 235 236 vec_t Length (vec3_t v); 237 238 /// returns vector length 239 float VectorNormalizeLength (vec3_t v); 240 241 /// returns vector length 242 float VectorNormalizeLength2 (vec3_t v, vec3_t dest); 243 244 #define NUMVERTEXNORMALS 162 245 extern float m_bytenormals[NUMVERTEXNORMALS][3]; 246 247 unsigned char NormalToByte(const vec3_t n); 248 void ByteToNormal(unsigned char num, vec3_t n); 249 250 void R_ConcatRotations (const float in1[3*3], const float in2[3*3], float out[3*3]); 251 void R_ConcatTransforms (const float in1[3*4], const float in2[3*4], float out[3*4]); 252 253 void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); 254 /// LordHavoc: proper matrix version of AngleVectors 255 void AngleVectorsFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up); 256 /// divVerent: improper matrix version of AngleVectors 257 void AngleVectorsDuke3DFLU (const vec3_t angles, vec3_t forward, vec3_t left, vec3_t up, double maxShearAngle); 258 /// LordHavoc: builds a [3][4] matrix 259 void AngleMatrix (const vec3_t angles, const vec3_t translate, vec_t matrix[][4]); 260 /// LordHavoc: calculates pitch/yaw/roll angles from forward and up vectors 261 void AnglesFromVectors (vec3_t angles, const vec3_t forward, const vec3_t up, qboolean flippitch); 262 263 /// LordHavoc: like AngleVectors, but taking a forward vector instead of angles, useful! 264 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up); 265 void VectorVectorsDouble(const double *forward, double *right, double *up); 266 267 void PlaneClassify(struct mplane_s *p); 268 int BoxOnPlaneSide(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p); 269 int BoxOnPlaneSide_Separate(const vec3_t emins, const vec3_t emaxs, const vec3_t normal, const vec_t dist); 270 void BoxPlaneCorners(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p, vec3_t outnear, vec3_t outfar); 271 void BoxPlaneCorners_Separate(const vec3_t emins, const vec3_t emaxs, const vec3_t normal, vec3_t outnear, vec3_t outfar); 272 void BoxPlaneCornerDistances(const vec3_t emins, const vec3_t emaxs, const struct mplane_s *p, vec_t *outnear, vec_t *outfar); 273 void BoxPlaneCornerDistances_Separate(const vec3_t emins, const vec3_t emaxs, const vec3_t normal, vec_t *outnear, vec_t *outfar); 274 275 #define PlaneDist(point,plane) ((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) 276 #define PlaneDiff(point,plane) (((plane)->type < 3 ? (point)[(plane)->type] : DotProduct((point), (plane)->normal)) - (plane)->dist) 277 278 /// LordHavoc: minimal plane structure 279 typedef struct tinyplane_s 280 { 281 float normal[3], dist; 282 } 283 tinyplane_t; 284 285 typedef struct tinydoubleplane_s 286 { 287 double normal[3], dist; 288 } 289 tinydoubleplane_t; 290 291 void RotatePointAroundVector(vec3_t dst, const vec3_t dir, const vec3_t point, float degrees); 292 293 float RadiusFromBounds (const vec3_t mins, const vec3_t maxs); 294 float RadiusFromBoundsAndOrigin (const vec3_t mins, const vec3_t maxs, const vec3_t origin); 295 296 struct matrix4x4_s; 297 /// print a matrix to the console 298 void Matrix4x4_Print(const struct matrix4x4_s *in); 299 int Math_atov(const char *s, prvm_vec3_t out); 300 301 void BoxFromPoints(vec3_t mins, vec3_t maxs, int numpoints, vec_t *point3f); 302 303 int LoopingFrameNumberFromDouble(double t, int loopframes); 304 305 // implementation of 128bit Lehmer Random Number Generator with 2^126 period 306 // https://en.wikipedia.org/Lehmer_random_number_generator 307 typedef struct randomseed_s 308 { 309 unsigned int s[4]; 310 } 311 randomseed_t; 312 313 void Math_RandomSeed_Reset(randomseed_t *r); 314 void Math_RandomSeed_FromInt(randomseed_t *r, unsigned int n); 315 unsigned long long Math_rand64(randomseed_t *r); 316 float Math_randomf(randomseed_t *r); 317 float Math_crandomf(randomseed_t *r); 318 float Math_randomrangef(randomseed_t *r, float minf, float maxf); 319 int Math_randomrangei(randomseed_t *r, int mini, int maxi); 320 321 void Mathlib_Init(void); 322 323 #endif 324 325