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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code is free software; you can redistribute it
- and/or modify it under the terms of the GNU General Public License as
- published by the Free Software Foundation; either version 2 of the License,
- or (at your option) any later version.
- Quake III Arena source code is distributed in the hope that it will be
- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- #ifndef __MATH_VECTOR_H__
- #define __MATH_VECTOR_H__
- #pragma warning(disable : 4244)
- #include <math.h>
- #include <assert.h>
- //#define DotProduct(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
- //#define VectorSubtract(a,b,c) ((c)[0]=(a)[0]-(b)[0],(c)[1]=(a)[1]-(b)[1],(c)[2]=(a)[2]-(b)[2])
- //#define VectorAdd(a,b,c) ((c)[0]=(a)[0]+(b)[0],(c)[1]=(a)[1]+(b)[1],(c)[2]=(a)[2]+(b)[2])
- //#define VectorCopy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2])
- //#define VectorCopy(a,b) ((b).x=(a).x,(b).y=(a).y,(b).z=(a).z])
- //#define VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s))
- #define __VectorMA(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s))
- //#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 DotProduct4(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]+(x)[3]*(y)[3])
- #define VectorSubtract4(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 VectorAdd4(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 VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
- #define VectorScale4(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s),(o)[3]=(v)[3]*(s))
- #define VectorMA4(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s),(o)[3]=(v)[3]+(b)[3]*(s))
- //#define VectorClear(a) ((a)[0]=(a)[1]=(a)[2]=0)
- #define VectorNegate(a,b) ((b)[0]=-(a)[0],(b)[1]=-(a)[1],(b)[2]=-(a)[2])
- //#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
- #define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
- #define SnapVector(v) {v[0]=(int)v[0];v[1]=(int)v[1];v[2]=(int)v[2];}
- //#include "util_heap.h"
- #ifndef EQUAL_EPSILON
- #define EQUAL_EPSILON 0.001
- #endif
- float Q_fabs( float f );
- #ifndef ID_INLINE
- #ifdef _WIN32
- #define ID_INLINE __inline
- #else
- #define ID_INLINE inline
- #endif
- #endif
- // if this is defined, vec3 will take four elements, which may allow
- // easier SIMD optimizations
- //#define FAT_VEC3
- //#ifdef __ppc__
- //#pragma align(16)
- //#endif
- class angles_t;
- #ifdef __ppc__
- // Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction,
- // runs *much* faster than calling sqrt(). We'll use two Newton-Raphson
- // refinement steps to get bunch more precision in the 1/sqrt() value for very little cost.
- // We'll then multiply 1/sqrt times the original value to get the sqrt.
- // This is about 12.4 times faster than sqrt() and according to my testing (not exhaustive)
- // it returns fairly accurate results (error below 1.0e-5 up to 100000.0 in 0.1 increments).
- static inline float idSqrt(float x) {
- const float half = 0.5;
- const float one = 1.0;
- float B, y0, y1;
- // This'll NaN if it hits frsqrte. Handle both +0.0 and -0.0
- if (fabs(x) == 0.0)
- return x;
- B = x;
-
- #ifdef __GNUC__
- asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
- #else
- y0 = __frsqrte(B);
- #endif
- /* First refinement step */
-
- y1 = y0 + half*y0*(one - B*y0*y0);
-
- /* Second refinement step -- copy the output of the last step to the input of this step */
-
- y0 = y1;
- y1 = y0 + half*y0*(one - B*y0*y0);
-
- /* Get sqrt(x) from x * 1/sqrt(x) */
- return x * y1;
- }
- #else
- static inline double idSqrt(double x) {
- return sqrt(x);
- }
- #endif
- //class idVec3_t : public idHeap<idVec3_t> {
- class idVec3_t {
- public:
- #ifndef FAT_VEC3
- float x,y,z;
- #else
- float x,y,z,dist;
- #endif
- #ifndef FAT_VEC3
- idVec3_t() {};
- #else
- idVec3_t() {dist = 0.0f;};
- #endif
- idVec3_t( const float x, const float y, const float z );
- operator float *();
- float operator[]( const int index ) const;
- float &operator[]( const int index );
- void set( const float x, const float y, const float z );
- idVec3_t operator-() const;
- idVec3_t &operator=( const idVec3_t &a );
- float operator*( const idVec3_t &a ) const;
- idVec3_t operator*( const float a ) const;
- friend idVec3_t operator*( float a, idVec3_t b );
- idVec3_t operator+( const idVec3_t &a ) const;
- idVec3_t operator-( const idVec3_t &a ) const;
-
- idVec3_t &operator+=( const idVec3_t &a );
- idVec3_t &operator-=( const idVec3_t &a );
- idVec3_t &operator*=( const float a );
- int operator==( const idVec3_t &a ) const;
- int operator!=( const idVec3_t &a ) const;
- idVec3_t Cross( const idVec3_t &a ) const;
- idVec3_t &Cross( const idVec3_t &a, const idVec3_t &b );
- float Length( void ) const;
- float Normalize( void );
- void Zero( void );
- void Snap( void );
- void SnapTowards( const idVec3_t &to );
- float toYaw( void );
- float toPitch( void );
- angles_t toAngles( void );
- friend idVec3_t LerpVector( const idVec3_t &w1, const idVec3_t &w2, const float t );
- char *string( void );
- };
- extern idVec3_t vec_zero;
- ID_INLINE idVec3_t::idVec3_t( const float x, const float y, const float z ) {
- this->x = x;
- this->y = y;
- this->z = z;
- #ifdef FAT_VEC3
- this->dist = 0.0f;
- #endif
- }
- ID_INLINE float idVec3_t::operator[]( const int index ) const {
- return ( &x )[ index ];
- }
- ID_INLINE float &idVec3_t::operator[]( const int index ) {
- return ( &x )[ index ];
- }
- ID_INLINE idVec3_t::operator float *( void ) {
- return &x;
- }
- ID_INLINE idVec3_t idVec3_t::operator-() const {
- return idVec3_t( -x, -y, -z );
- }
-
- ID_INLINE idVec3_t &idVec3_t::operator=( const idVec3_t &a ) {
- x = a.x;
- y = a.y;
- z = a.z;
-
- return *this;
- }
- ID_INLINE void idVec3_t::set( const float x, const float y, const float z ) {
- this->x = x;
- this->y = y;
- this->z = z;
- }
- ID_INLINE idVec3_t idVec3_t::operator-( const idVec3_t &a ) const {
- return idVec3_t( x - a.x, y - a.y, z - a.z );
- }
- ID_INLINE float idVec3_t::operator*( const idVec3_t &a ) const {
- return x * a.x + y * a.y + z * a.z;
- }
- ID_INLINE idVec3_t idVec3_t::operator*( const float a ) const {
- return idVec3_t( x * a, y * a, z * a );
- }
- ID_INLINE idVec3_t operator*( const float a, const idVec3_t b ) {
- return idVec3_t( b.x * a, b.y * a, b.z * a );
- }
- ID_INLINE idVec3_t idVec3_t::operator+( const idVec3_t &a ) const {
- return idVec3_t( x + a.x, y + a.y, z + a.z );
- }
- ID_INLINE idVec3_t &idVec3_t::operator+=( const idVec3_t &a ) {
- x += a.x;
- y += a.y;
- z += a.z;
- return *this;
- }
- ID_INLINE idVec3_t &idVec3_t::operator-=( const idVec3_t &a ) {
- x -= a.x;
- y -= a.y;
- z -= a.z;
- return *this;
- }
- ID_INLINE idVec3_t &idVec3_t::operator*=( const float a ) {
- x *= a;
- y *= a;
- z *= a;
- return *this;
- }
- ID_INLINE int idVec3_t::operator==( const idVec3_t &a ) const {
- if ( Q_fabs( x - a.x ) > EQUAL_EPSILON ) {
- return false;
- }
-
- if ( Q_fabs( y - a.y ) > EQUAL_EPSILON ) {
- return false;
- }
- if ( Q_fabs( z - a.z ) > EQUAL_EPSILON ) {
- return false;
- }
- return true;
- }
- ID_INLINE int idVec3_t::operator!=( const idVec3_t &a ) const {
- if ( Q_fabs( x - a.x ) > EQUAL_EPSILON ) {
- return true;
- }
-
- if ( Q_fabs( y - a.y ) > EQUAL_EPSILON ) {
- return true;
- }
- if ( Q_fabs( z - a.z ) > EQUAL_EPSILON ) {
- return true;
- }
- return false;
- }
- ID_INLINE idVec3_t idVec3_t::Cross( const idVec3_t &a ) const {
- return idVec3_t( y * a.z - z * a.y, z * a.x - x * a.z, x * a.y - y * a.x );
- }
- ID_INLINE idVec3_t &idVec3_t::Cross( const idVec3_t &a, const idVec3_t &b ) {
- x = a.y * b.z - a.z * b.y;
- y = a.z * b.x - a.x * b.z;
- z = a.x * b.y - a.y * b.x;
- return *this;
- }
- ID_INLINE float idVec3_t::Length( void ) const {
- float length;
-
- length = x * x + y * y + z * z;
- return ( float )idSqrt( length );
- }
- ID_INLINE float idVec3_t::Normalize( void ) {
- float length;
- float ilength;
- length = this->Length();
- if ( length ) {
- ilength = 1.0f / length;
- x *= ilength;
- y *= ilength;
- z *= ilength;
- }
-
- return length;
- }
- ID_INLINE void idVec3_t::Zero( void ) {
- x = 0.0f;
- y = 0.0f;
- z = 0.0f;
- }
- ID_INLINE void idVec3_t::Snap( void ) {
- x = float( int( x ) );
- y = float( int( y ) );
- z = float( int( z ) );
- }
- /*
- ======================
- SnapTowards
- Round a vector to integers for more efficient network
- transmission, but make sure that it rounds towards a given point
- rather than blindly truncating. This prevents it from truncating
- into a wall.
- ======================
- */
- ID_INLINE void idVec3_t::SnapTowards( const idVec3_t &to ) {
- if ( to.x <= x ) {
- x = float( int( x ) );
- } else {
- x = float( int( x ) + 1 );
- }
- if ( to.y <= y ) {
- y = float( int( y ) );
- } else {
- y = float( int( y ) + 1 );
- }
- if ( to.z <= z ) {
- z = float( int( z ) );
- } else {
- z = float( int( z ) + 1 );
- }
- }
- //===============================================================
- class Bounds {
- public:
- idVec3_t b[2];
- Bounds();
- Bounds( const idVec3_t &mins, const idVec3_t &maxs );
- void Clear();
- void Zero();
- float Radius(); // radius from origin, not from center
- idVec3_t Center();
- void AddPoint( const idVec3_t &v );
- void AddBounds( const Bounds &bb );
- bool IsCleared();
- bool ContainsPoint( const idVec3_t &p );
- bool IntersectsBounds( const Bounds &b2 ); // touching is NOT intersecting
- };
- extern Bounds boundsZero;
- ID_INLINE Bounds::Bounds(){
- }
- ID_INLINE bool Bounds::IsCleared() {
- return b[0][0] > b[1][0];
- }
- ID_INLINE bool Bounds::ContainsPoint( const idVec3_t &p ) {
- if ( p[0] < b[0][0] || p[1] < b[0][1] || p[2] < b[0][2]
- || p[0] > b[1][0] || p[1] > b[1][1] || p[2] > b[1][2] ) {
- return false;
- }
- return true;
- }
- ID_INLINE bool Bounds::IntersectsBounds( const Bounds &b2 ) {
- if ( b2.b[1][0] < b[0][0] || b2.b[1][1] < b[0][1] || b2.b[1][2] < b[0][2]
- || b2.b[0][0] > b[1][0] || b2.b[0][1] > b[1][1] || b2.b[0][2] > b[1][2] ) {
- return false;
- }
- return true;
- }
- ID_INLINE Bounds::Bounds( const idVec3_t &mins, const idVec3_t &maxs ) {
- b[0] = mins;
- b[1] = maxs;
- }
- ID_INLINE idVec3_t Bounds::Center() {
- return idVec3_t( ( b[1][0] + b[0][0] ) * 0.5f, ( b[1][1] + b[0][1] ) * 0.5f, ( b[1][2] + b[0][2] ) * 0.5f );
- }
- ID_INLINE void Bounds::Clear() {
- b[0][0] = b[0][1] = b[0][2] = 99999;
- b[1][0] = b[1][1] = b[1][2] = -99999;
- }
- ID_INLINE void Bounds::Zero() {
- b[0][0] = b[0][1] = b[0][2] =
- b[1][0] = b[1][1] = b[1][2] = 0;
- }
- ID_INLINE void Bounds::AddPoint( const idVec3_t &v ) {
- if ( v[0] < b[0][0]) {
- b[0][0] = v[0];
- }
- if ( v[0] > b[1][0]) {
- b[1][0] = v[0];
- }
- if ( v[1] < b[0][1] ) {
- b[0][1] = v[1];
- }
- if ( v[1] > b[1][1]) {
- b[1][1] = v[1];
- }
- if ( v[2] < b[0][2] ) {
- b[0][2] = v[2];
- }
- if ( v[2] > b[1][2]) {
- b[1][2] = v[2];
- }
- }
- ID_INLINE void Bounds::AddBounds( const Bounds &bb ) {
- if ( bb.b[0][0] < b[0][0]) {
- b[0][0] = bb.b[0][0];
- }
- if ( bb.b[0][1] < b[0][1]) {
- b[0][1] = bb.b[0][1];
- }
- if ( bb.b[0][2] < b[0][2]) {
- b[0][2] = bb.b[0][2];
- }
- if ( bb.b[1][0] > b[1][0]) {
- b[1][0] = bb.b[1][0];
- }
- if ( bb.b[1][1] > b[1][1]) {
- b[1][1] = bb.b[1][1];
- }
- if ( bb.b[1][2] > b[1][2]) {
- b[1][2] = bb.b[1][2];
- }
- }
- ID_INLINE float Bounds::Radius( ) {
- int i;
- float total;
- float a, aa;
- total = 0;
- for (i=0 ; i<3 ; i++) {
- a = (float)fabs( b[0][i] );
- aa = (float)fabs( b[1][i] );
- if ( aa > a ) {
- a = aa;
- }
- total += a * a;
- }
- return (float)idSqrt( total );
- }
- //===============================================================
- class idVec2_t {
- public:
- float x;
- float y;
- operator float *();
- float operator[]( int index ) const;
- float &operator[]( int index );
- };
- ID_INLINE float idVec2_t::operator[]( int index ) const {
- return ( &x )[ index ];
- }
- ID_INLINE float& idVec2_t::operator[]( int index ) {
- return ( &x )[ index ];
- }
- ID_INLINE idVec2_t::operator float *( void ) {
- return &x;
- }
- class vec4_t : public idVec3_t {
- public:
- #ifndef FAT_VEC3
- float dist;
- #endif
- vec4_t();
- ~vec4_t() {};
-
- vec4_t( float x, float y, float z, float dist );
- float operator[]( int index ) const;
- float &operator[]( int index );
- };
- ID_INLINE vec4_t::vec4_t() {}
- ID_INLINE vec4_t::vec4_t( float x, float y, float z, float dist ) {
- this->x = x;
- this->y = y;
- this->z = z;
- this->dist = dist;
- }
- ID_INLINE float vec4_t::operator[]( int index ) const {
- return ( &x )[ index ];
- }
- ID_INLINE float& vec4_t::operator[]( int index ) {
- return ( &x )[ index ];
- }
- class idVec5_t : public idVec3_t {
- public:
- float s;
- float t;
- float operator[]( int index ) const;
- float &operator[]( int index );
- };
- ID_INLINE float idVec5_t::operator[]( int index ) const {
- return ( &x )[ index ];
- }
- ID_INLINE float& idVec5_t::operator[]( int index ) {
- return ( &x )[ index ];
- }
- #endif /* !__MATH_VECTOR_H__ */
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