OpenMoHAA 0.82.0
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tr_extramath.h
1/*
2===========================================================================
3Copyright (C) 2010 James Canete (use.less01@gmail.com)
4
5This file is part of Quake III Arena source code.
6
7Quake III Arena source code is free software; you can redistribute it
8and/or modify it under the terms of the GNU General Public License as
9published by the Free Software Foundation; either version 2 of the License,
10or (at your option) any later version.
11
12Quake III Arena source code is distributed in the hope that it will be
13useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
14MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15GNU General Public License for more details.
16
17You should have received a copy of the GNU General Public License
18along with Quake III Arena source code; if not, write to the Free Software
19Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
20===========================================================================
21*/
22// tr_extramath.h
23
24#ifndef __TR_EXTRAMATH_H__
25#define __TR_EXTRAMATH_H__
26
27typedef vec_t mat4_t[16];
28typedef int ivec2_t[2];
29typedef int ivec3_t[3];
30typedef int ivec4_t[4];
31
32void Mat4Zero( mat4_t out );
33void Mat4Identity( mat4_t out );
34void Mat4Copy( const mat4_t in, mat4_t out );
35void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out );
36void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out );
37qboolean Mat4Compare(const mat4_t a, const mat4_t b);
38void Mat4Dump( const mat4_t in );
39void Mat4Translation( vec3_t vec, mat4_t out );
40void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out );
41void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out);
42void Mat4SimpleInverse( const mat4_t in, mat4_t out);
43
44#define VectorCopy2(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1])
45#define VectorSet2(v,x,y) ((v)[0]=(x),(v)[1]=(y));
46
47#define VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
48#define VectorSet4(v,x,y,z,w) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z),(v)[3]=(w))
49#define DotProduct4(a,b) ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] + (a)[3]*(b)[3])
50#define VectorScale4(a,b,c) ((c)[0]=(a)[0]*(b),(c)[1]=(a)[1]*(b),(c)[2]=(a)[2]*(b),(c)[3]=(a)[3]*(b))
51
52#define VectorCopy5(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3],(b)[4]=(a)[4])
53
54#define OffsetByteToFloat(a) ((float)(a) * 1.0f/127.5f - 1.0f)
55#define FloatToOffsetByte(a) (byte)((a) * 127.5f + 128.0f)
56#define ByteToFloat(a) ((float)(a) * 1.0f/255.0f)
57#define FloatToByte(a) (byte)((a) * 255.0f)
58
59static ID_INLINE int VectorCompare4(const vec4_t v1, const vec4_t v2)
60{
61 if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3])
62 {
63 return 0;
64 }
65 return 1;
66}
67
68static ID_INLINE int VectorCompare5(const vec5_t v1, const vec5_t v2)
69{
70 if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3] || v1[4] != v2[4])
71 {
72 return 0;
73 }
74 return 1;
75}
76
77void VectorLerp( vec3_t a, vec3_t b, float lerp, vec3_t c);
78
79
80qboolean SpheresIntersect(vec3_t origin1, float radius1, vec3_t origin2, float radius2);
81void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, float radius2, vec3_t origin3, float *radius3);
82
83#ifndef SGN
84#define SGN(x) (((x) >= 0) ? !!(x) : -1)
85#endif
86
87#ifndef MAX
88#define MAX(a,b) ((a) > (b) ? (a) : (b))
89#endif
90
91#ifndef MIN
92#define MIN(a,b) ((a) < (b) ? (a) : (b))
93#endif
94
95#ifndef CLAMP
96#define CLAMP(a,b,c) MIN(MAX((a),(b)),(c))
97#endif
98
99int NextPowerOfTwo(int in);
100unsigned short FloatToHalf(float in);
101float HalfToFloat(unsigned short in);
102
103#endif