Xonotic
vector.qh
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1 #pragma once
2 
3 noref vector _vlen2;
4 #define vlen2(v) (_vlen2 = (v), dotproduct(_vlen2, _vlen2))
5 
6 #if 1
7 
8 #define vdist(v, cmp, f) (vlen2(v) cmp ((f) ** 2))
9 #else
10 #define vdist(v, cmp, f) (vlen(v) cmp (f))
11 #endif
12 
13 #if 1
14 #define dotproduct(a, b) ((a) * (b))
15 #else
16 noref vector _dotproduct_a, _dotproduct_b;
17 #define dotproduct(a, b) \
18  (_dotproduct_a = (a), _dotproduct_b = (b), \
19  _dotproduct_a.x * _dotproduct_b.x \
20  + _dotproduct_a.y * _dotproduct_b.y \
21  + _dotproduct_a.z * _dotproduct_b.z)
22 #endif
23 
24 #if 1
25 #define cross(a, b) ((a) >< (b))
26 #else
29 {
30  return
31  '1 0 0' * (a.y * b.z - a.z * b.y)
32  + '0 1 0' * (a.z * b.x - a.x * b.z)
33  + '0 0 1' * (a.x * b.y - a.y * b.x);
34 }
35 #endif
36 
38 #define vmul(a, b) \
39  (_vmul_a = (a), _vmul_b = (b), \
40  '1 0 0' * (_vmul_a.x * _vmul_b.x) \
41  + '0 1 0' * (_vmul_a.y * _vmul_b.y) \
42  + '0 0 1' * (_vmul_a.z * _vmul_b.z))
43 
44 const vector eX = '1 0 0';
45 const vector eY = '0 1 0';
46 const vector eZ = '0 0 1';
47 
50 {
51  vector v;
52  m2 = m2 - m1;
53  v_x = m2_x * random() + m1_x;
54  v_y = m2_y * random() + m1_y;
55  v_z = m2_z * random() + m1_z;
56  return v;
57 }
58 
61 {
62  return max(v.x, v.y, -v.x, -v.y);
63 }
64 
67 {
68  return min(max(v.x, -v.x), max(v.y, -v.y));
69 }
70 
73 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; }
74 
77 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; }
78 
79 #define pointinsidebox(point, bmins, bmaxs) boxinsidebox(point, point, bmins, bmaxs)
80 
81 #define PITCH(v) ((v).x)
82 #define YAW(v) ((v).y)
83 #define ROLL(v) ((v).z)
84 
85 //pseudo prototypes:
86 // vector vec2(vector v); // returns a vector with just the x and y components of the given vector
87 // vector vec2(float x, float y); // returns a vector with the given x and y components
88 
89 noref vector _vec2;
90 #define vec2(...) EVAL(OVERLOAD(vec2, __VA_ARGS__))
91 #define vec2_1(v) (_vec2 = (v), _vec2.z = 0, _vec2)
92 #define vec2_2(x, y) (_vec2_x = (x), _vec2_y = (y), _vec2)
93 
94 noref vector _vec3;
95 #define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3)
96 
97 #define VEC_NAN vec3(FLOAT_NAN, FLOAT_NAN, FLOAT_NAN);
98 
101  return isnan(v.x) && isnan(v.y) && isnan(v.z);
102 }
103 
104 ERASEABLE
106 {
107  float a_sin = sin(a), a_cos = cos(a);
108  return vec2(v.x * a_cos + v.y * a_sin, -v.x * a_sin + v.y * a_cos);
109 }
110 
112 #define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert)
113 
118 ERASEABLE
120 {
121  ldir = normalize(ldir);
122  p = l0 - p;
123  // remove the component in line direction from p
124  return p - ((p * ldir) * ldir);
125 }
126 
132 ERASEABLE
134 {
135  return dir - 2 * (dir * norm) * norm;
136 }
137 
141 ERASEABLE
142 vector vec_reflect(vector vel, vector norm, float bounce)
143 {
144  return vel - (1 + bounce) * (vel * norm) * norm;
145 }
146 
147 ERASEABLE
148 vector vec_epsilon(vector this, float eps)
149 {
150  if (this.x > -eps && this.x < eps) this.x = 0;
151  if (this.y > -eps && this.y < eps) this.y = 0;
152  if (this.z > -eps && this.z < eps) this.z = 0;
153  return this;
154 }
155 
156 #define ClipVelocity(in, normal, out, overbounce) \
157  (out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1))
158 
159 #ifdef GAMEQC
160  ERASEABLE
161  vector get_corner_position(entity box, int corner)
162  {
163  switch (corner)
164  {
165  case 1: return vec3(box.absmin.x, box.absmin.y, box.absmin.z);
166  case 2: return vec3(box.absmax.x, box.absmin.y, box.absmin.z);
167  case 3: return vec3(box.absmin.x, box.absmax.y, box.absmin.z);
168  case 4: return vec3(box.absmin.x, box.absmin.y, box.absmax.z);
169  case 5: return vec3(box.absmax.x, box.absmax.y, box.absmin.z);
170  case 6: return vec3(box.absmin.x, box.absmax.y, box.absmax.z);
171  case 7: return vec3(box.absmax.x, box.absmin.y, box.absmax.z);
172  case 8: return vec3(box.absmax.x, box.absmax.y, box.absmax.z);
173  default: return '0 0 0';
174  }
175  }
176 
177  ERASEABLE
178  vector NearestPointOnBox(entity box, vector org)
179  {
180  vector m1 = box.mins + box.origin;
181  vector m2 = box.maxs + box.origin;
182 
183  return vec3(
184  bound(m1.x, org.x, m2.x),
185  bound(m1.y, org.y, m2.y),
186  bound(m1.z, org.z, m2.z)
187  );
188  }
189 #endif
const vector eY
Definition: vector.qh:45
noref vector _vec3
Definition: vector.qh:94
ERASEABLE vector vec_reflect(vector vel, vector norm, float bounce)
clip vel along the plane defined by norm (assuming 0 distance away), bounciness determined by bounce ...
Definition: vector.qh:142
entity() spawn
#define vec3(_x, _y, _z)
Definition: vector.qh:95
ERASEABLE float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs)
requires the same as boxesoverlap, but is a stronger condition
Definition: vector.qh:77
noref vector _vmul_a
Definition: vector.qh:37
#define ERASEABLE
Definition: _all.inc:35
noref vector _yinvert
Definition: vector.qh:111
ERASEABLE vector point_line_vec(vector p, vector l0, vector ldir)
Definition: vector.qh:119
noref vector _vlen2
Definition: vector.qh:3
ERASEABLE vector vec_epsilon(vector this, float eps)
Definition: vector.qh:148
ERASEABLE vector randompos(vector m1, vector m2)
Definition: vector.qh:49
ERASEABLE float vlen_maxnorm2d(vector v)
Definition: vector.qh:60
noref vector _vec2
Definition: vector.qh:89
ERASEABLE float boxesoverlap(vector m1, vector m2, vector m3, vector m4)
requires that m2>m1 in all coordinates, and that m4>m3
Definition: vector.qh:73
noref vector _vmul_b
Definition: vector.qh:37
ERASEABLE bool is_all_nans(vector v)
Definition: vector.qh:100
ERASEABLE vector reflect(vector dir, vector norm)
Definition: vector.qh:133
ERASEABLE float vlen_minnorm2d(vector v)
Definition: vector.qh:66
vector(float skel, float bonenum) _skel_get_boneabs_hidden
vector v
Definition: ent_cs.qc:116
const vector eX
Definition: vector.qh:44
const vector eZ
Definition: vector.qh:46
bool isnan(float e)
Definition: mathlib.qc:25
#define vec2(...)
Definition: vector.qh:90
#define cross(a, b)
Definition: vector.qh:25
ERASEABLE vector Rotate(vector v, float a)
Definition: vector.qh:105
int dir
Definition: impulse.qc:89