4 #define vlen2(v) (_vlen2 = (v), dotproduct(_vlen2, _vlen2)) 8 #define vdist(v, cmp, f) (vlen2(v) cmp ((f) ** 2)) 10 #define vdist(v, cmp, f) (vlen(v) cmp (f)) 14 #define dotproduct(a, b) ((a) * (b)) 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) 25 #define cross(a, b) ((a) >< (b)) 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);
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)) 53 v_x = m2_x *
random() + m1_x;
54 v_y = m2_y *
random() + m1_y;
55 v_z = m2_z *
random() + m1_z;
62 return max(v.x, v.y, -v.x, -v.y);
68 return min(
max(v.x, -v.x),
max(v.y, -v.y));
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; }
79 #define pointinsidebox(point, bmins, bmaxs) boxinsidebox(point, point, bmins, bmaxs) 81 #define PITCH(v) ((v).x) 82 #define YAW(v) ((v).y) 83 #define ROLL(v) ((v).z) 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) 95 #define vec3(_x, _y, _z) (_vec3.x = (_x), _vec3.y = (_y), _vec3.z = (_z), _vec3) 97 #define VEC_NAN vec3(FLOAT_NAN, FLOAT_NAN, FLOAT_NAN); 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);
112 #define yinvert(v) (_yinvert = (v), _yinvert.y = 1 - _yinvert.y, _yinvert) 124 return p - ((p * ldir) * ldir);
135 return dir - 2 * (dir * norm) * norm;
144 return vel - (1 + bounce) * (vel * norm) * norm;
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;
156 #define ClipVelocity(in, normal, out, overbounce) \ 157 (out = vec_epsilon(vec_reflect(in, normal, (overbounce) - 1), 0.1)) 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';
180 vector m1 = box.mins + box.origin;
181 vector m2 = box.maxs + box.origin;
184 bound(m1.x, org.x, m2.x),
185 bound(m1.y, org.y, m2.y),
186 bound(m1.z, org.z, m2.z)
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 ...
ERASEABLE float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs)
requires the same as boxesoverlap, but is a stronger condition
ERASEABLE vector point_line_vec(vector p, vector l0, vector ldir)
ERASEABLE vector vec_epsilon(vector this, float eps)
ERASEABLE vector randompos(vector m1, vector m2)
ERASEABLE float vlen_maxnorm2d(vector v)
ERASEABLE float boxesoverlap(vector m1, vector m2, vector m3, vector m4)
requires that m2>m1 in all coordinates, and that m4>m3
ERASEABLE bool is_all_nans(vector v)
ERASEABLE vector reflect(vector dir, vector norm)
ERASEABLE float vlen_minnorm2d(vector v)
vector(float skel, float bonenum) _skel_get_boneabs_hidden
ERASEABLE vector Rotate(vector v, float a)