/* =========================================================================== Copyright (C) 2010 James Canete (use.less01@gmail.com) This file is part of Tremulous. 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_extramath.h #ifndef __TR_EXTRAMATH_H__ #define __TR_EXTRAMATH_H__ typedef vec_t mat4_t[16]; typedef int ivec2_t[2]; typedef int ivec3_t[3]; typedef int ivec4_t[4]; void Mat4Zero( mat4_t out ); void Mat4Identity( mat4_t out ); void Mat4Copy( const mat4_t in, mat4_t out ); void Mat4Multiply( const mat4_t in1, const mat4_t in2, mat4_t out ); void Mat4Transform( const mat4_t in1, const vec4_t in2, vec4_t out ); qboolean Mat4Compare(const mat4_t a, const mat4_t b); void Mat4Dump( const mat4_t in ); void Mat4Translation( vec3_t vec, mat4_t out ); void Mat4Ortho( float left, float right, float bottom, float top, float znear, float zfar, mat4_t out ); void Mat4View(vec3_t axes[3], vec3_t origin, mat4_t out); void Mat4SimpleInverse( const mat4_t in, mat4_t out); #define VectorCopy2(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1]) #define VectorSet2(v,x,y) ((v)[0]=(x),(v)[1]=(y)); #define VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3]) #define VectorSet4(v,x,y,z,w) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z),(v)[3]=(w)) #define DotProduct4(a,b) ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] + (a)[3]*(b)[3]) #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)) #define VectorCopy5(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3],(b)[4]=(a)[4]) #define OffsetByteToFloat(a) ((float)(a) * 1.0f/127.5f - 1.0f) #define FloatToOffsetByte(a) (byte)((a) * 127.5f + 128.0f) #define ByteToFloat(a) ((float)(a) * 1.0f/255.0f) #define FloatToByte(a) (byte)((a) * 255.0f) #define RGBtosRGB(a) (((a) < 0.0031308f) ? (12.92f * (a)) : (1.055f * pow((a), 0.41666f) - 0.055f)) #define sRGBtoRGB(a) (((a) <= 0.04045f) ? ((a) / 12.92f) : (pow((((a) + 0.055f) / 1.055f), 2.4)) ) static ID_INLINE int VectorCompare4(const vec4_t v1, const vec4_t v2) { if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3]) { return 0; } return 1; } static ID_INLINE int VectorCompare5(const vec5_t v1, const vec5_t v2) { if(v1[0] != v2[0] || v1[1] != v2[1] || v1[2] != v2[2] || v1[3] != v2[3] || v1[4] != v2[4]) { return 0; } return 1; } void VectorLerp( vec3_t a, vec3_t b, float lerp, vec3_t c); qboolean SpheresIntersect(vec3_t origin1, float radius1, vec3_t origin2, float radius2); void BoundingSphereOfSpheres(vec3_t origin1, float radius1, vec3_t origin2, float radius2, vec3_t origin3, float *radius3); #ifndef SGN #define SGN(x) (((x) >= 0) ? !!(x) : -1) #endif #ifndef MAX #define MAX(a,b) ((a) > (b) ? (a) : (b)) #endif #ifndef MIN #define MIN(a,b) ((a) < (b) ? (a) : (b)) #endif #ifndef CLAMP #define CLAMP(a,b,c) MIN(MAX((a),(b)),(c)) #endif int NextPowerOfTwo(int in); unsigned short FloatToHalf(float in); #endif