mirror of
https://github.com/kevinbentley/Descent3.git
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275 lines
6.2 KiB
C++
275 lines
6.2 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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--- HISTORICAL COMMENTS FOLLOW ---
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* $Logfile: /DescentIII/Main/lib/vecmat_external.h $
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* $Revision: 3 $
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* $Date: 2/19/99 4:26p $
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* $Author: Jason $
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*
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* Contains any header information that can/should be exported to DLLs
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*
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* $Log: /DescentIII/Main/lib/vecmat_external.h $
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*
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* 3 2/19/99 4:26p Jason
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* more work on Katmai support
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*
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* 2 1/21/99 11:15p Jeff
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* pulled out some structs and defines from header files and moved them
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* into separate header files so that multiplayer dlls don't require major
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* game headers, just those new headers. Side effect is a shorter build
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* time. Also cleaned up some header file #includes that weren't needed.
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* This affected polymodel.h, object.h, player.h, vecmat.h, room.h,
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* manage.h and multi.h
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*
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* $NoKeywords: $
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*/
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#ifndef VECMAT_EXTERNAL_H
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#define VECMAT_EXTERNAL_H
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#include <cstdint>
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// Angles are unsigned shorts
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typedef uint16_t angle; // make sure this matches up with fix.h
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struct angvec {
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angle p, h, b;
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};
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#define IDENTITY_MATRIX \
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{ \
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{1.0, 0, 0}, {0, 1.0, 0}, { 0, 0, 1.0 } \
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}
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struct vector {
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float x, y, z;
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};
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struct vector4 {
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float x, y, z, kat_pad;
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};
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struct vector_array {
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float xyz[3];
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};
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struct matrix {
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vector rvec, uvec, fvec;
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};
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struct matrix4 {
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vector4 rvec, uvec, fvec;
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};
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// Zero's out a vector
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static inline void vm_MakeZero(vector *v) { v->x = v->y = v->z = 0; }
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// Set an angvec to {0,0,0}
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static inline void vm_MakeZero(angvec *a) { a->p = a->h = a->b = 0; }
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// Checks for equality
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static inline bool operator==(vector a, vector b) {
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bool equality = false;
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// Adds two vectors.
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if (a.x == b.x && a.y == b.y && a.z == b.z)
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equality = true;
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return equality;
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}
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// Checks for inequality
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static inline bool operator!=(vector a, vector b) {
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bool equality = true;
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// Adds two vectors.
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if (a.x == b.x && a.y == b.y && a.z == b.z)
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equality = false;
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return equality;
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}
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// Adds 2 vectors
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static inline vector operator+(vector a, vector b) {
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// Adds two vectors.
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a.x += b.x;
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a.y += b.y;
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a.z += b.z;
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return a;
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}
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// Adds 2 vectors
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static inline vector operator+=(vector &a, vector b) { return (a = a + b); }
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// Adds 2 matrices
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static inline matrix operator+(matrix a, matrix b) {
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// Adds two 3x3 matrixs.
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a.rvec += b.rvec;
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a.uvec += b.uvec;
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a.fvec += b.fvec;
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return a;
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}
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// Adds 2 matrices
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static inline matrix operator+=(matrix &a, matrix b) { return (a = a + b); }
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// Subtracts 2 vectors
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static inline vector operator-(vector a, vector b) {
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// subtracts two vectors
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a.x -= b.x;
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a.y -= b.y;
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a.z -= b.z;
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return a;
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}
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// Subtracts 2 vectors
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static inline vector operator-=(vector &a, vector b) { return (a = a - b); }
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// Subtracts 2 matrices
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static inline matrix operator-(matrix a, matrix b) {
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// subtracts two 3x3 matrices
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a.rvec = a.rvec - b.rvec;
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a.uvec = a.uvec - b.uvec;
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a.fvec = a.fvec - b.fvec;
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return a;
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}
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// Subtracts 2 matrices
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static inline matrix operator-=(matrix &a, matrix b) { return (a = a - b); }
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// Does a simple dot product calculation
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static inline float operator*(vector u, vector v) { return (u.x * v.x) + (u.y * v.y) + (u.z * v.z); }
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// Scalar multiplication
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static inline vector operator*(vector v, float s) {
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v.x *= s;
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v.y *= s;
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v.z *= s;
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return v;
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}
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// Scalar multiplication
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static inline vector operator*=(vector &v, float s) { return (v = v * s); }
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// Scalar multiplication
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static inline vector operator*(float s, vector v) { return v * s; }
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// Scalar multiplication
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static inline matrix operator*(float s, matrix m) {
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m.fvec = m.fvec * s;
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m.uvec = m.uvec * s;
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m.rvec = m.rvec * s;
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return m;
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}
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// Scalar multiplication
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static inline matrix operator*(matrix m, float s) { return s * m; }
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// Scalar multiplication
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static inline matrix operator*=(matrix &m, float s) { return (m = m * s); }
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// Scalar division
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static inline vector operator/(vector src, float n) {
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src.x /= n;
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src.y /= n;
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src.z /= n;
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return src;
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}
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// Scalar division
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static inline vector operator/=(vector &src, float n) { return (src = src / n); }
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// Scalar division
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static inline matrix operator/(matrix src, float n) {
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src.fvec = src.fvec / n;
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src.rvec = src.rvec / n;
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src.uvec = src.uvec / n;
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return src;
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}
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// Scalar division
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static inline matrix operator/=(matrix &src, float n) { return (src = src / n); }
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// Computes a cross product between u and v, returns the result
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// in Normal.
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static inline vector operator^(vector u, vector v) {
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vector dest;
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dest.x = (u.y * v.z) - (u.z * v.y);
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dest.y = (u.z * v.x) - (u.x * v.z);
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dest.z = (u.x * v.y) - (u.y * v.x);
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return dest;
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}
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// Matrix transpose
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static inline matrix operator~(matrix m) {
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float t;
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t = m.uvec.x;
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m.uvec.x = m.rvec.y;
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m.rvec.y = t;
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t = m.fvec.x;
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m.fvec.x = m.rvec.z;
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m.rvec.z = t;
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t = m.fvec.y;
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m.fvec.y = m.uvec.z;
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m.uvec.z = t;
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return m;
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}
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// Negate vector
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static inline vector operator-(vector a) {
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a.x *= -1;
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a.y *= -1;
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a.z *= -1;
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return a;
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}
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// Apply a matrix to a vector
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static inline vector operator*(vector v, matrix m) {
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vector result;
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result.x = v * m.rvec;
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result.y = v * m.uvec;
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result.z = v * m.fvec;
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return result;
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}
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static inline float vm_Dot3Vector(float x, float y, float z, vector *v) { return (x * v->x) + (y * v->y) + (z * v->z); }
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#define vm_GetSurfaceNormal vm_GetNormal
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#endif
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