diff --git a/src/engine/math_util.h b/src/engine/math_util.h index 5cfac85b..507453c0 100644 --- a/src/engine/math_util.h +++ b/src/engine/math_util.h @@ -6,6 +6,8 @@ #include "types.h" +#define BIT(i) (1 << (i)) +#define BITMASK(size) ((BIT(size)) - 1) /* * The sine and cosine tables overlap, but "#define gCosineTable (gSineTable + @@ -29,12 +31,315 @@ extern f32 gCosineTable[]; #define sins(x) gSineTable[(u16) (x) >> 4] #define coss(x) gCosineTable[(u16) (x) >> 4] -#define min(a, b) ((a) <= (b) ? (a) : (b)) -#define max(a, b) ((a) > (b) ? (a) : (b)) -#define CLAMP(x, low, high) (((x) > (high)) ? (high) : (((x) < (low)) ? (low) : (x))) -#define ABS(x) ((x) > 0.f ? (x) : -(x)) +#define DEG_PER_RAD 57.29577950560105 +#define RAD_PER_DEG (1.0 / DEG_PER_RAD) -#define sqr(x) ((x) * (x)) +#define angle_to_degrees( x) (f32)(((Angle)(x) / 65536.0f) * 360.0f) +#define degrees_to_angle( x) (Angle)(((f32)(x) * 0x10000 ) / 360 ) +#define angle_to_radians( x) (f32)(((Angle)(x) * M_PI ) / 0x8000) +#define radians_to_angle( x) (Angle)(((f32)(x) / M_PI ) * 0x8000) +#define degrees_to_radians(x) (f32)( (f32)(x) * RAD_PER_DEG ) +#define radians_to_degrees(x) (f32)( (f32)(x) * DEG_PER_RAD ) + +#define ABSF(x) ((x) > 0.0f ? (x) : -(x)) +#define ABSI(x) ((x) > 0 ? (x) : -(x)) +#define ABS(x) ABSF((x)) + +#define min(a, b) MIN((a), (b)) // ((a) < (b) ? (a) : (b)) +#define max(a, b) MAX((a), (b)) // ((a) > (b) ? (a) : (b)) +#define CLAMP(x, low, high) (((x) > (high)) ? (high) : (((x) < (low)) ? (low) : (x))) + +// from limits.h +#define S8_MAX __SCHAR_MAX__ +#define S8_MIN (-S8_MAX - 1) +#define U8_MAX (S8_MAX * 2 + 1) +#define S16_MAX __SHRT_MAX__ +#define S16_MIN (-S16_MAX - 1) +#define U16_MAX (S16_MAX * 2 + 1) +#define S32_MAX __INT_MAX__ +#define S32_MIN (-S32_MAX - 1) +#define U32_MAX (S32_MAX * 2U + 1U) +#define S64_MAX __LONG_LONG_MAX__ +#define S64_MIN (-S64_MAX - 1LL) +#define U64_MAX (S64_MAX * 2ULL + 1ULL) +#define F32_MAX __FLT_MAX__ +#define F32_MIN __FLT_MIN__ +#define F64_MAX __DBL_MAX__ +#define F64_MIN __DBL_MIN__ + +#define CLAMP_U8( x) CLAMP((x), 0x0, U8_MAX) +#define CLAMP_S8( x) CLAMP((x), S8_MIN, S8_MAX) +#define CLAMP_U16(x) CLAMP((x), 0x0, U16_MAX) +#define CLAMP_S16(x) CLAMP((x), S16_MIN, S16_MAX) +#define CLAMP_U32(x) CLAMP((x), 0x0, U32_MAX) +#define CLAMP_S32(x) CLAMP((x), S32_MIN, S32_MAX) +#define CLAMP_U64(x) CLAMP((x), 0x0, U64_MAX) +#define CLAMP_S64(x) CLAMP((x), S64_MIN, S64_MAX) +#define CLAMP_F32(x) CLAMP((x), F32_MIN, F32_MAX) +#define CLAMP_F64(x) CLAMP((x), F64_MIN, F64_MAX) + +#define SWAP(a, b) { ((a) ^= (b)); ((b) ^= (a)); ((a) ^= (b)); } + +#define sqr(x) ( (x) * (x)) +#define cube(x) ( sqr(x) * (x)) +#define quad(x) (cube(x) * (x)) + +#define average_2(a, b ) (((a) + (b) ) / 2.0f) +#define average_3(a, b, c ) (((a) + (b) + (c) ) / 3.0f) +#define average_4(a, b, c, d) (((a) + (b) + (c) + (d)) / 4.0f) + +#define vec2_same(v, s) (((v)[0]) = ((v)[1]) = (s)) +#define vec3_same(v, s) (((v)[0]) = ((v)[1]) = ((v)[2]) = (s)) +#define vec4_same(v, s) (((v)[0]) = ((v)[1]) = ((v)[2]) = ((v)[3]) = (s)) + +#define vec2_zero(v) (vec2_same((v), 0)) +#define vec3_zero(v) (vec3_same((v), 0)) +#define vec4_zero(v) (vec4_same((v), 0)) + +#define vec2_c(v) ( (v)[0] + (v)[1]) +#define vec3_c(v) (vec2_c(v) + (v)[2]) +#define vec4_c(v) (vec3_c(v) + (v)[3]) + +#define vec2_average(v) (vec2_c(v) / 2.0f) +#define vec3_average(v) (vec3_c(v) / 3.0f) +#define vec4_average(v) (vec4_c(v) / 4.0f) + +#define vec2_sumsq(v) ( sqr((v)[0]) + sqr((v)[1])) +#define vec3_sumsq(v) (vec2_sumsq(v) + sqr((v)[2])) +#define vec4_sumsq(v) (vec3_sumsq(v) + sqr((v)[3])) + +#define vec2_mag(v) (sqrtf(vec2_sumsq(v))) +#define vec3_mag(v) (sqrtf(vec3_sumsq(v))) +#define vec4_mag(v) (sqrtf(vec4_sumsq(v))) + +#define vec3_yaw(from, to) (atan2s(((to)[2] - (from)[2]), ((to)[0] - (from)[0]))) + +#define vec2_dot(a, b) (((a)[0] * (b)[0]) + ((a)[1] * (b)[1])) +#define vec3_dot(a, b) (vec2_dot((a), (b)) + ((a)[2] * (b)[2])) +#define vec4_dot(a, b) (vec3_dot((a), (b)) + ((a)[3] * (b)[3])) + +/// Make vector 'dest' the cross product of vectors a and b. +#define vec3_cross(dst, a, b) { \ + (dst)[0] = (((a)[1] * (b)[2]) - ((a)[2] * (b)[1])); \ + (dst)[1] = (((a)[2] * (b)[0]) - ((a)[0] * (b)[2])); \ + (dst)[2] = (((a)[0] * (b)[1]) - ((a)[1] * (b)[0])); \ +} + +#define vec2_set(dst, x, y) { \ + (dst)[0] = (x); \ + (dst)[1] = (y); \ +} +#define vec3_set(dst, x, y, z) { \ + vec2_set((dst), (x), (y)); \ + (dst)[2] = (z); \ +} +#define vec4_set(dst, x, y, z, w) { \ + vec3_set((dst), (x), (y), (z)); \ + (dst)[3] = (w); \ +} + +#define vec2_copy(dst, src) { \ + (dst)[0] = (src)[0]; \ + (dst)[1] = (src)[1]; \ +} +#define vec3_copy(dst, src) { \ + vec2_copy((dst), (src)); \ + (dst)[2] = (src)[2]; \ +} +#define vec4_copy(dst, src) { \ + vec3_copy((dst), (src)); \ + (dst)[3] = (src)[3]; \ +} + +#define vec3_copy_y_off(dst, src, y) { \ + (dst)[0] = (src)[0]; \ + (dst)[1] = ((src)[1] + (y)); \ + (dst)[2] = (src)[2]; \ +} + +#define vec2_copy_roundf(dst, src) { \ + (dst)[0] = roundf((src)[0]); \ + (dst)[1] = roundf((src)[1]); \ +} +#define vec3_copy_roundf(dst, src) { \ + vec2_copy_roundf((dst), (src)); \ + (dst)[2] = roundf((src)[2]); \ +} +#define vec4_copy_roundf(dst, src) { \ + vec3_copy_roundf((dst), (src)); \ + (dst)[3] = roundf((src)[3]); \ +} + +#define vec2_copy_inverse(dst, src) { \ + (dst)[0] = (src)[1]; \ + (dst)[1] = (src)[0]; \ +} +#define vec3_copy_inverse(dst, src) { \ + (dst)[0] = (src)[2]; \ + (dst)[1] = (src)[1]; \ + (dst)[2] = (src)[0]; \ +} +#define vec4_copy_inverse(dst, src) { \ + (dst)[0] = (src)[3]; \ + (dst)[1] = (src)[2]; \ + (dst)[2] = (src)[1]; \ + (dst)[3] = (src)[0]; \ +} + +#define vec3_copy_offset_m1(dst, src) { \ + (dst)[0] = (src)[1]; \ + (dst)[1] = (src)[2]; \ + (dst)[2] = (src)[0]; \ +} + +#define vec2_copy_negative(dst, src) { \ + (dst)[0] = -(src)[0]; \ + (dst)[1] = -(src)[1]; \ +} +#define vec3_copy_negative(dst, src) { \ + vec2_copy_negative((dst), (src)); \ + (dst)[2] = -(src)[2]; \ +} +#define vec4_copy_negative(dst, src) { \ + vec3_copy_negative((dst), (src)); \ + (dst)[3] = -(src)[3]; \ +} + +#define vec2_sum(dst, src1, src2) { \ + (dst)[0] = ((src1)[0] + (src2)[0]); \ + (dst)[1] = ((src1)[1] + (src2)[1]); \ +} +#define vec3_sum(dst, src1, src2) { \ + vec2_sum((dst), (src1), (src2)); \ + (dst)[2] = ((src1)[2] + (src2)[2]); \ +} +#define vec4_sum(dst, src1, src2) { \ + vec3_sum((dst), (src1), (src2)); \ + (dst)[3] = ((src1)[3] + (src2)[3]); \ +} + +#define vec2_add(dst, src) vec2_sum((dst), (dst), (src)) +#define vec3_add(dst, src) vec3_sum((dst), (dst), (src)) +#define vec4_add(dst, src) vec4_sum((dst), (dst), (src)) + +#define vec2_sum_val(dst, src, x) { \ + (dst)[0] = ((src)[0] + (x)); \ + (dst)[1] = ((src)[1] + (x)); \ +} +#define vec3_sum_val(dst, src, x) { \ + vec2_sum_val((dst), (src), (x)); \ + (dst)[2] = ((src)[2] + (x)); \ +} +#define vec4_sum_val(dst, src, x) { \ + vec3_sum_val((dst), (src), (x)); \ + (dst)[3] = ((src)[2] + (x)); \ +} + +#define vec2_add_val(dst, x) vec2_sum_val((dst), (dst), (x)) +#define vec3_add_val(dst, x) vec3_sum_val((dst), (dst), (x)) +#define vec4_add_val(dst, x) vec4_sum_val((dst), (dst), (x)) + +#define vec2_diff(dst, src1, src2) { \ + (dst)[0] = ((src1)[0] - (src2)[0]); \ + (dst)[1] = ((src1)[1] - (src2)[1]); \ +} +#define vec3_diff(dst, src1, src2) { \ + vec2_diff((dst), (src1), (src2)); \ + (dst)[2] = ((src1)[2] - (src2)[2]); \ +} +#define vec4_diff(dst, src1, src2) { \ + vec3_diff((dst), (src1), (src2)); \ + (dst)[3] = ((src1)[3] - (src2)[3]); \ +} + +#define vec2_sub(dst, src) vec2_diff((dst), (dst), (src)) +#define vec3_sub(dst, src) vec3_diff((dst), (dst), (src)) +#define vec4_sub(dst, src) vec4_diff((dst), (dst), (src)) + +#define vec2_diff_val(dst, src, x) { \ + (dst)[0] = ((src)[0] - (x)); \ + (dst)[1] = ((src)[1] - (x)); \ +} +#define vec3_diff_val(dst, src, x) { \ + vec2_diff_val((dst), (src), (x)); \ + (dst)[2] = ((src)[2] - (x)); \ +} +#define vec4_diff_val(dst, src, x) { \ + vec3_diff_val((dst), (src), (x)); \ + (dst)[3] = ((src)[3] - (x)); \ +} + +#define vec2_sub_val(dst, x) vec2_diff_val((dst), (dst), (x)) +#define vec3_sub_val(dst, x) vec3_diff_val((dst), (dst), (x)) +#define vec4_sub_val(dst, x) vec4_diff_val((dst), (dst), (x)) + +#define vec2_prod(dst, src1, src2) { \ + (dst)[0] = ((src1)[0] * (src2)[0]); \ + (dst)[1] = ((src1)[1] * (src2)[1]); \ +} +#define vec3_prod(dst, src1, src2) { \ + vec2_prod((dst), (src1), (src2)); \ + (dst)[2] = ((src1)[2] * (src2)[2]); \ +} +#define vec4_prod(dst, src1, src2) { \ + vec3_prod((dst), (src1), (src2)); \ + (dst)[3] = ((src1)[3] * (src2)[3]); \ +} + +#define vec2_mul(dst, src) vec2_prod((dst), (dst), (src)) +#define vec3_mul(dst, src) vec3_prod((dst), (dst), (src)) +#define vec4_mul(dst, src) vec4_prod((dst), (dst), (src)) + +#define vec2_prod_val(dst, src, x) { \ + (dst)[0] = ((src)[0] * (x)); \ + (dst)[1] = ((src)[1] * (x)); \ +} +#define vec3_prod_val(dst, src, x) { \ + vec2_prod_val((dst), (src), (x)); \ + (dst)[2] = ((src)[2] * (x)); \ +} +#define vec4_prod_val(dst, src, x) { \ + vec3_prod_val((dst), (src), (x)); \ + (dst)[3] = ((src)[3] * (x)); \ +} + +#define vec2_mul_val(dst, x) vec2_prod_val(dst, dst, x) +#define vec3_mul_val(dst, x) vec3_prod_val(dst, dst, x) +#define vec4_mul_val(dst, x) vec4_prod_val(dst, dst, x) + +#define vec2_quot(dst, src1, src2) { \ + (dst)[0] = ((src1)[0] / (src2)[0]); \ + (dst)[1] = ((src1)[1] / (src2)[1]); \ +} +#define vec3_quot(dst, src1, src2) { \ + vec2_quot((dst), (src1), (src2)); \ + (dst)[2] = ((src1)[2] / (src2)[2]); \ +} +#define vec4_quot(dst, src1, src2) { \ + vec3_quot((dst), (src1), (src2)); \ + (dst)[3] = ((src1)[3] / (src2)[3]); \ +} + +#define vec2_div(dst, src) vec2_quot((dst), (dst), (src)) +#define vec3_div(dst, src) vec3_quot((dst), (dst), (src)) +#define vec4_div(dst, src) vec4_quot((dst), (dst), (src)) + +#define vec2_quot_val(dst, src, x) { \ + (dst)[0] = ((src)[0] / (x)); \ + (dst)[1] = ((src)[1] / (x)); \ +} +#define vec3_quot_val(dst, src, x) { \ + vec2_quot_val((dst), (src), (x)); \ + (dst)[2] = ((src)[2] / (x)); \ +} +#define vec4_quot_val(dst, src, x) { \ + vec3_quot_val((dst), (src), (x)); \ + (dst)[3] = ((src)[3] / (x)); \ +} + +#define vec2_div_val(dst, x) vec2_quot_val((dst), (dst), (x)) +#define vec3_div_val(dst, x) vec3_quot_val((dst), (dst), (x)) +#define vec4_div_val(dst, x) vec4_quot_val((dst), (dst), (x)) #define RAYCAST_FIND_FLOOR (0x1) #define RAYCAST_FIND_WALL (0x2)