REDRIVER2/src_rebuild/Game/dr2math.h
2022-02-03 23:57:39 +03:00

150 lines
3.1 KiB
C

#ifndef DR2MATH_H
#define DR2MATH_H
#include <abs.h>
struct MATRIX2
{
short m[3][3];
short computed;
char null[12];
};
#if defined(_LANGUAGE_C_PLUS_PLUS)||defined(__cplusplus)||defined(c_plusplus)
extern "C" {
#endif
// Driver 2 math definitions
extern short rcossin_tbl[8192];
#if defined(_LANGUAGE_C_PLUS_PLUS)||defined(__cplusplus)||defined(c_plusplus)
}
#endif
#define ONE 4096
#define ONE_BITS 12
#define PH_ONE 256
#define PH_ONE_BITS 8
// math constants
#define FixHalfRound(x, bits) (((x) + (1 << (bits-1))) >> bits)
#define FixFloorSigned(x, bits) ((x) / (1 << bits)) // in disassembly: ((int(x) < 0 ? int(x) + (1 << bits)-1 : int(x)) >> bits)
#define FIXEDH(a) FixHalfRound(a, ONE_BITS) // Fixed Half Round number
#define FIXED(a) ((a) >> ONE_BITS) // Fixed number (unsigned)
#define RSIN(a) (rcossin_tbl[((a) & 4095) * 2])
#define RCOS(a) (rcossin_tbl[((a) & 4095) * 2 + 1])
#define isin(a) (rcossin_tbl[( ( a ) & 4095) * 2])
#define icos(a) (rcossin_tbl[((( a )+1024) & 4095) * 2])
#define DIFF_ANGLES( A, B ) \
(((((B) - (A)) + 2048) & 4095) - 2048)
// Remap a value in the range [A,B] to [C,D].
#define RemapVal( val, A, B, C, D) \
(C + (D - C) * (val - A) / (B - A))
#define VecCopy(_v, _xyz) \
{ \
(_v)->vx = (_xyz)->vx; \
(_v)->vy = (_xyz)->vy; \
(_v)->vz = (_xyz)->vz; \
}
#define VecNegate(_v) \
{ \
(_v)->vx = -(_v)->vx; \
(_v)->vy = -(_v)->vy; \
(_v)->vz = -(_v)->vz; \
}
#define SetVec(_v, _x, _y, _z) \
{ \
(_v)->vx = _x; \
(_v)->vy = _y; \
(_v)->vz = _z; \
}
#define VecAdd(vecOut, vecLeft, vecRight) \
{ \
(vecOut)->vx = (vecLeft)->vx + (vecRight)->vx; \
(vecOut)->vy = (vecLeft)->vy + (vecRight)->vy; \
(vecOut)->vz = (vecLeft)->vz + (vecRight)->vz; \
}
#define VecSubtract(vecOut, vecLeft, vecRight) \
{ \
(vecOut)->vx = (vecLeft)->vx - (vecRight)->vx; \
(vecOut)->vy = (vecLeft)->vy - (vecRight)->vy; \
(vecOut)->vz = (vecLeft)->vz - (vecRight)->vz; \
}
#define VecAddEq(vecLeft, vecRight) \
{ \
(vecLeft)->vx += (vecRight)->vz; \
(vecLeft)->vy += (vecRight)->vy; \
(vecLeft)->vz += (vecRight)->vz; \
}
#define VecSubtractEq(vecLeft, vecRight) \
{ \
(vecLeft)->vx -= (vecRight)->vx; \
(vecLeft)->vy -= (vecRight)->vy; \
(vecLeft)->vz -= (vecRight)->vz; \
}
#define VecDivEq(vecLeft, vecRight) \
{ \
(vecLeft)->vx /= (vecRight)->vz; \
(vecLeft)->vy /= (vecRight)->vy; \
(vecLeft)->vz /= (vecRight)->vz; \
}
#define VecMulEq(vecLeft, vecRight) \
{ \
(vecLeft)->vx *= (vecRight)->vx; \
(vecLeft)->vy *= (vecRight)->vy; \
(vecLeft)->vz *= (vecRight)->vz; \
}
#define InitMatrix(_m) \
{ \
(_m).m[0][0] = ONE; \
(_m).m[1][0] = 0; \
(_m).m[2][0] = 0; \
(_m).m[0][1] = 0; \
(_m).m[1][1] = ONE; \
(_m).m[2][1] = 0; \
(_m).m[0][2] = 0; \
(_m).m[1][2] = 0; \
(_m).m[2][2] = ONE; \
}
#define numberOf(sexToys) (sizeof(sexToys) / sizeof(sexToys[0]))
#ifndef MIN
#define MIN(a,b) fst_min(a,b)
#endif
#ifndef MAX
#define MAX(a,b) fst_max(a,b)
#endif
inline int fst_min(int a, int b)
{
int diff = a - b;
int dsgn = diff >> 31;
return b + (diff & dsgn);
}
inline int fst_max(int a, int b)
{
int diff = a - b;
int dsgn = diff >> 31;
return a - (diff & dsgn);
}
#endif // DR2MATH_H