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public: make simple bbox functions inline

pull/2/head
Alibek Omarov 1 year ago
parent
commit
89f9b3df68
  1. 42
      public/xash3d_mathlib.c
  2. 28
      public/xash3d_mathlib.h

42
public/xash3d_mathlib.c

@ -384,18 +384,6 @@ void VectorsAngles( const vec3_t forward, const vec3_t right, const vec3_t up, v @@ -384,18 +384,6 @@ void VectorsAngles( const vec3_t forward, const vec3_t right, const vec3_t up, v
//
// bounds operations
//
/*
=================
ClearBounds
=================
*/
void ClearBounds( vec3_t mins, vec3_t maxs )
{
// make bogus range
mins[0] = mins[1] = mins[2] = 999999.0f;
maxs[0] = maxs[1] = maxs[2] = -999999.0f;
}
/*
=================
AddPointToBounds
@ -416,7 +404,7 @@ void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ) @@ -416,7 +404,7 @@ void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs )
/*
=================
ExpandBounds
ExpandBounds (not used anywhere?)
=================
*/
void ExpandBounds( vec3_t mins, vec3_t maxs, float offset )
@ -429,34 +417,6 @@ void ExpandBounds( vec3_t mins, vec3_t maxs, float offset ) @@ -429,34 +417,6 @@ void ExpandBounds( vec3_t mins, vec3_t maxs, float offset )
maxs[2] += offset;
}
/*
=================
BoundsIntersect
=================
*/
qboolean BoundsIntersect( const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2 )
{
if( mins1[0] > maxs2[0] || mins1[1] > maxs2[1] || mins1[2] > maxs2[2] )
return false;
if( maxs1[0] < mins2[0] || maxs1[1] < mins2[1] || maxs1[2] < mins2[2] )
return false;
return true;
}
/*
=================
BoundsAndSphereIntersect
=================
*/
qboolean BoundsAndSphereIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t origin, float radius )
{
if( mins[0] > origin[0] + radius || mins[1] > origin[1] + radius || mins[2] > origin[2] + radius )
return false;
if( maxs[0] < origin[0] - radius || maxs[1] < origin[1] - radius || maxs[2] < origin[2] - radius )
return false;
return true;
}
/*
=================
SphereIntersect

28
public/xash3d_mathlib.h

@ -195,10 +195,32 @@ void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up @@ -195,10 +195,32 @@ void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up
void VectorsAngles( const vec3_t forward, const vec3_t right, const vec3_t up, vec3_t angles );
void PlaneIntersect( const struct mplane_s *plane, const vec3_t p0, const vec3_t p1, vec3_t out );
void ClearBounds( vec3_t mins, vec3_t maxs );
static inline void ClearBounds( vec3_t mins, vec3_t maxs )
{
// make bogus range
mins[0] = mins[1] = mins[2] = 999999.0f;
maxs[0] = maxs[1] = maxs[2] = -999999.0f;
}
static inline qboolean BoundsIntersect( const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2 )
{
if( mins1[0] > maxs2[0] || mins1[1] > maxs2[1] || mins1[2] > maxs2[2] )
return false;
if( maxs1[0] < mins2[0] || maxs1[1] < mins2[1] || maxs1[2] < mins2[2] )
return false;
return true;
}
static inline qboolean BoundsAndSphereIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t origin, float radius )
{
if( mins[0] > origin[0] + radius || mins[1] > origin[1] + radius || mins[2] > origin[2] + radius )
return false;
if( maxs[0] < origin[0] - radius || maxs[1] < origin[1] - radius || maxs[2] < origin[2] - radius )
return false;
return true;
}
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
qboolean BoundsIntersect( const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2 );
qboolean BoundsAndSphereIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t origin, float radius );
qboolean SphereIntersect( const vec3_t vSphereCenter, float fSphereRadiusSquared, const vec3_t vLinePt, const vec3_t vLineDir );
float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
void ExpandBounds( vec3_t mins, vec3_t maxs, float offset );

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