/* * * This program 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. * * This program 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 this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once #ifdef PLAY_GAMEDLL // NOTE: In some cases we need high precision of floating-point, // so use double instead of float, otherwise unittest will fail typedef double real_t; #else typedef float real_t; #endif typedef float vec_t; typedef vec_t vec3_t[3]; typedef vec_t vec4_t[4]; typedef int fixed16_t; typedef union DLONG_u { int i[2]; double d; float f; } DLONG; #define M_PI 3.14159265358979323846 #ifdef __cplusplus #ifdef min #undef min #endif #ifdef max #undef max #endif #ifdef clamp #undef clamp #endif template const T& min(const T& a, const T& b) { return (a < b) ? a : b; } template const T& max(const T& a, const T& b) { return (a > b) ? a : b; } template const T& clamp(const T& a, const T& min, const T& max) { return (a > max) ? max : (a < min) ? min : a; } #else // __cplusplus #ifndef max #define max(a,b) (((a) > (b)) ? (a) : (b)) #endif #ifndef min #define min(a,b) (((a) < (b)) ? (a) : (b)) #endif #define clamp(val, min, max) (((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val))) #endif // __cplusplus #ifdef HAVE_SSE inline float M_sqrt(float value) { return _mm_cvtss_f32(_mm_sqrt_ss(_mm_load_ss(&value))); } inline double M_sqrt(double value) { auto v = _mm_load_sd(&value); return _mm_cvtsd_f64(_mm_sqrt_sd(v, v)); } #endif template inline double M_sqrt(T value) { return sqrt(value); } #ifdef HAVE_SSE inline float M_min(float a, float b) { return _mm_cvtss_f32(_mm_min_ss(_mm_load_ss(&a), _mm_load_ss(&b))); } inline double M_min(double a, double b) { return _mm_cvtsd_f64(_mm_min_sd(_mm_load_sd(&a), _mm_load_sd(&b))); } #endif template inline T M_min(T a, T b) { return min(a, b); } #ifdef HAVE_SSE inline float M_max(float a, float b) { return _mm_cvtss_f32(_mm_max_ss(_mm_load_ss(&a), _mm_load_ss(&b))); } inline double M_max(double a, double b) { return _mm_cvtsd_f64(_mm_max_sd(_mm_load_sd(&a), _mm_load_sd(&b))); } #endif template inline T M_max(T a, T b) { return max(a, b); } #ifdef HAVE_SSE inline float M_clamp(float a, float min, float max) { return _mm_cvtss_f32(_mm_min_ss(_mm_max_ss(_mm_load_ss(&a), _mm_load_ss(&min)), _mm_load_ss(&max))); } inline double M_clamp(double a, double min, double max) { return _mm_cvtsd_f64(_mm_min_sd(_mm_max_sd(_mm_load_sd(&a), _mm_load_sd(&min)), _mm_load_sd(&max))); } #endif template inline T M_clamp(T a, T min, T max) { return clamp(a, min, max); } template inline void SWAP(T &first, T &second) { T temp = first; first = second; second = temp; } #define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];} #define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];} #define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];} #define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;}