mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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160 lines
4.1 KiB
C++
160 lines
4.1 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* 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, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* 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, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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#ifdef PLAY_GAMEDLL
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// NOTE: In some cases we need high precision of floating-point,
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// so use double instead of float, otherwise unittest will fail
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typedef double real_t;
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#else
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typedef float real_t;
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#endif
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typedef float vec_t;
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typedef vec_t vec3_t[3];
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typedef vec_t vec4_t[4];
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typedef int fixed16_t;
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typedef union DLONG_u
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{
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int i[2];
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double d;
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float f;
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} DLONG;
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#define M_PI 3.14159265358979323846
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#ifdef __cplusplus
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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#ifdef clamp
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#undef clamp
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#endif
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template <typename T>
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const T& min(const T& a, const T& b) { return (a < b) ? a : b; }
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template <typename T>
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const T& max(const T& a, const T& b) { return (a > b) ? a : b; }
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template <typename T>
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const T& clamp(const T& a, const T& min, const T& max) { return (a > max) ? max : (a < min) ? min : a; }
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#else // __cplusplus
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#ifndef max
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#define max(a,b) (((a) > (b)) ? (a) : (b))
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#endif
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#ifndef min
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#define min(a,b) (((a) < (b)) ? (a) : (b))
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#endif
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#define clamp(val, min, max) (((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val)))
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#endif // __cplusplus
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#ifdef HAVE_SSE
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inline float M_sqrt(float value) {
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return _mm_cvtss_f32(_mm_sqrt_ss(_mm_load_ss(&value)));
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}
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inline double M_sqrt(double value) {
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auto v = _mm_load_sd(&value);
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return _mm_cvtsd_f64(_mm_sqrt_sd(v, v));
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}
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#endif
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template<typename T>
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inline double M_sqrt(T value) {
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return sqrt(value);
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}
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#ifdef HAVE_SSE
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inline float M_min(float a, float b) {
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return _mm_cvtss_f32(_mm_min_ss(_mm_load_ss(&a), _mm_load_ss(&b)));
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}
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inline double M_min(double a, double b) {
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return _mm_cvtsd_f64(_mm_min_sd(_mm_load_sd(&a), _mm_load_sd(&b)));
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}
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#endif
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template<typename T>
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inline T M_min(T a, T b) {
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return min(a, b);
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}
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#ifdef HAVE_SSE
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inline float M_max(float a, float b) {
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return _mm_cvtss_f32(_mm_max_ss(_mm_load_ss(&a), _mm_load_ss(&b)));
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}
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inline double M_max(double a, double b) {
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return _mm_cvtsd_f64(_mm_max_sd(_mm_load_sd(&a), _mm_load_sd(&b)));
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}
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#endif
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template<typename T>
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inline T M_max(T a, T b) {
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return max(a, b);
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}
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#ifdef HAVE_SSE
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inline float M_clamp(float a, float min, float max) {
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return _mm_cvtss_f32(_mm_min_ss(_mm_max_ss(_mm_load_ss(&a), _mm_load_ss(&min)), _mm_load_ss(&max)));
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}
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inline double M_clamp(double a, double min, double max) {
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return _mm_cvtsd_f64(_mm_min_sd(_mm_max_sd(_mm_load_sd(&a), _mm_load_sd(&min)), _mm_load_sd(&max)));
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}
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#endif
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template<typename T>
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inline T M_clamp(T a, T min, T max) {
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return clamp(a, min, max);
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}
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template<class T>
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inline void SWAP(T &first, T &second) {
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T temp = first;
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first = second;
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second = temp;
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}
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#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
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#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
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#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
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#define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;}
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