/*** * * Copyright (c) 1998, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * ****/ #ifndef __MATHLIB__ #define __MATHLIB__ // mathlib.h #include #ifdef __cplusplus extern "C" { #endif #ifdef DOUBLEVEC_T typedef double vec_t; #else typedef float vec_t; #endif typedef vec_t vec3_t[3]; // x,y,z typedef vec_t vec4_t[4]; // x,y,z,w #define SIDE_FRONT 0 #define SIDE_ON 2 #define SIDE_BACK 1 #define SIDE_CROSS -2 #define Q_PI 3.14159265358979323846 extern vec3_t vec3_origin; // Use this definition globally #define ON_EPSILON 0.01 #define EQUAL_EPSILON 0.001 int VectorCompare (vec3_t v1, vec3_t v2); #define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]) #define VectorFill(a,b) { (a)[0]=(b); (a)[1]=(b); (a)[2]=(b);} #define VectorAvg(a) ( ( (a)[0] + (a)[1] + (a)[2] ) / 3 ) #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 VectorScale(a,b,c) {(c)[0]=(b)*(a)[0];(c)[1]=(b)*(a)[1];(c)[2]=(b)*(a)[2];} vec_t Q_rint (vec_t in); vec_t _DotProduct (vec3_t v1, vec3_t v2); void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out); void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out); void _VectorCopy (vec3_t in, vec3_t out); void _VectorScale (vec3_t v, vec_t scale, vec3_t out); double VectorLength(vec3_t v); void VectorMA (vec3_t va, double scale, vec3_t vb, vec3_t vc); void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross); vec_t VectorNormalize (vec3_t v); void VectorInverse (vec3_t v); void ClearBounds (vec3_t mins, vec3_t maxs); void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs); void AngleMatrix (const vec3_t angles, float matrix[3][4] ); void AngleIMatrix (const vec3_t angles, float matrix[3][4] ); void R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4]); void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out); void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t out); void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out); void AngleQuaternion( const vec3_t angles, vec4_t quaternion ); void QuaternionMatrix( const vec4_t quaternion, float (*matrix)[4] ); void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt ); #ifdef __cplusplus } #endif #endif