mirror of
https://github.com/id-Software/Wolf3D-iOS.git
synced 2024-11-10 07:22:02 +00:00
126 lines
4.8 KiB
C
126 lines
4.8 KiB
C
|
/*
|
||
|
|
||
|
Copyright (C) 2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
|
||
|
Copyright (C) 1997-2001 Id Software, Inc.
|
||
|
|
||
|
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.
|
||
|
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
* vector.h: 2D and 3D vector math routines.
|
||
|
*
|
||
|
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
|
||
|
*
|
||
|
* Acknowledgement:
|
||
|
* Portion of this code was derived from Quake II, and was originally
|
||
|
* written by Id Software, Inc.
|
||
|
*
|
||
|
*/
|
||
|
|
||
|
#ifndef __VECTOR_H__
|
||
|
#define __VECTOR_H__
|
||
|
|
||
|
typedef float vec_t;
|
||
|
typedef vec_t vec2_t[ 2 ];
|
||
|
typedef vec_t vec3_t[ 3 ];
|
||
|
typedef vec_t vec4_t[ 4 ];
|
||
|
typedef vec_t vec5_t[ 5 ];
|
||
|
|
||
|
|
||
|
|
||
|
extern vec3_t vec3_origin;
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// 3D Vector routines
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
#define vectorClear( a ) ( (a)[ 0 ] = (a)[ 1 ] = (a)[ 2 ] = 0 )
|
||
|
#define vectorNegate( a, b ) ( (b)[ 0 ] = (-a)[ 0 ], (b)[ 1 ] = (-a)[ 1 ], (b)[ 2 ] = (-a)[ 2 ] )
|
||
|
#define vectorSet( v, x, y, z ) ( (v)[ 0 ] = ( x ), (v)[ 1 ] = ( y ), (v)[ 2 ] = ( z ) )
|
||
|
#define vectorInverse( a ) ( (a)[ 0 ] = (-a)[ 0 ], (a)[ 1 ] = (-a)[ 1 ], (a)[ 2 ] = (-a)[ 2 ] )
|
||
|
|
||
|
#if 1
|
||
|
|
||
|
#define DotProduct( x, y ) ( (x)[ 0 ] * (y)[ 0 ] + (x)[ 1 ] * (y)[ 1 ] + (x)[ 2 ] * (y)[ 2 ] )
|
||
|
#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( v, s, o ) ( (o)[ 0 ] = (v)[ 0 ] * (s),(o)[ 1 ] = (v)[ 1 ] * (s), (o)[ 2 ] = (v)[ 2 ] * (s) )
|
||
|
#define vectorMA( v, s, b, o ) ( (o)[ 0 ] = (v)[ 0 ] + (b)[ 0 ]*(s),(o)[ 1 ] = (v)[ 1 ] + (b)[ 1 ] * (s),(o)[ 2 ] = (v)[ 2 ] + (b)[ 2 ] * (s) )
|
||
|
|
||
|
#else
|
||
|
|
||
|
/* just in case you don't want to use the macros */
|
||
|
#define DotProduct( x, y ) _vectorDotProduct( x, y )
|
||
|
#define vectorSubtract( a, b, c ) _vectorSubtract( a, b, c )
|
||
|
#define vectorAdd( a, b, c ) _vectorAdd( a, b, c )
|
||
|
#define vectorCopy( a, b ) _vectorCopy( a, b )
|
||
|
#define vectorScale( v, s, o ) _vectorScale( v, s, o )
|
||
|
#define vectorMA( v, s, b, o ) _vectorMA( v, s, b, o )
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
extern void vectorCrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
|
||
|
|
||
|
|
||
|
extern int vectorCompare( const vec3_t v1, const vec3_t v2 );
|
||
|
extern vec_t vectorLength( const vec3_t v );
|
||
|
extern vec_t (*pfVectorNormalize)( vec3_t vec );
|
||
|
|
||
|
extern void angleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up );
|
||
|
|
||
|
|
||
|
extern void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
|
||
|
extern void PerpendicularVector( vec3_t dst, const vec3_t src );
|
||
|
extern void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
|
||
|
|
||
|
|
||
|
extern void AddPointToBounds( vec3_t v, vec3_t mins, vec3_t maxs );
|
||
|
extern float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
|
||
|
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// 2D Vector routines
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
#define vector2DClear( a ) ( (a)[ 0 ] = (a)[ 1 ] = 0 )
|
||
|
#define vector2DNegate( a, b ) ( (b)[ 0 ] = (-a)[ 0 ], (b)[ 1 ] = (-a)[ 1 ] )
|
||
|
#define vector2DSet( v, x, y ) ( (v)[ 0 ] = ( x ), (v)[ 1 ] = ( y ) )
|
||
|
#define vector2DInverse( a ) ( (a)[ 0 ] = (-a)[ 0 ], (a)[ 1 ] = (-a)[ 1 ] )
|
||
|
|
||
|
#define vector2DPerpDot( a, b ) ( (a)[ 0 ] * (b)[ 1 ] - (a)[ 1 ] * (b)[ 0 ] )
|
||
|
#define vector2DDotProduct( x, y ) ( (x)[ 0 ] * (y)[ 0 ] + (x)[ 1 ] * (y)[ 1 ] )
|
||
|
#define vector2DSubtract( a, b, c ) ( (c)[ 0 ] = (a)[ 0 ] - (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] - (b)[ 1 ] )
|
||
|
#define vector2DAdd( a, b, c ) ( (c)[ 0 ] = (a)[ 0 ] + (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] + (b)[ 1 ] )
|
||
|
#define vector2DCopy( a, b ) ( (b)[ 0 ] = (a)[ 0 ], (b)[ 1 ] = (a)[ 1 ] )
|
||
|
#define vector2DScale( v, s, o ) ( (o)[ 0 ] = (v)[ 0 ] * (s), (o)[ 1 ] = (v)[ 1 ] * (s) )
|
||
|
#define vector2DMA( v, s, b, o ) ( (o)[ 0 ] = (v)[ 0 ] + (b)[ 0 ]*(s), (o)[ 1 ] = (v)[ 1 ] + (b)[ 1 ] * (s) )
|
||
|
|
||
|
|
||
|
extern W32 vector2DCompare( const vec2_t v1, const vec2_t v2 );
|
||
|
extern vec_t vector2DLength( const vec2_t v );
|
||
|
|
||
|
|
||
|
#endif /* __VECTOR_H__ */
|
||
|
|