/* Copyright (C) 2005 Michael Liebscher 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 * * 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__ */