ioq3/code/bspc/l_math.h

94 lines
3.1 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef __MATHLIB__
#define __MATHLIB__
// mathlib.h
#include <math.h>
#ifdef DOUBLEVEC_T
typedef double vec_t;
#else
typedef float vec_t;
#endif
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
#define SIDE_FRONT 0
#define SIDE_ON 2
#define SIDE_BACK 1
#define SIDE_CROSS -2
#define PITCH 0
#define YAW 1
#define ROLL 2
#define Q_PI 3.14159265358979323846
#define DEG2RAD( a ) ( a * M_PI ) / 180.0F
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
extern vec3_t vec3_origin;
#define EQUAL_EPSILON 0.001
qboolean VectorCompare (vec3_t v1, vec3_t v2);
#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 Vector4Copy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];}
#define VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s))
#define VectorClear(x) {x[0] = x[1] = x[2] = 0;}
#define VectorNegate(x, y) {y[0]=-x[0];y[1]=-x[1];y[2]=-x[2];}
#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))
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);
void _VectorMA(vec3_t va, double scale, vec3_t vb, vec3_t vc);
double VectorLength(vec3_t v);
void CrossProduct(const vec3_t v1, const vec3_t v2, vec3_t cross);
vec_t VectorNormalize(vec3_t inout);
vec_t ColorNormalize(vec3_t in, vec3_t out);
vec_t VectorNormalize2(const vec3_t v, vec3_t out);
void VectorInverse (vec3_t v);
void ClearBounds (vec3_t mins, vec3_t maxs);
void AddPointToBounds (const vec3_t v, vec3_t mins, vec3_t maxs);
void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
void RotatePoint(vec3_t point, float matrix[3][3]);
void CreateRotationMatrix(vec3_t angles, float matrix[3][3]);
#endif