// mathlib.c -- math primitives #include "mathlib.h" #include vec3_t vec3_origin = {0,0,0}; double VectorLength(vec3_t v) { int i; double length; length = 0; for (i=0 ; i< 3 ; i++) length += v[i]*v[i]; length = sqrt (length); // FIXME return length; } void VectorMA (vec3_t va, double scale, vec3_t vb, vec3_t vc) { vc[0] = va[0] + scale*vb[0]; vc[1] = va[1] + scale*vb[1]; vc[2] = va[2] + scale*vb[2]; } boolean VectorCompare (vec3_t v1, vec3_t v2) { int i; for (i=0 ; i<3 ; i++) if (v1[i] != v2[i]) return false; return true; } void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross) { cross[0] = v1[1]*v2[2] - v1[2]*v2[1]; cross[1] = v1[2]*v2[0] - v1[0]*v2[2]; cross[2] = v1[0]*v2[1] - v1[1]*v2[0]; } vec_t _DotProduct (vec3_t v1, vec3_t v2) { return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; } void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out) { out[0] = va[0]-vb[0]; out[1] = va[1]-vb[1]; out[2] = va[2]-vb[2]; } void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out) { out[0] = va[0]+vb[0]; out[1] = va[1]+vb[1]; out[2] = va[2]+vb[2]; } void _VectorCopy (vec3_t in, vec3_t out) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } void VectorNormalize (vec3_t v) { int i; float length; length = 0; for (i=0 ; i< 3 ; i++) length += v[i]*v[i]; length = sqrt (length); for (i=0 ; i< 3 ; i++) v[i] /= length; } void VectorScale (vec3_t v, vec_t scale, vec3_t out) { out[0] = v[0] * scale; out[1] = v[1] * scale; out[2] = v[2] * scale; }