db8ca37fa3
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
86 lines
2.8 KiB
C
86 lines
2.8 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#ifndef __MATHLIB__
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#define __MATHLIB__
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// mathlib.h
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#include <math.h>
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typedef float vec_t;
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typedef vec_t vec3_t[3];
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typedef vec_t vec5_t[5];
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#define SIDE_FRONT 0
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#define SIDE_ON 2
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#define SIDE_BACK 1
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#define SIDE_CROSS -2
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#define Q_PI 3.14159265358979323846
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extern vec3_t vec3_origin;
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#define EQUAL_EPSILON 0.001
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qboolean VectorCompare (vec3_t v1, vec3_t v2);
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#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
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#define VectorSubtract(a,b,c) {c[0]=a[0]-b[0];c[1]=a[1]-b[1];c[2]=a[2]-b[2];}
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#define VectorAdd(a,b,c) {c[0]=a[0]+b[0];c[1]=a[1]+b[1];c[2]=a[2]+b[2];}
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#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];}
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#define VectorSet(v, a, b, c) {v[0]=a;v[1]=b;v[2]=c;}
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vec_t Q_rint (vec_t in);
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vec_t _DotProduct (vec3_t v1, vec3_t v2);
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void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
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void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
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void _VectorCopy (vec3_t in, vec3_t out);
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float VectorLength(vec3_t v);
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void VectorMA (vec3_t va, float scale, vec3_t vb, vec3_t vc);
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void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
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vec_t VectorNormalize (vec3_t v);
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void VectorInverse (vec3_t v);
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void VectorScale (vec3_t v, vec_t scale, vec3_t out);
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void VectorPolar(vec3_t v, float radius, float theta, float phi);
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void VectorSnap(vec3_t v);
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void _Vector53Copy (vec5_t in, vec3_t out);
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void _Vector5Scale (vec5_t v, vec_t scale, vec5_t out);
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void _Vector5Add (vec5_t va, vec5_t vb, vec5_t out);
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// NOTE: added these from Ritual's Q3Radiant
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void ClearBounds (vec3_t mins, vec3_t maxs);
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void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
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void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
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void VectorToAngles( vec3_t vec, vec3_t angles );
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#define VectorClear(x) {x[0] = x[1] = x[2] = 0;}
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#define ZERO_EPSILON 1.0E-6
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#define RAD2DEG( a ) ( ( (a) * 180.0f ) / Q_PI )
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#define DEG2RAD( a ) ( ( (a) * Q_PI ) / 180.0f )
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#endif
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