q3cellshading/q3radiant/MATHLIB.H
gmiranda db8ca37fa3 Initial commit
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-05 14:05:49 +00:00

86 lines
2.8 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>
typedef float vec_t;
typedef vec_t vec3_t[3];
typedef vec_t vec5_t[5];
#define SIDE_FRONT 0
#define SIDE_ON 2
#define SIDE_BACK 1
#define SIDE_CROSS -2
#define Q_PI 3.14159265358979323846
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 VectorSet(v, a, b, c) {v[0]=a;v[1]=b;v[2]=c;}
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);
float VectorLength(vec3_t v);
void VectorMA (vec3_t va, float scale, vec3_t vb, vec3_t vc);
void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
vec_t VectorNormalize (vec3_t v);
void VectorInverse (vec3_t v);
void VectorScale (vec3_t v, vec_t scale, vec3_t out);
void VectorPolar(vec3_t v, float radius, float theta, float phi);
void VectorSnap(vec3_t v);
void _Vector53Copy (vec5_t in, vec3_t out);
void _Vector5Scale (vec5_t v, vec_t scale, vec5_t out);
void _Vector5Add (vec5_t va, vec5_t vb, vec5_t out);
// NOTE: added these from Ritual's Q3Radiant
void ClearBounds (vec3_t mins, vec3_t maxs);
void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void VectorToAngles( vec3_t vec, vec3_t angles );
#define VectorClear(x) {x[0] = x[1] = x[2] = 0;}
#define ZERO_EPSILON 1.0E-6
#define RAD2DEG( a ) ( ( (a) * 180.0f ) / Q_PI )
#define DEG2RAD( a ) ( ( (a) * Q_PI ) / 180.0f )
#endif