mirror of
https://github.com/UberGames/GtkRadiant.git
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75 lines
2.5 KiB
C
75 lines
2.5 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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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 GtkRadiant; 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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#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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#ifdef DOUBLEVEC_T
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typedef double vec_t;
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#else
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typedef float vec_t;
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#endif
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typedef vec_t vec3_t[3];
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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 VectorScale( a,b,c ) {c[0] = b * a[0]; c[1] = b * a[1]; c[2] = b * a[2]; }
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#define VectorClear( x ) {x[0] = x[1] = x[2] = 0; }
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#define VectorNegate( x ) {x[0] = -x[0]; x[1] = -x[1]; x[2] = -x[2]; }
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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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void _VectorScale( vec3_t v, vec_t scale, vec3_t out );
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double VectorLength( vec3_t v );
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void VectorMA( vec3_t va, double 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 in, vec3_t out );
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vec_t ColorNormalize( vec3_t in, vec3_t out );
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void VectorInverse( vec3_t v );
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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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#endif
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