gtkradiant/tools/quake2/common/mathlib.c

163 lines
3.3 KiB
C

/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
// mathlib.c -- math primitives
#include "cmdlib.h"
#include "mathlib.h"
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;
}
qboolean VectorCompare( vec3_t v1, vec3_t v2 ){
int i;
for ( i = 0 ; i < 3 ; i++ )
if ( fabs( v1[i] - v2[i] ) > EQUAL_EPSILON ) {
return false;
}
return true;
}
vec_t Q_rint( vec_t in ){
return floor( in + 0.5 );
}
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];
}
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 _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;
}
vec_t VectorNormalize( vec3_t in, vec3_t out ){
vec_t length, ilength;
length = sqrt( in[0] * in[0] + in[1] * in[1] + in[2] * in[2] );
if ( length == 0 ) {
VectorClear( out );
return 0;
}
ilength = 1.0 / length;
out[0] = in[0] * ilength;
out[1] = in[1] * ilength;
out[2] = in[2] * ilength;
return length;
}
vec_t ColorNormalize( vec3_t in, vec3_t out ){
float max, scale;
max = in[0];
if ( in[1] > max ) {
max = in[1];
}
if ( in[2] > max ) {
max = in[2];
}
if ( max == 0 ) {
return 0;
}
scale = 1.0 / max;
VectorScale( in, scale, out );
return max;
}
void VectorInverse( vec3_t v ){
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
void ClearBounds( vec3_t mins, vec3_t maxs ){
mins[0] = mins[1] = mins[2] = 99999;
maxs[0] = maxs[1] = maxs[2] = -99999;
}
void AddPointToBounds( vec3_t v, vec3_t mins, vec3_t maxs ){
int i;
vec_t val;
for ( i = 0 ; i < 3 ; i++ )
{
val = v[i];
if ( val < mins[i] ) {
mins[i] = val;
}
if ( val > maxs[i] ) {
maxs[i] = val;
}
}
}