gtkradiant/tools/quake2/extra/qe4/mathlib.c
2012-04-07 18:53:01 -05:00

131 lines
2.7 KiB
C

/*
===========================================================================
Copyright (C) 1997-2006 Id Software, Inc.
This file is part of Quake 2 Tools source code.
Quake 2 Tools 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 2 Tools 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 Quake 2 Tools source code; 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 = {0.0f,0.0f,0.0f};
float VectorLength(vec3_t v)
{
int i;
float length;
length = 0.0f;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = (float)sqrt (length);
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 (float)floor (in + 0.5);
}
void VectorMA (vec3_t va, float 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];
}
vec_t VectorNormalize (vec3_t v)
{
int i;
float length;
length = 0.0f;
for (i=0 ; i< 3 ; i++)
length += v[i]*v[i];
length = (float)sqrt (length);
if (length == 0)
return (vec_t)0;
for (i=0 ; i< 3 ; i++)
v[i] /= length;
return length;
}
void VectorInverse (vec3_t v)
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[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;
}