forked from valve/halflife-sdk
89 lines
2.6 KiB
C
89 lines
2.6 KiB
C
/***
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*
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* Copyright (c) 1998, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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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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#ifdef __cplusplus
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extern "C" {
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#endif
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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]; // x,y,z
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typedef vec_t vec4_t[4]; // x,y,z,w
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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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// Use this definition globally
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#define ON_EPSILON 0.01
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#define EQUAL_EPSILON 0.001
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int 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 VectorFill(a,b) { (a)[0]=(b); (a)[1]=(b); (a)[2]=(b);}
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#define VectorAvg(a) ( ( (a)[0] + (a)[1] + (a)[2] ) / 3 )
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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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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 v);
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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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void AngleMatrix (const vec3_t angles, float matrix[3][4] );
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void AngleIMatrix (const vec3_t angles, float matrix[3][4] );
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void R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4]);
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void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out);
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void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t out);
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void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out);
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void AngleQuaternion( const vec3_t angles, vec4_t quaternion );
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void QuaternionMatrix( const vec4_t quaternion, float (*matrix)[4] );
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void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt );
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#ifdef __cplusplus
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}
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#endif
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#endif
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