gzdoom/src/vectors.h

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// Vector math routines which I took from Quake2's source since they
// make more sense than the way Doom does things. :-)
#ifndef __VECTORS_H__
#define __VECTORS_H__
#include <math.h>
#include "tables.h"
typedef float vec_t;
typedef vec_t vec3_t[3];
#define FIXED2FLOAT(f) ((float)(f) / (float)FRACUNIT)
#define FLOAT2FIXED(f) (fixed_t)((f) * (float)FRACUNIT)
#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 VectorClear(a) (a[0]=a[1]=a[2]=0)
#define VectorNegate(a,b) (b[0]=-a[0],b[1]=-a[1],b[2]=-a[2])
#define VectorSet(v, x, y, z) (v[0]=(x), v[1]=(y), v[2]=(z))
#define VectorFixedSet(v,x,y,z) (v[0]=FIXED2FLOAT(x), v[1]=FIXED2FLOAT(y), v[2]=FIXED2FLOAT(z))
#define VectorInverse(v) (v[0]=-v[0],v[1]=-v[1],v[2]=-v[2])
class AActor;
void VectorPosition (const class AActor *thing, vec3_t out);
void FixedAngleToVector (angle_t an, fixed_t pitch, vec3_t v);
vec_t VectorLength (const vec3_t v);
void VectorMA (const vec3_t a, float scale, const vec3_t b, vec3_t out);
void VectorScale (const vec3_t v, float scale, vec3_t out);
void VectorScale2 (vec3_t v, float scale);
int VectorCompare (const vec3_t v1, const vec3_t v2);
vec_t VectorNormalize (vec3_t v);
vec_t VectorNormalize2 (const vec3_t v, vec3_t out);
void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
void ProjectPointOnPlane (vec3_t dst, const vec3_t p, const vec3_t normal);
void PerpendicularVector (vec3_t dst, const vec3_t src);
void RotatePointAroundVector (vec3_t dst, const vec3_t dir, const vec3_t point, float degrees);
void R_ConcatRotations (const float in1[3][3], const float in2[3][3], float out[3][3]);
#endif //__VECTORS_H__