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- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena 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 III Arena 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 Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- #ifndef __MATHLIB__
- #define __MATHLIB__
- // mathlib.h
- #include <math.h>
- typedef float vec_t;
- typedef vec_t vec3_t[3];
- typedef vec_t vec5_t[5];
- #define SIDE_FRONT 0
- #define SIDE_ON 2
- #define SIDE_BACK 1
- #define SIDE_CROSS -2
- #define Q_PI 3.14159265358979323846
- extern vec3_t vec3_origin;
- #define EQUAL_EPSILON 0.001
- qboolean VectorCompare (vec3_t v1, vec3_t v2);
- #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 VectorSet(v, a, b, c) {v[0]=a;v[1]=b;v[2]=c;}
- vec_t Q_rint (vec_t in);
- vec_t _DotProduct (vec3_t v1, vec3_t v2);
- void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
- void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
- void _VectorCopy (vec3_t in, vec3_t out);
- float VectorLength(vec3_t v);
- void VectorMA (vec3_t va, float scale, vec3_t vb, vec3_t vc);
- void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);
- vec_t VectorNormalize (vec3_t v);
- void VectorInverse (vec3_t v);
- void VectorScale (vec3_t v, vec_t scale, vec3_t out);
- void VectorPolar(vec3_t v, float radius, float theta, float phi);
- void VectorSnap(vec3_t v);
- void _Vector53Copy (vec5_t in, vec3_t out);
- void _Vector5Scale (vec5_t v, vec_t scale, vec5_t out);
- void _Vector5Add (vec5_t va, vec5_t vb, vec5_t out);
- // NOTE: added these from Ritual's Q3Radiant
- void ClearBounds (vec3_t mins, vec3_t maxs);
- void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);
- void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
- void VectorToAngles( vec3_t vec, vec3_t angles );
- #define VectorClear(x) {x[0] = x[1] = x[2] = 0;}
- #define ZERO_EPSILON 1.0E-6
- #define RAD2DEG( a ) ( ( (a) * 180.0f ) / Q_PI )
- #define DEG2RAD( a ) ( ( (a) * Q_PI ) / 180.0f )
- #endif
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