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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 05:42:38 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 05:42:38 +0000
commit2177daffd38e1b372613a716d6d18d274d4b6b48 (patch)
tree266f200f6e994b58cd2edd1977e38f33ae8d1432 /q3radiant/MATHLIB.H
parent66e25509ada30d13e64db67df8365c75f1ccd059 (diff)
downloadioquake3-aero-2177daffd38e1b372613a716d6d18d274d4b6b48.tar.gz
ioquake3-aero-2177daffd38e1b372613a716d6d18d274d4b6b48.zip
See the readme.
git-svn-id: svn://svn.icculus.org/quake3/trunk@4 edf5b092-35ff-0310-97b2-ce42778d08ea
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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