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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