/* =========================================================================== 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 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