ref: b8c0e4deccffcd668f7d08ffc1fe16147e9e894a
dir: /common/mathlib.h/
/* =========================================================================== 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> #ifdef DOUBLEVEC_T typedef double vec_t; #else typedef float vec_t; #endif typedef vec_t vec2_t[3]; typedef vec_t vec3_t[3]; typedef vec_t vec4_t[4]; #define SIDE_FRONT 0 #define SIDE_ON 2 #define SIDE_BACK 1 #define SIDE_CROSS -2 #define Q_PI 3.14159265358979323846 #define DEG2RAD( a ) ( ( (a) * Q_PI ) / 180.0F ) #define RAD2DEG( a ) ( ( (a) * 180.0f ) / Q_PI ) extern vec3_t vec3_origin; #define EQUAL_EPSILON 0.001 // plane types are used to speed some tests // 0-2 are axial planes #define PLANE_X 0 #define PLANE_Y 1 #define PLANE_Z 2 #define PLANE_NON_AXIAL 3 qboolean VectorCompare( const vec3_t v1, const 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 VectorScale(a,b,c) {c[0]=b*a[0];c[1]=b*a[1];c[2]=b*a[2];} #define VectorClear(x) {x[0] = x[1] = x[2] = 0;} #define VectorNegate(x) {x[0]=-x[0];x[1]=-x[1];x[2]=-x[2];} void Vec10Copy( vec_t *in, vec_t *out ); 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); void _VectorScale (vec3_t v, vec_t scale, vec3_t out); double VectorLength( const vec3_t v ); void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc ); void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross ); vec_t VectorNormalize( const vec3_t in, vec3_t out ); vec_t ColorNormalize( const vec3_t in, vec3_t out ); void VectorInverse (vec3_t v); void ClearBounds (vec3_t mins, vec3_t maxs); void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ); qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ); void NormalToLatLong( const vec3_t normal, byte bytes[2] ); int PlaneTypeForNormal (vec3_t normal); void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); #endif