ref: bea7b7bf8ccbc2bc41906517079e76fcfb31cb5a
dir: /code/bspc/l_math.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 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 PITCH 0 #define YAW 1 #define ROLL 2 #define Q_PI 3.14159265358979323846 #define DEG2RAD( a ) ( a * M_PI ) / 180.0F #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif 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 Vector4Copy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];} #define VectorScale(v, s, o) ((o)[0]=(v)[0]*(s),(o)[1]=(v)[1]*(s),(o)[2]=(v)[2]*(s)) #define VectorClear(x) {x[0] = x[1] = x[2] = 0;} #define VectorNegate(x, y) {y[0]=-x[0];y[1]=-x[1];y[2]=-x[2];} #define VectorMA(v, s, b, o) ((o)[0]=(v)[0]+(b)[0]*(s),(o)[1]=(v)[1]+(b)[1]*(s),(o)[2]=(v)[2]+(b)[2]*(s)) 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); void _VectorMA(vec3_t va, double scale, vec3_t vb, vec3_t vc); double VectorLength(vec3_t v); void CrossProduct(const vec3_t v1, const vec3_t v2, vec3_t cross); vec_t VectorNormalize(vec3_t inout); vec_t ColorNormalize(vec3_t in, vec3_t out); vec_t VectorNormalize2(const vec3_t v, 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); void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]); void RotatePoint(vec3_t point, float matrix[3][3]); void CreateRotationMatrix(vec3_t angles, float matrix[3][3]); #endif