halflife-photomode/utils/common/mathlib.h

105 lines
2.7 KiB
C

/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
****/
#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]; // x,y,z
typedef vec_t vec4_t[4]; // x,y,z,w
#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;
// Use this definition globally
#define ON_EPSILON 0.01
#define EQUAL_EPSILON 0.001
int VectorCompare(vec3_t v1, vec3_t v2);
#define DotProduct(x, y) ((x)[0] * (y)[0] + (x)[1] * (y)[1] + (x)[2] * (y)[2])
#define VectorFill(a, b) \
{ \
(a)[0] = (b); \
(a)[1] = (b); \
(a)[2] = (b); \
}
#define VectorAvg(a) (((a)[0] + (a)[1] + (a)[2]) / 3)
#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]; \
}
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(vec3_t v);
void VectorMA(vec3_t va, double 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 ClearBounds(vec3_t mins, vec3_t maxs);
void AddPointToBounds(vec3_t v, vec3_t mins, vec3_t maxs);
void AngleMatrix(const vec3_t angles, float matrix[3][4]);
void AngleIMatrix(const vec3_t angles, float matrix[3][4]);
void R_ConcatTransforms(const float in1[3][4], const float in2[3][4], float out[3][4]);
void VectorIRotate(const vec3_t in1, const float in2[3][4], vec3_t out);
void VectorRotate(const vec3_t in1, const float in2[3][4], vec3_t out);
void VectorTransform(const vec3_t in1, const float in2[3][4], vec3_t out);
void AngleQuaternion(const vec3_t angles, vec4_t quaternion);
void QuaternionMatrix(const vec4_t quaternion, float (*matrix)[4]);
void QuaternionSlerp(const vec4_t p, vec4_t q, float t, vec4_t qt);
#endif