/*** * * 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. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // mathlib.h #include <math.h> typedef float vec_t; typedef vec_t vec2_t[2]; typedef vec_t vec3_t[3]; typedef vec_t vec4_t[4]; // x,y,z,w #ifndef M_PI #define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h #endif struct mplane_s; extern vec3_t vec3_origin; extern int nanmask; #define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask) #ifndef VECTOR_H #define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2]) #endif #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 VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;} void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc); vec_t _DotProduct (vec3_t v1, vec3_t v2); void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out); void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out); void _VectorCopy (vec3_t in, vec3_t out); int VectorCompare (const vec3_t v1, const vec3_t v2); float Length (const vec3_t v); void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross); float VectorNormalize (vec3_t v); // returns vector length void VectorInverse (vec3_t v); void VectorScale (const vec3_t in, vec_t scale, vec3_t out); void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]); void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]); void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up); #define AngleIVectors AngleVectorsTranspose void AngleMatrix (const vec3_t angles, float (*matrix)[4] ); void AngleIMatrix (const vec3_t angles, float (*matrix)[4] ); void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out); void NormalizeAngles( vec3_t angles ); void InterpolateAngles( vec3_t start, vec3_t end, vec3_t output, float frac ); float AngleBetweenVectors( const vec3_t v1, const vec3_t v2 ); void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up); void VectorAngles( const vec3_t forward, vec3_t angles ); int InvertMatrix( const float * m, float *out ); int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane); float anglemod(float a); #define BOX_ON_PLANE_SIDE(emins, emaxs, p) \ (((p)->type < 3)? \ ( \ ((p)->dist <= (emins)[(p)->type])? \ 1 \ : \ ( \ ((p)->dist >= (emaxs)[(p)->type])?\ 2 \ : \ 3 \ ) \ ) \ : \ BoxOnPlaneSide( (emins), (emaxs), (p)))