2 Copyright (C) 2015 Micah Talkiewicz.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 vector vec_bias(vector v, float f){
27 vector vec_to_min (vector a, vector b) {
35 vector vec_to_max (vector a, vector b) {
43 // there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2
44 vector vec_bounds_in (vector point, vector a, vector b) {
50 c = vec_to_max(point, d);
57 vector vec_bounds_out (vector point, vector a, vector b) {
63 c = vec_to_max(point, d);
70 float angle_snap_f (float f, float increment){
73 for (i = 0; i <= 360; ){
74 if (f <= i - increment)
82 vector angle_snap_vec (vector v, float increment) {
84 c_x = angle_snap_f (v_x, increment);
85 c_y = angle_snap_f (v_y, increment);
86 c_z = angle_snap_f (v_z, increment);
90 vector aim_vec (vector origin, vector target) {
92 //we float around x and y, but rotate around z
93 v_x = target_x - origin_x;
94 v_y = target_y - origin_y;
95 v_z = origin_z - target_z;
96 //get the angles actual
97 return vectoangles(normalize(v));