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)
28 vector vec_to_min(vector a, vector b)
37 vector vec_to_max(vector a, vector b)
46 // there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2
47 vector vec_bounds_in(vector point, vector a, vector b)
54 c = vec_to_max(point, d);
60 vector vec_bounds_out(vector point, vector a, vector b)
67 c = vec_to_max(point, d);
73 float angle_snap_f(float f, float increment)
76 for (i = 0; i <= 360; )
78 if (f <= i - increment) return i - increment;
85 vector angle_snap_vec(vector v, float increment)
88 c_x = angle_snap_f(v_x, increment);
89 c_y = angle_snap_f(v_y, increment);
90 c_z = angle_snap_f(v_z, increment);
94 vector aim_vec(vector origin, vector target)
97 // we float around x and y, but rotate around z
98 v_x = target_x - origin_x;
99 v_y = target_y - origin_y;
100 v_z = origin_z - target_z;
101 // get the angles actual
102 return vectoangles(normalize(v));