--- /dev/null
+/*
+===========================================================================
+Copyright (C) 1997-2006 Id Software, Inc.
+
+This file is part of Quake 2 Tools source code.
+
+Quake 2 Tools 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 2 Tools 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 Quake 2 Tools source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+// mathlib.c -- math primitives
+
+#include "cmdlib.h"
+#include "mathlib.h"
+
+vec3_t vec3_origin = {0.0f,0.0f,0.0f};
+
+
+float VectorLength(vec3_t v)
+{
+ int i;
+ float length;
+
+ length = 0.0f;
+ for (i=0 ; i< 3 ; i++)
+ length += v[i]*v[i];
+ length = (float)sqrt (length);
+
+ return length;
+}
+
+qboolean VectorCompare (vec3_t v1, vec3_t v2)
+{
+ int i;
+
+ for (i=0 ; i<3 ; i++)
+ if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
+ return false;
+
+ return true;
+}
+
+vec_t Q_rint (vec_t in)
+{
+ return (float)floor (in + 0.5);
+}
+
+void VectorMA (vec3_t va, float scale, vec3_t vb, vec3_t vc)
+{
+ vc[0] = va[0] + scale*vb[0];
+ vc[1] = va[1] + scale*vb[1];
+ vc[2] = va[2] + scale*vb[2];
+}
+
+void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross)
+{
+ cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
+ cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
+ cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
+}
+
+vec_t _DotProduct (vec3_t v1, vec3_t v2)
+{
+ return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
+}
+
+void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out)
+{
+ out[0] = va[0]-vb[0];
+ out[1] = va[1]-vb[1];
+ out[2] = va[2]-vb[2];
+}
+
+void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out)
+{
+ out[0] = va[0]+vb[0];
+ out[1] = va[1]+vb[1];
+ out[2] = va[2]+vb[2];
+}
+
+void _VectorCopy (vec3_t in, vec3_t out)
+{
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+}
+
+vec_t VectorNormalize (vec3_t v)
+{
+ int i;
+ float length;
+
+ length = 0.0f;
+ for (i=0 ; i< 3 ; i++)
+ length += v[i]*v[i];
+ length = (float)sqrt (length);
+ if (length == 0)
+ return (vec_t)0;
+
+ for (i=0 ; i< 3 ; i++)
+ v[i] /= length;
+
+ return length;
+}
+
+void VectorInverse (vec3_t v)
+{
+ v[0] = -v[0];
+ v[1] = -v[1];
+ v[2] = -v[2];
+}
+
+void VectorScale (vec3_t v, vec_t scale, vec3_t out)
+{
+ out[0] = v[0] * scale;
+ out[1] = v[1] * scale;
+ out[2] = v[2] * scale;
+}
+