/* Copyright (C) 2015 Micah Talkiewicz. This program 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ ERASEABLE vector vec_bias(vector v, float f) { vector c; c.x = v.x + f; c.y = v.y + f; c.z = v.z + f; return c; } ERASEABLE vector vec_to_min(vector a, vector b) { vector c; c.x = min(a.x, b.x); c.y = min(a.y, b.y); c.z = min(a.z, b.z); return c; } ERASEABLE vector vec_to_max(vector a, vector b) { vector c; c.x = max(a.x, b.x); c.y = max(a.y, b.y); c.z = max(a.z, b.z); return c; } // there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2 ERASEABLE vector vec_bounds_in(vector point, vector a, vector b) { vector d = vec_to_min(a, b); vector e = vec_to_max(a, b); vector c = vec_to_min(vec_to_max(point, d), e); return c; } ERASEABLE vector vec_bounds_out(vector point, vector a, vector b) { vector d = vec_to_max(a, b); vector e = vec_to_min(a, b); vector c = vec_to_min(vec_to_max(point, d), e); return c; } ERASEABLE float angle_snap_f(float f, float increment) { for (int j = 0; j <= 360; ) { if (f <= j - increment) return j - increment; j = j + increment; } return 0; } ERASEABLE vector angle_snap_vec(vector v, float increment) { vector c; c.x = angle_snap_f(v.x, increment); c.y = angle_snap_f(v.y, increment); c.z = angle_snap_f(v.z, increment); return c; } ERASEABLE vector aim_vec(vector org, vector targ) { vector v; // we float around x and y, but rotate around z v.x = targ.x - org.x; v.y = targ.y - org.y; v.z = org.z - targ.z; // get the angles actual return vectoangles(normalize(v)); }