/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2006 Id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant 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.
+ GtkRadiant 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.
-GtkRadiant 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.
+ GtkRadiant 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 GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
// mathlib.c -- math primitives
vec3_t vec3_origin = {0,0,0};
-double VectorLength(vec3_t v)
-{
- int i;
- double length;
-
+double VectorLength( vec3_t v ){
+ int i;
+ double length;
+
length = 0;
- for (i=0 ; i< 3 ; i++)
- length += v[i]*v[i];
- length = sqrt (length); // FIXME
+ for ( i = 0 ; i < 3 ; i++ )
+ length += v[i] * v[i];
+ length = sqrt( length ); // FIXME
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)
+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 floor (in + 0.5);
+vec_t Q_rint( vec_t in ){
+ return floor( in + 0.5 );
}
-void VectorMA (vec3_t va, double 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 VectorMA( vec3_t va, double 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];
+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];
+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 _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 _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)
-{
+void _VectorCopy( vec3_t in, vec3_t out ){
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
}
-void _VectorScale (vec3_t v, vec_t scale, vec3_t out)
-{
+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;
}
-#pragma optimize("g", off) // went back to turning optimization off,
- // the bug_fix thing stopped working
+#pragma optimize("g", off) // went back to turning optimization off,
+ // the bug_fix thing stopped working
-vec_t VectorNormalize (vec3_t in, vec3_t out)
-{
- vec_t length, ilength;
+vec_t VectorNormalize( vec3_t in, vec3_t out ){
+ vec_t length, ilength;
- length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
- if (length == 0)
- {
- VectorClear (out);
+ length = sqrt( in[0] * in[0] + in[1] * in[1] + in[2] * in[2] );
+ if ( length == 0 ) {
+ VectorClear( out );
return 0;
}
- ilength = 1.0/length;
- out[0] = in[0]*ilength;
- out[1] = in[1]*ilength;
- out[2] = in[2]*ilength;
+ ilength = 1.0 / length;
+ out[0] = in[0] * ilength;
+ out[1] = in[1] * ilength;
+ out[2] = in[2] * ilength;
return length;
}
-vec_t ColorNormalize (vec3_t in, vec3_t out)
-{
- float max, scale;
+vec_t ColorNormalize( vec3_t in, vec3_t out ){
+ float max, scale;
max = in[0];
- if (in[1] > max)
+ if ( in[1] > max ) {
max = in[1];
- if (in[2] > max)
+ }
+ if ( in[2] > max ) {
max = in[2];
+ }
- if (max == 0)
+ if ( max == 0 ) {
return 0;
+ }
scale = 1.0 / max;
- VectorScale (in, scale, out);
+ VectorScale( in, scale, out );
return max;
}
#pragma optimize("", on)
-void VectorInverse (vec3_t v)
-{
+void VectorInverse( vec3_t v ){
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
}
-void ClearBounds (vec3_t mins, vec3_t maxs)
-{
+void ClearBounds( vec3_t mins, vec3_t maxs ){
mins[0] = mins[1] = mins[2] = 99999;
maxs[0] = maxs[1] = maxs[2] = -99999;
}
-void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)
-{
- int i;
- vec_t val;
+void AddPointToBounds( vec3_t v, vec3_t mins, vec3_t maxs ){
+ int i;
+ vec_t val;
- for (i=0 ; i<3 ; i++)
+ for ( i = 0 ; i < 3 ; i++ )
{
val = v[i];
- if (val < mins[i])
+ if ( val < mins[i] ) {
mins[i] = val;
- if (val > maxs[i])
+ }
+ if ( val > maxs[i] ) {
maxs[i] = val;
+ }
}
}