-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-*/\r
-\r
-// mathlib.c -- math primitives\r
-#include "mathlib.h"\r
-// we use memcpy and memset\r
-#include <memory.h>\r
-\r
-vec3_t vec3_origin = {0.0f,0.0f,0.0f};\r
-\r
-/*\r
-================\r
-MakeNormalVectors\r
-\r
-Given a normalized forward vector, create two\r
-other perpendicular vectors\r
-================\r
-*/\r
-void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)\r
-{\r
- float d;\r
-\r
- // this rotate and negate guarantees a vector\r
- // not colinear with the original\r
- right[1] = -forward[0];\r
- right[2] = forward[1];\r
- right[0] = forward[2];\r
-\r
- d = DotProduct (right, forward);\r
- VectorMA (right, -d, forward, right);\r
- VectorNormalize (right, right);\r
- CrossProduct (right, forward, up);\r
-}\r
-\r
-vec_t VectorLength(vec3_t v)\r
-{\r
- int i;\r
- float length;\r
- \r
- length = 0.0f;\r
- for (i=0 ; i< 3 ; i++)\r
- length += v[i]*v[i];\r
- length = (float)sqrt (length);\r
-\r
- return length;\r
-}\r
-\r
-qboolean VectorCompare (vec3_t v1, vec3_t v2)\r
-{\r
- int i;\r
- \r
- for (i=0 ; i<3 ; i++)\r
- if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)\r
- return qfalse;\r
- \r
- return qtrue;\r
-}\r
-\r
-/*\r
-// FIXME TTimo this implementation has to be particular to radiant\r
-// through another name I'd say\r
-vec_t Q_rint (vec_t in)\r
-{\r
- if (g_PrefsDlg.m_bNoClamp)\r
- return in;\r
- else\r
- return (float)floor (in + 0.5);\r
-}\r
-*/\r
-\r
-void VectorMA( const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc )\r
-{\r
- vc[0] = va[0] + scale*vb[0];\r
- vc[1] = va[1] + scale*vb[1];\r
- vc[2] = va[2] + scale*vb[2];\r
-}\r
-\r
-void _CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross)\r
-{\r
- cross[0] = v1[1]*v2[2] - v1[2]*v2[1];\r
- cross[1] = v1[2]*v2[0] - v1[0]*v2[2];\r
- cross[2] = v1[0]*v2[1] - v1[1]*v2[0];\r
-}\r
-\r
-vec_t _DotProduct (vec3_t v1, vec3_t v2)\r
-{\r
- return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];\r
-}\r
-\r
-void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out)\r
-{\r
- out[0] = va[0]-vb[0];\r
- out[1] = va[1]-vb[1];\r
- out[2] = va[2]-vb[2];\r
-}\r
-\r
-void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out)\r
-{\r
- out[0] = va[0]+vb[0];\r
- out[1] = va[1]+vb[1];\r
- out[2] = va[2]+vb[2];\r
-}\r
-\r
-void _VectorCopy (vec3_t in, vec3_t out)\r
-{\r
- out[0] = in[0];\r
- out[1] = in[1];\r
- out[2] = in[2];\r
-}\r
-\r
-vec_t VectorNormalize( const vec3_t in, vec3_t out ) {\r
- vec_t length, ilength;\r
-\r
- length = (vec_t)sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);\r
- if (length == 0)\r
- {\r
- VectorClear (out);\r
- return 0;\r
- }\r
-\r
- ilength = 1.0f/length;\r
- out[0] = in[0]*ilength;\r
- out[1] = in[1]*ilength;\r
- out[2] = in[2]*ilength;\r
-\r
- return length;\r
-}\r
-\r
-vec_t ColorNormalize( const vec3_t in, vec3_t out ) {\r
- float max, scale;\r
-\r
- max = in[0];\r
- if (in[1] > max)\r
- max = in[1];\r
- if (in[2] > max)\r
- max = in[2];\r
-\r
- if (max == 0) {\r
- out[0] = out[1] = out[2] = 1.0;\r
- return 0;\r
- }\r
-\r
- scale = 1.0f / max;\r
-\r
- VectorScale (in, scale, out);\r
-\r
- return max;\r
-}\r
-\r
-void VectorInverse (vec3_t v)\r
-{\r
- v[0] = -v[0];\r
- v[1] = -v[1];\r
- v[2] = -v[2];\r
-}\r
-\r
-/*\r
-void VectorScale (vec3_t v, vec_t scale, vec3_t out)\r
-{\r
- out[0] = v[0] * scale;\r
- out[1] = v[1] * scale;\r
- out[2] = v[2] * scale;\r
-}\r
-*/\r
-\r
-void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t out)\r
-{\r
- vec3_t vWork, va;\r
- int nIndex[3][2];\r
- int i;\r
-\r
- VectorCopy(vIn, va);\r
- VectorCopy(va, vWork);\r
- nIndex[0][0] = 1; nIndex[0][1] = 2;\r
- nIndex[1][0] = 2; nIndex[1][1] = 0;\r
- nIndex[2][0] = 0; nIndex[2][1] = 1;\r
-\r
- for (i = 0; i < 3; i++)\r
- {\r
- if (vRotation[i] != 0)\r
- {\r
- float dAngle = vRotation[i] * Q_PI / 180.0f;\r
- float c = (vec_t)cos(dAngle);\r
- float s = (vec_t)sin(dAngle);\r
- vWork[nIndex[i][0]] = va[nIndex[i][0]] * c - va[nIndex[i][1]] * s;\r
- vWork[nIndex[i][1]] = va[nIndex[i][0]] * s + va[nIndex[i][1]] * c;\r
- }\r
- VectorCopy(vWork, va);\r
- }\r
- VectorCopy(vWork, out);\r
-}\r
-\r
-void VectorRotateOrigin (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out)\r
-{\r
- vec3_t vTemp, vTemp2;\r
-\r
- VectorSubtract(vIn, vOrigin, vTemp);\r
- VectorRotate(vTemp, vRotation, vTemp2);\r
- VectorAdd(vTemp2, vOrigin, out);\r
-}\r
-\r
-void VectorPolar(vec3_t v, float radius, float theta, float phi)\r
-{\r
- v[0]=(float)(radius * cos(theta) * cos(phi));\r
- v[1]=(float)(radius * sin(theta) * cos(phi));\r
- v[2]=(float)(radius * sin(phi));\r
-}\r
-\r
-void VectorSnap(vec3_t v)\r
-{\r
- int i;\r
- for (i = 0; i < 3; i++)\r
- {\r
- v[i] = (vec_t)floor (v[i] + 0.5);\r
- }\r
-}\r
-\r
-void VectorISnap(vec3_t point, int snap)\r
-{\r
- int i;\r
- for (i = 0 ;i < 3 ; i++)\r
- {\r
- point[i] = (vec_t)floor (point[i] / snap + 0.5) * snap;\r
- }\r
-}\r
-\r
-void VectorFSnap(vec3_t point, float snap)\r
-{\r
- int i;\r
- for (i = 0 ;i < 3 ; i++)\r
- {\r
- point[i] = (vec_t)floor (point[i] / snap + 0.5) * snap;\r
- }\r
-}\r
-\r
-void _Vector5Add (vec5_t va, vec5_t vb, vec5_t out)\r
-{\r
- out[0] = va[0]+vb[0];\r
- out[1] = va[1]+vb[1];\r
- out[2] = va[2]+vb[2];\r
- out[3] = va[3]+vb[3];\r
- out[4] = va[4]+vb[4];\r
-}\r
-\r
-void _Vector5Scale (vec5_t v, vec_t scale, vec5_t out)\r
-{\r
- out[0] = v[0] * scale;\r
- out[1] = v[1] * scale;\r
- out[2] = v[2] * scale;\r
- out[3] = v[3] * scale;\r
- out[4] = v[4] * scale;\r
-}\r
-\r
-void _Vector53Copy (vec5_t in, vec3_t out)\r
-{\r
- out[0] = in[0];\r
- out[1] = in[1];\r
- out[2] = in[2];\r
-}\r
-\r
-// NOTE: added these from Ritual's Q3Radiant\r
-void ClearBounds (vec3_t mins, vec3_t maxs)\r
-{\r
- mins[0] = mins[1] = mins[2] = 99999;\r
- maxs[0] = maxs[1] = maxs[2] = -99999;\r
-}\r
-\r
-void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)\r
-{\r
- int i;\r
- vec_t val;\r
- \r
- for (i=0 ; i<3 ; i++)\r
- {\r
- val = v[i];\r
- if (val < mins[i])\r
- mins[i] = val;\r
- if (val > maxs[i])\r
- maxs[i] = val;\r
- }\r
-}\r
-\r
-#define PITCH 0 // up / down\r
-#define YAW 1 // left / right\r
-#define ROLL 2 // fall over\r
-#ifndef M_PI\r
-#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h\r
-#endif\r
-\r
-void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)\r
-{\r
- float angle;\r
- static float sr, sp, sy, cr, cp, cy;\r
- // static to help MS compiler fp bugs\r
- \r
- angle = angles[YAW] * (M_PI*2.0f / 360.0f);\r
- sy = (vec_t)sin(angle);\r
- cy = (vec_t)cos(angle);\r
- angle = angles[PITCH] * (M_PI*2.0f / 360.0f);\r
- sp = (vec_t)sin(angle);\r
- cp = (vec_t)cos(angle);\r
- angle = angles[ROLL] * (M_PI*2.0f / 360.0f);\r
- sr = (vec_t)sin(angle);\r
- cr = (vec_t)cos(angle);\r
- \r
- if (forward)\r
- {\r
- forward[0] = cp*cy;\r
- forward[1] = cp*sy;\r
- forward[2] = -sp;\r
- }\r
- if (right)\r
- {\r
- right[0] = -sr*sp*cy+cr*sy;\r
- right[1] = -sr*sp*sy-cr*cy;\r
- right[2] = -sr*cp;\r
- }\r
- if (up)\r
- {\r
- up[0] = cr*sp*cy+sr*sy;\r
- up[1] = cr*sp*sy-sr*cy;\r
- up[2] = cr*cp;\r
- }\r
-}\r
-\r
-void VectorToAngles( vec3_t vec, vec3_t angles )\r
-{\r
- float forward;\r
- float yaw, pitch;\r
- \r
- if ( ( vec[ 0 ] == 0 ) && ( vec[ 1 ] == 0 ) )\r
- {\r
- yaw = 0;\r
- if ( vec[ 2 ] > 0 )\r
- {\r
- pitch = 90;\r
- }\r
- else\r
- {\r
- pitch = 270;\r
- }\r
- }\r
- else\r
- {\r
- yaw = (vec_t)atan2( vec[ 1 ], vec[ 0 ] ) * 180 / M_PI;\r
- if ( yaw < 0 )\r
- {\r
- yaw += 360;\r
- }\r
- \r
- forward = ( float )sqrt( vec[ 0 ] * vec[ 0 ] + vec[ 1 ] * vec[ 1 ] );\r
- pitch = (vec_t)atan2( vec[ 2 ], forward ) * 180 / M_PI;\r
- if ( pitch < 0 )\r
- {\r
- pitch += 360;\r
- }\r
- }\r
- \r
- angles[ 0 ] = pitch;\r
- angles[ 1 ] = yaw;\r
- angles[ 2 ] = 0;\r
-}\r
-\r
-/*\r
-=====================\r
-PlaneFromPoints\r
-\r
-Returns false if the triangle is degenrate.\r
-The normal will point out of the clock for clockwise ordered points\r
-=====================\r
-*/\r
-qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) {\r
- vec3_t d1, d2;\r
-\r
- VectorSubtract( b, a, d1 );\r
- VectorSubtract( c, a, d2 );\r
- CrossProduct( d2, d1, plane );\r
- if ( VectorNormalize( plane, plane ) == 0 ) {\r
- return qfalse;\r
- }\r
-\r
- plane[3] = DotProduct( a, plane );\r
- return qtrue;\r
-}\r
-\r
-/*\r
-** NormalToLatLong\r
-**\r
-** We use two byte encoded normals in some space critical applications.\r
-** Lat = 0 at (1,0,0) to 360 (-1,0,0), encoded in 8-bit sine table format\r
-** Lng = 0 at (0,0,1) to 180 (0,0,-1), encoded in 8-bit sine table format\r
-**\r
-*/\r
-void NormalToLatLong( const vec3_t normal, byte bytes[2] ) {\r
- // check for singularities\r
- if ( normal[0] == 0 && normal[1] == 0 ) {\r
- if ( normal[2] > 0 ) {\r
- bytes[0] = 0;\r
- bytes[1] = 0; // lat = 0, long = 0\r
- } else {\r
- bytes[0] = 128;\r
- bytes[1] = 0; // lat = 0, long = 128\r
- }\r
- } else {\r
- int a, b;\r
-\r
- a = (int)( RAD2DEG( atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f ) );\r
- a &= 0xff;\r
-\r
- b = (int)( RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f ) );\r
- b &= 0xff;\r
-\r
- bytes[0] = b; // longitude\r
- bytes[1] = a; // lattitude\r
- }\r
-}\r
-\r
-/*\r
-=================\r
-PlaneTypeForNormal\r
-=================\r
-*/\r
-int PlaneTypeForNormal (vec3_t normal) {\r
- if (normal[0] == 1.0 || normal[0] == -1.0)\r
- return PLANE_X;\r
- if (normal[1] == 1.0 || normal[1] == -1.0)\r
- return PLANE_Y;\r
- if (normal[2] == 1.0 || normal[2] == -1.0)\r
- return PLANE_Z;\r
- \r
- return PLANE_NON_AXIAL;\r
-}\r
-\r
-/*\r
-================\r
-MatrixMultiply\r
-================\r
-*/\r
-void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]) {\r
- out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +\r
- in1[0][2] * in2[2][0];\r
- out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +\r
- in1[0][2] * in2[2][1];\r
- out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +\r
- in1[0][2] * in2[2][2];\r
- out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +\r
- in1[1][2] * in2[2][0];\r
- out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +\r
- in1[1][2] * in2[2][1];\r
- out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +\r
- in1[1][2] * in2[2][2];\r
- out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +\r
- in1[2][2] * in2[2][0];\r
- out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +\r
- in1[2][2] * in2[2][1];\r
- out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +\r
- in1[2][2] * in2[2][2];\r
-}\r
-\r
-void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )\r
-{\r
- float d;\r
- vec3_t n;\r
- float inv_denom;\r
-\r
- inv_denom = 1.0F / DotProduct( normal, normal );\r
-\r
- d = DotProduct( normal, p ) * inv_denom;\r
-\r
- n[0] = normal[0] * inv_denom;\r
- n[1] = normal[1] * inv_denom;\r
- n[2] = normal[2] * inv_denom;\r
-\r
- dst[0] = p[0] - d * n[0];\r
- dst[1] = p[1] - d * n[1];\r
- dst[2] = p[2] - d * n[2];\r
-}\r
-\r
-/*\r
-** assumes "src" is normalized\r
-*/\r
-void PerpendicularVector( vec3_t dst, const vec3_t src )\r
-{\r
- int pos;\r
- int i;\r
- vec_t minelem = 1.0F;\r
- vec3_t tempvec;\r
-\r
- /*\r
- ** find the smallest magnitude axially aligned vector\r
- */\r
- for ( pos = 0, i = 0; i < 3; i++ )\r
- {\r
- if ( fabs( src[i] ) < minelem )\r
- {\r
- pos = i;\r
- minelem = (vec_t)fabs( src[i] );\r
- }\r
- }\r
- tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;\r
- tempvec[pos] = 1.0F;\r
-\r
- /*\r
- ** project the point onto the plane defined by src\r
- */\r
- ProjectPointOnPlane( dst, tempvec, src );\r
-\r
- /*\r
- ** normalize the result\r
- */\r
- VectorNormalize( dst, dst );\r
-}\r
-\r
-/*\r
-===============\r
-RotatePointAroundVector\r
-\r
-This is not implemented very well...\r
-===============\r
-*/\r
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,\r
- float degrees ) {\r
- float m[3][3];\r
- float im[3][3];\r
- float zrot[3][3];\r
- float tmpmat[3][3];\r
- float rot[3][3];\r
- int i;\r
- vec3_t vr, vup, vf;\r
- float rad;\r
-\r
- vf[0] = dir[0];\r
- vf[1] = dir[1];\r
- vf[2] = dir[2];\r
-\r
- PerpendicularVector( vr, dir );\r
- CrossProduct( vr, vf, vup );\r
-\r
- m[0][0] = vr[0];\r
- m[1][0] = vr[1];\r
- m[2][0] = vr[2];\r
-\r
- m[0][1] = vup[0];\r
- m[1][1] = vup[1];\r
- m[2][1] = vup[2];\r
-\r
- m[0][2] = vf[0];\r
- m[1][2] = vf[1];\r
- m[2][2] = vf[2];\r
-\r
- memcpy( im, m, sizeof( im ) );\r
-\r
- im[0][1] = m[1][0];\r
- im[0][2] = m[2][0];\r
- im[1][0] = m[0][1];\r
- im[1][2] = m[2][1];\r
- im[2][0] = m[0][2];\r
- im[2][1] = m[1][2];\r
-\r
- memset( zrot, 0, sizeof( zrot ) );\r
- zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;\r
-\r
- rad = DEG2RAD( degrees );\r
- zrot[0][0] = (vec_t)cos( rad );\r
- zrot[0][1] = (vec_t)sin( rad );\r
- zrot[1][0] = (vec_t)-sin( rad );\r
- zrot[1][1] = (vec_t)cos( rad );\r
-\r
- MatrixMultiply( m, zrot, tmpmat );\r
- MatrixMultiply( tmpmat, im, rot );\r
-\r
- for ( i = 0; i < 3; i++ ) {\r
- dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];\r
- }\r
-}\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+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 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
+*/
+
+// mathlib.c -- math primitives
+#include "mathlib.h"
+// we use memcpy and memset
+#include <memory.h>
+
+vec3_t vec3_origin = {0.0f,0.0f,0.0f};
+
+/*
+================
+MakeNormalVectors
+
+Given a normalized forward vector, create two
+other perpendicular vectors
+================
+*/
+void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
+{
+ float d;
+
+ // this rotate and negate guarantees a vector
+ // not colinear with the original
+ right[1] = -forward[0];
+ right[2] = forward[1];
+ right[0] = forward[2];
+
+ d = DotProduct (right, forward);
+ VectorMA (right, -d, forward, right);
+ VectorNormalize (right, right);
+ CrossProduct (right, forward, up);
+}
+
+vec_t 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 qfalse;
+
+ return qtrue;
+}
+
+/*
+// FIXME TTimo this implementation has to be particular to radiant
+// through another name I'd say
+vec_t Q_rint (vec_t in)
+{
+ if (g_PrefsDlg.m_bNoClamp)
+ return in;
+ else
+ return (float)floor (in + 0.5);
+}
+*/
+
+void VectorMA( const vec3_t va, vec_t scale, const 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( const vec3_t in, vec3_t out ) {
+ vec_t length, ilength;
+
+ length = (vec_t)sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
+ if (length == 0)
+ {
+ VectorClear (out);
+ return 0;
+ }
+
+ ilength = 1.0f/length;
+ out[0] = in[0]*ilength;
+ out[1] = in[1]*ilength;
+ out[2] = in[2]*ilength;
+
+ return length;
+}
+
+vec_t ColorNormalize( const vec3_t in, vec3_t out ) {
+ float max, scale;
+
+ max = in[0];
+ if (in[1] > max)
+ max = in[1];
+ if (in[2] > max)
+ max = in[2];
+
+ if (max == 0) {
+ out[0] = out[1] = out[2] = 1.0;
+ return 0;
+ }
+
+ scale = 1.0f / max;
+
+ VectorScale (in, scale, out);
+
+ return max;
+}
+
+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;
+}
+*/
+
+void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t out)
+{
+ vec3_t vWork, va;
+ int nIndex[3][2];
+ int i;
+
+ VectorCopy(vIn, va);
+ VectorCopy(va, vWork);
+ nIndex[0][0] = 1; nIndex[0][1] = 2;
+ nIndex[1][0] = 2; nIndex[1][1] = 0;
+ nIndex[2][0] = 0; nIndex[2][1] = 1;
+
+ for (i = 0; i < 3; i++)
+ {
+ if (vRotation[i] != 0)
+ {
+ float dAngle = vRotation[i] * Q_PI / 180.0f;
+ float c = (vec_t)cos(dAngle);
+ float s = (vec_t)sin(dAngle);
+ vWork[nIndex[i][0]] = va[nIndex[i][0]] * c - va[nIndex[i][1]] * s;
+ vWork[nIndex[i][1]] = va[nIndex[i][0]] * s + va[nIndex[i][1]] * c;
+ }
+ VectorCopy(vWork, va);
+ }
+ VectorCopy(vWork, out);
+}
+
+void VectorRotateOrigin (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out)
+{
+ vec3_t vTemp, vTemp2;
+
+ VectorSubtract(vIn, vOrigin, vTemp);
+ VectorRotate(vTemp, vRotation, vTemp2);
+ VectorAdd(vTemp2, vOrigin, out);
+}
+
+void VectorPolar(vec3_t v, float radius, float theta, float phi)
+{
+ v[0]=(float)(radius * cos(theta) * cos(phi));
+ v[1]=(float)(radius * sin(theta) * cos(phi));
+ v[2]=(float)(radius * sin(phi));
+}
+
+void VectorSnap(vec3_t v)
+{
+ int i;
+ for (i = 0; i < 3; i++)
+ {
+ v[i] = (vec_t)floor (v[i] + 0.5);
+ }
+}
+
+void VectorISnap(vec3_t point, int snap)
+{
+ int i;
+ for (i = 0 ;i < 3 ; i++)
+ {
+ point[i] = (vec_t)floor (point[i] / snap + 0.5) * snap;
+ }
+}
+
+void VectorFSnap(vec3_t point, float snap)
+{
+ int i;
+ for (i = 0 ;i < 3 ; i++)
+ {
+ point[i] = (vec_t)floor (point[i] / snap + 0.5) * snap;
+ }
+}
+
+void _Vector5Add (vec5_t va, vec5_t vb, vec5_t out)
+{
+ out[0] = va[0]+vb[0];
+ out[1] = va[1]+vb[1];
+ out[2] = va[2]+vb[2];
+ out[3] = va[3]+vb[3];
+ out[4] = va[4]+vb[4];
+}
+
+void _Vector5Scale (vec5_t v, vec_t scale, vec5_t out)
+{
+ out[0] = v[0] * scale;
+ out[1] = v[1] * scale;
+ out[2] = v[2] * scale;
+ out[3] = v[3] * scale;
+ out[4] = v[4] * scale;
+}
+
+void _Vector53Copy (vec5_t in, vec3_t out)
+{
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+}
+
+// NOTE: added these from Ritual's Q3Radiant
+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;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ val = v[i];
+ if (val < mins[i])
+ mins[i] = val;
+ if (val > maxs[i])
+ maxs[i] = val;
+ }
+}
+
+#define PITCH 0 // up / down
+#define YAW 1 // left / right
+#define ROLL 2 // fall over
+#ifndef M_PI
+#define M_PI 3.14159265358979323846f // matches value in gcc v2 math.h
+#endif
+
+void AngleVectors (vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
+{
+ float angle;
+ static float sr, sp, sy, cr, cp, cy;
+ // static to help MS compiler fp bugs
+
+ angle = angles[YAW] * (M_PI*2.0f / 360.0f);
+ sy = (vec_t)sin(angle);
+ cy = (vec_t)cos(angle);
+ angle = angles[PITCH] * (M_PI*2.0f / 360.0f);
+ sp = (vec_t)sin(angle);
+ cp = (vec_t)cos(angle);
+ angle = angles[ROLL] * (M_PI*2.0f / 360.0f);
+ sr = (vec_t)sin(angle);
+ cr = (vec_t)cos(angle);
+
+ if (forward)
+ {
+ forward[0] = cp*cy;
+ forward[1] = cp*sy;
+ forward[2] = -sp;
+ }
+ if (right)
+ {
+ right[0] = -sr*sp*cy+cr*sy;
+ right[1] = -sr*sp*sy-cr*cy;
+ right[2] = -sr*cp;
+ }
+ if (up)
+ {
+ up[0] = cr*sp*cy+sr*sy;
+ up[1] = cr*sp*sy-sr*cy;
+ up[2] = cr*cp;
+ }
+}
+
+void VectorToAngles( vec3_t vec, vec3_t angles )
+{
+ float forward;
+ float yaw, pitch;
+
+ if ( ( vec[ 0 ] == 0 ) && ( vec[ 1 ] == 0 ) )
+ {
+ yaw = 0;
+ if ( vec[ 2 ] > 0 )
+ {
+ pitch = 90;
+ }
+ else
+ {
+ pitch = 270;
+ }
+ }
+ else
+ {
+ yaw = (vec_t)atan2( vec[ 1 ], vec[ 0 ] ) * 180 / M_PI;
+ if ( yaw < 0 )
+ {
+ yaw += 360;
+ }
+
+ forward = ( float )sqrt( vec[ 0 ] * vec[ 0 ] + vec[ 1 ] * vec[ 1 ] );
+ pitch = (vec_t)atan2( vec[ 2 ], forward ) * 180 / M_PI;
+ if ( pitch < 0 )
+ {
+ pitch += 360;
+ }
+ }
+
+ angles[ 0 ] = pitch;
+ angles[ 1 ] = yaw;
+ angles[ 2 ] = 0;
+}
+
+/*
+=====================
+PlaneFromPoints
+
+Returns false if the triangle is degenrate.
+The normal will point out of the clock for clockwise ordered points
+=====================
+*/
+qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c ) {
+ vec3_t d1, d2;
+
+ VectorSubtract( b, a, d1 );
+ VectorSubtract( c, a, d2 );
+ CrossProduct( d2, d1, plane );
+ if ( VectorNormalize( plane, plane ) == 0 ) {
+ return qfalse;
+ }
+
+ plane[3] = DotProduct( a, plane );
+ return qtrue;
+}
+
+/*
+** NormalToLatLong
+**
+** We use two byte encoded normals in some space critical applications.
+** Lat = 0 at (1,0,0) to 360 (-1,0,0), encoded in 8-bit sine table format
+** Lng = 0 at (0,0,1) to 180 (0,0,-1), encoded in 8-bit sine table format
+**
+*/
+void NormalToLatLong( const vec3_t normal, byte bytes[2] ) {
+ // check for singularities
+ if ( normal[0] == 0 && normal[1] == 0 ) {
+ if ( normal[2] > 0 ) {
+ bytes[0] = 0;
+ bytes[1] = 0; // lat = 0, long = 0
+ } else {
+ bytes[0] = 128;
+ bytes[1] = 0; // lat = 0, long = 128
+ }
+ } else {
+ int a, b;
+
+ a = (int)( RAD2DEG( atan2( normal[1], normal[0] ) ) * (255.0f / 360.0f ) );
+ a &= 0xff;
+
+ b = (int)( RAD2DEG( acos( normal[2] ) ) * ( 255.0f / 360.0f ) );
+ b &= 0xff;
+
+ bytes[0] = b; // longitude
+ bytes[1] = a; // lattitude
+ }
+}
+
+/*
+=================
+PlaneTypeForNormal
+=================
+*/
+int PlaneTypeForNormal (vec3_t normal) {
+ if (normal[0] == 1.0 || normal[0] == -1.0)
+ return PLANE_X;
+ if (normal[1] == 1.0 || normal[1] == -1.0)
+ return PLANE_Y;
+ if (normal[2] == 1.0 || normal[2] == -1.0)
+ return PLANE_Z;
+
+ return PLANE_NON_AXIAL;
+}
+
+/*
+================
+MatrixMultiply
+================
+*/
+void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]) {
+ out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
+ in1[0][2] * in2[2][0];
+ out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
+ in1[0][2] * in2[2][1];
+ out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
+ in1[0][2] * in2[2][2];
+ out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
+ in1[1][2] * in2[2][0];
+ out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
+ in1[1][2] * in2[2][1];
+ out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
+ in1[1][2] * in2[2][2];
+ out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
+ in1[2][2] * in2[2][0];
+ out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
+ in1[2][2] * in2[2][1];
+ out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
+ in1[2][2] * in2[2][2];
+}
+
+void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal )
+{
+ float d;
+ vec3_t n;
+ float inv_denom;
+
+ inv_denom = 1.0F / DotProduct( normal, normal );
+
+ d = DotProduct( normal, p ) * inv_denom;
+
+ n[0] = normal[0] * inv_denom;
+ n[1] = normal[1] * inv_denom;
+ n[2] = normal[2] * inv_denom;
+
+ dst[0] = p[0] - d * n[0];
+ dst[1] = p[1] - d * n[1];
+ dst[2] = p[2] - d * n[2];
+}
+
+/*
+** assumes "src" is normalized
+*/
+void PerpendicularVector( vec3_t dst, const vec3_t src )
+{
+ int pos;
+ int i;
+ vec_t minelem = 1.0F;
+ vec3_t tempvec;
+
+ /*
+ ** find the smallest magnitude axially aligned vector
+ */
+ for ( pos = 0, i = 0; i < 3; i++ )
+ {
+ if ( fabs( src[i] ) < minelem )
+ {
+ pos = i;
+ minelem = (vec_t)fabs( src[i] );
+ }
+ }
+ tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
+ tempvec[pos] = 1.0F;
+
+ /*
+ ** project the point onto the plane defined by src
+ */
+ ProjectPointOnPlane( dst, tempvec, src );
+
+ /*
+ ** normalize the result
+ */
+ VectorNormalize( dst, dst );
+}
+
+/*
+===============
+RotatePointAroundVector
+
+This is not implemented very well...
+===============
+*/
+void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point,
+ float degrees ) {
+ float m[3][3];
+ float im[3][3];
+ float zrot[3][3];
+ float tmpmat[3][3];
+ float rot[3][3];
+ int i;
+ vec3_t vr, vup, vf;
+ float rad;
+
+ vf[0] = dir[0];
+ vf[1] = dir[1];
+ vf[2] = dir[2];
+
+ PerpendicularVector( vr, dir );
+ CrossProduct( vr, vf, vup );
+
+ m[0][0] = vr[0];
+ m[1][0] = vr[1];
+ m[2][0] = vr[2];
+
+ m[0][1] = vup[0];
+ m[1][1] = vup[1];
+ m[2][1] = vup[2];
+
+ m[0][2] = vf[0];
+ m[1][2] = vf[1];
+ m[2][2] = vf[2];
+
+ memcpy( im, m, sizeof( im ) );
+
+ im[0][1] = m[1][0];
+ im[0][2] = m[2][0];
+ im[1][0] = m[0][1];
+ im[1][2] = m[2][1];
+ im[2][0] = m[0][2];
+ im[2][1] = m[1][2];
+
+ memset( zrot, 0, sizeof( zrot ) );
+ zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
+
+ rad = DEG2RAD( degrees );
+ zrot[0][0] = (vec_t)cos( rad );
+ zrot[0][1] = (vec_t)sin( rad );
+ zrot[1][0] = (vec_t)-sin( rad );
+ zrot[1][1] = (vec_t)cos( rad );
+
+ MatrixMultiply( m, zrot, tmpmat );
+ MatrixMultiply( tmpmat, im, rot );
+
+ for ( i = 0; i < 3; i++ ) {
+ dst[i] = rot[i][0] * point[0] + rot[i][1] * point[1] + rot[i][2] * point[2];
+ }
+}