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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.0
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wolf3d/newCode/env/vector.h
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wolf3d/newCode/env/vector.h
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/*
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Copyright (C) 2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* vector.h: 2D and 3D vector math routines.
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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*
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* Acknowledgement:
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* Portion of this code was derived from Quake II, and was originally
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* written by Id Software, Inc.
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*
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*/
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#ifndef __VECTOR_H__
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#define __VECTOR_H__
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typedef float vec_t;
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typedef vec_t vec2_t[ 2 ];
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typedef vec_t vec3_t[ 3 ];
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typedef vec_t vec4_t[ 4 ];
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typedef vec_t vec5_t[ 5 ];
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extern vec3_t vec3_origin;
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/////////////////////////////////////////////////////////////////////
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//
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// 3D Vector routines
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//
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/////////////////////////////////////////////////////////////////////
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#define vectorClear( a ) ( (a)[ 0 ] = (a)[ 1 ] = (a)[ 2 ] = 0 )
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#define vectorNegate( a, b ) ( (b)[ 0 ] = (-a)[ 0 ], (b)[ 1 ] = (-a)[ 1 ], (b)[ 2 ] = (-a)[ 2 ] )
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#define vectorSet( v, x, y, z ) ( (v)[ 0 ] = ( x ), (v)[ 1 ] = ( y ), (v)[ 2 ] = ( z ) )
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#define vectorInverse( a ) ( (a)[ 0 ] = (-a)[ 0 ], (a)[ 1 ] = (-a)[ 1 ], (a)[ 2 ] = (-a)[ 2 ] )
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#if 1
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#define DotProduct( x, y ) ( (x)[ 0 ] * (y)[ 0 ] + (x)[ 1 ] * (y)[ 1 ] + (x)[ 2 ] * (y)[ 2 ] )
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#define vectorSubtract( a, b, c ) ( (c)[ 0 ] = (a)[ 0 ] - (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] - (b)[ 1 ], (c)[ 2 ] = (a)[ 2 ] - (b)[ 2 ] )
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#define vectorAdd( a, b, c ) ( (c)[ 0 ] = (a)[ 0 ] + (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] + (b)[ 1 ], (c)[ 2 ] = (a)[ 2 ] + (b)[ 2 ] )
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#define vectorCopy( a, b ) ( (b)[ 0 ] = (a)[ 0 ], (b)[ 1 ] = (a)[ 1 ], (b)[ 2 ] = (a)[ 2 ] )
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#define vectorScale( v, s, o ) ( (o)[ 0 ] = (v)[ 0 ] * (s),(o)[ 1 ] = (v)[ 1 ] * (s), (o)[ 2 ] = (v)[ 2 ] * (s) )
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#define vectorMA( v, s, b, o ) ( (o)[ 0 ] = (v)[ 0 ] + (b)[ 0 ]*(s),(o)[ 1 ] = (v)[ 1 ] + (b)[ 1 ] * (s),(o)[ 2 ] = (v)[ 2 ] + (b)[ 2 ] * (s) )
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#else
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/* just in case you don't want to use the macros */
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#define DotProduct( x, y ) _vectorDotProduct( x, y )
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#define vectorSubtract( a, b, c ) _vectorSubtract( a, b, c )
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#define vectorAdd( a, b, c ) _vectorAdd( a, b, c )
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#define vectorCopy( a, b ) _vectorCopy( a, b )
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#define vectorScale( v, s, o ) _vectorScale( v, s, o )
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#define vectorMA( v, s, b, o ) _vectorMA( v, s, b, o )
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#endif
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extern void vectorCrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
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extern int vectorCompare( const vec3_t v1, const vec3_t v2 );
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extern vec_t vectorLength( const vec3_t v );
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extern vec_t (*pfVectorNormalize)( vec3_t vec );
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extern void angleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up );
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extern void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
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extern void PerpendicularVector( vec3_t dst, const vec3_t src );
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extern void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
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extern void AddPointToBounds( vec3_t v, vec3_t mins, vec3_t maxs );
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extern float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
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/////////////////////////////////////////////////////////////////////
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//
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// 2D Vector routines
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//
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/////////////////////////////////////////////////////////////////////
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#define vector2DClear( a ) ( (a)[ 0 ] = (a)[ 1 ] = 0 )
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#define vector2DNegate( a, b ) ( (b)[ 0 ] = (-a)[ 0 ], (b)[ 1 ] = (-a)[ 1 ] )
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#define vector2DSet( v, x, y ) ( (v)[ 0 ] = ( x ), (v)[ 1 ] = ( y ) )
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#define vector2DInverse( a ) ( (a)[ 0 ] = (-a)[ 0 ], (a)[ 1 ] = (-a)[ 1 ] )
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#define vector2DPerpDot( a, b ) ( (a)[ 0 ] * (b)[ 1 ] - (a)[ 1 ] * (b)[ 0 ] )
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#define vector2DDotProduct( x, y ) ( (x)[ 0 ] * (y)[ 0 ] + (x)[ 1 ] * (y)[ 1 ] )
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#define vector2DSubtract( a, b, c ) ( (c)[ 0 ] = (a)[ 0 ] - (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] - (b)[ 1 ] )
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#define vector2DAdd( a, b, c ) ( (c)[ 0 ] = (a)[ 0 ] + (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] + (b)[ 1 ] )
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#define vector2DCopy( a, b ) ( (b)[ 0 ] = (a)[ 0 ], (b)[ 1 ] = (a)[ 1 ] )
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#define vector2DScale( v, s, o ) ( (o)[ 0 ] = (v)[ 0 ] * (s), (o)[ 1 ] = (v)[ 1 ] * (s) )
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#define vector2DMA( v, s, b, o ) ( (o)[ 0 ] = (v)[ 0 ] + (b)[ 0 ]*(s), (o)[ 1 ] = (v)[ 1 ] + (b)[ 1 ] * (s) )
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extern W32 vector2DCompare( const vec2_t v1, const vec2_t v2 );
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extern vec_t vector2DLength( const vec2_t v );
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#endif /* __VECTOR_H__ */
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