/* * * 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 * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once #define PITCH 0 // up/down #define YAW 1 // left/right #define ROLL 2 // fall over extern vec3_t vec3_origin; extern const int nanmask; #define IS_NAN(x) ((*reinterpret_cast(&(x)) & nanmask) == nanmask) float anglemod(float a); void AngleVectors(const vec_t *angles, vec_t *forward, vec_t *right, vec_t *up); void AngleVectorsTranspose(const vec_t *angles, vec_t *forward, vec_t *right, vec_t *up); void AngleMatrix(const vec_t *angles, float (*matrix)[4]); void AngleIMatrix(const vec_t *angles, float (*matrix)[4]); void NormalizeAngles(float *angles); void InterpolateAngles(float *start, float *end, float *output, float frac); float AngleBetweenVectors(const vec_t *v1, const vec_t *v2); void VectorTransform(const vec_t *in1, float *in2, vec_t *out); int VectorCompare(const vec_t *v1, const vec_t *v2); void VectorMA(const vec_t *veca, float scale, const vec_t *vecb, vec_t *vecc); float_precision _DotProduct(const vec_t *v1, const vec_t *v2); void _VectorSubtract(vec_t *veca, vec_t *vecb, vec_t *out); void _VectorAdd(vec_t *veca, vec_t *vecb, vec_t *out); void _VectorCopy(vec_t *in, vec_t *out); void CrossProduct(const vec_t *v1, const vec_t *v2, vec_t *cross); float_precision Length(const vec_t *v); float Distance(const vec_t *v1, const vec_t *v2); float_precision VectorNormalize(vec_t *v); void VectorInverse(vec_t *v); void VectorScale(const vec_t *in, vec_t scale, vec_t *out); int Q_log2(int val); void VectorMatrix(vec_t *forward, vec_t *right, vec_t *up); void VectorAngles(const vec_t *forward, vec_t *angles);