/*
===========================================================================

Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).  

RTCW SP Source Code 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 3 of the License, or
(at your option) any later version.

RTCW SP Source Code 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 RTCW SP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#ifndef __MATHLIB__
#define __MATHLIB__

// mathlib.h

#include <math.h>

#ifdef DOUBLEVEC_T
typedef double vec_t;
#else
typedef float vec_t;
#endif
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];

#define SIDE_FRONT      0
#define SIDE_ON         2
#define SIDE_BACK       1
#define SIDE_CROSS      -2

#define PITCH       0
#define YAW         1
#define ROLL        2

#define Q_PI    3.14159265358979323846

#define DEG2RAD( a ) ( a * M_PI ) / 180.0F

#ifndef M_PI
#define M_PI        3.14159265358979323846  // matches value in gcc v2 math.h
#endif

extern vec3_t vec3_origin;

#define EQUAL_EPSILON   0.001

qboolean VectorCompare( vec3_t v1, vec3_t v2 );

#define DotProduct( x,y )         ( x[0] * y[0] + x[1] * y[1] + x[2] * y[2] )
#define VectorSubtract( a,b,c )   {c[0] = a[0] - b[0]; c[1] = a[1] - b[1]; c[2] = a[2] - b[2];}
#define VectorAdd( a,b,c )        {c[0] = a[0] + b[0]; c[1] = a[1] + b[1]; c[2] = a[2] + b[2];}
#define VectorCopy( a,b )         {b[0] = a[0]; b[1] = a[1]; b[2] = a[2];}
#define Vector4Copy( a,b )        {b[0] = a[0]; b[1] = a[1]; b[2] = a[2]; b[3] = a[3];}
#define VectorScale( v, s, o )    ( ( o )[0] = ( v )[0] * ( s ),( o )[1] = ( v )[1] * ( s ),( o )[2] = ( v )[2] * ( s ) )
#define VectorClear( x )          {x[0] = x[1] = x[2] = 0;}
#define VectorNegate( x, y )      {y[0] = -x[0]; y[1] = -x[1]; y[2] = -x[2];}
#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 ) )

vec_t Q_rint( vec_t in );
vec_t _DotProduct( vec3_t v1, vec3_t v2 );
void _VectorSubtract( vec3_t va, vec3_t vb, vec3_t out );
void _VectorAdd( vec3_t va, vec3_t vb, vec3_t out );
void _VectorCopy( vec3_t in, vec3_t out );
void _VectorScale( vec3_t v, vec_t scale, vec3_t out );
void _VectorMA( vec3_t va, double scale, vec3_t vb, vec3_t vc );

double VectorLength( vec3_t v );
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
vec_t VectorNormalize( vec3_t inout );
vec_t ColorNormalize( vec3_t in, vec3_t out );
vec_t VectorNormalize2( const vec3_t v, vec3_t out );
void VectorInverse( vec3_t v );

void ClearBounds( vec3_t mins, vec3_t maxs );
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );

void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up );
void R_ConcatRotations( float in1[3][3], float in2[3][3], float out[3][3] );
void RotatePoint( vec3_t point, float matrix[3][3] );
void CreateRotationMatrix( vec3_t angles, float matrix[3][3] );

#endif
