Xonotic
p2mathlib.qc
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1 /*
2  Copyright (C) 2015 Micah Talkiewicz.
3 
4  This program is free software; you can redistribute it and/or
5  modify it under the terms of the GNU General Public License
6  as published by the Free Software Foundation; either version 2
7  of the License, or (at your option) any later version.
8 
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY; without even the implied warranty of
11  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12 
13  See the GNU General Public License for more details.
14 
15  You should have received a copy of the GNU General Public License
16  along with this program; if not, write to the Free Software
17  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18 */
19 
22 {
23  vector c;
24  c.x = v.x + f;
25  c.y = v.y + f;
26  c.z = v.z + f;
27  return c;
28 }
31 {
32  vector c;
33  c.x = min(a.x, b.x);
34  c.y = min(a.y, b.y);
35  c.z = min(a.z, b.z);
36  return c;
37 }
38 
41 {
42  vector c;
43  c.x = max(a.x, b.x);
44  c.y = max(a.y, b.y);
45  c.z = max(a.z, b.z);
46  return c;
47 }
48 
49 // there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2
52 {
53  vector d = vec_to_min(a, b);
54  vector e = vec_to_max(a, b);
55 
56  vector c = vec_to_min(vec_to_max(point, d), e);
57 
58  return c;
59 }
60 
63 {
64  vector d = vec_to_max(a, b);
65  vector e = vec_to_min(a, b);
66 
67  vector c = vec_to_min(vec_to_max(point, d), e);
68 
69  return c;
70 }
71 
73 float angle_snap_f(float f, float increment)
74 {
75  for (int j = 0; j <= 360; )
76  {
77  if (f <= j - increment) return j - increment;
78  j = j + increment;
79  }
80 
81  return 0;
82 }
83 
85 vector angle_snap_vec(vector v, float increment)
86 {
87  vector c;
88  c.x = angle_snap_f(v.x, increment);
89  c.y = angle_snap_f(v.y, increment);
90  c.z = angle_snap_f(v.z, increment);
91  return c;
92 }
93 
96 {
97  vector v;
98  // we float around x and y, but rotate around z
99  v.x = targ.x - org.x;
100  v.y = targ.y - org.y;
101  v.z = org.z - targ.z;
102  // get the angles actual
103  return vectoangles(normalize(v));
104 }
ERASEABLE vector vec_bounds_out(vector point, vector a, vector b)
Definition: p2mathlib.qc:62
#define ERASEABLE
Definition: _all.inc:35
ERASEABLE vector aim_vec(vector org, vector targ)
Definition: p2mathlib.qc:95
ERASEABLE vector vec_to_max(vector a, vector b)
Definition: p2mathlib.qc:40
ERASEABLE vector vec_to_min(vector a, vector b)
Definition: p2mathlib.qc:30
vector(float skel, float bonenum) _skel_get_boneabs_hidden
vector v
Definition: ent_cs.qc:116
ERASEABLE vector angle_snap_vec(vector v, float increment)
Definition: p2mathlib.qc:85
ERASEABLE float angle_snap_f(float f, float increment)
Definition: p2mathlib.qc:73
ERASEABLE vector vec_bounds_in(vector point, vector a, vector b)
Definition: p2mathlib.qc:51
ERASEABLE vector vec_bias(vector v, float f)
Definition: p2mathlib.qc:21