/***
 *
 *	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
 *
 *	This product contains software technology licensed from Id
 *	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc.
 *	All Rights Reserved.
 *
 ****/

#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]; // x,y,z
typedef vec_t vec4_t[4]; // x,y,z,w

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

#define Q_PI 3.14159265358979323846

extern vec3_t vec3_origin;

// Use this definition globally
#define ON_EPSILON 0.01
#define EQUAL_EPSILON 0.001

int VectorCompare(vec3_t v1, vec3_t v2);

#define DotProduct(x, y) ((x)[0] * (y)[0] + (x)[1] * (y)[1] + (x)[2] * (y)[2])
#define VectorFill(a, b) \
	{                    \
		(a)[0] = (b);    \
		(a)[1] = (b);    \
		(a)[2] = (b);    \
	}
#define VectorAvg(a) (((a)[0] + (a)[1] + (a)[2]) / 3)
#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 VectorScale(a, b, c)   \
	{                          \
		(c)[0] = (b) * (a)[0]; \
		(c)[1] = (b) * (a)[1]; \
		(c)[2] = (b) * (a)[2]; \
	}

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);

double VectorLength(vec3_t v);

void VectorMA(vec3_t va, double scale, vec3_t vb, vec3_t vc);

void CrossProduct(vec3_t v1, vec3_t v2, vec3_t cross);
vec_t VectorNormalize(vec3_t v);
void VectorInverse(vec3_t v);

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

void AngleMatrix(const vec3_t angles, float matrix[3][4]);
void AngleIMatrix(const vec3_t angles, float matrix[3][4]);
void R_ConcatTransforms(const float in1[3][4], const float in2[3][4], float out[3][4]);

void VectorIRotate(const vec3_t in1, const float in2[3][4], vec3_t out);
void VectorRotate(const vec3_t in1, const float in2[3][4], vec3_t out);

void VectorTransform(const vec3_t in1, const float in2[3][4], vec3_t out);

void AngleQuaternion(const vec3_t angles, vec4_t quaternion);
void QuaternionMatrix(const vec4_t quaternion, float (*matrix)[4]);
void QuaternionSlerp(const vec4_t p, vec4_t q, float t, vec4_t qt);

#endif
