/* 3DKIT version 1.3 High speed 3D graphics and rendering library for Linux. Copyright (C) 1996, 1997 Paul Sheer psheer@icon.co.za This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA */ #ifndef QUICK_MATH_H #define QUICK_MATH_H #if 0 #ifndef SVGALIB #include "../config.h" #endif #endif #ifndef PI #define PI 3.14159265358979323846 #endif typedef struct { double x, y, z; } Vec; #define sqr(x) ((x)*(x)) #define fswap(a, b) \ { \ double __t_var = (a); \ (a) = (b); \ (b) = __t_var; \ } #define swap(a, b) \ { \ int __t_var = (a); \ (a) = (b); \ (b) = __t_var; \ } #define max(x,y) (((x) > (y)) ? (x) : (y)) #define min(x,y) (((x) < (y)) ? (x) : (y)) #ifdef __GNUC__ double fsqr (double x); int lsqr (int x); double fmax (double a, double b); double fmin (double a, double b); double fsgn (double a); double dot (Vec a, Vec b); Vec cross (Vec a, Vec b); Vec plus (Vec a, Vec b); Vec minus (Vec a, Vec b); Vec times (Vec a, double f); double norm (Vec a); #else extern inline double fsqr (double x) { return x * x; } extern inline int lsqr (int x) { return (int) x *x; } extern inline double fmax (double a, double b) { return max (a, b); } extern inline double fmin (double a, double b) { return min (a, b); } extern inline double fsgn (double a) { return (a == 0.0 ? 0.0 : (a > 0.0 ? 1.0 : -1.0)); } extern inline double dot (Vec a, Vec b) { return a.x * b.x + a.y * b.y + a.z * b.z; } extern inline Vec cross (Vec a, Vec b) { Vec c; c.x = a.y * b.z - a.z * b.y; c.y = a.z * b.x - a.x * b.z; c.z = a.x * b.y - a.y * b.x; return c; } extern inline Vec plus (Vec a, Vec b) { Vec c; c.x = a.x + b.x; c.y = a.y + b.y; c.z = a.z + b.z; return c; } extern inline Vec minus (Vec a, Vec b) { Vec c; c.x = a.x - b.x; c.y = a.y - b.y; c.z = a.z - b.z; return c; } extern inline Vec times (Vec a, double f) { Vec c; c.x = a.x * f; c.y = a.y * f; c.z = a.z * f; return c; } extern inline double norm (Vec a) { return sqrt (sqr (a.x) + sqr (a.y) + sqr (a.z)); } #endif void orth_vectors (Vec X, Vec * r1, Vec * r2, double r); #endif