// mathlib.c -- math primitives

#include "cmdlib.h"
#include "mathlib.h"

vec3_t vec3_origin = {0.0f,0.0f,0.0f};


float VectorLength(vec3_t v)
{
	int		i;
	float	length;
	
	length = 0.0f;
	for (i=0 ; i< 3 ; i++)
		length += v[i]*v[i];
	length = (float)sqrt (length);

	return length;
}

qboolean VectorCompare (vec3_t v1, vec3_t v2)
{
	int		i;
	
	for (i=0 ; i<3 ; i++)
		if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON)
			return false;
			
	return true;
}

vec_t Q_rint (vec_t in)
{
	return (float)floor (in + 0.5);
}

void VectorMA (vec3_t va, float scale, vec3_t vb, vec3_t vc)
{
	vc[0] = va[0] + scale*vb[0];
	vc[1] = va[1] + scale*vb[1];
	vc[2] = va[2] + scale*vb[2];
}

void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross)
{
	cross[0] = v1[1]*v2[2] - v1[2]*v2[1];
	cross[1] = v1[2]*v2[0] - v1[0]*v2[2];
	cross[2] = v1[0]*v2[1] - v1[1]*v2[0];
}

vec_t _DotProduct (vec3_t v1, vec3_t v2)
{
	return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
}

void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out)
{
	out[0] = va[0]-vb[0];
	out[1] = va[1]-vb[1];
	out[2] = va[2]-vb[2];
}

void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out)
{
	out[0] = va[0]+vb[0];
	out[1] = va[1]+vb[1];
	out[2] = va[2]+vb[2];
}

void _VectorCopy (vec3_t in, vec3_t out)
{
	out[0] = in[0];
	out[1] = in[1];
	out[2] = in[2];
}

vec_t VectorNormalize (vec3_t v)
{
	int		i;
	float	length;
	
	length = 0.0f;
	for (i=0 ; i< 3 ; i++)
		length += v[i]*v[i];
	length = (float)sqrt (length);
	if (length == 0)
		return (vec_t)0;
		
	for (i=0 ; i< 3 ; i++)
		v[i] /= length;	

	return length;
}

void VectorInverse (vec3_t v)
{
	v[0] = -v[0];
	v[1] = -v[1];
	v[2] = -v[2];
}

void VectorScale (vec3_t v, vec_t scale, vec3_t out)
{
	out[0] = v[0] * scale;
	out[1] = v[1] * scale;
	out[2] = v[2] * scale;
}

