v_x = m2_x * random() + m1_x;
v_y = m2_y * random() + m1_y;
v_z = m2_z * random() + m1_z;
- return v;
+ return v;
}
float vlen2d(vector v)
return min(max(v.x, -v.x), max(v.y, -v.y));
}
+float dist_point_line(vector p, vector l0, vector ldir)
+{
+ ldir = normalize(ldir);
+
+ // remove the component in line direction
+ p = p - (p * ldir) * ldir;
+
+ // vlen of the remaining vector
+ return vlen(p);
+}
+
+/** requires that m2>m1 in all coordinates, and that m4>m3 */
+float boxesoverlap(vector m1, vector m2, vector m3, vector m4) { return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z; }
+
+/** requires the same as boxesoverlap, but is a stronger condition */
+float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) { return smins.x >= bmins.x && smaxs.x <= bmaxs.x && smins.y >= bmins.y && smaxs.y <= bmaxs.y && smins.z >= bmins.z && smaxs.z <= bmaxs.z; }
+
+
+vector vec2(vector v)
+{
+ v.z = 0;
+ return v;
+}
+
+vector vec3(float x, float y, float z)
+{
+ vector v;
+ v.x = x;
+ v.y = y;
+ v.z = z;
+ return v;
+}
+
+#ifndef MENUQC
+ vector get_corner_position(entity box, int corner)
+ {
+ switch (corner)
+ {
+ case 1: return vec3(box.absmin.x, box.absmin.y, box.absmin.z);
+ case 2: return vec3(box.absmax.x, box.absmin.y, box.absmin.z);
+ case 3: return vec3(box.absmin.x, box.absmax.y, box.absmin.z);
+ case 4: return vec3(box.absmin.x, box.absmin.y, box.absmax.z);
+ case 5: return vec3(box.absmax.x, box.absmax.y, box.absmin.z);
+ case 6: return vec3(box.absmin.x, box.absmax.y, box.absmax.z);
+ case 7: return vec3(box.absmax.x, box.absmin.y, box.absmax.z);
+ case 8: return vec3(box.absmax.x, box.absmax.y, box.absmax.z);
+ default: return '0 0 0';
+ }
+ }
+
+ vector NearestPointOnBox(entity box, vector org)
+ {
+ vector m1 = box.mins + box.origin;
+ vector m2 = box.maxs + box.origin;
+
+ vector ret;
+ ret.x = bound(m1.x, org.x, m2.x);
+ ret.y = bound(m1.y, org.y, m2.y);
+ ret.z = bound(m1.z, org.z, m2.z);
+ return ret;
+ }
+#endif
#endif