2 Copyright (C) 2015 Micah Talkiewicz.
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.
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.
13 See the GNU General Public License for more details.
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.
21 vector vec_bias(vector v, float f)
30 vector vec_to_min(vector a, vector b)
40 vector vec_to_max(vector a, vector b)
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
51 vector vec_bounds_in(vector point, vector a, vector b)
53 vector d = vec_to_min(a, b);
54 vector e = vec_to_max(a, b);
56 vector c = vec_to_min(vec_to_max(point, d), e);
62 vector vec_bounds_out(vector point, vector a, vector b)
64 vector d = vec_to_max(a, b);
65 vector e = vec_to_min(a, b);
67 vector c = vec_to_min(vec_to_max(point, d), e);
73 float angle_snap_f(float f, float increment)
75 for (int j = 0; j <= 360; )
77 if (f <= j - increment) return j - increment;
85 vector angle_snap_vec(vector v, float increment)
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);
95 vector aim_vec(vector org, vector targ)
98 // we float around x and y, but rotate around z
100 v.y = targ.y - org.y;
101 v.z = org.z - targ.z;
102 // get the angles actual
103 return vectoangles(normalize(v));