/*
Copyright (C) 2015 Micah Talkiewicz.
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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This program 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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
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vector vec_bias(vector v, float f){
vector c;
c_x = v_x + f;
c_z = min (a_z, b_z);
return c;
}
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vector vec_to_max (vector a, vector b) {
vector c;
c_x = max (a_x, b_x);
c_z = max (a_z, b_z);
return c;
}
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// there may already be a function for bounding a vector in this manner, however my very quick search did not reveal one -- Player_2
vector vec_bounds_in (vector point, vector a, vector b) {
vector c, d, e;
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d = vec_to_min(a,b);
e = vec_to_max(a,b);
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c = vec_to_max(point, d);
c = vec_to_min(c, e);
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return c;
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}
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vector vec_bounds_out (vector point, vector a, vector b) {
vector c, d, e;
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d = vec_to_max(a,b);
e = vec_to_min(a,b);
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c = vec_to_max(point, d);
c = vec_to_min(c, e);
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return c;
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}
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float angle_snap_f (float f, float increment){
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float i;
for (i = 0; i <= 360; ){
if (f <= i - increment)
return i - increment;
i = i + increment;
}
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return 0;
}
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vector angle_snap_vec (vector v, float increment) {
vector c;
c_x = angle_snap_f (v_x, increment);