/***
*
*	Copyright (c) 1998, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
****/

// mathlib.c -- math primitives

#pragma warning( disable : 4244 )
#pragma warning( disable : 4237 )
#pragma warning( disable : 4305 )


/* #include "cmdlib.h" */
#ifndef true
#define true 1
#endif /* true */
#ifndef false
#define false 0
#endif /* false */

#include "mathlib.h"

vec3_t vec3_origin = {0,0,0};


double VectorLength(vec3_t v)
{
	int		i;
	double	length;
	
	length = 0;
	for (i=0 ; i< 3 ; i++)
		length += v[i]*v[i];
	length = sqrt (length);		// FIXME

	return length;
}


int 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 floor (in + 0.5);
}

void VectorMA (vec3_t va, double 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];
}

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;
}

vec_t VectorNormalize (vec3_t v)
{
	int		i;
	double	length;

if ( fabs(v[1] - 0.000215956) < 0.0001)
i=1;

	length = 0;
	for (i=0 ; i< 3 ; i++)
		length += v[i]*v[i];
	length = sqrt (length);
	if (length == 0)
		return 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 ClearBounds (vec3_t mins, vec3_t maxs)
{
	mins[0] = mins[1] = mins[2] = 99999;
	maxs[0] = maxs[1] = maxs[2] = -99999;
}

void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs)
{
	int		i;
	vec_t	val;

	for (i=0 ; i<3 ; i++)
	{
		val = v[i];
		if (val < mins[i])
			mins[i] = val;
		if (val > maxs[i])
			maxs[i] = val;
	}
}

void AngleMatrix (const vec3_t angles, float (*matrix)[4] )
{
	float		angle;
	float		sr, sp, sy, cr, cp, cy;
	
	angle = angles[2] * (Q_PI*2 / 360);
	sy = sin(angle);
	cy = cos(angle);
	angle = angles[1] * (Q_PI*2 / 360);
	sp = sin(angle);
	cp = cos(angle);
	angle = angles[0] * (Q_PI*2 / 360);
	sr = sin(angle);
	cr = cos(angle);

	// matrix = (Z * Y) * X
	matrix[0][0] = cp*cy;
	matrix[1][0] = cp*sy;
	matrix[2][0] = -sp;
	matrix[0][1] = sr*sp*cy+cr*-sy;
	matrix[1][1] = sr*sp*sy+cr*cy;
	matrix[2][1] = sr*cp;
	matrix[0][2] = (cr*sp*cy+-sr*-sy);
	matrix[1][2] = (cr*sp*sy+-sr*cy);
	matrix[2][2] = cr*cp;
	matrix[0][3] = 0.0;
	matrix[1][3] = 0.0;
	matrix[2][3] = 0.0;
}

void AngleIMatrix (const vec3_t angles, float matrix[3][4] )
{
	float		angle;
	float		sr, sp, sy, cr, cp, cy;
	
	angle = angles[2] * (Q_PI*2 / 360);
	sy = sin(angle);
	cy = cos(angle);
	angle = angles[1] * (Q_PI*2 / 360);
	sp = sin(angle);
	cp = cos(angle);
	angle = angles[0] * (Q_PI*2 / 360);
	sr = sin(angle);
	cr = cos(angle);

	// matrix = (Z * Y) * X
	matrix[0][0] = cp*cy;
	matrix[0][1] = cp*sy;
	matrix[0][2] = -sp;
	matrix[1][0] = sr*sp*cy+cr*-sy;
	matrix[1][1] = sr*sp*sy+cr*cy;
	matrix[1][2] = sr*cp;
	matrix[2][0] = (cr*sp*cy+-sr*-sy);
	matrix[2][1] = (cr*sp*sy+-sr*cy);
	matrix[2][2] = cr*cp;
	matrix[0][3] = 0.0;
	matrix[1][3] = 0.0;
	matrix[2][3] = 0.0;
}

void R_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4])
{
	out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
				in1[0][2] * in2[2][0];
	out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
				in1[0][2] * in2[2][1];
	out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
				in1[0][2] * in2[2][2];
	out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
				in1[0][2] * in2[2][3] + in1[0][3];
	out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
				in1[1][2] * in2[2][0];
	out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
				in1[1][2] * in2[2][1];
	out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
				in1[1][2] * in2[2][2];
	out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
				in1[1][2] * in2[2][3] + in1[1][3];
	out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
				in1[2][2] * in2[2][0];
	out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
				in1[2][2] * in2[2][1];
	out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
				in1[2][2] * in2[2][2];
	out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
				in1[2][2] * in2[2][3] + in1[2][3];
}



void VectorRotate (const vec3_t in1, const float in2[3][4], vec3_t out)
{
	out[0] = DotProduct(in1, in2[0]);
	out[1] = DotProduct(in1, in2[1]);
	out[2] = DotProduct(in1, in2[2]);
}


// rotate by the inverse of the matrix
void VectorIRotate (const vec3_t in1, const float in2[3][4], vec3_t out)
{
	out[0] = in1[0]*in2[0][0] + in1[1]*in2[1][0] + in1[2]*in2[2][0];
	out[1] = in1[0]*in2[0][1] + in1[1]*in2[1][1] + in1[2]*in2[2][1];
	out[2] = in1[0]*in2[0][2] + in1[1]*in2[1][2] + in1[2]*in2[2][2];
}


void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out)
{
	out[0] = DotProduct(in1, in2[0]) + in2[0][3];
	out[1] = DotProduct(in1, in2[1]) +	in2[1][3];
	out[2] = DotProduct(in1, in2[2]) +	in2[2][3];
}



void AngleQuaternion( const vec3_t angles, vec4_t quaternion )
{
	float		angle;
	float		sr, sp, sy, cr, cp, cy;

	// FIXME: rescale the inputs to 1/2 angle
	angle = angles[2] * 0.5;
	sy = sin(angle);
	cy = cos(angle);
	angle = angles[1] * 0.5;
	sp = sin(angle);
	cp = cos(angle);
	angle = angles[0] * 0.5;
	sr = sin(angle);
	cr = cos(angle);

	quaternion[0] = sr*cp*cy-cr*sp*sy; // X
	quaternion[1] = cr*sp*cy+sr*cp*sy; // Y
	quaternion[2] = cr*cp*sy-sr*sp*cy; // Z
	quaternion[3] = cr*cp*cy+sr*sp*sy; // W
}

void QuaternionMatrix( const vec4_t quaternion, float (*matrix)[4] )
{

	matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2];
	matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2];
	matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1];

	matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2];
	matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2];
	matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0];

	matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1];
	matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0];
	matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1];
}

void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt )
{
	int i;
	float omega, cosom, sinom, sclp, sclq;

	// decide if one of the quaternions is backwards
	float a = 0;
	float b = 0;
	for (i = 0; i < 4; i++) {
		a += (p[i]-q[i])*(p[i]-q[i]);
		b += (p[i]+q[i])*(p[i]+q[i]);
	}
	if (a > b) {
		for (i = 0; i < 4; i++) {
			q[i] = -q[i];
		}
	}

	cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];

	if ((1.0 + cosom) > 0.00000001) {
		if ((1.0 - cosom) > 0.00000001) {
			omega = acos( cosom );
			sinom = sin( omega );
			sclp = sin( (1.0 - t)*omega) / sinom;
			sclq = sin( t*omega ) / sinom;
		}
		else {
			sclp = 1.0 - t;
			sclq = t;
		}
		for (i = 0; i < 4; i++) {
			qt[i] = sclp * p[i] + sclq * q[i];
		}
	}
	else {
		qt[0] = -p[1];
		qt[1] = p[0];
		qt[2] = -p[3];
		qt[3] = p[2];
		sclp = sin( (1.0 - t) * 0.5 * Q_PI);
		sclq = sin( t * 0.5 * Q_PI);
		for (i = 0; i < 3; i++) {
			qt[i] = sclp * p[i] + sclq * qt[i];
		}
	}
}



