#ifndef __MATHLIB__
#define __MATHLIB__

#define MATH_INLINE

// mathlib.h

#include <math.h>

#ifdef QBSP3 // only do this for qbsp, leads to stack overflows on qrad3.
#define DOUBLEVEC_T // jit - might as well be more accurate, and sometimes doubles are even faster on modern hardware, anyway...
#endif

#ifdef DOUBLEVEC_T
typedef double vec_t;
#else
typedef float vec_t;
#endif
typedef vec_t vec3_t[3];

#define	SIDE_FRONT		0
#define	SIDE_ON			2
#define	SIDE_BACK		1
#define	SIDE_CROSS		-2

#define	Q_PI	3.14159265358979323846

// angle indexes
#define	PITCH				0		// up / down
#define	YAW					1		// left / right
#define	ROLL				2		// fall over

extern vec3_t vec3_origin;

#define	EQUAL_EPSILON	0.001

#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define VectorSubtract(a,b,c) {c[0]=a[0]-b[0];c[1]=a[1]-b[1];c[2]=a[2]-b[2];}
#define VectorAdd(a,b,c) {c[0]=a[0]+b[0];c[1]=a[1]+b[1];c[2]=a[2]+b[2];}
#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];}
#define VectorScale(a,b,c) {c[0]=b*a[0];c[1]=b*a[1];c[2]=b*a[2];}
#define VectorClear(x) {x[0] = x[1] = x[2] = 0;}
#define	VectorNegate(x) {x[0]=-x[0];x[1]=-x[1];x[2]=-x[2];}


#ifndef MATH_INLINE
qboolean VectorCompare (vec3_t v1, vec3_t v2);

vec_t Q_rint (vec_t in);
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
void _VectorScale (vec3_t v, vec_t scale, vec3_t out);

double VectorLength(vec3_t v);

void VectorMA (vec3_t va, double scale, vec3_t vb, vec3_t vc);

void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross);

vec_t VectorNormalize (vec3_t in, vec3_t out);

vec_t ColorNormalize (vec3_t in, vec3_t out);
void VectorInverse (vec3_t v);

void ClearBounds (vec3_t mins, vec3_t maxs);
void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs);

qboolean RayPlaneIntersect(vec3_t p_n, vec_t p_d, vec3_t l_o, vec3_t l_n,
    vec3_t res);

#else

static __inline 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;
}

static __inline double VectorLengthSq (vec3_t v) // jit 
{
	return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
}

static __inline 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;
}

static __inline vec_t Q_rint (vec_t in)
{
	return floor(in + 0.5f);
}

static __inline 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];
}

static __inline 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];
}

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

static __inline 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];
}

static __inline 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];
}

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

static __inline 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;
}

static __inline vec_t VectorNormalize (vec3_t in, vec3_t out)
{
	vec_t	length, ilength;

	length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]);
	if (length == 0)
	{
		VectorClear (out);
		return 0;
	}

	ilength = 1.0/length;
	out[0] = in[0]*ilength;
	out[1] = in[1]*ilength;
	out[2] = in[2]*ilength;

	return length;
}

static __inline vec_t ColorNormalize (vec3_t in, vec3_t out)
{
	float	max, scale;

	max = in[0];
	if (in[1] > max)
		max = in[1];
	if (in[2] > max)
		max = in[2];

	if (max == 0)
		return 0;

	scale = 1.0 / max;

	VectorScale (in, scale, out);

	return max;
}



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

static __inline void ClearBounds (vec3_t mins, vec3_t maxs)
{
	mins[0] = mins[1] = mins[2] = 99999;
	maxs[0] = maxs[1] = maxs[2] = -99999;
}

static __inline 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;
	}
}

static __inline qboolean RayPlaneIntersect(vec3_t p_n, vec_t p_d, vec3_t l_o, vec3_t l_n,
        vec3_t res)
    {
    float dot, t;

    dot = DotProduct(p_n, l_n);

    if(dot > -0.001)
        return false;

    t = (p_d - (l_o[0] * p_n[0]) - (l_o[1] * p_n[1]) - (l_o[2] * p_n[2])) / dot;

    res[0] = l_o[0] + (t * l_n[0]);
    res[1] = l_o[1] + (t * l_n[1]);
    res[2] = l_o[2] + (t * l_n[2]);
                
    return true;
    }


static __inline void AngleVector (vec3_t angles, vec3_t out) // jit
{
	float		angle;
	static float		sr, sp, sy, cr, cp, cy;
	// static to help MS compiler fp bugs

	angle = angles[YAW] * ((float)Q_PI * 2.0f / 360.0f);
	sy = sin(angle);
	cy = cos(angle);
	angle = angles[PITCH] * ((float)Q_PI * 2.0f / 360.0f);
	sp = sin(angle);
	cp = cos(angle);

	if (out)
	{
		out[0] = cp * cy;
		out[1] = cp * sy;
		out[2] = -sp;
	}
}
#endif

#endif
