+/*
+Copyright (C) 2003, 2010 - Wolfire Games
+
+This file is part of Lugaru.
+
+Lugaru 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.
+
+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.
+
+See the GNU General Public License for more details.
+
+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.
+*/
+
#ifndef _QUATERNIONS_H_
#define _QUATERNIONS_H_
float LineFacetd(XYZ *p1,XYZ *p2,XYZ *pa,XYZ *pb,XYZ *pc, XYZ *p);
bool PointInTriangle(Vector *p, Vector normal, float p11, float p12, float p13, float p21, float p22, float p23, float p31, float p32, float p33);
bool LineFacet(Vector p1,Vector p2,Vector pa,Vector pb,Vector pc,Vector *p);
-inline void ReflectVector(XYZ *vel, XYZ *n);
+inline void ReflectVector(XYZ *vel, const XYZ *n);
+inline void ReflectVector(XYZ *vel, const XYZ &n);
inline XYZ DoRotation(XYZ thePoint, float xang, float yang, float zang);
inline XYZ DoRotationRadian(XYZ thePoint, float xang, float yang, float zang);
inline float findDistance(XYZ *point1, XYZ *point2);
inline float findDistancefast(XYZ *point1, XYZ *point2);
inline float findDistancefast(XYZ point1, XYZ point2);
inline float findDistancefastflat(XYZ *point1, XYZ *point2);
-inline float dotproduct(XYZ *point1, XYZ *point2);
+inline float dotproduct(const XYZ *point1, const XYZ *point2);
bool sphere_line_intersection (
float x1, float y1 , float z1,
float x2, float y2 , float z2,
return returnvalue;
}
-inline void ReflectVector(XYZ *vel, XYZ *n)
+inline void ReflectVector(XYZ *vel, const XYZ *n)
+{
+ ReflectVector(vel, *n);
+}
+
+inline void ReflectVector(XYZ *vel, const XYZ &n)
{
static XYZ vn;
static XYZ vt;
static float dotprod;
- dotprod=dotproduct(n,vel);
- vn.x=n->x*dotprod;
- vn.y=n->y*dotprod;
- vn.z=n->z*dotprod;
+ dotprod=dotproduct(&n,vel);
+ vn.x=n.x*dotprod;
+ vn.y=n.y*dotprod;
+ vn.z=n.z*dotprod;
vt.x=vel->x-vn.x;
vt.y=vel->y-vn.y;
vel->z = vt.z - vn.z;
}
-inline float dotproduct(XYZ *point1, XYZ *point2){
+inline float dotproduct(const XYZ *point1, const XYZ *point2){
static GLfloat returnvalue;
returnvalue=(point1->x*point2->x+point1->y*point2->y+point1->z*point2->z);
return returnvalue;