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fs2open.github.com/code/math/vecmat.h
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Zacam 593be42e66 *drum roll* Pilot Code! Originated by taylor. Additional direct work by: The E, niffiwan, CommanderDJ, Pyro3D, Echelon9 (PVS-Studio), Karajorma and Eli2. (If I missed you, don't kill me.)
MASSIVE thanks to Mjn.Mixael and Blue Planet for tireless constant testing.
(It's still not perfect, but it probably wouldn't be where it is at without them)

Spans a lot from initial commit to AP Branch in r6835.

git-svn-id: svn://svn.icculus.org/fs2open/trunk@9561 387891d4-d844-0410-90c0-e4c51a9137d3
2013-03-18 20:26:06 +10:00

521 lines
20 KiB
C

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _VECMAT_H
#define _VECMAT_H
#include <float.h>
#include "globalincs/pstypes.h"
//#define _INLINE_VECMAT
#define vm_is_vec_nan(v) (_isnan((v)->xyz.x) || _isnan((v)->xyz.y) || _isnan((v)->xyz.z))
//Macros/functions to fill in fields of structures
//macro to check if vector is zero
#define IS_VEC_NULL_SQ_SAFE(v) ( ( (v)->xyz.x > -1e-16 ) && ( (v)->xyz.x < 1e-16 ) && \
( (v)->xyz.y > -1e-16 ) && ( (v)->xyz.y < 1e-16 ) && \
( (v)->xyz.z > -1e-16 ) && ( (v)->xyz.z < 1e-16 ) )
#define IS_VEC_NULL(v) ( ( (v)->xyz.x > -1e-36 ) && ( (v)->xyz.x < 1e-36 ) && \
( (v)->xyz.y > -1e-36 ) && ( (v)->xyz.y < 1e-36 ) && \
( (v)->xyz.z > -1e-36 ) && ( (v)->xyz.z < 1e-36 ) )
#define IS_MAT_NULL(v) (IS_VEC_NULL(&(v)->vec.fvec) && IS_VEC_NULL(&(v)->vec.uvec) && IS_VEC_NULL(&(v)->vec.rvec))
//macro to set a vector to zero. we could do this with an in-line assembly
//macro, but it's probably better to let the compiler optimize it.
//Note: NO RETURN VALUE
#define vm_vec_zero(v) (v)->xyz.x=(v)->xyz.y=(v)->xyz.z=0.0f
/*
//macro set set a matrix to the identity. Note: NO RETURN VALUE
#define vm_set_identity(m) do {m->rvec.x = m->uvec.y = m->fvec.z = (float)1.0; \
m->rvec.y = m->rvec.z = \
m->uvec.x = m->uvec.z = \
m->fvec.x = m->fvec.y = (float)0.0;} while (0)
*/
extern void vm_set_identity(matrix *m);
#define vm_vec_make(v,_x,_y,_z) ((v)->xyz.x=(_x), (v)->xyz.y=(_y), (v)->xyz.z=(_z))
//Global constants
extern vec3d vmd_zero_vector;
extern vec3d vmd_x_vector;
extern vec3d vmd_y_vector;
extern vec3d vmd_z_vector;
extern matrix vmd_identity_matrix;
//Here's a handy constant
#define ZERO_VECTOR { { { 0.0f, 0.0f, 0.0f } } }
//#define IDENTITY_MATRIX {1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f}
// first set of inside braces is for union, second set is for inside union, then for a2d[3][3] (some compiler warning messages just suck)
//#define IDENTITY_MATRIX { { { {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f} } } }
#define IDENTITY_MATRIX { { { { { { 1.0f, 0.0f, 0.0f } } }, { { { 0.0f, 1.0f, 0.0f } } }, { { { 0.0f, 0.0f, 1.0f } } } } } }
//fills in fields of an angle vector
#define vm_angvec_make(v,_p,_b,_h) (((v)->p=(_p), (v)->b=(_b), (v)->h=(_h)), (v))
//negate a vector
#define vm_vec_negate(v) do {(v)->xyz.x = - (v)->xyz.x; (v)->xyz.y = - (v)->xyz.y; (v)->xyz.z = - (v)->xyz.z;} while (0);
typedef struct plane {
float A, B, C, D;
} plane;
//Functions in library
//adds two vectors, fills in dest, returns ptr to dest
//ok for dest to equal either source, but should use vm_vec_add2() if so
#ifdef _INLINE_VECMAT
#define vm_vec_add( dst, src0, src1 ) do { \
(dst)->xyz.x = (src0)->xyz.x + (src1)->xyz.x; \
(dst)->xyz.y = (src0)->xyz.y + (src1)->xyz.y; \
(dst)->xyz.z = (src0)->xyz.z + (src1)->xyz.z; \
} while(0)
#else
void vm_vec_add(vec3d *dest,vec3d *src0,vec3d *src1);
#endif
//adds src onto dest vector, returns ptr to dest
#ifdef _INLINE_VECMAT
#define vm_vec_add2( dst, src ) do { \
(dst)->xyz.x += (src)->xyz.x; \
(dst)->xyz.y += (src)->xyz.y; \
(dst)->xyz.z += (src)->xyz.z; \
} while(0)
#else
void vm_vec_add2(vec3d *dest,vec3d *src);
#endif
//scales a vector and subs from to another
//dest -= k * src
#ifdef _INLINE_VECMAT
#define vm_vec_scale_sub2( dst, src, k ) do { \
float tmp_k = (k); \
(dst)->xyz.x -= (src)->xyz.x*tmp_k; \
(dst)->xyz.y -= (src)->xyz.y*tmp_k; \
(dst)->xyz.z -= (src)->xyz.z*tmp_k; \
} while(0)
#else
void vm_vec_scale_sub2(vec3d *dest,vec3d *src, float k);
#endif
//subs two vectors, fills in dest, returns ptr to dest
//ok for dest to equal either source, but should use vm_vec_sub2() if so
#ifdef _INLINE_VECMAT
#define vm_vec_sub( dst, src0, src1 ) do { \
(dst)->xyz.x = (src0)->xyz.x - (src1)->xyz.x; \
(dst)->xyz.y = (src0)->xyz.y - (src1)->xyz.y; \
(dst)->xyz.z = (src0)->xyz.z - (src1)->xyz.z; \
} while(0)
#else
void vm_vec_sub(vec3d *dest,vec3d *src0,vec3d *src1);
#endif
//subs one vector from another, returns ptr to dest
//dest can equal source
#ifdef _INLINE_VECMAT
#define vm_vec_sub2( dst, src ) do { \
(dst)->xyz.x -= (src)->xyz.x; \
(dst)->xyz.y -= (src)->xyz.y; \
(dst)->xyz.z -= (src)->xyz.z; \
} while(0)
#else
void vm_vec_sub2(vec3d *dest,vec3d *src);
#endif
//averages n vectors
vec3d *vm_vec_avg_n(vec3d *dest, int n, vec3d src[]);
//averages two vectors. returns ptr to dest
//dest can equal either source
vec3d *vm_vec_avg(vec3d *dest,vec3d *src0,vec3d *src1);
vec3d *vm_vec_avg3(vec3d *dest,vec3d *src0,vec3d *src1,vec3d *src2);
//averages four vectors. returns ptr to dest
//dest can equal any source
vec3d *vm_vec_avg4(vec3d *dest,vec3d *src0,vec3d *src1,vec3d *src2,vec3d *src3);
//scales a vector in place. returns ptr to vector
#ifdef _INLINE_VECMAT
#define vm_vec_scale( dst, k ) do { \
float tmp_k = (k); \
(dst)->xyz.x *= tmp_k; \
(dst)->xyz.y *= tmp_k; \
(dst)->xyz.z *= tmp_k; \
} while(0)
#else
void vm_vec_scale(vec3d *dest,float s);
#endif
//scales and copies a vector. returns ptr to dest
#ifdef _INLINE_VECMAT
#define vm_vec_copy_scale( dst, src, k ) do { \
float tmp_k = (k); \
(dst)->xyz.x = (src)->xyz.x * tmp_k; \
(dst)->xyz.y = (src)->xyz.y * tmp_k; \
(dst)->xyz.z = (src)->xyz.z * tmp_k; \
} while(0)
#else
void vm_vec_copy_scale(vec3d *dest,vec3d *src,float s);
#endif
//scales a vector, adds it to another, and stores in a 3rd vector
//dest = src1 + k * src2
#ifdef _INLINE_VECMAT
#define vm_vec_scale_add( dst, src1, src2, k ) do { \
float tmp_k = (k); \
(dst)->xyz.x = (src1)->xyz.x + (src2)->xyz.x * tmp_k; \
(dst)->xyz.y = (src1)->xyz.y + (src2)->xyz.y * tmp_k; \
(dst)->xyz.z = (src1)->xyz.z + (src2)->xyz.z * tmp_k; \
} while(0)
#else
void vm_vec_scale_add(vec3d *dest,vec3d *src1,vec3d *src2,float k);
#endif
void vm_vec_scale_sub(vec3d *dest,vec3d *src1,vec3d *src2,float k);
//scales a vector and adds it to another
//dest += k * src
#ifdef _INLINE_VECMAT
#define vm_vec_scale_add2( dst, src, k ) do { \
float tmp_k = (k); \
(dst)->xyz.x += (src)->xyz.x * tmp_k; \
(dst)->xyz.y += (src)->xyz.y * tmp_k; \
(dst)->xyz.z += (src)->xyz.z * tmp_k; \
} while(0)
#else
void vm_vec_scale_add2(vec3d *dest,vec3d *src,float k);
#endif
//scales a vector in place, taking n/d for scale. returns ptr to vector
//dest *= n/d
#ifdef _INLINE_VECMAT
#define vm_vec_scale2( dst, n, d ) do { \
float tmp_k = (n)/(d); \
(dst)->xyz.x *= tmp_k; \
(dst)->xyz.y *= tmp_k; \
(dst)->xyz.z *= tmp_k; \
} while(0)
#else
void vm_vec_scale2(vec3d *dest,float n,float d);
#endif
// finds the projection of source vector along a unit vector
// returns the magnitude of the component
float vm_vec_projection_parallel (vec3d *component, vec3d *src, vec3d *unit_vector);
// finds the projection of source vector onto a surface given by surface normal
void vm_vec_projection_onto_plane (vec3d *projection, vec3d *src, vec3d *normal);
//returns magnitude of a vector
float vm_vec_mag(vec3d *v);
// returns the square of the magnitude of a vector (useful if comparing distances)
float vm_vec_mag_squared(vec3d* v);
// returns the square of the distance between two points (fast and exact)
float vm_vec_dist_squared(vec3d *v0, vec3d *v1);
//computes the distance between two points. (does sub and mag)
float vm_vec_dist(vec3d *v0,vec3d *v1);
//computes an approximation of the magnitude of the vector
//uses dist = largest + next_largest*3/8 + smallest*3/16
float vm_vec_mag_quick(vec3d *v);
//computes an approximation of the distance between two points.
//uses dist = largest + next_largest*3/8 + smallest*3/16
float vm_vec_dist_quick(vec3d *v0,vec3d *v1);
//normalize a vector. returns mag of source vec
float vm_vec_copy_normalize(vec3d *dest,vec3d *src);
float vm_vec_normalize(vec3d *v);
// This version of vector normalize checks for the null vector before normalization.
// If it is detected, it generates a Warning() and returns the vector 1, 0, 0.
float vm_vec_normalize_safe(vec3d *v);
//normalize a vector. returns mag of source vec. uses approx mag
float vm_vec_copy_normalize_quick(vec3d *dest,vec3d *src);
float vm_vec_normalize_quick(vec3d *v);
//normalize a vector. returns mag of source vec. uses approx mag
float vm_vec_copy_normalize_quick_mag(vec3d *dest,vec3d *src);
float vm_vec_normalize_quick_mag(vec3d *v);
//return the normalized direction vector between two points
//dest = normalized(end - start). Returns mag of direction vector
//NOTE: the order of the parameters matches the vector subtraction
float vm_vec_normalized_dir(vec3d *dest,vec3d *end,vec3d *start);
float vm_vec_normalized_dir_quick_mag(vec3d *dest,vec3d *end,vec3d *start);
// Returns mag of direction vector
float vm_vec_normalized_dir_quick(vec3d *dest,vec3d *end,vec3d *start);
////returns dot product of two vectors
#ifdef _INLINE_VECMAT
#define vm_vec_dotprod( v0, v1 ) (((v1)->xyz.x*(v0)->xyz.x)+((v1)->xyz.y*(v0)->xyz.y)+((v1)->xyz.z*(v0)->xyz.z))
#define vm_vec_dot( v0, v1 ) (((v1)->xyz.x*(v0)->xyz.x)+((v1)->xyz.y*(v0)->xyz.y)+((v1)->xyz.z*(v0)->xyz.z))
#else
float vm_vec_dotprod(vec3d *v0,vec3d *v1);
#define vm_vec_dot vm_vec_dotprod
#endif
#ifdef _INLINE_VECMAT
#define vm_vec_dot3( x1, y1, z1, v ) (((x1)*(v)->xyz.x)+((y1)*(v)->xyz.y)+((z1)*(v)->xyz.z))
#else
float vm_vec_dot3(float x,float y,float z,vec3d *v);
#endif
//computes cross product of two vectors. returns ptr to dest
//dest CANNOT equal either source
vec3d *vm_vec_crossprod(vec3d *dest,vec3d *src0,vec3d *src1);
#define vm_vec_cross vm_vec_crossprod
// test if 2 vectors are parallel or not.
int vm_test_parallel(vec3d *src0, vec3d *src1);
//computes surface normal from three points. result is normalized
//returns ptr to dest
//dest CANNOT equal either source
vec3d *vm_vec_normal(vec3d *dest,vec3d *p0,vec3d *p1,vec3d *p2);
//computes non-normalized surface normal from three points.
//returns ptr to dest
//dest CANNOT equal either source
vec3d *vm_vec_perp(vec3d *dest,vec3d *p0,vec3d *p1,vec3d *p2);
//computes the delta angle between two vectors.
//vectors need not be normalized. if they are, call vm_vec_delta_ang_norm()
//the forward vector (third parameter) can be NULL, in which case the absolute
//value of the angle in returned. Otherwise the angle around that vector is
//returned.
float vm_vec_delta_ang(vec3d *v0,vec3d *v1,vec3d *fvec);
//computes the delta angle between two normalized vectors.
float vm_vec_delta_ang_norm(vec3d *v0,vec3d *v1,vec3d *fvec);
//computes a matrix from a set of three angles. returns ptr to matrix
matrix *vm_angles_2_matrix(matrix *m,angles *a);
// Computes a matrix from a single angle.
// angle_index = 0,1,2 for p,b,h
matrix *vm_angle_2_matrix(matrix *m, float a, int angle_index);
//computes a matrix from a forward vector and an angle
matrix *vm_vec_ang_2_matrix(matrix *m,vec3d *v,float a);
//computes a matrix from one or more vectors. The forward vector is required,
//with the other two being optional. If both up & right vectors are passed,
//the up vector is used. If only the forward vector is passed, a bank of
//zero is assumed
//returns ptr to matrix
matrix *vm_vector_2_matrix(matrix *m,vec3d *fvec,vec3d *uvec,vec3d *rvec);
//this version of vector_2_matrix requires that the vectors be more-or-less
//normalized and close to perpendicular
matrix *vm_vector_2_matrix_norm(matrix *m,vec3d *fvec,vec3d *uvec = NULL,vec3d *rvec = NULL);
//rotates a vector through a matrix. returns ptr to dest vector
//dest CANNOT equal either source
vec3d *vm_vec_rotate(vec3d *dest,vec3d *src,matrix *m);
//rotates a vector through the transpose of the given matrix.
//returns ptr to dest vector
//dest CANNOT equal source
// This is a faster replacement for this common code sequence:
// vm_copy_transpose_matrix(&tempm,src_matrix);
// vm_vec_rotate(dst_vec,src_vect,&tempm);
// Replace with:
// vm_vec_unrotate(dst_vec,src_vect, src_matrix)
//
// THIS DOES NOT ACTUALLY TRANSPOSE THE SOURCE MATRIX!!! So if
// you need it transposed later on, you should use the
// vm_vec_transpose() / vm_vec_rotate() technique.
vec3d *vm_vec_unrotate(vec3d *dest,vec3d *src,matrix *m);
//transpose a matrix in place. returns ptr to matrix
matrix *vm_transpose_matrix(matrix *m);
#define vm_transpose(m) vm_transpose_matrix(m)
//copy and transpose a matrix. returns ptr to matrix
//dest CANNOT equal source. use vm_transpose_matrix() if this is the case
matrix *vm_copy_transpose_matrix(matrix *dest,matrix *src);
#define vm_copy_transpose(dest,src) vm_copy_transpose_matrix((dest),(src))
//mulitply 2 matrices, fill in dest. returns ptr to dest
//dest CANNOT equal either source
matrix *vm_matrix_x_matrix(matrix *dest,matrix *src0,matrix *src1);
//extract angles from a matrix
angles *vm_extract_angles_matrix(angles *a,matrix *m);
//extract heading and pitch from a vector, assuming bank==0
angles *vm_extract_angles_vector(angles *a,vec3d *v);
//make sure matrix is orthogonal
void vm_orthogonalize_matrix(matrix *m_src);
// like vm_orthogonalize_matrix(), except that zero vectors can exist within the
// matrix without causing problems. Valid vectors will be created where needed.
void vm_fix_matrix(matrix *m);
//Rotates the orient matrix by the angles in tangles and then
//makes sure that the matrix is orthogonal.
void vm_rotate_matrix_by_angles( matrix *orient, angles *tangles );
//compute the distance from a point to a plane. takes the normalized normal
//of the plane (ebx), a point on the plane (edi), and the point to check (esi).
//returns distance in eax
//distance is signed, so negative dist is on the back of the plane
float vm_dist_to_plane(vec3d *checkp,vec3d *norm,vec3d *planep);
// Given mouse movement in dx, dy, returns a 3x3 rotation matrix in RotMat.
// Taken from Graphics Gems III, page 51, "The Rolling Ball"
// Example:
//if ( (Mouse.dx!=0) || (Mouse.dy!=0) ) {
// vm_trackball( Mouse.dx, Mouse.dy, &MouseRotMat );
// vm_matrix_x_matrix(&tempm,&LargeView.ev_matrix,&MouseRotMat);
// LargeView.ev_matrix = tempm;
//}
void vm_trackball( int idx, int idy, matrix * RotMat );
// Find the point on the line between p0 and p1 that is nearest to int_pnt.
// Stuff result in nearest_point.
// Return value indicated where on the line *nearest_point lies. Between 0.0f and 1.0f means it's
// in the line segment. Positive means beyond *p1, negative means before *p0. 2.0f means it's
// beyond *p1 by 2x.
float find_nearest_point_on_line(vec3d *nearest_point, vec3d *p0, vec3d *p1, vec3d *int_pnt);
float vm_vec_dot_to_point(vec3d *dir, vec3d *p1, vec3d *p2);
void compute_point_on_plane(vec3d *q, plane *planep, vec3d *p);
// ----------------------------------------------------------------------------
// computes the point on a plane closest to a given point (which may be on the plane)
//
// inputs: new_point => point on the plane [result]
// point => point to compute closest plane point
// plane_normal => plane normal
// plane_point => plane point
void vm_project_point_onto_plane(vec3d *new_point, vec3d *point, vec3d *plane_normal, vec3d *plane_point);
// Returns fairly random vector, "quick" normalized
void vm_vec_rand_vec_quick(vec3d *rvec);
// Given an point "in" rotate it by "angle" around an
// arbritary line defined by a point on the line "line_point"
// and the normalized line direction, "line_dir"
// Returns the rotated point in "out".
void vm_rot_point_around_line(vec3d *out, vec3d *in, float angle, vec3d *line_point, vec3d *line_dir);
// Given two position vectors, return 0 if the same, else non-zero.
int vm_vec_cmp( vec3d * a, vec3d * b );
// Given two orientation matrices, return 0 if the same, else non-zero.
int vm_matrix_cmp( matrix * a, matrix * b );
// Moves angle 'h' towards 'desired_angle', taking the shortest
// route possible. It will move a maximum of 'step_size' radians
// each call. All angles in radians.
float vm_interp_angle( float *h, float desired_angle, float step_size );
// calculate and return the difference (ie. delta) between two angles
// using same method as with vm_interp_angle().
float vm_delta_from_interp_angle( float current_angle, float desired_angle );
// check a matrix for zero rows and columns
int vm_check_matrix_for_zeros(matrix *m);
// see if two vectors are identical
int vm_vec_same(vec3d *v1, vec3d *v2);
// see if two matrices are identical
int vm_matrix_same(matrix *m1, matrix *m2);
// Interpolate from a start matrix toward a goal matrix, minimizing time between orientations.
// Moves at maximum rotational acceleration toward the goal when far and then max deceleration when close.
// Subject to constaints on rotational velocity and angular accleleration.
// Returns next_orientation valid at time delta_t.
void vm_matrix_interpolate(matrix *goal_orient, matrix *start_orient, vec3d *rotvel_in, float delta_t,
matrix *next_orient, vec3d *rotvel_out, vec3d *rotvel_limit, vec3d *acc_limit, int no_overshoot=0);
// Interpolate from a start forward vec toward a goal forward vec, minimizing time between orientations.
// Moves at maximum rotational acceleration toward the goal when far and then max deceleration when close.
// Subject to constaints on rotational velocity and angular accleleration.
// Returns next forward vec valid at time delta_t.
void vm_forward_interpolate(vec3d *goal_fvec, matrix *orient, vec3d *rotvel_in, float delta_t, float delta_bank,
matrix *next_orient, vec3d *rotvel_out, vec3d *vel_limit, vec3d *acc_limit, int no_overshoot=0);
// Find the bounding sphere for a set of points (center and radius are output parameters)
void vm_find_bounding_sphere(vec3d *pnts, int num_pnts, vec3d *center, float *radius);
// Version of atan2() that is safe for optimized builds
float atan2_safe(float x, float y);
// Translates from world coordinates to body coordinates
vec3d* vm_rotate_vec_to_body(vec3d *body_vec, vec3d *world_vec, matrix *orient);
// Translates from body coordinates to world coordiantes
vec3d* vm_rotate_vec_to_world(vec3d *world_vec, vec3d *body_vec, matrix *orient);
// estimate next orientation matrix as extrapolation of last and current
void vm_estimate_next_orientation(matrix *last_orient, matrix *current_orient, matrix *next_orient);
// Return true if all elements of *vec are legal, that is, not a NAN.
int is_valid_vec(vec3d *vec);
// Return true if all elements of *m are legal, that is, not a NAN.
int is_valid_matrix(matrix *m);
// Finds the rotation matrix corresponding to a rotation of theta about axis u
void vm_quaternion_rotate(matrix *m, float theta, vec3d *u);
// Takes a rotation matrix and returns the axis and angle needed to generate it
void vm_matrix_to_rot_axis_and_angle(matrix *m, float *theta, vec3d *rot_axis);
// interpolate between 2 vectors. t goes from 0.0 to 1.0. at
void vm_vec_interp_constant(vec3d *out, vec3d *v1, vec3d *v2, float t);
// randomly perturb a vector around a given (normalized vector) or optional orientation matrix
void vm_vec_random_cone(vec3d *out, vec3d *in, float max_angle, matrix *orient = NULL);
void vm_vec_random_cone(vec3d *out, vec3d *in, float min_angle, float max_angle, matrix *orient = NULL);
// given a start vector, an orientation and a radius, give a point on the plane of the circle
// if on_edge is 1, the point is on the very edge of the circle
void vm_vec_random_in_circle(vec3d *out, vec3d *in, matrix *orient, float radius, int on_edge);
// find the nearest point on the line to p. if dist is non-NULL, it is filled in
// returns 0 if the point is inside the line segment, -1 if "before" the line segment and 1 ir "after" the line segment
int vm_vec_dist_to_line(vec3d *p, vec3d *l0, vec3d *l1, vec3d *nearest, float *dist);
// Goober5000
// Finds the distance squared to a line. Same as above, except it uses vm_vec_dist_squared, which is faster;
// and it doesn't check whether the nearest point is on the line segment.
void vm_vec_dist_squared_to_line(vec3d *p, vec3d *l0, vec3d *l1, vec3d *nearest, float *dist_squared);
//SUSHI: 2D vector "box" scaling
void vm_vec_boxscale(vec2d *vec, float scale);
#endif