File: vecmat.cpp

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/*
 * 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.
 *
*/ 



#include <stdio.h>
#if _M_IX86_FP >= 1
	#include <xmmintrin.h>
#endif

#include "math/vecmat.h"


#define	SMALL_NUM	1e-7
#define	SMALLER_NUM	1e-20
#define	CONVERT_RADIANS	0.017453		// conversion factor from degrees to radians

vec3d vmd_zero_vector = ZERO_VECTOR;
vec3d vmd_x_vector = { { { 1.0f, 0.0f, 0.0f } } };
vec3d vmd_y_vector = { { { 0.0f, 1.0f, 0.0f } } };
vec3d vmd_z_vector = { { { 0.0f, 0.0f, 1.0f } } };
matrix vmd_identity_matrix = IDENTITY_MATRIX;

#define	UNINITIALIZED_VALUE	-12345678.9f

static void rotate_z ( matrix *m, float theta ) __UNUSED;

bool vm_vec_equal(const vec4 &self, const vec4 &other)
{
	return fl_equal(self.a1d[0], other.a1d[0]) && fl_equal(self.a1d[1], other.a1d[1]) && fl_equal(self.a1d[2], other.a1d[2]) && fl_equal(self.a1d[3], other.a1d[3]);
}

bool vm_vec_equal(const vec3d &self, const vec3d &other)
{
	return fl_equal(self.a1d[0], other.a1d[0]) && fl_equal(self.a1d[1], other.a1d[1]) && fl_equal(self.a1d[2], other.a1d[2]);
}

bool vm_vec_equal(const vec2d &self, const vec2d &other)
{
	return fl_equal(self.x, other.x) && fl_equal(self.y, other.y);
}

bool vm_matrix_equal(const matrix &self, const matrix &other)
{
	return vm_vec_equal(self.vec.fvec, other.vec.fvec) && vm_vec_equal(self.vec.uvec, other.vec.uvec) && vm_vec_equal(self.vec.rvec, other.vec.rvec);
}

bool vm_matrix_equal(const matrix4 &self, const matrix4 &other)
{
	return vm_vec_equal(self.vec.fvec, other.vec.fvec) && 
		vm_vec_equal(self.vec.rvec, other.vec.rvec) && 
		vm_vec_equal(self.vec.uvec, other.vec.uvec) && 
		vm_vec_equal(self.vec.pos, other.vec.pos);
}

// -----------------------------------------------------------
// atan2_safe()
//
// Wrapper around atan2() that used atan() to calculate angle.  Safe
// for optimized builds.  Handles special cases when x == 0.
//
float atan2_safe(float y, float x)
{
	float ang;

	// special case, x == 0
	if ( x == 0.0f ) {
		if ( y == 0.0f ) 
			ang = 0.0f;
		else if ( y > 0.0f )
			ang = PI_2;
		else
			ang = -PI_2;

		return ang;
	}
	
	ang = (float)atan(y/x);
	if ( x < 0.0f ){
		ang += PI;
	}

	return ang;
}

// ---------------------------------------------------------------------
// vm_vec_component()
//
// finds projection of a vector along a unit (normalized) vector 
//
float vm_vec_projection_parallel(vec3d *component, const vec3d *src, const vec3d *unit_vec)
{
	float mag;
	Assert( vm_vec_mag(unit_vec) > 0.999f  &&  vm_vec_mag(unit_vec) < 1.001f );

	mag = vm_vec_dot(src, unit_vec);
	vm_vec_copy_scale(component, unit_vec, mag);
	return mag;
}

// ---------------------------------------------------------------------
// vm_vec_projection_onto_plane()
//
// finds projection of a vector onto a plane specified by a unit normal vector 
//
void vm_vec_projection_onto_plane(vec3d *projection, const vec3d *src, const vec3d *unit_normal)
{
	float mag;
	Assert( vm_vec_mag(unit_normal) > 0.999f  &&  vm_vec_mag(unit_normal) < 1.001f );

	mag = vm_vec_dot(src, unit_normal);
	*projection = *src;
	vm_vec_scale_add2(projection, unit_normal, -mag);
}

// ---------------------------------------------------------------------
// vm_vec_project_point_onto_plane()
//
// finds the point on a plane closest to a given point
// moves the point in the direction of the plane normal until it is on the plane
//
void vm_project_point_onto_plane(vec3d *new_point, const vec3d *point, const vec3d *plane_normal, const vec3d *plane_point)
{
	float D;		// plane constant in Ax+By+Cz+D = 0   or   dot(X,n) - dot(Xp,n) = 0, so D = -dot(Xp,n)
	float dist;
	Assert( vm_vec_mag(plane_normal) > 0.999f  &&  vm_vec_mag(plane_normal) < 1.001f );

	D = -vm_vec_dot(plane_point, plane_normal);
	dist = vm_vec_dot(point, plane_normal) + D;

	*new_point = *point;
	vm_vec_scale_add2(new_point, plane_normal, -dist);
}

//	Take abs(x), then sqrt.  Could insert warning message if desired.
float asqrt(float x)
{
	if (x < 0.0f)
		return fl_sqrt(-x);
	else
		return fl_sqrt(x);
}

void vm_set_identity(matrix *m)
{
	m->vec.rvec.xyz.x = 1.0f;	m->vec.rvec.xyz.y = 0.0f;	m->vec.rvec.xyz.z = 0.0f;
	m->vec.uvec.xyz.x = 0.0f;	m->vec.uvec.xyz.y = 1.0f;	m->vec.uvec.xyz.z = 0.0f;
	m->vec.fvec.xyz.x = 0.0f;	m->vec.fvec.xyz.y = 0.0f;	m->vec.fvec.xyz.z = 1.0f;
}

//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
void vm_vec_add(vec3d *dest, const vec3d *src0, const vec3d *src1)
{
	dest->xyz.x = src0->xyz.x + src1->xyz.x;
	dest->xyz.y = src0->xyz.y + src1->xyz.y;
	dest->xyz.z = src0->xyz.z + src1->xyz.z;
}

//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
void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1)
{
	dest->xyz.x = src0->xyz.x - src1->xyz.x;
	dest->xyz.y = src0->xyz.y - src1->xyz.y;
	dest->xyz.z = src0->xyz.z - src1->xyz.z;
}


//adds one vector to another. returns ptr to dest
//dest can equal source
void vm_vec_add2(vec3d *dest, const vec3d *src)
{
	dest->xyz.x += src->xyz.x;
	dest->xyz.y += src->xyz.y;
	dest->xyz.z += src->xyz.z;
}

//subs one vector from another, returns ptr to dest
//dest can equal source
void vm_vec_sub2(vec3d *dest, const vec3d *src)
{
	dest->xyz.x -= src->xyz.x;
	dest->xyz.y -= src->xyz.y;
	dest->xyz.z -= src->xyz.z;
}

//averages n vectors. returns ptr to dest
//dest can equal either source
vec3d *vm_vec_avg_n(vec3d *dest, int n, const vec3d src[])
{
	float x = 0.0f, y = 0.0f, z = 0.0f;
	float inv_n = 1.0f / (float) n;;

	for(int i = 0; i<n; i++){
		x += src[i].xyz.x;
		y += src[i].xyz.y;
		z += src[i].xyz.z;
	}

	dest->xyz.x = x * inv_n;
	dest->xyz.y = y * inv_n;
	dest->xyz.z = z * inv_n;

	return dest;
}


//averages two vectors. returns ptr to dest
//dest can equal either source
vec3d *vm_vec_avg(vec3d *dest, const vec3d *src0, const vec3d *src1)
{
	dest->xyz.x = (src0->xyz.x + src1->xyz.x) * 0.5f;
	dest->xyz.y = (src0->xyz.y + src1->xyz.y) * 0.5f;
	dest->xyz.z = (src0->xyz.z + src1->xyz.z) * 0.5f;

	return dest;
}

//averages four vectors. returns ptr to dest
//dest can equal any source
vec3d *vm_vec_avg3(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2)
{
	dest->xyz.x = (src0->xyz.x + src1->xyz.x + src2->xyz.x) * 0.333333333f;
	dest->xyz.y = (src0->xyz.y + src1->xyz.y + src2->xyz.y) * 0.333333333f;
	dest->xyz.z = (src0->xyz.z + src1->xyz.z + src2->xyz.z) * 0.333333333f;
	return dest;
}

//averages four vectors. returns ptr to dest
//dest can equal any source
vec3d *vm_vec_avg4(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2, const vec3d *src3)
{
	dest->xyz.x = (src0->xyz.x + src1->xyz.x + src2->xyz.x + src3->xyz.x) * 0.25f;
	dest->xyz.y = (src0->xyz.y + src1->xyz.y + src2->xyz.y + src3->xyz.y) * 0.25f;
	dest->xyz.z = (src0->xyz.z + src1->xyz.z + src2->xyz.z + src3->xyz.z) * 0.25f;
	return dest;
}


//scales a vector in place.
void vm_vec_scale(vec3d *dest, float s)
{
	dest->xyz.x = dest->xyz.x * s;
	dest->xyz.y = dest->xyz.y * s;
	dest->xyz.z = dest->xyz.z * s;
}


//scales and copies a vector.
void vm_vec_copy_scale(vec3d *dest, const vec3d *src, float s)
{
	dest->xyz.x = src->xyz.x*s;
	dest->xyz.y = src->xyz.y*s;
	dest->xyz.z = src->xyz.z*s;
}

//scales a vector, adds it to another, and stores in a 3rd vector
//dest = src1 + k * src2
void vm_vec_scale_add(vec3d *dest, const vec3d *src1, const vec3d *src2, float k)
{
	dest->xyz.x = src1->xyz.x + src2->xyz.x*k;
	dest->xyz.y = src1->xyz.y + src2->xyz.y*k;
	dest->xyz.z = src1->xyz.z + src2->xyz.z*k;
}

//scales a vector, subtracts it to another, and stores in a 3rd vector
//dest = src1 - k * src2
void vm_vec_scale_sub(vec3d *dest, const vec3d *src1, const vec3d *src2, float k)
{
	dest->xyz.x = src1->xyz.x - src2->xyz.x*k;
	dest->xyz.y = src1->xyz.y - src2->xyz.y*k;
	dest->xyz.z = src1->xyz.z - src2->xyz.z*k;
}

//scales a vector and adds it to another
//dest += k * src
void vm_vec_scale_add2(vec3d *dest, const vec3d *src, float k)
{
	dest->xyz.x += src->xyz.x*k;
	dest->xyz.y += src->xyz.y*k;
	dest->xyz.z += src->xyz.z*k;
}

//scales a vector and adds it to another
//dest += k * src
void vm_vec_scale_sub2(vec3d *dest, const vec3d *src, float k)
{
	dest->xyz.x -= src->xyz.x*k;
	dest->xyz.y -= src->xyz.y*k;
	dest->xyz.z -= src->xyz.z*k;
}

//scales a vector in place, taking n/d for scale.
//dest *= n/d
void vm_vec_scale2(vec3d *dest, float n, float d)
{	
	d = 1.0f/d;

	dest->xyz.x = dest->xyz.x* n * d;
	dest->xyz.y = dest->xyz.y* n * d;
	dest->xyz.z = dest->xyz.z* n * d;
}

//returns dot product of 2 vectors
float vm_vec_dot(const vec3d *v0, const vec3d *v1)
{
	return (v1->xyz.x*v0->xyz.x)+(v1->xyz.y*v0->xyz.y)+(v1->xyz.z*v0->xyz.z);
}


//returns dot product of <x,y,z> and vector
float vm_vec_dot3(float x, float y, float z, const vec3d *v)
{
	return (x*v->xyz.x)+(y*v->xyz.y)+(z*v->xyz.z);
}

//returns magnitude of a vector
float vm_vec_mag(const vec3d *v)
{
	float mag1;

	mag1 = (v->xyz.x * v->xyz.x) + (v->xyz.y * v->xyz.y) + (v->xyz.z * v->xyz.z);

	if (mag1 <= 0.0f) {
		return 0.0f;
	}

	return fl_sqrt(mag1);
}

//returns squared magnitude of a vector, useful if you want to compare distances
float vm_vec_mag_squared(const vec3d *v)
{
	return ((v->xyz.x * v->xyz.x) + (v->xyz.y * v->xyz.y) + (v->xyz.z * v->xyz.z));
}

float vm_vec_dist_squared(const vec3d *v0, const vec3d *v1)
{
	float dx, dy, dz;

	dx = v0->xyz.x - v1->xyz.x;
	dy = v0->xyz.y - v1->xyz.y;
	dz = v0->xyz.z - v1->xyz.z;
	return dx*dx + dy*dy + dz*dz;
}

//computes the distance between two points. (does sub and mag)
float vm_vec_dist(const vec3d *v0, const vec3d *v1)
{
	float t1;
	vec3d t;

	vm_vec_sub(&t,v0,v1);

	t1 = vm_vec_mag(&t);

	return t1;
}



//computes an approximation of the magnitude of the vector
//uses dist = largest + next_largest*3/8 + smallest*3/16
float vm_vec_mag_quick(const vec3d *v)
{
	float a,b,c,bc, t;

	if ( v->xyz.x < 0.0 )
		a = -v->xyz.x;
	else
		a = v->xyz.x;

	if ( v->xyz.y < 0.0 )
		b = -v->xyz.y;
	else
		b = v->xyz.y;

	if ( v->xyz.z < 0.0 )
		c = -v->xyz.z;
	else
		c = v->xyz.z;

	if (a < b) {
		t = a;
		a = b;
		b = t;
	}

	if (b < c) {
		t = b;
		b = c;
		c = t;

		if (a < b) {
			t = a;
			a = b;
			b = t;
		}
	}

	bc = (b * 0.25f) + (c * 0.125f);

	t = a + bc + (bc * 0.5f);

	return t;
}

//computes an approximation of the distance between two points.
//uses dist = largest + next_largest*3/8 + smallest*3/16
float vm_vec_dist_quick(const vec3d *v0, const vec3d *v1)
{
	vec3d t;

	vm_vec_sub(&t,v0,v1);

	return vm_vec_mag_quick(&t);
}

//normalize a vector. returns mag of source vec (always greater than zero)
float vm_vec_copy_normalize(vec3d *dest, const vec3d *src)
{
	float m;

	m = vm_vec_mag(src);

	//	Mainly here to trap attempts to normalize a null vector.
	if (m <= 0.0f) {
//		static int been_warned2 = false;//added this so the warning could be sounded and you can still get on with playing-Bobboau
//		if(!been_warned2)
		{
			Warning(LOCATION, "Null vec3d in vec3d normalize.\n"
							  "Trace out of vecmat.cpp and find offending code.\n");
//			been_warned2 = true;
		}

		dest->xyz.x = 1.0f;
		dest->xyz.y = 0.0f;
		dest->xyz.z = 0.0f;

		return 1.0f;
	}

	float im = 1.0f / m;

	dest->xyz.x = src->xyz.x * im;
	dest->xyz.y = src->xyz.y * im;
	dest->xyz.z = src->xyz.z * im;
	
	return m;
}

//normalize a vector. returns mag of source vec (always greater than zero)
float vm_vec_normalize(vec3d *v)
{
	float t;
	t = vm_vec_copy_normalize(v,v);
	return t;
}

// Normalize a vector.
//	If vector is 0,0,0, return 1,0,0.
//	Don't generate a Warning().
// returns mag of source vec
float vm_vec_normalize_safe(vec3d *v)
{
	float m;

	m = vm_vec_mag(v);

	//	Mainly here to trap attempts to normalize a null vector.
	if (m <= 0.0f) {
		v->xyz.x = 1.0f;
		v->xyz.y = 0.0f;
		v->xyz.z = 0.0f;
		return 1.0f;
	}

	float im = 1.0f / m;

	v->xyz.x *= im;
	v->xyz.y *= im;
	v->xyz.z *= im;

	return m;

}


//returns approximation of 1/magnitude of a vector
static float vm_vec_imag(const vec3d *v)
{
#if _M_IX86_FP < 1
	return 1.0f / sqrt( (v->xyz.x*v->xyz.x)+(v->xyz.y*v->xyz.y)+(v->xyz.z*v->xyz.z) );
#else
	float x = (v->xyz.x*v->xyz.x)+(v->xyz.y*v->xyz.y)+(v->xyz.z*v->xyz.z);
	__m128  xx = _mm_load_ss( & x );
	xx = _mm_rsqrt_ss( xx );
	_mm_store_ss( & x, xx );

	return x;
#endif
}

//normalize a vector. returns 1/mag of source vec. uses approx 1/mag
float vm_vec_copy_normalize_quick(vec3d *dest,const vec3d *src)
{
//	return vm_vec_copy_normalize(dest, src);
	float im;

	im = vm_vec_imag(src);

	Assert(im > 0.0f);

	dest->xyz.x = src->xyz.x*im;
	dest->xyz.y = src->xyz.y*im;
	dest->xyz.z = src->xyz.z*im;

	return 1.0f/im;
}

//normalize a vector. returns mag of source vec. uses approx mag
float vm_vec_normalize_quick(vec3d *src)
{
//	return vm_vec_normalize(src);

	float im;

	im = vm_vec_imag(src);

	Assert(im > 0.0f);

	src->xyz.x = src->xyz.x*im;
	src->xyz.y = src->xyz.y*im;
	src->xyz.z = src->xyz.z*im;

	return 1.0f/im;

}

//normalize a vector. returns mag of source vec. uses approx mag
float vm_vec_copy_normalize_quick_mag(vec3d *dest, const vec3d *src)
{
//	return vm_vec_copy_normalize(dest, src);

	float m;

	m = vm_vec_mag_quick(src);

	Assert(m > 0.0f);

	float im = 1.0f / m;

	dest->xyz.x = src->xyz.x * im;
	dest->xyz.y = src->xyz.y * im;
	dest->xyz.z = src->xyz.z * im;

	return m;

}

//normalize a vector. returns mag of source vec. uses approx mag
float vm_vec_normalize_quick_mag(vec3d *v)
{
//	return vm_vec_normalize(v);
	float m;

	m = vm_vec_mag_quick(v);

	Assert(m > 0.0f);

	v->xyz.x = v->xyz.x*m;
	v->xyz.y = v->xyz.y*m;
	v->xyz.z = v->xyz.z*m;

	return m;

}



//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, const vec3d *end, const vec3d *start)
{
	float t;

	vm_vec_sub(dest,end,start);
	// VECMAT-ERROR: NULL VEC3D (end == start)
	t = vm_vec_normalize_safe(dest);
	return t;
}

//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_quick(vec3d *dest, const vec3d *end, const vec3d *start)
{
	vm_vec_sub(dest,end,start);

	return vm_vec_normalize_quick(dest);
}

//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_quick_mag(vec3d *dest, const vec3d *end, const vec3d *start)
{
	float t;
	vm_vec_sub(dest,end,start);

	t = vm_vec_normalize_quick_mag(dest);
	return t;
}

//computes surface normal from three points. result is normalized
//returns ptr to dest
//dest CANNOT equal either source
vec3d *vm_vec_normal(vec3d *dest, const vec3d *p0, const vec3d *p1, const vec3d *p2)
{
	Assert(dest != p0);
	Assert(dest != p1);
	Assert(dest != p2);

	vm_vec_perp(dest,p0,p1,p2);

	vm_vec_normalize(dest);

	return dest;
}


//computes cross product of two vectors.
//Note: this magnitude of the resultant vector is the
//product of the magnitudes of the two source vectors.  This means it is
//quite easy for this routine to overflow and underflow.  Be careful that
//your inputs are ok.
vec3d *vm_vec_cross(vec3d *dest, const vec3d *src0, const vec3d *src1)
{
	dest->xyz.x = (src0->xyz.y * src1->xyz.z) - (src0->xyz.z * src1->xyz.y);
	dest->xyz.y = (src0->xyz.z * src1->xyz.x) - (src0->xyz.x * src1->xyz.z);
	dest->xyz.z = (src0->xyz.x * src1->xyz.y) - (src0->xyz.y * src1->xyz.x);

	return dest;
}

// test if 2 vectors are parallel or not.
int vm_test_parallel(const vec3d *src0, const vec3d *src1)
{
	if ( (fl_abs(src0->xyz.x - src1->xyz.x) < 1e-4) && (fl_abs(src0->xyz.y - src1->xyz.y) < 1e-4) && (fl_abs(src0->xyz.z - src1->xyz.z) < 1e-4) ) {
		return 1;
	} else {
		return 0;
	}
}

//computes non-normalized surface normal from three points.
//returns ptr to dest
//dest CANNOT equal either source
vec3d *vm_vec_perp(vec3d *dest, const vec3d *p0, const vec3d *p1,const vec3d *p2)
{
	Assert(dest != p0);
	Assert(dest != p1);
	Assert(dest != p2);

	vec3d t0,t1;

	vm_vec_sub(&t0,p1,p0);
	vm_vec_sub(&t1,p2,p1);

	return vm_vec_cross(dest,&t0,&t1);
}


//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(const vec3d *v0, const vec3d *v1, const vec3d *fvec)
{
	float t;
	vec3d t0,t1,t2;

	vm_vec_copy_normalize(&t0,v0);
	vm_vec_copy_normalize(&t1,v1);

	if (NULL == fvec) {
		t = vm_vec_delta_ang_norm(&t0, &t1, NULL);
	} else {
		vm_vec_copy_normalize(&t2,fvec);
		t = vm_vec_delta_ang_norm(&t0,&t1,&t2);
	}

	return t;
}

//computes the delta angle between two normalized vectors.
float vm_vec_delta_ang_norm(const vec3d *v0, const vec3d *v1, const vec3d *fvec)
{
	float a;
	vec3d t;

	a = acosf(vm_vec_dot(v0,v1));

	if (fvec) {
		vm_vec_cross(&t,v0,v1);
		if ( vm_vec_dot(&t,fvec) < 0.0 )	{
			a = -a;
		}
	}

	return a;
}

static matrix *sincos_2_matrix(matrix *m, float sinp, float cosp, float sinb, float cosb, float sinh, float cosh)
{
	float sbsh,cbch,cbsh,sbch;


	sbsh = sinb*sinh;
	cbch = cosb*cosh;
	cbsh = cosb*sinh;
	sbch = sinb*cosh;

	m->vec.rvec.xyz.x = cbch + sinp*sbsh;		//m1
	m->vec.uvec.xyz.z = sbsh + sinp*cbch;		//m8

	m->vec.uvec.xyz.x = sinp*cbsh - sbch;		//m2
	m->vec.rvec.xyz.z = sinp*sbch - cbsh;		//m7

	m->vec.fvec.xyz.x = sinh*cosp;				//m3
	m->vec.rvec.xyz.y = sinb*cosp;				//m4
	m->vec.uvec.xyz.y = cosb*cosp;				//m5
	m->vec.fvec.xyz.z = cosh*cosp;				//m9

	m->vec.fvec.xyz.y = -sinp;								//m6


	return m;

}

//computes a matrix from a set of three angles.  returns ptr to matrix
matrix *vm_angles_2_matrix(matrix *m, const angles *a)
{
	matrix * t;
	float sinp,cosp,sinb,cosb,sinh,cosh;

	sinp = sinf(a->p); cosp = cosf(a->p);
	sinb = sinf(a->b); cosb = cosf(a->b);
	sinh = sinf(a->h); cosh = cosf(a->h);

	t = sincos_2_matrix(m,sinp,cosp,sinb,cosb,sinh,cosh);

	return t;
}

//computes a matrix from one angle.
//	angle_index = 0,1,2 for p,b,h
matrix *vm_angle_2_matrix(matrix *m, float a, int angle_index)
{
	matrix * t;
	float sinp,cosp,sinb,cosb,sinh,cosh;

	/*
	 * Initialize sin and cos variables using an initial angle of
	 * zero degrees.  Recall that sin(0) = 0 and cos(0) = 1.
	 */

	sinp = 0.0f;	cosp = 1.0f;
	sinb = 0.0f;	cosb = 1.0f;
	sinh = 0.0f;	cosh = 1.0f;

	switch (angle_index) {
	case 0:
		sinp = sinf(a); cosp = cosf(a);
		break;
	case 1:
		sinb = sinf(a); cosb = cosf(a);
		break;
	case 2:
		sinh = sinf(a); cosh = cosf(a);
		break;
	}

	t = sincos_2_matrix(m,sinp,cosp,sinb,cosb,sinh,cosh);

	return t;
}


//computes a matrix from a forward vector and an angle
matrix *vm_vec_ang_2_matrix(matrix *m, const vec3d *v, float a)
{
	matrix * t;
	float sinb,cosb,sinp,cosp,sinh,cosh;

	sinb = sinf(a); cosb = cosf(a);

	sinp = -v->xyz.y;
	cosp = fl_sqrt(1.0f - sinp*sinp);

	sinh = v->xyz.x / cosp;
	cosh = v->xyz.z / cosp;

	t = sincos_2_matrix(m,sinp,cosp,sinb,cosb,sinh,cosh);

	return t;
}

//generate the vectors for the vm_vector_2_matrix() an vm_vector_2_matrix_norm() functions so we can avoid goto
void vm_vector_2_matrix_gen_vectors(matrix *m)
{
	vec3d *xvec=&m->vec.rvec;
	vec3d *yvec=&m->vec.uvec;
	vec3d *zvec=&m->vec.fvec;
	
	if ((zvec->xyz.x==0.0f) && (zvec->xyz.z==0.0f)) {		//forward vec is straight up or down
		m->vec.rvec.xyz.x = 1.0f;
		m->vec.uvec.xyz.z = (zvec->xyz.y<0.0f)?1.0f:-1.0f;

		m->vec.rvec.xyz.y = m->vec.rvec.xyz.z = m->vec.uvec.xyz.x = m->vec.uvec.xyz.y = 0.0f;
	}
	else { 		//not straight up or down

		xvec->xyz.x = zvec->xyz.z;
		xvec->xyz.y = 0.0f;
		xvec->xyz.z = -zvec->xyz.x;

		vm_vec_normalize(xvec);

		vm_vec_cross(yvec,zvec,xvec);

	}
}

//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, const vec3d *fvec, const vec3d *uvec, const vec3d *rvec)
{
	vec3d *xvec=&m->vec.rvec;
	vec3d *yvec=&m->vec.uvec;
	vec3d *zvec=&m->vec.fvec;

	Assert(fvec != NULL);

	vm_vec_copy_normalize(zvec,fvec);

	if (uvec == NULL) {
		if (rvec == NULL) {     //just forward vec
			vm_vector_2_matrix_gen_vectors(m);
		}
		else {                      //use right vec
			vm_vec_copy_normalize(xvec,rvec);

			vm_vec_cross(yvec,zvec,xvec);

			//normalize new perpendicular vector
			vm_vec_normalize(yvec);

			//now recompute right vector, in case it wasn't entirely perpendiclar
			vm_vec_cross(xvec,yvec,zvec);
		}
	}
	else {      //use up vec
		vm_vec_copy_normalize(yvec,uvec);

		vm_vec_cross(xvec,yvec,zvec);

		//normalize new perpendicular vector
		vm_vec_normalize(xvec);

		//now recompute up vector, in case it wasn't entirely perpendiclar
		vm_vec_cross(yvec,zvec,xvec);
	}
	return m;
}

//quicker version of vm_vector_2_matrix() that takes normalized vectors
matrix *vm_vector_2_matrix_norm(matrix *m, const vec3d *fvec, const vec3d *uvec, const vec3d *rvec)
{
	vec3d *xvec=&m->vec.rvec;
	vec3d *yvec=&m->vec.uvec;
	vec3d *zvec=&m->vec.fvec;

	Assert(fvec != NULL);

	*zvec = *fvec;

	if (uvec == NULL) {
		if (rvec == NULL) {     //just forward vec
			vm_vector_2_matrix_gen_vectors(m);
		}
		else {                      //use right vec
			vm_vec_cross(yvec,zvec,xvec);

			//normalize new perpendicular vector
			vm_vec_normalize(yvec);

			//now recompute right vector, in case it wasn't entirely perpendiclar
			vm_vec_cross(xvec,yvec,zvec);
		}
	}
	else {      //use up vec
		vm_vec_cross(xvec,yvec,zvec);

		//normalize new perpendicular vector
		vm_vec_normalize(xvec);

		//now recompute up vector, in case it wasn't entirely perpendiclar
		vm_vec_cross(yvec,zvec,xvec);
	}
	return m;
}


//rotates a vector through a matrix. returns ptr to dest vector
//dest CANNOT equal source
//
// Goober5000: FYI, the result of rotating a normalized vector through a rotation matrix will
// also be a normalized vector.  It took me awhile to verify online that this was true. ;)
vec3d *vm_vec_rotate(vec3d *dest, const vec3d *src, const matrix *m)
{
	Assert(dest != src);

	dest->xyz.x = (src->xyz.x*m->vec.rvec.xyz.x)+(src->xyz.y*m->vec.rvec.xyz.y)+(src->xyz.z*m->vec.rvec.xyz.z);
	dest->xyz.y = (src->xyz.x*m->vec.uvec.xyz.x)+(src->xyz.y*m->vec.uvec.xyz.y)+(src->xyz.z*m->vec.uvec.xyz.z);
	dest->xyz.z = (src->xyz.x*m->vec.fvec.xyz.x)+(src->xyz.y*m->vec.fvec.xyz.y)+(src->xyz.z*m->vec.fvec.xyz.z);

	return dest;
}

//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(&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.
//
// Goober5000: FYI, the result of rotating a normalized vector through a rotation matrix will
// also be a normalized vector.  It took me awhile to verify online that this was true. ;)
vec3d *vm_vec_unrotate(vec3d *dest, const vec3d *src, const matrix *m)
{
	Assert(dest != src);

	dest->xyz.x = (src->xyz.x*m->vec.rvec.xyz.x)+(src->xyz.y*m->vec.uvec.xyz.x)+(src->xyz.z*m->vec.fvec.xyz.x);
	dest->xyz.y = (src->xyz.x*m->vec.rvec.xyz.y)+(src->xyz.y*m->vec.uvec.xyz.y)+(src->xyz.z*m->vec.fvec.xyz.y);
	dest->xyz.z = (src->xyz.x*m->vec.rvec.xyz.z)+(src->xyz.y*m->vec.uvec.xyz.z)+(src->xyz.z*m->vec.fvec.xyz.z);

	return dest;
}

//transpose a matrix in place. returns ptr to matrix
matrix *vm_transpose(matrix *m)
{
	float t;

	t = m->vec.uvec.xyz.x;  m->vec.uvec.xyz.x = m->vec.rvec.xyz.y;  m->vec.rvec.xyz.y = t;
	t = m->vec.fvec.xyz.x;  m->vec.fvec.xyz.x = m->vec.rvec.xyz.z;  m->vec.rvec.xyz.z = t;
	t = m->vec.fvec.xyz.y;  m->vec.fvec.xyz.y = m->vec.uvec.xyz.z;  m->vec.uvec.xyz.z = t;

	return m;
}

//copy and transpose a matrix. returns ptr to matrix
//dest CANNOT equal source. use vm_transpose() if this is the case
matrix *vm_copy_transpose(matrix *dest, const matrix *src)
{
	Assert(dest != src);

	dest->vec.rvec.xyz.x = src->vec.rvec.xyz.x;
	dest->vec.rvec.xyz.y = src->vec.uvec.xyz.x;
	dest->vec.rvec.xyz.z = src->vec.fvec.xyz.x;

	dest->vec.uvec.xyz.x = src->vec.rvec.xyz.y; //-V537
	dest->vec.uvec.xyz.y = src->vec.uvec.xyz.y;
	dest->vec.uvec.xyz.z = src->vec.fvec.xyz.y; //-V537

	dest->vec.fvec.xyz.x = src->vec.rvec.xyz.z;
	dest->vec.fvec.xyz.y = src->vec.uvec.xyz.z; //-V537
	dest->vec.fvec.xyz.z = src->vec.fvec.xyz.z;


	return dest;
}

//mulitply 2 matrices, fill in dest.  returns ptr to dest
//dest CANNOT equal either source
matrix *vm_matrix_x_matrix(matrix *dest, const matrix *src0, const matrix *src1)
{
	Assert(dest!=src0 && dest!=src1);

	dest->vec.rvec.xyz.x = vm_vec_dot3(src0->vec.rvec.xyz.x,src0->vec.uvec.xyz.x,src0->vec.fvec.xyz.x, &src1->vec.rvec);
	dest->vec.uvec.xyz.x = vm_vec_dot3(src0->vec.rvec.xyz.x,src0->vec.uvec.xyz.x,src0->vec.fvec.xyz.x, &src1->vec.uvec);
	dest->vec.fvec.xyz.x = vm_vec_dot3(src0->vec.rvec.xyz.x,src0->vec.uvec.xyz.x,src0->vec.fvec.xyz.x, &src1->vec.fvec);

	dest->vec.rvec.xyz.y = vm_vec_dot3(src0->vec.rvec.xyz.y,src0->vec.uvec.xyz.y,src0->vec.fvec.xyz.y, &src1->vec.rvec);
	dest->vec.uvec.xyz.y = vm_vec_dot3(src0->vec.rvec.xyz.y,src0->vec.uvec.xyz.y,src0->vec.fvec.xyz.y, &src1->vec.uvec);
	dest->vec.fvec.xyz.y = vm_vec_dot3(src0->vec.rvec.xyz.y,src0->vec.uvec.xyz.y,src0->vec.fvec.xyz.y, &src1->vec.fvec);

	dest->vec.rvec.xyz.z = vm_vec_dot3(src0->vec.rvec.xyz.z,src0->vec.uvec.xyz.z,src0->vec.fvec.xyz.z, &src1->vec.rvec);
	dest->vec.uvec.xyz.z = vm_vec_dot3(src0->vec.rvec.xyz.z,src0->vec.uvec.xyz.z,src0->vec.fvec.xyz.z, &src1->vec.uvec);
	dest->vec.fvec.xyz.z = vm_vec_dot3(src0->vec.rvec.xyz.z,src0->vec.uvec.xyz.z,src0->vec.fvec.xyz.z, &src1->vec.fvec);

	return dest;
}


//extract angles from a matrix
angles *vm_extract_angles_matrix(angles *a, const matrix *m)
{
	float sinh,cosh,cosp;

	a->h = atan2_safe(m->vec.fvec.xyz.x,m->vec.fvec.xyz.z);

	sinh = sinf(a->h); cosh = cosf(a->h);

	if (fl_abs(sinh) > fl_abs(cosh))				//sine is larger, so use it
		cosp = m->vec.fvec.xyz.x*sinh;
	else											//cosine is larger, so use it
		cosp = m->vec.fvec.xyz.z*cosh;

	a->p = atan2_safe(-m->vec.fvec.xyz.y, cosp);

	if (cosp == 0.0f)	//the cosine of pitch is zero.  we're pitched straight up. say no bank

		a->b = 0.0f;

	else {
		float sinb,cosb;

		sinb = m->vec.rvec.xyz.y/cosp;
		cosb = m->vec.uvec.xyz.y/cosp;

		a->b = atan2_safe(sinb,cosb);
	}


	return a;
}

// alternate method for extracting angles which seems to be
// less susceptible to rounding errors -- see section 8.7.2
// (pages 278-281) of 3D Math Primer for Graphics and Game
// Development, 2nd Edition
// http://books.google.com/books?id=X3hmuhBoFF0C&printsec=frontcover#v=onepage&q&f=false
angles *vm_extract_angles_matrix_alternate(angles *a, const matrix *m)
{
	Assert(a != NULL);
	Assert(m != NULL);

	// Extract pitch from m32, being careful for domain errors with
	// asin().  We could have values slightly out of range due to
	// floating point arithmetic.
	float sp = -m->vec.fvec.xyz.y;
	if (sp <= -1.0f) {
		a->p = -PI_2;	// -pi/2
	} else if (sp >= 1.0f) {
		a->p = PI_2;	// pi/2
	} else {
		a->p = asin(sp);
	}

	// Check for the Gimbal lock case, giving a slight tolerance
	// for numerical imprecision
	if (fabs(sp) > 0.9999f) {
		// We are looking straight up or down.
		// Slam bank to zero and just set heading
		a->b = 0.0f;
		a->h = atan2(-m->vec.rvec.xyz.z, m->vec.rvec.xyz.x);
	} else {
		// Compute heading
		a->h = atan2(m->vec.fvec.xyz.x, m->vec.fvec.xyz.z);

		// Compute bank
		a->b = atan2(m->vec.rvec.xyz.y, m->vec.uvec.xyz.y);
	}

	return a;
}


//extract heading and pitch from a vector, assuming bank==0
static angles *vm_extract_angles_vector_normalized(angles *a, const vec3d *v)
{

	a->b = 0.0f;		//always zero bank

	a->p = asinf(-v->xyz.y);

	a->h = atan2_safe(v->xyz.z,v->xyz.x);

	return a;
}

//extract heading and pitch from a vector, assuming bank==0
angles *vm_extract_angles_vector(angles *a, const vec3d *v)
{
	vec3d t;

	vm_vec_copy_normalize(&t,v);
	vm_extract_angles_vector_normalized(a,&t);

	return a;
}

//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(const vec3d *checkp, const vec3d *norm, const vec3d *planep)
{
	float t1;
	vec3d t;

	vm_vec_sub(&t,checkp,planep);

	t1 = vm_vec_dot(&t,norm);

	return t1;

}

// 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) ) {
//   GetMouseRotation( 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 )
{
	float dr, cos_theta, sin_theta, denom, cos_theta1;
	float Radius = 100.0f;
	float dx,dy;
	float dxdr,dydr;

	idy *= -1;

	dx = (float)idx; dy = (float)idy;

	dr = fl_sqrt(dx*dx+dy*dy);

	denom = fl_sqrt(Radius*Radius+dr*dr);
	
	cos_theta = Radius/denom;
	sin_theta = dr/denom;

	cos_theta1 = 1.0f - cos_theta;

	dxdr = dx/dr;
	dydr = dy/dr;

	RotMat->vec.rvec.xyz.x = cos_theta + (dydr*dydr)*cos_theta1;
	RotMat->vec.uvec.xyz.x = - ((dxdr*dydr)*cos_theta1);
	RotMat->vec.fvec.xyz.x = (dxdr*sin_theta);

	RotMat->vec.rvec.xyz.y = RotMat->vec.uvec.xyz.x;
	RotMat->vec.uvec.xyz.y = cos_theta + ((dxdr*dxdr)*cos_theta1);
	RotMat->vec.fvec.xyz.y = (dydr*sin_theta);

	RotMat->vec.rvec.xyz.z = -RotMat->vec.fvec.xyz.x;
	RotMat->vec.uvec.xyz.z = -RotMat->vec.fvec.xyz.y;
	RotMat->vec.fvec.xyz.z = cos_theta;
}

//	Compute the outer product of A = A * transpose(A).  1x3 vector becomes 3x3 matrix.
static void vm_vec_outer_product(matrix *mat, const vec3d *vec)
{
	mat->vec.rvec.xyz.x = vec->xyz.x * vec->xyz.x;
	mat->vec.rvec.xyz.y = vec->xyz.x * vec->xyz.y;
	mat->vec.rvec.xyz.z = vec->xyz.x * vec->xyz.z;

	mat->vec.uvec.xyz.x = vec->xyz.y * vec->xyz.x; //-V537
	mat->vec.uvec.xyz.y = vec->xyz.y * vec->xyz.y;
	mat->vec.uvec.xyz.z = vec->xyz.y * vec->xyz.z; //-V537

	mat->vec.fvec.xyz.x = vec->xyz.z * vec->xyz.x;
	mat->vec.fvec.xyz.y = vec->xyz.z * vec->xyz.y; //-V537
	mat->vec.fvec.xyz.z = vec->xyz.z * vec->xyz.z;
}

//	Find the point on the line between p0 and p1 that is nearest to int_pnt.
//	Stuff result in nearest_point.
//	Uses algorithm from page 148 of Strang, Linear Algebra and Its Applications.
//	Returns value indicating whether *nearest_point is between *p0 and *p1.
//	0.0f means *nearest_point is *p0, 1.0f means it's *p1. 2.0f means it's beyond p1 by 2x.
//	-1.0f means it's "before" *p0 by 1x.
float find_nearest_point_on_line(vec3d *nearest_point, const vec3d *p0, const vec3d *p1, const vec3d *int_pnt)
{
	vec3d	norm, xlated_int_pnt, projected_point;
	matrix	mat;
	float		mag, dot;

	vm_vec_sub(&norm, p1, p0);
	vm_vec_sub(&xlated_int_pnt, int_pnt, p0);

	if (IS_VEC_NULL_SQ_SAFE(&norm)) {
		*nearest_point = *int_pnt;
		return 9999.9f;
	}

	mag = vm_vec_normalize(&norm);			//	Normalize vector so we don't have to divide by dot product.
	
	if (mag < 0.01f) {
		*nearest_point = *int_pnt;
		return 9999.9f;
		// Warning(LOCATION, "Very small magnitude in find_nearest_point_on_line.\n");
	}

	vm_vec_outer_product(&mat, &norm);

	vm_vec_rotate(&projected_point, &xlated_int_pnt, &mat);
	vm_vec_add(nearest_point, &projected_point, p0);

	dot = vm_vec_dot(&norm, &projected_point);

	return dot/mag;
}

//make sure matrix is orthogonal
//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
void vm_orthogonalize_matrix(matrix *m_src)
{
	float umag, rmag;
	matrix tempm;
	matrix * m = &tempm;

	vm_vec_copy_normalize(&m->vec.fvec,&m_src->vec.fvec);

	umag = vm_vec_mag(&m_src->vec.uvec);
	rmag = vm_vec_mag(&m_src->vec.rvec);
	if (umag <= 0.0f) {  // no up vector to use..
		if (rmag <= 0.0f) {  // no right vector either, so make something up
			if (!m->vec.fvec.xyz.x && !m->vec.fvec.xyz.z && m->vec.fvec.xyz.y)  // vertical vector
				vm_vec_make(&m->vec.uvec, 0.0f, 0.0f, 1.0f);
			else
				vm_vec_make(&m->vec.uvec, 0.0f, 1.0f, 0.0f);

		} else {  // use the right vector to figure up vector
			vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m_src->vec.rvec);
			vm_vec_normalize(&m->vec.uvec);
		}

	} else {  // use source up vector
		vm_vec_copy_normalize(&m->vec.uvec, &m_src->vec.uvec);
	}

	// use forward and up vectors as good vectors to calculate right vector
	vm_vec_cross(&m->vec.rvec, &m->vec.uvec, &m->vec.fvec);
		
	//normalize new perpendicular vector
	vm_vec_normalize(&m->vec.rvec);

	//now recompute up vector, in case it wasn't entirely perpendicular
	vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m->vec.rvec);
	*m_src = tempm;
}

// 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)
{
	float fmag, umag, rmag;

	fmag = vm_vec_mag(&m->vec.fvec);
	umag = vm_vec_mag(&m->vec.uvec);
	rmag = vm_vec_mag(&m->vec.rvec);
	if (fmag <= 0.0f) {
		if ((umag > 0.0f) && (rmag > 0.0f) && !vm_test_parallel(&m->vec.uvec, &m->vec.rvec)) {
			vm_vec_cross(&m->vec.fvec, &m->vec.uvec, &m->vec.rvec);
			vm_vec_normalize(&m->vec.fvec);

		} else if (umag > 0.0f) {
			if (!m->vec.uvec.xyz.x && !m->vec.uvec.xyz.y && m->vec.uvec.xyz.z)  // z vector
				vm_vec_make(&m->vec.fvec, 1.0f, 0.0f, 0.0f);
			else
				vm_vec_make(&m->vec.fvec, 0.0f, 0.0f, 1.0f);
		}

	} else
		vm_vec_normalize(&m->vec.fvec);

	// we now have a valid and normalized forward vector

	if ((umag <= 0.0f) || vm_test_parallel(&m->vec.fvec, &m->vec.uvec)) {  // no up vector to use..
		if ((rmag <= 0.0f) || vm_test_parallel(&m->vec.fvec, &m->vec.rvec)) {  // no right vector either, so make something up
			if (!m->vec.fvec.xyz.x && m->vec.fvec.xyz.y && !m->vec.fvec.xyz.z)  // vertical vector
				vm_vec_make(&m->vec.uvec, 0.0f, 0.0f, -1.0f);
			else
				vm_vec_make(&m->vec.uvec, 0.0f, 1.0f, 0.0f);

		} else {  // use the right vector to figure up vector
			vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m->vec.rvec);
			vm_vec_normalize(&m->vec.uvec);
		}

	} else
		vm_vec_normalize(&m->vec.uvec);

	// we now have both valid and normalized forward and up vectors

	vm_vec_cross(&m->vec.rvec, &m->vec.uvec, &m->vec.fvec);
		
	//normalize new perpendicular vector
	vm_vec_normalize(&m->vec.rvec);

	//now recompute up vector, in case it wasn't entirely perpendiclar
	vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m->vec.rvec);
}

//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, const angles *tangles )
{
	matrix	rotmat,new_orient;
	vm_angles_2_matrix(&rotmat,tangles);
	vm_matrix_x_matrix(&new_orient,orient,&rotmat);
	*orient = new_orient;
	vm_orthogonalize_matrix(orient);
}

//	dir must be normalized!
float vm_vec_dot_to_point(const vec3d *dir, const vec3d *p1, const vec3d *p2)
{
	vec3d	tvec;

	vm_vec_sub(&tvec, p2, p1);
	// VECMAT-ERROR: NULL VEC3D (p1 == p2)
	vm_vec_normalize_safe(&tvec);

	return vm_vec_dot(dir, &tvec);

}

/////////////////////////////////////////////////////////
//	Given a plane and a point, return the point on the plane closest the the point.
//	Result returned in q.
void compute_point_on_plane(vec3d *q, const plane *planep, const vec3d *p)
{
	float	k;
	vec3d	normal;

	normal.xyz.x = planep->A;
	normal.xyz.y = planep->B;
	normal.xyz.z = planep->C;

	k = (planep->D + vm_vec_dot(&normal, p)) / vm_vec_dot(&normal, &normal);

	vm_vec_scale_add(q, p, &normal, -k);
}


//	Generate a fairly random vector that's fairly near normalized.
void vm_vec_rand_vec_quick(vec3d *rvec)
{
	rvec->xyz.x = (frand() - 0.5f) * 2;
	rvec->xyz.y = (frand() - 0.5f) * 2;
	rvec->xyz.z = (frand() - 0.5f) * 2;

	if (IS_VEC_NULL_SQ_SAFE(rvec))
		rvec->xyz.x = 1.0f;

	vm_vec_normalize_quick(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, const vec3d *in, float angle, const vec3d *line_point, const vec3d *line_dir)
{
	vec3d tmp, tmp1;
	matrix m, r;
	angles ta;

	vm_vector_2_matrix_norm(&m, line_dir, NULL, NULL );

	ta.p = ta.h = 0.0f;
	ta.b = angle;
	vm_angles_2_matrix(&r,&ta);

	vm_vec_sub( &tmp, in, line_point );		// move relative to a point on line
	vm_vec_rotate( &tmp1, &tmp, &m);			// rotate into line's base
	vm_vec_rotate( &tmp, &tmp1, &r);			// rotate around Z
	vm_vec_unrotate( &tmp1, &tmp, &m);			// unrotate out of line's base
	vm_vec_add( out, &tmp1, line_point );	// move back to world coordinates
}

// Given two position vectors, return 0 if the same, else non-zero.
int vm_vec_cmp( const vec3d * a, const vec3d * b )
{
	float diff = vm_vec_dist(a,b);
//mprintf(( "Diff=%.32f\n", diff ));
	if ( diff > 0.005f )
		return 1;
	else
		return 0;
}

// Given two orientation matrices, return 0 if the same, else non-zero.
int vm_matrix_cmp(const matrix * a, const matrix * b)
{
	float tmp1,tmp2,tmp3;
	tmp1 = fl_abs(vm_vec_dot( &a->vec.uvec, &b->vec.uvec ) - 1.0f);
	tmp2 = fl_abs(vm_vec_dot( &a->vec.fvec, &b->vec.fvec ) - 1.0f);
	tmp3 = fl_abs(vm_vec_dot( &a->vec.rvec, &b->vec.rvec ) - 1.0f);
//	mprintf(( "Mat=%.16f, %.16f, %.16f\n", tmp1, tmp2, tmp3 ));
	 
	if ( tmp1 > 0.0000005f ) return 1;
	if ( tmp2 > 0.0000005f ) return 1;
	if ( tmp3 > 0.0000005f ) return 1;
	return 0;
}


// 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, bool force_front )
{
	float delta;
	float abs_delta;

	if ( desired_angle < 0.0f ) desired_angle += PI2;
	if ( desired_angle > PI2 ) desired_angle -= PI2;

	delta = desired_angle - *h;
	abs_delta = fl_abs(delta);

	if ((force_front) && ((desired_angle > PI) ^ (*h > PI)) ) {
		// turn away from PI
		if ( *h > PI )
			delta = abs_delta;
		else 
			delta = -abs_delta;
	} else {
		if ( abs_delta > PI )	{
			// Go the other way, since it will be shorter.
			if ( delta > 0.0f )	{
				delta = delta - PI2;
			} else {
				delta = PI2 - delta;
			}
		}
	}

	if ( delta > step_size )
		*h += step_size;
	else if ( delta < -step_size )
		*h -= step_size;
	else
		*h = desired_angle;

	// If we wrap outside of 0 to 2*PI, then put the
	// angle back in the range 0 to 2*PI.
	if ( *h > PI2 ) *h -= PI2;
	if ( *h < 0.0f ) *h += PI2;

	return delta;
}

float vm_delta_from_interp_angle( float current_angle, float desired_angle )
{
	float delta;
	if ( desired_angle < 0.0f ) desired_angle += PI2;
	if ( desired_angle > PI2 ) desired_angle -= PI2;

	delta = desired_angle - current_angle;

	if ( fl_abs(delta) > PI )	{
		if ( delta > 0.0f )	{
			delta = delta - PI2;
		} else {
			delta = PI2 - delta;
		}
	}
	return delta;
}

// check a matrix for zero rows and columns
int vm_check_matrix_for_zeros(const matrix *m)
{
	if (!m->vec.fvec.xyz.x && !m->vec.fvec.xyz.y && !m->vec.fvec.xyz.z)
		return 1;
	if (!m->vec.rvec.xyz.x && !m->vec.rvec.xyz.y && !m->vec.rvec.xyz.z)
		return 1;
	if (!m->vec.uvec.xyz.x && !m->vec.uvec.xyz.y && !m->vec.uvec.xyz.z)
		return 1;

	if (!m->vec.fvec.xyz.x && !m->vec.rvec.xyz.x && !m->vec.uvec.xyz.x)
		return 1;
	if (!m->vec.fvec.xyz.y && !m->vec.rvec.xyz.y && !m->vec.uvec.xyz.y)
		return 1;
	if (!m->vec.fvec.xyz.z && !m->vec.rvec.xyz.z && !m->vec.uvec.xyz.z)
		return 1;

	return 0;
}

// see if two vectors are the same
int vm_vec_same(const vec3d *v1, const vec3d *v2)
{
	if ( v1->xyz.x == v2->xyz.x && v1->xyz.y == v2->xyz.y && v1->xyz.z == v2->xyz.z )
		return 1;

	return 0;
}

// see if two matrices are the same
int vm_matrix_same(matrix *m1, matrix *m2)
{
	int i;
	for (i = 0; i < 9; i++)
		if (m1->a1d[i] != m2->a1d[i])
			return 0;

	return 1;
}


// --------------------------------------------------------------------------------------

void vm_quaternion_rotate(matrix *M, float theta, const vec3d *u)
//  given an arbitrary rotation axis and rotation angle, function generates the
//  corresponding rotation matrix
//
//  M is the return rotation matrix  theta is the angle of rotation 
//  u is the direction of the axis.
//  this is adapted from Computer Graphics (Hearn and Bker 2nd ed.) p. 420
//
{
	float a,b,c, s;
	float sin_theta = sinf(theta * 0.5f);

	a = (u->xyz.x * sin_theta);
	b = (u->xyz.y * sin_theta);
	c = (u->xyz.z * sin_theta);
	s = cosf(theta * 0.5f);

// 1st ROW vector
	M->vec.rvec.xyz.x = 1.0f - 2.0f*b*b - 2.0f*c*c;
	M->vec.rvec.xyz.y = 2.0f*a*b + 2.0f*s*c;
	M->vec.rvec.xyz.z = 2.0f*a*c - 2.0f*s*b;
// 2nd ROW vector
	M->vec.uvec.xyz.x = 2.0f*a*b - 2.0f*s*c;
	M->vec.uvec.xyz.y = 1.0f - 2.0f*a*a - 2.0f*c*c;
	M->vec.uvec.xyz.z = 2.0f*b*c + 2.0f*s*a;
// 3rd ROW vector
	M->vec.fvec.xyz.x = 2.0f*a*c + 2.0f*s*b;
	M->vec.fvec.xyz.y = 2.0f*b*c - 2.0f*s*a;
	M->vec.fvec.xyz.z = 1.0f - 2.0f*a*a - 2.0f*b*b;
}

// --------------------------------------------------------------------------------------
// function finds the rotation matrix about the z axis for a given rotation angle (in radians)
// this is an optimized version vm_quaternion_rotate
//
//		inputs:	m			=>		point to resultant rotation matrix
//				angle		=>		rotation angle about z axis (in radians)
//
static void rotate_z ( matrix *m, float theta )
{
	m->vec.rvec.xyz.x = cosf (theta);
	m->vec.rvec.xyz.y = sinf (theta);
	m->vec.rvec.xyz.z = 0.0f;

	m->vec.uvec.xyz.x = -m->vec.rvec.xyz.y;
	m->vec.uvec.xyz.y =  m->vec.rvec.xyz.x;
	m->vec.uvec.xyz.z = 0.0f;

	m->vec.fvec.xyz.x = 0.0f;
	m->vec.fvec.xyz.y = 0.0f;
	m->vec.fvec.xyz.z = 1.0f;
}


// --------------------------------------------------------------------------------------

//void vm_matrix_to_rot_axis_and_angle(matrix *m, float *theta, vec3d *rot_axis)
// Converts a matrix into a rotation axis and an angle around that axis
// Note for angle is very near 0, returns 0 with axis of (1,0,0)
// For angles near PI, returns PI with correct axis
//
// rot_axis - the resultant axis of rotation
// theta - the resultatn rotation around the axis
// m - the initial matrix
void vm_matrix_to_rot_axis_and_angle(const matrix *m, float *theta, vec3d *rot_axis)
{
	float trace = m->a2d[0][0] + m->a2d[1][1] + m->a2d[2][2];
	float cos_theta = 0.5f * (trace - 1.0f);

	if (cos_theta > 0.999999875f) { // angle is less than 1 milirad (0.057 degrees)
		*theta = 0.0f;

		vm_vec_make(rot_axis, 1.0f, 0.0f, 0.0f);
	} else if (cos_theta > -0.999999875f) { // angle is within limits between 0 and PI
		*theta = acosf(cos_theta);
		Assert( !fl_is_nan(*theta) );

		rot_axis->xyz.x = (m->vec.uvec.xyz.z - m->vec.fvec.xyz.y);
		rot_axis->xyz.y = (m->vec.fvec.xyz.x - m->vec.rvec.xyz.z);
		rot_axis->xyz.z = (m->vec.rvec.xyz.y - m->vec.uvec.xyz.x);
		if (IS_VEC_NULL_SQ_SAFE(rot_axis)) {
			vm_vec_make(rot_axis, 1.0f, 0.0f, 0.0f);
		} else {
			vm_vec_normalize(rot_axis);
		}
	} else { // angle is PI within limits
		*theta = PI;

		// find index of largest diagonal term
		int largest_diagonal_index = 0;

		if (m->a2d[1][1] > m->a2d[0][0]) {
			largest_diagonal_index = 1;
		}
		if (m->a2d[2][2] > m->a2d[largest_diagonal_index][largest_diagonal_index]) {
			largest_diagonal_index = 2;
		}

		switch (largest_diagonal_index) {
		case 0:
			float ix;

			rot_axis->xyz.x = fl_sqrt(m->a2d[0][0] + 1.0f);
			ix = 1.0f / rot_axis->xyz.x;
			rot_axis->xyz.y = m->a2d[0][1] * ix;
			rot_axis->xyz.z = m->a2d[0][2] * ix;
			break;

		case 1:
			float iy;

			rot_axis->xyz.y = fl_sqrt(m->a2d[1][1] + 1.0f);
			iy = 1.0f / rot_axis->xyz.y;
			rot_axis->xyz.x = m->a2d[1][0] * iy;
			rot_axis->xyz.z = m->a2d[1][2] * iy;
			break;

		case 2:
			float iz;

			rot_axis->xyz.z = fl_sqrt(m->a2d[2][2] + 1.0f);
			iz = 1.0f / rot_axis->xyz.z;
			rot_axis->xyz.x = m->a2d[2][0] * iz;
			rot_axis->xyz.y = m->a2d[2][1] * iz;
			break;

		default:
			Int3();  // this should never happen
			break;
		}

		// normalize rotation axis
		vm_vec_normalize(rot_axis);
	}
}


// --------------------------------------------------------------------------------------
// This routine determines the resultant angular displacement and angular velocity in trying to reach a goal
// given an angular velocity APPROACHing a goal.  It uses maximal acceleration to a point (called peak), then maximal
// deceleration to arrive at the goal with zero angular velocity.  This can occasionally cause overshoot.  
// w_in			> 0
// w_max			> 0
// theta_goal	> 0
// aa				> 0 
// returns delta_theta
static float away(float w_in, float w_max, float theta_goal, float aa, float delta_t, float *w_out, int no_overshoot);
static float approach(float w_in, float w_max, float theta_goal, float aa, float delta_t, float *w_out, int no_overshoot)
{
	float delta_theta;		// amount rotated during time delta_t
	Assert(w_in >= 0);
	Assert(theta_goal > 0);
	float effective_aa;

	if (aa == 0) {
		*w_out = w_in;
		delta_theta = w_in*delta_t;
		return delta_theta;
	}

	if (no_overshoot && (w_in*w_in > 2.0f*1.05f*aa*theta_goal)) {
		w_in = fl_sqrt(2.0f*aa*theta_goal);
	}

	if (w_in*w_in > 2.0f*1.05f*aa*theta_goal) {		// overshoot condition
		effective_aa = 1.05f*aa;
		delta_theta = w_in*delta_t - 0.5f*effective_aa*delta_t*delta_t;

		if (delta_theta > theta_goal) {	// pass goal during this frame
			float t_goal = (-w_in + fl_sqrt(w_in*w_in +2.0f*effective_aa*theta_goal)) / effective_aa;
			// get time to theta_goal and away
			Assert(t_goal < delta_t);
			w_in -= effective_aa*t_goal;
			delta_theta = w_in*t_goal + 0.5f*effective_aa*t_goal*t_goal;
			delta_theta -= away(-w_in, w_max, 0.0f, aa, delta_t - t_goal, w_out, no_overshoot);
			*w_out = -*w_out;
			return delta_theta;
		} else {	
			if (delta_theta < 0) {
				// pass goal and return this frame
				*w_out = 0.0f;
				return theta_goal;
			} else {
				// do not pass goal this frame
				*w_out = w_in - effective_aa*delta_t;
				return delta_theta;
			}
		}
	} else if (w_in*w_in < 2.0f*0.95f*aa*theta_goal) {	// undershoot condition
		// find peak angular velocity
		float wp_sqr = fl_abs(aa*theta_goal + 0.5f*w_in*w_in);
		Assert(wp_sqr >= 0);

		if (wp_sqr > w_max*w_max) {
			float time_to_w_max = (w_max - w_in) / aa;
			if (time_to_w_max < 0) {
				// speed already too high
				// TODO: consider possible ramp down to below w_max
				*w_out = w_in - aa*delta_t;
				if (*w_out < 0) {
					*w_out = 0.0f;
				}

				delta_theta = 0.5f*(w_in + *w_out)*delta_t;
				return delta_theta;
			} else if (time_to_w_max > delta_t) {
				// does not reach w_max this frame
				*w_out = w_in + aa*delta_t;
				delta_theta = 0.5f*(w_in + *w_out)*delta_t;
				return delta_theta;
			} else {
				// reaches w_max this frame
				// TODO: consider when to ramp down from w_max
				*w_out = w_max;
				delta_theta = 0.5f*(w_in + *w_out)*delta_t;
				return delta_theta;
			}
		} else {	// wp < w_max
			if (wp_sqr > (w_in + aa*delta_t)*(w_in + aa*delta_t)) {
				// does not reach wp this frame
				*w_out = w_in + aa*delta_t;
				delta_theta = 0.5f*(w_in + *w_out)*delta_t;
				return delta_theta;
			} else {
				// reaches wp this frame
				float wp = fl_sqrt(wp_sqr);
				float time_to_wp = (wp - w_in) / aa;
				//Assert(time_to_wp > 0);	//WMC - this is not needed, right?

				// accel
				*w_out = wp;
				delta_theta = 0.5f*(w_in + *w_out)*time_to_wp;

				// decel
				float time_remaining = delta_t - time_to_wp;
				*w_out -= aa*time_remaining;
				if (*w_out < 0) { // reached goal
					*w_out = 0.0f;
					delta_theta = theta_goal;
					return delta_theta;
				}
				delta_theta += 0.5f*(wp + *w_out)*time_remaining;
				return delta_theta;
			}
		}
	} else {														// on target
		// reach goal this frame
		if (w_in - aa*delta_t < 0) {
			// reach goal this frame
			*w_out = 0.0f;
			return theta_goal;
		} else {
			// move toward goal
			*w_out = w_in - aa*delta_t;
			Assert(*w_out >= 0);
			delta_theta = 0.5f*(w_in + *w_out)*delta_t;
			return delta_theta;
		}
	}
}


// --------------------------------------------------------------------------------------

// This routine determines the resultant angular displacement and angular velocity in trying to reach a goal
// given an angular velocity AWAY from a goal.  It uses maximal acceleration to a point (called peak), then maximal
// deceleration to arrive at the goal with zero angular acceleration.  
// w_in			< 0
// w_max			> 0
// theta_goal	> 0
// aa				> 0 
// returns angle rotated this frame
static float away(float w_in, float w_max, float theta_goal, float aa, float delta_t, float *w_out, int no_overshoot)

{
	float delta_theta;// amount rotated during time
	float t0;			// time to velocity is 0
	float t_excess;	// time remaining in interval after velocity is 0

	Assert(theta_goal >=0);
	Assert(w_in <= 0);

	if ((-w_in < 1e-5) && (theta_goal < 1e-5)) {
		*w_out = 0.0f;
		return theta_goal;
	}

	if (aa == 0) {
		*w_out = w_in;
		delta_theta = w_in*delta_t;
		return delta_theta;
	}

	t0 = -w_in / aa;

	if (t0 > delta_t)	{	// no reversal in this time interval
		*w_out = w_in + aa * delta_t;
		delta_theta =  (w_in + *w_out) / 2.0f * delta_t;
		return delta_theta;
	}

	// use time remaining after v = 0
	delta_theta = 0.5f*w_in*t0;
	theta_goal -= delta_theta;		// delta_theta is *negative*
	t_excess = delta_t - t0;
	delta_theta += approach(0.0f, w_max, theta_goal, aa, t_excess, w_out, no_overshoot);
	return delta_theta;
}

// --------------------------------------------------------------------------------------

void vm_matrix_interpolate(const matrix *goal_orient, const matrix *curr_orient, const vec3d *w_in, float delta_t,
								matrix *next_orient, vec3d *w_out, const vec3d *vel_limit, const vec3d *acc_limit, int no_overshoot)
{
	matrix rot_matrix;		// rotation matrix from curr_orient to goal_orient
	matrix Mtemp1;				// temp matrix
	vec3d rot_axis;			// vector indicating direction of rotation axis
	vec3d theta_goal;		// desired angular position at the end of the time interval
	vec3d theta_end;			// actual angular position at the end of the time interval
	float theta;				// magnitude of rotation about the rotation axis

	//	FIND ROTATION NEEDED FOR GOAL
	// goal_orient = R curr_orient,  so R = goal_orient curr_orient^-1
	vm_copy_transpose(&Mtemp1, curr_orient);				// Mtemp1 = curr ^-1
	vm_matrix_x_matrix(&rot_matrix, &Mtemp1, goal_orient);	// R = goal * Mtemp1
	vm_orthogonalize_matrix(&rot_matrix);
	vm_matrix_to_rot_axis_and_angle(&rot_matrix, &theta, &rot_axis);		// determines angle and rotation axis from curr to goal

	// find theta to goal
	vm_vec_copy_scale(&theta_goal, &rot_axis, theta);

	if (theta < SMALL_NUM) {
		*next_orient = *goal_orient;
		vm_vec_zero(w_out);
		return;
	}

	theta_end = vmd_zero_vector;
	float delta_theta;

	// find rotation about x
	if (theta_goal.xyz.x > 0) {
		if (w_in->xyz.x >= 0) {
			delta_theta = approach(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = delta_theta;
		} else { // w_in->xyz.x < 0
			delta_theta = away(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = delta_theta;
		}
	} else if (theta_goal.xyz.x < 0) {
		if (w_in->xyz.x <= 0) {
			delta_theta = approach(-w_in->xyz.x, vel_limit->xyz.x, -theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = -delta_theta;
			w_out->xyz.x = -w_out->xyz.x;
		} else { // w_in->xyz.x > 0
			delta_theta = away(-w_in->xyz.x, vel_limit->xyz.x, -theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = -delta_theta;
			w_out->xyz.x = -w_out->xyz.x;
		}
	} else { // theta_goal == 0
		if (w_in->xyz.x < 0) {
			delta_theta = away(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = delta_theta;
		} else {
			delta_theta = away(-w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = -delta_theta;
			w_out->xyz.x = -w_out->xyz.x;
		}
	}


	// find rotation about y
	if (theta_goal.xyz.y > 0) {
		if (w_in->xyz.y >= 0) {
			delta_theta = approach(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = delta_theta;
		} else { // w_in->xyz.y < 0
			delta_theta = away(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = delta_theta;
		}
	} else if (theta_goal.xyz.y < 0) {
		if (w_in->xyz.y <= 0) {
			delta_theta = approach(-w_in->xyz.y, vel_limit->xyz.y, -theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = -delta_theta;
			w_out->xyz.y = -w_out->xyz.y;
		} else { // w_in->xyz.y > 0
			delta_theta = away(-w_in->xyz.y, vel_limit->xyz.y, -theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = -delta_theta;
			w_out->xyz.y = -w_out->xyz.y;
		}
	} else { // theta_goal == 0
		if (w_in->xyz.y < 0) {
			delta_theta = away(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = delta_theta;
		} else {
			delta_theta = away(-w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = -delta_theta;
			w_out->xyz.y = -w_out->xyz.y;
		}
	}

	// find rotation about z
	if (theta_goal.xyz.z > 0) {
		if (w_in->xyz.z >= 0) {
			delta_theta = approach(w_in->xyz.z, vel_limit->xyz.z, theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
			theta_end.xyz.z = delta_theta;
		} else { // w_in->xyz.z < 0
			delta_theta = away(w_in->xyz.z, vel_limit->xyz.z, theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
			theta_end.xyz.z = delta_theta;
		}
	} else if (theta_goal.xyz.z < 0) {
		if (w_in->xyz.z <= 0) {
			delta_theta = approach(-w_in->xyz.z, vel_limit->xyz.z, -theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
			theta_end.xyz.z = -delta_theta;
			w_out->xyz.z = -w_out->xyz.z;
		} else { // w_in->xyz.z > 0
			delta_theta = away(-w_in->xyz.z, vel_limit->xyz.z, -theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
			theta_end.xyz.z = -delta_theta;
			w_out->xyz.z = -w_out->xyz.z;
		}
	} else { // theta_goal == 0
		if (w_in->xyz.z < 0) {
			delta_theta = away(w_in->xyz.z, vel_limit->xyz.z, theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
			theta_end.xyz.z = delta_theta;
		} else {
			delta_theta = away(-w_in->xyz.z, vel_limit->xyz.z, theta_goal.xyz.z, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
			theta_end.xyz.z = -delta_theta;
			w_out->xyz.z = -w_out->xyz.z;
		}
	}

	// the amount of rotation about each axis is determined in 
	// functions approach and away.  first find the magnitude		
	// of the rotation and then normalize the axis
	rot_axis = theta_end;
	Assert(is_valid_vec(&rot_axis));
	Assert(vm_vec_mag(&rot_axis) > 0);

	//	normalize rotation axis and determine total rotation angle
	theta = vm_vec_normalize(&rot_axis);

	// arrived at goal?
	if (theta_end.xyz.x == theta_goal.xyz.x && theta_end.xyz.y == theta_goal.xyz.y && theta_end.xyz.z == theta_goal.xyz.z) {
		*next_orient = *goal_orient;
	} else {
	// otherwise rotate to better position
		vm_quaternion_rotate(&Mtemp1, theta, &rot_axis);
		Assert(is_valid_matrix(&Mtemp1));
		vm_matrix_x_matrix(next_orient, curr_orient, &Mtemp1);
		vm_orthogonalize_matrix(next_orient);
	}
}	// end matrix_interpolate


// --------------------------------------------------------------------------------------


void get_camera_limits(const matrix *start_camera, const matrix *end_camera, float time, vec3d *acc_max, vec3d *w_max)
{
	matrix temp, rot_matrix;
	float theta;
	vec3d rot_axis;
	vec3d angle;

	// determine the necessary rotation matrix
	vm_copy_transpose(&temp, start_camera);
	vm_matrix_x_matrix(&rot_matrix, &temp, end_camera);
	vm_orthogonalize_matrix(&rot_matrix);

	// determine the rotation axis and angle
	vm_matrix_to_rot_axis_and_angle(&rot_matrix, &theta, &rot_axis);

	// find the rotation about each axis
	angle.xyz.x = theta * rot_axis.xyz.x;
	angle.xyz.y = theta * rot_axis.xyz.y;
	angle.xyz.z = theta * rot_axis.xyz.z;

	// allow for 0 time input
	if (time <= 1e-5f) {
		vm_vec_make(acc_max, 0.0f, 0.0f, 0.0f);
		vm_vec_make(w_max, 0.0f, 0.0f, 0.0f);
	} else {

		// find acceleration limit using  (theta/2) takes (time/2)
		// and using const accel  theta = 1/2 acc * time^2
		acc_max->xyz.x = 4.0f * fl_abs(angle.xyz.x) / (time * time);
		acc_max->xyz.y = 4.0f * fl_abs(angle.xyz.y) / (time * time);
		acc_max->xyz.z = 4.0f * fl_abs(angle.xyz.z) / (time * time);

		// find angular velocity limits
		// w_max = acc_max * time / 2
		w_max->xyz.x = acc_max->xyz.x * time / 2.0f;
		w_max->xyz.y = acc_max->xyz.y * time / 2.0f;
		w_max->xyz.z = acc_max->xyz.z * time / 2.0f;
	}
}

// ---------------------------------------------------------------------------------------------
//
//		inputs:		goal_f		=>		goal forward vector
//						orient		=>		current orientation matrix (with current forward vector)
//						w_in			=>		current input angular velocity
//						delta_t		=>		time to move toward goal
//						delta_bank	=>		desired change in bank in degrees
//						next_orient	=>		the orientation matrix at time delta_t (with current forward vector)
//												NOTE: this does not include any rotation about z (bank)
//						w_out			=>		the angular velocity of the ship at delta_t
//						vel_limit	=>		maximum rotational speed
//						acc_limit	=>		maximum rotational speed
//
//		function moves the forward vector toward the goal forward vector taking account of anglular
//		momentum (velocity)  Attempt to try to move bank by goal delta_bank.  Rotational velocity
//		on x/y is rotated with bank, giving smoother motion.
void vm_forward_interpolate(const vec3d *goal_f, const matrix *orient, const vec3d *w_in, float delta_t, float delta_bank,
		matrix *next_orient, vec3d *w_out, const vec3d *vel_limit, const vec3d *acc_limit, int no_overshoot)
{
	matrix Mtemp1;				// temporary matrix
	vec3d local_rot_axis;	// vector indicating direction of rotation axis (local coords)
	vec3d rot_axis;			// vector indicating direction of rotation axis (world coords)
	vec3d theta_goal;		// desired angular position at the end of the time interval
	vec3d theta_end;			// actual angular position at the end of the time interval
	float theta;				// magnitude of rotation about the rotation axis
	float bank;					// magnitude of rotation about the forward axis
	int no_bank;				// flag set if there is no bank for the object
	vec3d vtemp;				// 
	float z_dotprod;

	// FIND ROTATION NEEDED FOR GOAL
	// rotation vector is (current fvec)  orient->vec.fvec x goal_f
	// magnitude = asin ( magnitude of crossprod )
	vm_vec_cross( &rot_axis, &orient->vec.fvec, goal_f );

	float t = vm_vec_mag(&rot_axis);
	if (t > 1.0f)
		t = 1.0f;

	z_dotprod = vm_vec_dot( &orient->vec.fvec, goal_f );

	if ( t < SMALLER_NUM )  {
		if ( z_dotprod > 0.0f )
			theta = 0.0f;
		else  {  // the forward vector is pointing exactly opposite of goal
					// arbitrarily choose the x axis to rotate around until t becomes large enough
			theta = PI;
			rot_axis = orient->vec.rvec;
		}
	} else {
		theta = asinf( t );
		vm_vec_scale ( &rot_axis, 1/t );
		if ( z_dotprod < 0.0f )
			theta = PI - theta;
	}

	// rotate rot_axis into ship reference frame
	vm_vec_rotate( &local_rot_axis, &rot_axis, orient );

	// find theta to goal
	vm_vec_copy_scale(&theta_goal, &local_rot_axis, theta);

	// DO NOT COMMENT THIS OUT!!
	if(!(fl_abs(theta_goal.xyz.z) < 0.001f))	   
		// check for proper rotation
		mprintf(("vm_forward_interpolate: Bad rotation\n"));

	theta_end = vmd_zero_vector;
	float delta_theta;

	// find rotation about x
	if (theta_goal.xyz.x > 0) {
		if (w_in->xyz.x >= 0) {
			delta_theta = approach(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = delta_theta;
		} else { // w_in->xyz.x < 0
			delta_theta = away(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = delta_theta;
		}
	} else if (theta_goal.xyz.x < 0) {
		if (w_in->xyz.x <= 0) {
			delta_theta = approach(-w_in->xyz.x, vel_limit->xyz.x, -theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = -delta_theta;
			w_out->xyz.x = -w_out->xyz.x;
		} else { // w_in->xyz.x > 0
			delta_theta = away(-w_in->xyz.x, vel_limit->xyz.x, -theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = -delta_theta;
			w_out->xyz.x = -w_out->xyz.x;
		}
	} else { // theta_goal == 0
		if (w_in->xyz.x < 0) {
			delta_theta = away(w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = delta_theta;
		} else {
			delta_theta = away(-w_in->xyz.x, vel_limit->xyz.x, theta_goal.xyz.x, acc_limit->xyz.x, delta_t, &w_out->xyz.x, no_overshoot);
			theta_end.xyz.x = -delta_theta;
			w_out->xyz.x = -w_out->xyz.x;
		}
	}

	// find rotation about y
	if (theta_goal.xyz.y > 0) {
		if (w_in->xyz.y >= 0) {
			delta_theta = approach(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = delta_theta;
		} else { // w_in->xyz.y < 0
			delta_theta = away(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = delta_theta;
		}
	} else if (theta_goal.xyz.y < 0) {
		if (w_in->xyz.y <= 0) {
			delta_theta = approach(-w_in->xyz.y, vel_limit->xyz.y, -theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = -delta_theta;
			w_out->xyz.y = -w_out->xyz.y;
		} else { // w_in->xyz.y > 0
			delta_theta = away(-w_in->xyz.y, vel_limit->xyz.y, -theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = -delta_theta;
			w_out->xyz.y = -w_out->xyz.y;
		}
	} else { // theta_goal == 0
		if (w_in->xyz.y < 0) {
			delta_theta = away(w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = delta_theta;
		} else {
			delta_theta = away(-w_in->xyz.y, vel_limit->xyz.y, theta_goal.xyz.y, acc_limit->xyz.y, delta_t, &w_out->xyz.y, no_overshoot);
			theta_end.xyz.y = -delta_theta;
			w_out->xyz.y = -w_out->xyz.y;
		}
	}

	// no rotation if delta_bank and w_in both 0 or rotational acc in forward is 0
	no_bank = ( delta_bank == 0.0f && vel_limit->xyz.z == 0.0f && acc_limit->xyz.z == 0.0f );

	// do rotation about z
	bank = 0.0f;
	if ( !no_bank )  {
		// convert delta_bank to radians
		delta_bank *= (float) CONVERT_RADIANS;

		// find rotation about z
		if (delta_bank > 0) {
			if (w_in->xyz.z >= 0) {
				delta_theta = approach(w_in->xyz.z, vel_limit->xyz.z, delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
				bank = delta_theta;
			} else { // w_in->xyz.z < 0
				delta_theta = away(w_in->xyz.z, vel_limit->xyz.z, delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
				bank = delta_theta;
			}
		} else if (delta_bank < 0) {
			if (w_in->xyz.z <= 0) {
				delta_theta = approach(-w_in->xyz.z, vel_limit->xyz.z, -delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
				bank = -delta_theta;
				w_out->xyz.z = -w_out->xyz.z;
			} else { // w_in->xyz.z > 0
				delta_theta = away(-w_in->xyz.z, vel_limit->xyz.z, -delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
				bank = -delta_theta;
				w_out->xyz.z = -w_out->xyz.z;
			}
		} else { // theta_goal == 0
			if (w_in->xyz.z < 0) {
				delta_theta = away(w_in->xyz.z, vel_limit->xyz.z, delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
				bank = delta_theta;
			} else {
				delta_theta = away(-w_in->xyz.z, vel_limit->xyz.z, delta_bank, acc_limit->xyz.z, delta_t, &w_out->xyz.z, no_overshoot);
				bank = -delta_theta;
				w_out->xyz.z = -w_out->xyz.z;
			}
		}
	}

	// the amount of rotation about each axis is determined in 
	// functions approach and away.  first find the magnitude		
	// of the rotation and then normalize the axis  (ship coords)
	theta_end.xyz.z = bank;
	rot_axis = theta_end;

	//	normalize rotation axis and determine total rotation angle
	theta = vm_vec_mag(&rot_axis);
	if ( theta > SMALL_NUM )
		vm_vec_scale( &rot_axis, 1/theta );

	if ( theta < SMALL_NUM ) {
		*next_orient = *orient;
		return;
	} else {
		vm_quaternion_rotate( &Mtemp1, theta, &rot_axis );
		vm_matrix_x_matrix( next_orient, orient, &Mtemp1 );
		Assert(is_valid_matrix(next_orient));
		vtemp = *w_out;
		vm_vec_rotate( w_out, &vtemp, &Mtemp1 );
	}
}	// end vm_forward_interpolate

// ------------------------------------------------------------------------------------
// vm_find_bounding_sphere()
//
// Calculate a bounding sphere for a set of points.
//
//	input:	pnts			=>		array of world positions
//				num_pnts		=>		number of points inside pnts array
//				center		=>		OUTPUT PARAMETER:	contains world pos of bounding sphere center
//				radius		=>		OUTPUT PARAMETER:	continas radius of bounding sphere
//
#define BIGNUMBER	100000000.0f
void vm_find_bounding_sphere(const vec3d *pnts, int num_pnts, vec3d *center, float *radius)
{
	int		i;
	float		rad, rad_sq, xspan, yspan, zspan, maxspan;
	float		old_to_p, old_to_p_sq, old_to_new;	
	vec3d	diff, xmin, xmax, ymin, ymax, zmin, zmax, dia1, dia2;
	const vec3d *p;
	
	xmin = vmd_zero_vector;
	ymin = vmd_zero_vector;
	zmin = vmd_zero_vector;
	xmax = vmd_zero_vector;
	ymax = vmd_zero_vector;
	zmax = vmd_zero_vector;	
	xmin.xyz.x = ymin.xyz.y = zmin.xyz.z = BIGNUMBER;
	xmax.xyz.x = ymax.xyz.y = zmax.xyz.z = -BIGNUMBER;

	for ( i = 0; i < num_pnts; i++ ) {
		p = &pnts[i];
		if ( p->xyz.x < xmin.xyz.x )
			xmin = *p;
		if ( p->xyz.x > xmax.xyz.x )
			xmax = *p;
		if ( p->xyz.y < ymin.xyz.y )
			ymin = *p;
		if ( p->xyz.y > ymax.xyz.y )
			ymax = *p;
		if ( p->xyz.z < zmin.xyz.z )
			zmin = *p;
		if ( p->xyz.z > zmax.xyz.z )
			zmax = *p;
	}

	// find distance between two min and max points (squared)
	vm_vec_sub(&diff, &xmax, &xmin);
	xspan = vm_vec_mag_squared(&diff);

	vm_vec_sub(&diff, &ymax, &ymin);
	yspan = vm_vec_mag_squared(&diff);

	vm_vec_sub(&diff, &zmax, &zmin);
	zspan = vm_vec_mag_squared(&diff);

	dia1 = xmin;
	dia2 = xmax;
	maxspan = xspan;
	if ( yspan > maxspan ) {
		maxspan = yspan;
		dia1 = ymin;
		dia2 = ymax;
	}
	if ( zspan > maxspan ) {
		maxspan = zspan;
		dia1 = zmin;
		dia2 = zmax;
	}

	// calc initial center
	vm_vec_add(center, &dia1, &dia2);
	vm_vec_scale(center, 0.5f);

	vm_vec_sub(&diff, &dia2, center);
	rad_sq = vm_vec_mag_squared(&diff);
	rad = fl_sqrt(rad_sq);
	Assert( !_isnan(rad) );

	// second pass
	for ( i = 0; i < num_pnts; i++ ) {
		p = &pnts[i];
		vm_vec_sub(&diff, p, center);
		old_to_p_sq = vm_vec_mag_squared(&diff);
		if ( old_to_p_sq > rad_sq ) {
			old_to_p = fl_sqrt(old_to_p_sq);
			// calc radius of new sphere
			rad = (rad + old_to_p) / 2.0f;
			rad_sq = rad * rad;
			old_to_new = old_to_p - rad;
			// calc new center of sphere
			center->xyz.x = (rad*center->xyz.x + old_to_new*p->xyz.x) / old_to_p;
			center->xyz.y = (rad*center->xyz.y + old_to_new*p->xyz.y) / old_to_p;
			center->xyz.z = (rad*center->xyz.z + old_to_new*p->xyz.z) / old_to_p;
			nprintf(("Alan", "New sphere: cen,rad = %f %f %f  %f\n", center->xyz.x, center->xyz.y, center->xyz.z, rad));
		}
	}

	*radius = rad;
}

// ----------------------------------------------------------------------------
// vm_rotate_vec_to_body()
//
// rotates a vector from world coordinates to body coordinates
//
// inputs:	body_vec		=>		vector in body coordinates
//				world_vec	=>		vector in world coordinates
//				orient		=>		orientation matrix
//
vec3d* vm_rotate_vec_to_body(vec3d *body_vec, const vec3d *world_vec, const matrix *orient)
{
	return vm_vec_unrotate(body_vec, world_vec, orient);
}


// ----------------------------------------------------------------------------
// vm_rotate_vec_to_world()
//
// rotates a vector from body coordinates to world coordinates
//
//	inputs		world_vec	=>		vector in world coordinates
//				body_vec	=>		vector in body coordinates
//				orient		=>		orientation matrix
//
vec3d* vm_rotate_vec_to_world(vec3d *world_vec, const vec3d *body_vec, const matrix *orient)
{
	return vm_vec_rotate(world_vec, body_vec, orient);
}


// ----------------------------------------------------------------------------
// vm_estimate_next_orientation()
//
// given a last orientation and current orientation, estimate the next orientation
//
//	inputs:		last_orient		=>		last orientation matrix
//				current_orient	=>		current orientation matrix
//				next_orient		=>		next orientation matrix		[the result]
//
void vm_estimate_next_orientation(const matrix *last_orient, const matrix *current_orient, matrix *next_orient)
{
	//		R L = C		=>		R = C (L)^-1
	//		N = R C		=>		N = C (L)^-1 C

	matrix Mtemp;
	matrix Rot_matrix;
	vm_copy_transpose(&Mtemp, last_orient);				// Mtemp = (L)^-1
	vm_matrix_x_matrix(&Rot_matrix, &Mtemp, current_orient);	// R = C Mtemp1
	vm_matrix_x_matrix(next_orient, current_orient, &Rot_matrix);
}

//	Return true if all elements of *vec are legal, that is, not a NAN.
int is_valid_vec(const vec3d *vec)
{
	return !_isnan(vec->xyz.x) && !_isnan(vec->xyz.y) && !_isnan(vec->xyz.z);
}

//	Return true if all elements of *m are legal, that is, not a NAN.
int is_valid_matrix(const matrix *m)
{
	return is_valid_vec(&m->vec.fvec) && is_valid_vec(&m->vec.uvec) && is_valid_vec(&m->vec.rvec);
}

// interpolate between 2 vectors. t goes from 0.0 to 1.0. at
void vm_vec_interp_constant(vec3d *out, const vec3d *v0, const vec3d *v1, float t)
{
	vec3d cross;
	float total_ang;

	// get the cross-product of the 2 vectors
	vm_vec_cross(&cross, v0, v1);
	vm_vec_normalize(&cross);

	// get the total angle between the 2 vectors
	total_ang = -(acosf(vm_vec_dot(v0, v1)));

	// rotate around the cross product vector by the appropriate angle
	vm_rot_point_around_line(out, v0, t * total_ang, &vmd_zero_vector, &cross);
}

// randomly perturb a vector around a given (normalized vector) or optional orientation matrix
void vm_vec_random_cone(vec3d *out, const vec3d *in, float max_angle, const matrix *orient)
{
	vec3d t1, t2;
	const matrix *rot;
	matrix m;

	// get an orientation matrix
	if(orient != NULL){
		rot = orient;
	} else {
		vm_vector_2_matrix(&m, in, NULL, NULL);
		rot = &m;
	}
	
	// axis 1
	vm_rot_point_around_line(&t1, in, fl_radians(frand_range(-max_angle, max_angle)), &vmd_zero_vector, &rot->vec.fvec);
	
	// axis 2
	vm_rot_point_around_line(&t2, &t1, fl_radians(frand_range(-max_angle, max_angle)), &vmd_zero_vector, &rot->vec.rvec);

	// axis 3
	vm_rot_point_around_line(out, &t2, fl_radians(frand_range(-max_angle, max_angle)), &vmd_zero_vector, &rot->vec.uvec);
}

void vm_vec_random_cone(vec3d *out, const vec3d *in, float min_angle, float max_angle, const matrix *orient){
	vec3d t1, t2;
	const matrix *rot;
	matrix m;

	// get an orientation matrix
	if(orient != NULL){
		rot = orient;
	} else {
		vm_vector_2_matrix(&m, in, NULL, NULL);
		rot = &m;
	}
	float dif_angle = max_angle - min_angle;
	
	// axis 1
	float temp_ang = (frand_range(-dif_angle, dif_angle));
	if(temp_ang < 0)temp_ang -= (min_angle);
	else temp_ang += (min_angle);

	vm_rot_point_around_line(&t1, in, fl_radians(temp_ang), &vmd_zero_vector, &rot->vec.fvec);
	
	// axis 2
	temp_ang = (frand_range(-dif_angle, dif_angle));
	if(temp_ang < 0)temp_ang -= (min_angle);
	else temp_ang += (min_angle);

	vm_rot_point_around_line(&t2, &t1, fl_radians(temp_ang), &vmd_zero_vector, &rot->vec.rvec);

	// axis 3
	temp_ang = (frand_range(-dif_angle, dif_angle));
	if(temp_ang < 0)temp_ang -= (min_angle);
	else temp_ang += (min_angle);

	vm_rot_point_around_line(out, &t2, fl_radians(temp_ang), &vmd_zero_vector, &rot->vec.uvec);
}


// 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, const vec3d *in, const matrix *orient, float radius, int on_edge)
{
	vec3d temp;

	// point somewhere in the plane
	vm_vec_scale_add(&temp, in, &orient->vec.rvec, on_edge ? radius : frand_range(0.0f, radius));

	// rotate to a random point on the circle
	vm_rot_point_around_line(out, &temp, fl_radians(frand_range(0.0f, 359.0f)), in, &orient->vec.fvec);
}

// given a start vector, an orientation, and a radius, give a point in a spherical volume
// if on_edge is 1, the point is on the very edge of the sphere
void vm_vec_random_in_sphere(vec3d *out, const vec3d *in, const matrix *orient, float radius, int on_edge)
{
	vec3d temp;
	vm_vec_random_in_circle(&temp, in, orient, radius, on_edge);
	vm_rot_point_around_line(out, &temp, fl_radians(frand_range(0.0f, 359.0f)), in, &orient->vec.rvec);
}

// 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(const vec3d *p, const vec3d *l0, const vec3d *l1, vec3d *nearest, float *dist)
{
	vec3d a, b, c;
	float b_mag, comp;

#ifndef NDEBUG
	if(vm_vec_same(l0, l1)){
		*nearest = vmd_zero_vector;
		return -1;
	}
#endif

	// compb_a == a dot b / len(b)
	vm_vec_sub(&a, p, l0);
	vm_vec_sub(&b, l1, l0);		
	b_mag = vm_vec_copy_normalize(&c, &b);	

	// calculate component
	comp = vm_vec_dot(&a, &b) / b_mag;

	// stuff nearest
	vm_vec_scale_add(nearest, l0, &c, comp);

	// maybe get the distance
	if(dist != NULL){		
		*dist = vm_vec_dist(nearest, p);
	}

	// return the proper value
	if(comp < 0.0f){
		return -1;						// before the line
	} else if(comp > b_mag){
		return 1;						// after the line
	}
	return 0;							// on the line
}

// 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(const vec3d *p, const vec3d *l0, const vec3d *l1, vec3d *nearest, float *dist_squared)
{
	vec3d a, b, c;
	float b_mag, comp;

#ifndef NDEBUG
	if(vm_vec_same(l0, l1)){
		*nearest = vmd_zero_vector;
		return;
	}
#endif

	// compb_a == a dot b / len(b)
	vm_vec_sub(&a, p, l0);
	vm_vec_sub(&b, l1, l0);		
	b_mag = vm_vec_copy_normalize(&c, &b);	

	// calculate component
	comp = vm_vec_dot(&a, &b) / b_mag;

	// stuff nearest
	vm_vec_scale_add(nearest, l0, &c, comp);

	// get the distance
	*dist_squared = vm_vec_dist_squared(nearest, p);
}

//SUSHI: 2D vector "box" scaling
//Scales the vector in-place so that the longest dimension = scale
void vm_vec_boxscale(vec2d *vec, float scale)
{
	float ratio = 1.0f / MAX(fl_abs(vec->x), fl_abs(vec->y));
	vec->x *= ratio;
	vec->y *= ratio;
}

// TODO Remove this function if we ever move to a math library like glm
/**
* @brief							Attempts to invert a 4x4 matrix
* @param[in]			m			Pointer to the matrix we want to invert
* @param[inout]		invOut		The inverted matrix, or nullptr if inversion is impossible
*
* @returns							Whether or not the matrix is invertible
*/
bool vm_inverse_matrix4(const matrix4 *m, matrix4 *invOut)
{
	matrix4 inv;	// create a temp matrix so we can avoid getting a determinant that is 0
	float det;
	int i, j;

	// Use a2d so it's easier for people to read
	inv.a2d[0][0] = m->a2d[1][1] * m->a2d[2][2] * m->a2d[3][3] -
					m->a2d[1][1] * m->a2d[2][3] * m->a2d[3][2] -
					m->a2d[2][1] * m->a2d[1][2] * m->a2d[3][3] +
					m->a2d[2][1] * m->a2d[1][3] * m->a2d[3][2] +
					m->a2d[3][1] * m->a2d[1][2] * m->a2d[2][3] -
					m->a2d[3][1] * m->a2d[1][3] * m->a2d[2][2];

	inv.a2d[1][0] = -m->a2d[1][0] * m->a2d[2][2] * m->a2d[3][3] +
					m->a2d[1][0] * m->a2d[2][3] * m->a2d[3][2] +
					m->a2d[2][0] * m->a2d[1][2] * m->a2d[3][3] -
					m->a2d[2][0] * m->a2d[1][3] * m->a2d[3][2] -
					m->a2d[3][0] * m->a2d[1][2] * m->a2d[2][3] +
					m->a2d[3][0] * m->a2d[1][3] * m->a2d[2][2];

	inv.a2d[2][0] = m->a2d[1][0] * m->a2d[2][1] * m->a2d[3][3] -
					m->a2d[1][0] * m->a2d[2][3] * m->a2d[3][1] -
					m->a2d[2][0] * m->a2d[1][1] * m->a2d[3][3] +
					m->a2d[2][0] * m->a2d[1][3] * m->a2d[3][1] +
					m->a2d[3][0] * m->a2d[1][1] * m->a2d[2][3] -
					m->a2d[3][0] * m->a2d[1][3] * m->a2d[2][1];

	inv.a2d[3][0] = -m->a2d[1][0] * m->a2d[2][1] * m->a2d[3][2] +
					 m->a2d[1][0] * m->a2d[2][2] * m->a2d[3][1] +
					 m->a2d[2][0] * m->a2d[1][1] * m->a2d[3][2] -
					 m->a2d[2][0] * m->a2d[1][2] * m->a2d[3][1] -
					 m->a2d[3][0] * m->a2d[1][1] * m->a2d[2][2] +
					 m->a2d[3][0] * m->a2d[1][2] * m->a2d[2][1];

	inv.a2d[0][1] = -m->a2d[0][1] * m->a2d[2][2] * m->a2d[3][3] +
					 m->a2d[0][1] * m->a2d[2][3] * m->a2d[3][2] +
					 m->a2d[2][1] * m->a2d[0][2] * m->a2d[3][3] -
					 m->a2d[2][1] * m->a2d[0][3] * m->a2d[3][2] -
					 m->a2d[3][1] * m->a2d[0][2] * m->a2d[2][3] +
					 m->a2d[3][1] * m->a2d[0][3] * m->a2d[2][2];

	inv.a2d[1][1] = m->a2d[0][0] * m->a2d[2][2] * m->a2d[3][3] -
					m->a2d[0][0] * m->a2d[2][3] * m->a2d[3][2] -
					m->a2d[2][0] * m->a2d[0][2] * m->a2d[3][3] +
					m->a2d[2][0] * m->a2d[0][3] * m->a2d[3][2] +
					m->a2d[3][0] * m->a2d[0][2] * m->a2d[2][3] -
					m->a2d[3][0] * m->a2d[0][3] * m->a2d[2][2];

	inv.a2d[2][1] = -m->a2d[0][0] * m->a2d[2][1] * m->a2d[3][3] +
					 m->a2d[0][0] * m->a2d[2][3] * m->a2d[3][1] +
					 m->a2d[2][0] * m->a2d[0][1] * m->a2d[3][3] -
					 m->a2d[2][0] * m->a2d[0][3] * m->a2d[3][1] -
					 m->a2d[3][0] * m->a2d[0][1] * m->a2d[2][3] +
					 m->a2d[3][0] * m->a2d[0][3] * m->a2d[2][1];

	inv.a2d[3][1] = m->a2d[0][0] * m->a2d[2][1] * m->a2d[3][2] -
					m->a2d[0][0] * m->a2d[2][2] * m->a2d[3][1] -
					m->a2d[2][0] * m->a2d[0][1] * m->a2d[3][2] +
					m->a2d[2][0] * m->a2d[0][2] * m->a2d[3][1] +
					m->a2d[3][0] * m->a2d[0][1] * m->a2d[2][2] -
					m->a2d[3][0] * m->a2d[0][2] * m->a2d[2][1];

	inv.a2d[0][2] = m->a2d[0][1] * m->a2d[1][2] * m->a2d[3][3] -
					m->a2d[0][1] * m->a2d[1][3] * m->a2d[3][2] -
					m->a2d[1][1] * m->a2d[0][2] * m->a2d[3][3] +
					m->a2d[1][1] * m->a2d[0][3] * m->a2d[3][2] +
					m->a2d[3][1] * m->a2d[0][2] * m->a2d[1][3] -
					m->a2d[3][1] * m->a2d[0][3] * m->a2d[1][2];

	inv.a2d[1][2] = -m->a2d[0][0] * m->a2d[1][2] * m->a2d[3][3] +
					 m->a2d[0][0] * m->a2d[1][3] * m->a2d[3][2] +
					 m->a2d[1][0] * m->a2d[0][2] * m->a2d[3][3] -
					 m->a2d[1][0] * m->a2d[0][3] * m->a2d[3][2] -
					 m->a2d[3][0] * m->a2d[0][2] * m->a2d[1][3] +
					 m->a2d[3][0] * m->a2d[0][3] * m->a2d[1][2];

	inv.a2d[2][2] = m->a2d[0][0] * m->a2d[1][1] * m->a2d[3][3] -
					m->a2d[0][0] * m->a2d[1][3] * m->a2d[3][1] -
					m->a2d[1][0] * m->a2d[0][1] * m->a2d[3][3] +
					m->a2d[1][0] * m->a2d[0][3] * m->a2d[3][1] +
					m->a2d[3][0] * m->a2d[0][1] * m->a2d[1][3] -
					m->a2d[3][0] * m->a2d[0][3] * m->a2d[1][1];

	inv.a2d[3][2] = -m->a2d[0][0] * m->a2d[1][1] * m->a2d[3][2] +
					 m->a2d[0][0] * m->a2d[1][2] * m->a2d[3][1] +
					 m->a2d[1][0] * m->a2d[0][1] * m->a2d[3][2] -
					 m->a2d[1][0] * m->a2d[0][2] * m->a2d[3][1] -
					 m->a2d[3][0] * m->a2d[0][1] * m->a2d[1][2] +
					 m->a2d[3][0] * m->a2d[0][2] * m->a2d[1][1];

	inv.a2d[0][3] = -m->a2d[0][1] * m->a2d[1][2] * m->a2d[2][3] +
					 m->a2d[0][1] * m->a2d[1][3] * m->a2d[2][2] +
					 m->a2d[1][1] * m->a2d[0][2] * m->a2d[2][3] -
					 m->a2d[1][1] * m->a2d[0][3] * m->a2d[2][2] -
					 m->a2d[2][1] * m->a2d[0][2] * m->a2d[1][3] +
					 m->a2d[2][1] * m->a2d[0][3] * m->a2d[1][2];

	inv.a2d[1][3] = m->a2d[0][0] * m->a2d[1][2] * m->a2d[2][3] -
					m->a2d[0][0] * m->a2d[1][3] * m->a2d[2][2] -
					m->a2d[1][0] * m->a2d[0][2] * m->a2d[2][3] +
					m->a2d[1][0] * m->a2d[0][3] * m->a2d[2][2] +
					m->a2d[2][0] * m->a2d[0][2] * m->a2d[1][3] -
					m->a2d[2][0] * m->a2d[0][3] * m->a2d[1][2];

	inv.a2d[2][3] = -m->a2d[0][0] * m->a2d[1][1] * m->a2d[2][3] +
					 m->a2d[0][0] * m->a2d[1][3] * m->a2d[2][1] +
					 m->a2d[1][0] * m->a2d[0][1] * m->a2d[2][3] -
					 m->a2d[1][0] * m->a2d[0][3] * m->a2d[2][1] -
					 m->a2d[2][0] * m->a2d[0][1] * m->a2d[1][3] +
					 m->a2d[2][0] * m->a2d[0][3] * m->a2d[1][1];

	inv.a2d[3][3] = m->a2d[0][0] * m->a2d[1][1] * m->a2d[2][2] -
					m->a2d[0][0] * m->a2d[1][2] * m->a2d[2][1] -
					m->a2d[1][0] * m->a2d[0][1] * m->a2d[2][2] +
					m->a2d[1][0] * m->a2d[0][2] * m->a2d[2][1] +
					m->a2d[2][0] * m->a2d[0][1] * m->a2d[1][2] -
					m->a2d[2][0] * m->a2d[0][2] * m->a2d[1][1];

	det = m->a2d[0][0] * inv.a2d[0][0] + m->a2d[0][1] * inv.a2d[1][0] + m->a2d[0][2] * inv.a2d[2][0] + m->a2d[0][3] * inv.a2d[3][0];

	if (det == 0) {
		invOut = nullptr;
		return false;
	}

	det = 1.0f / det;

	for (i = 0; i < 4; i++) {
		for (j = 0; j < 4; j++) {
			invOut->a2d[i][j] = inv.a2d[i][j] * det;
		}
	}

	return true;
}