--- /dev/null
+/******************************************************************************
+ * Arachnoid Graphics Plugin for Mupen64Plus
+ * http://bitbucket.org/wahrhaft/mupen64plus-video-arachnoid/
+ *
+ * Copyright (C) 2007 Kristofer Karlsson, Rickard Niklasson
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *****************************************************************************/
+
+#ifndef MATH_LIBRARY_H_
+#define MATH_LIBRARY_H_
+
+#include <cmath> //sqrtf
+#include "m64p.h"
+
+// Formula: a.b = a0*b0 + a1*b1 + a2*b2
+#define Vec3Dot(a,b) ((a)[0]*(b)[0]+(a)[1]*(b)[1]+(a)[2]*(b)[2])
+
+#define Vec3Normalize(v) { \
+ float lenght = (v)[0]*(v)[0]+(v)[1]*(v)[1]+(v)[2]*(v)[2]; \
+ if ( lenght > 0.00001f ) { \
+ lenght = 1.0f / sqrt(lenght); \
+ (v)[0] *= lenght; \
+ (v)[1] *= lenght; \
+ (v)[2] *= lenght; \
+ } \
+}
+
+
+//-----------------------------------------------------------------------------
+// Transform Vector
+//-----------------------------------------------------------------------------
+
+inline void transformVertex( float* m, float* v, float* out )
+{
+ float x = v[0];
+ float y = v[1];
+ float z = v[2];
+ out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
+ out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
+ out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
+ out[3] = m[3] * x + m[7] * y + m[11] * z + m[15];
+}
+
+inline void transformVector( float* m, float* v, float* out )
+{
+ float x = v[0];
+ float y = v[1];
+ float z = v[2];
+ out[0] = m[0] * x + m[4] * y + m[8] * z;
+ out[1] = m[1] * x + m[5] * y + m[9] * z;
+ out[2] = m[2] * x + m[6] * y + m[10] * z;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Random Float
+//-----------------------------------------------------------------------------
+inline float randomFloat(float min, float max)
+{
+ return (float)( min + double(max-min)*rand()/RAND_MAX );
+}
+
+inline unsigned int pow2( unsigned int dim )
+{
+ unsigned int i = 1;
+
+ while (i < dim) i <<= 1;
+
+ return i;
+}
+
+inline unsigned int powof( unsigned int dim )
+{
+ unsigned int num = 1;
+ unsigned int i = 0;
+
+ while (num < dim)
+ {
+ num <<= 1;
+ i++;
+ }
+
+ return i;
+}
+
+#endif