/*
 * Vector stuff goes here
 */

#include "vector.h"

/* add 2 vectors with a new result */
vec3 AddVectors (vec3* u, vec3* v) {

  vec3 result;
  result.x = u->x + v->x;
  result.y = u->y + v->y;
  result.z = u->z + v->z;
  return result;
}

/* add V2 to Dst */
void AddVectorToVector ( vec3 * Dst, vec3 * V2) {

  Dst->x += V2->x;
  Dst->y += V2->y;
  Dst->z += V2->z;
}

/* clamp a tuple */
void ClampVector (vec3 p) {

  if (p.x >= 360 || p.x < -360)
    p.x = 0;
  if (p.y >= 360 || p.y < -360)
    p.y = 0;
  if (p.z >= 360 || p.z < -360)
    p.z = 0;
}

/* clamp an angle */
GLdouble ClampAngle (GLdouble angle) {

  if (angle >= 360 || angle < -360)
    return 0;
  else
    return angle;
}


