#ifndef RAGE_MATH_H #define RAGE_MATH_H /* ----------------------------------------------------------------------------- File: RageMath.h Desc: Math utility functions. Most of these prototypes match up with the D3DX math functions. Take a function name, replace "Rage" with "D3DX" and look it up in the D3D SDK docs for details. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #define PI ((float)3.1415926535897932384626433832795) #define DegreeToRadian( degree ) ((degree) * (PI / 180.0f)) #define RadianToDegree( radian ) ((radian) * (180.0f / PI)) struct RageVector2; struct RageVector3; struct RageVector4; struct RageMatrix; void RageVec3ClearBounds( RageVector3 &mins, RageVector3 &maxs ); void RageVec3AddToBounds( const RageVector3 &p, RageVector3 &mins, RageVector3 &maxs ); void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV ); void RageVec3Normalize( RageVector3* pOut, const RageVector3* pV ); void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM ); void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM ); void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM ); void RageMatrixIdentity( RageMatrix* pOut ); RageMatrix RageMatrixIdentity(); void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB ); void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z ); void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z ); void RageMatrixRotationX( RageMatrix* pOut, float fTheta ); void RageMatrixRotationY( RageMatrix* pOut, float fTheta ); void RageMatrixRotationZ( RageMatrix* pOut, float fTheta ); RageMatrix RageMatrixRotationX( float fTheta ); RageMatrix RageMatrixRotationY( float fTheta ); RageMatrix RageMatrixRotationZ( float fTheta ); void RageMatrixCommand( CString sCommandString, RageMatrix &mat ); void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr ); void RageQuatFromPRH(RageVector4* pOut, RageVector3 prh ); void RageMatrixFromQuat( RageMatrix* pOut, const RageVector4 q ); void RageQuatSlerp(RageVector4 *pOut, const RageVector4 &from, const RageVector4 &to, float t); RageVector4 RageQuatFromH(float theta); RageVector4 RageQuatFromP(float theta); RageVector4 RageQuatFromR(float theta); void RageQuatMultiply( RageVector4* pOut, const RageVector4 &pA, const RageVector4 &pB ); RageMatrix RageLookAt( float eyex, float eyey, float eyez, float centerx, float centery, float centerz, float upx, float upy, float upz ); void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles ); void RageMatrixTranspose( RageMatrix* pOut, const RageMatrix* pIn ); #endif