/* RageMath - vector/matrix math utilities. */ #ifndef RAGE_MATH_H #define RAGE_MATH_H #define PI (3.141592653589793f) #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 ); 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 RageMatrixSkewX( RageMatrix* pOut, float fAmount ); void RageMatrixTranslateAndScale( RageMatrix* pOut, float fTransX, float fTransY, float fTransZ, float fScaleX, float fScaleY, float fScaleZ ); void RageMatrixRotationX( RageMatrix* pOut, float fTheta ); void RageMatrixRotationY( RageMatrix* pOut, float fTheta ); void RageMatrixRotationZ( RageMatrix* pOut, float fTheta ); void RageMatrixRotationXYZ( RageMatrix* pOut, float rX, float rY, float rZ ); 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 ); float RageFastSin( float x ); float RageFastCos( float x ); #endif /* * Copyright (c) 2001-2003 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */