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