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72 lines
2.9 KiB
72 lines
2.9 KiB
/* |
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* |
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* This program is free software; you can redistribute it and/or modify it |
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* under the terms of the GNU General Public License as published by the |
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* Free Software Foundation; either version 2 of the License, or (at |
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* your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, but |
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* WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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* General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software Foundation, |
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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* |
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* In addition, as a special exception, the author gives permission to |
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* link the code of this program with the Half-Life Game Engine ("HL |
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* Engine") and Modified Game Libraries ("MODs") developed by Valve, |
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* L.L.C ("Valve"). You must obey the GNU General Public License in all |
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* respects for all of the code used other than the HL Engine and MODs |
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* from Valve. If you modify this file, you may extend this exception |
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* to your version of the file, but you are not obligated to do so. If |
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* you do not wish to do so, delete this exception statement from your |
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* version. |
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* |
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*/ |
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#ifndef PM_MATH_H |
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#define PM_MATH_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#define PITCH 0 // up/down |
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#define YAW 1 // left/right |
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#define ROLL 2 // fall over |
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extern vec3_t vec3_origin; |
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extern int nanmask; |
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#define IS_NAN(x) ((*reinterpret_cast<int *>(&(x)) & nanmask) == nanmask) |
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float anglemod(float a); |
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void AngleVectors(const vec_t *angles, vec_t *forward, vec_t *right, vec_t *up); |
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void AngleVectorsTranspose(const vec_t *angles, vec_t *forward, vec_t *right, vec_t *up); |
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void AngleMatrix(const vec_t *angles, float (*matrix)[4]); |
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void AngleIMatrix(const vec_t *angles, float (*matrix)[4]); |
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void NormalizeAngles(float *angles); |
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void InterpolateAngles(float *start, float *end, float *output, float frac); |
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float AngleBetweenVectors(const vec_t *v1, const vec_t *v2); |
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void VectorTransform(const vec_t *in1, float *in2, vec_t *out); |
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int VectorCompare(const vec_t *v1, const vec_t *v2); |
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void VectorMA(const vec_t *veca, float scale, const vec_t *vecb, vec_t *vecc); |
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float _DotProduct(const vec_t *v1, const vec_t *v2); |
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void _VectorSubtract(vec_t *veca, vec_t *vecb, vec_t *out); |
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void _VectorAdd(vec_t *veca, vec_t *vecb, vec_t *out); |
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void _VectorCopy(vec_t *in, vec_t *out); |
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void _CrossProduct(const vec_t *v1, const vec_t *v2, vec_t *cross); |
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float Length(const vec_t *v); |
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float Distance(const vec_t *v1, const vec_t *v2); |
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float VectorNormalize(vec_t *v); |
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void VectorInverse(vec_t *v); |
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void VectorScale(const vec_t *in, vec_t scale, vec_t *out); |
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int Q_log2(int val); |
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void VectorMatrix(vec_t *forward, vec_t *right, vec_t *up); |
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void VectorAngles(const vec_t *forward, vec_t *angles); |
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#endif // PM_MATH_H
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