2018-01-02 20:32:24 +07:00

50 lines
2.1 KiB
C

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
float Length(const vec_t *v);
void AngleMatrix(const float *angles, float (*matrix)[4]);
int VectorCompare(const float *v1, const float *v2);
void CrossProduct(const float *v1, const float *v2, float *cross);
void VectorTransform(const float *in1, float in2[3][4], float *out);
float VectorNormalize(vec_t *v);
void ConcatTransforms(float in1[3][4], float in2[3][4], float out[3][4]);
void MatrixCopy(float in[3][4], float out[3][4]);
void QuaternionMatrix(vec4_t quaternion, float (*matrix)[4]);
void QuaternionSlerp(vec4_t p, vec4_t q, float t, vec4_t qt);
void AngleQuaternion(float *angles, vec4_t quaternion);