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https://github.com/s1lentq/ReGameDLL_CS.git
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67 lines
2.8 KiB
C
67 lines
2.8 KiB
C
/*
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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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#pragma once
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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 const 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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real_t _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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real_t Length(const vec_t *v);
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float Distance(const vec_t *v1, const vec_t *v2);
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real_t 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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