mirror of
https://github.com/ptitSeb/Serious-Engine
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70 lines
3.2 KiB
C
70 lines
3.2 KiB
C
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_GEOMETRY_H
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#define SE_INCL_GEOMETRY_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Plane.h>
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#include <Engine/Math/Matrix.h>
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/*
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* General geometry functions
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*/
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/* Calculate rotation matrix from angles in 3D. */
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//ENGINE_API extern void operator^=(FLOATmatrix3D &t3dRotation, const ANGLE3D &a3dAngles);
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ENGINE_API extern void MakeRotationMatrix(FLOATmatrix3D &t3dRotation, const ANGLE3D &a3dAngles);
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ENGINE_API extern void MakeRotationMatrixFast(FLOATmatrix3D &t3dRotation, const ANGLE3D &a3dAngles);
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/* Calculate inverse rotation matrix from angles in 3D. */
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//ENGINE_API extern void operator!=(FLOATmatrix3D &t3dRotation, const ANGLE3D &a3dAngles);
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ENGINE_API extern void MakeInverseRotationMatrix(FLOATmatrix3D &t3dRotation, const ANGLE3D &a3dAngles);
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ENGINE_API extern void MakeInverseRotationMatrixFast(FLOATmatrix3D &t3dRotation, const ANGLE3D &a3dAngles);
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/* Decompose rotation matrix into angles in 3D. */
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//ENGINE_API extern void operator^=(ANGLE3D &a3dAngles, const FLOATmatrix3D &t3dRotation);
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ENGINE_API extern void DecomposeRotationMatrix(ANGLE3D &a3dAngles, const FLOATmatrix3D &t3dRotation);
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ENGINE_API extern void DecomposeRotationMatrixNoSnap(ANGLE3D &a3dAngles, const FLOATmatrix3D &t3dRotation);
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/* Create direction vector from angles in 3D (ignoring banking). */
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ENGINE_API extern void AnglesToDirectionVector(const ANGLE3D &a3dAngles,
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FLOAT3D &vDirection);
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/* Create angles in 3D from direction vector(ignoring banking).
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(direction must be normalized!)*/
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ENGINE_API extern void DirectionVectorToAngles(const FLOAT3D &vDirection,
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ANGLE3D &a3dAngles);
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ENGINE_API extern void DirectionVectorToAnglesNoSnap(const FLOAT3D &vDirection,
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ANGLE3D &a3dAngles);
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/* Create angles in 3D from up vector (ignoring objects relative heading).
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(up vector must be normalized!)*/
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ENGINE_API extern void UpVectorToAngles(const FLOAT3D &vUp,
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ANGLE3D &a3dAngles);
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/* Calculate rotation matrix from angles in 3D. */
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ENGINE_API extern void operator^=(DOUBLEmatrix3D &t3dRotation, const ANGLE3D &a3dAngles);
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/* Calculate inverse rotation matrix from angles in 3D. */
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ENGINE_API extern void operator!=(DOUBLEmatrix3D &t3dRotation, const ANGLE3D &a3dAngles);
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/* Decompose rotation matrix into angles in 3D. */
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ENGINE_API extern void operator^=(ANGLE3D &a3dAngles, const DOUBLEmatrix3D &t3dRotation);
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#endif /* include-once check. */
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