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author | Piotr Dziwinski <piotrdz@gmail.com> | 2012-04-28 17:53:17 +0200 |
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committer | Piotr Dziwinski <piotrdz@gmail.com> | 2012-04-28 17:53:17 +0200 |
commit | 449cc186d5b8117d74ba22d6173497d00939f5f1 (patch) | |
tree | 39f38530dab2c9c8b33f5d8e42a81242bd48704b /src/d3dmath.h | |
parent | eeb69b34d2467e51ff84b3235f94506ce6bb9283 (diff) | |
download | colobot-449cc186d5b8117d74ba22d6173497d00939f5f1.tar.gz colobot-449cc186d5b8117d74ba22d6173497d00939f5f1.tar.bz2 colobot-449cc186d5b8117d74ba22d6173497d00939f5f1.zip |
Source files split into modules
Diffstat (limited to 'src/d3dmath.h')
-rw-r--r-- | src/d3dmath.h | 97 |
1 files changed, 0 insertions, 97 deletions
diff --git a/src/d3dmath.h b/src/d3dmath.h deleted file mode 100644 index d28707d..0000000 --- a/src/d3dmath.h +++ /dev/null @@ -1,97 +0,0 @@ -// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * 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 3 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, see http://www.gnu.org/licenses/.
-
-//-----------------------------------------------------------------------------
-// File: D3DMath.h
-//
-// Desc: Math functions and shortcuts for Direct3D programming.
-//
-// Copyright (c) 1997-1999 Microsoft Corporation. All rights reserved
-//-----------------------------------------------------------------------------
-#ifndef D3DMATH_H
-#define D3DMATH_H
-#include <ddraw.h>
-#include <d3d.h>
-
-
-//-----------------------------------------------------------------------------
-// Useful Math constants
-//-----------------------------------------------------------------------------
-const FLOAT g_PI = 3.14159265358979323846f; // Pi
-const FLOAT g_2_PI = 6.28318530717958623200f; // 2 * Pi
-const FLOAT g_PI_DIV_2 = 1.57079632679489655800f; // Pi / 2
-const FLOAT g_PI_DIV_4 = 0.78539816339744827900f; // Pi / 4
-const FLOAT g_INV_PI = 0.31830988618379069122f; // 1 / Pi
-const FLOAT g_DEGTORAD = 0.01745329251994329547f; // Degrees to Radians
-const FLOAT g_RADTODEG = 57.29577951308232286465f; // Radians to Degrees
-const FLOAT g_HUGE = 1.0e+38f; // Huge number for FLOAT
-const FLOAT g_EPSILON = 1.0e-5f; // Tolerance for FLOATs
-
-
-
-
-//-----------------------------------------------------------------------------
-// Fuzzy compares (within tolerance)
-//-----------------------------------------------------------------------------
-inline BOOL D3DMath_IsZero( FLOAT a, FLOAT fTol = g_EPSILON )
-{ return ( a <= 0.0f ) ? ( a >= -fTol ) : ( a <= fTol ); }
-
-
-
-
-//-----------------------------------------------------------------------------
-// Matrix functions
-//-----------------------------------------------------------------------------
-VOID D3DMath_MatrixMultiply( D3DMATRIX& q, D3DMATRIX& a, D3DMATRIX& b );
-HRESULT D3DMath_MatrixInvert( D3DMATRIX& q, D3DMATRIX& a );
-
-
-
-
-//-----------------------------------------------------------------------------
-// Vector functions
-//-----------------------------------------------------------------------------
-HRESULT D3DMath_VectorMatrixMultiply( D3DVECTOR& vDest, D3DVECTOR& vSrc,
- D3DMATRIX& mat);
-HRESULT D3DMath_VertexMatrixMultiply( D3DVERTEX& vDest, D3DVERTEX& vSrc,
- D3DMATRIX& mat );
-
-
-
-
-//-----------------------------------------------------------------------------
-// Quaternion functions
-//-----------------------------------------------------------------------------
-VOID D3DMath_QuaternionFromRotation( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w,
- D3DVECTOR& v, FLOAT fTheta );
-VOID D3DMath_RotationFromQuaternion( D3DVECTOR& v, FLOAT& fTheta,
- FLOAT x, FLOAT y, FLOAT z, FLOAT w );
-VOID D3DMath_QuaternionFromAngles( FLOAT& x, FLOAT& y, FLOAT& z, FLOAT& w,
- FLOAT fYaw, FLOAT fPitch, FLOAT fRoll );
-VOID D3DMath_MatrixFromQuaternion( D3DMATRIX& mat, FLOAT x, FLOAT y, FLOAT z,
- FLOAT w );
-VOID D3DMath_QuaternionFromMatrix( FLOAT &x, FLOAT &y, FLOAT &z, FLOAT &w,
- D3DMATRIX& mat );
-VOID D3DMath_QuaternionMultiply( FLOAT& Qx, FLOAT& Qy, FLOAT& Qz, FLOAT& Qw,
- FLOAT Ax, FLOAT Ay, FLOAT Az, FLOAT Aw,
- FLOAT Bx, FLOAT By, FLOAT Bz, FLOAT Bw );
-VOID D3DMath_QuaternionSlerp( FLOAT& Qx, FLOAT& Qy, FLOAT& Qz, FLOAT& Qw,
- FLOAT Ax, FLOAT Ay, FLOAT Az, FLOAT Aw,
- FLOAT Bx, FLOAT By, FLOAT Bz, FLOAT Bw,
- FLOAT fAlpha );
-
-
-#endif // D3DMATH_H
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