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-rw-r--r--src/math3d.h134
1 files changed, 67 insertions, 67 deletions
diff --git a/src/math3d.h b/src/math3d.h
index 2235496..ce7eee3 100644
--- a/src/math3d.h
+++ b/src/math3d.h
@@ -31,76 +31,76 @@
-extern BOOL IsEqual(float a, float b);
+BOOL IsEqual(float a, float b);
-extern float Min(float a, float b);
-extern float Min(float a, float b, float c);
-extern float Min(float a, float b, float c, float d);
-extern float Min(float a, float b, float c, float d, float e);
+float Min(float a, float b);
+float Min(float a, float b, float c);
+float Min(float a, float b, float c, float d);
+float Min(float a, float b, float c, float d, float e);
-extern float Max(float a, float b);
-extern float Max(float a, float b, float c);
-extern float Max(float a, float b, float c, float d);
-extern float Max(float a, float b, float c, float d, float e);
+float Max(float a, float b);
+float Max(float a, float b, float c);
+float Max(float a, float b, float c, float d);
+float Max(float a, float b, float c, float d, float e);
-extern float Norm(float a);
-extern float Abs(float a);
+float Norm(float a);
+float Abs(float a);
-extern void Swap(int &a, int &b);
-extern void Swap(float &a, float &b);
-extern void Swap(FPOINT &a, FPOINT &b);
-
-extern float Mod(float a, float m);
-extern float NormAngle(float angle);
-extern BOOL TestAngle(float angle, float min, float max);
-
-extern float Direction(float a, float g);
-extern FPOINT RotatePoint(FPOINT center, float angle, FPOINT p);
-extern FPOINT RotatePoint(float angle, FPOINT p);
-extern FPOINT RotatePoint(float angle, float dist);
-extern float RotateAngle(float x, float y);
-extern float RotateAngle(FPOINT center, FPOINT p1, FPOINT p2);
-extern float MidPoint(FPOINT a, FPOINT b, float px);
-extern D3DVECTOR SegmentDist(const D3DVECTOR &p1, const D3DVECTOR &p2, float dist);
-extern BOOL IsInsideTriangle(FPOINT a, FPOINT b, FPOINT c, FPOINT p);
-extern BOOL Intersect(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR d, D3DVECTOR e, D3DVECTOR &i);
-extern BOOL IntersectY(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR &p);
-extern void RotatePoint(float cx, float cy, float angle, float &px, float &py);
-extern void RotatePoint(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p);
-extern void RotatePoint2(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p);
-extern D3DVECTOR RotateView(D3DVECTOR center, float angleH, float angleV, float dist);
-extern D3DVECTOR LookatPoint( D3DVECTOR eye, float angleH, float angleV, float length );
-extern float Length(FPOINT a, FPOINT b);
-extern float Length(float x, float y);
-extern float Length(const D3DVECTOR &u);
-extern float Length(const D3DVECTOR &a, const D3DVECTOR &b);
-extern float Length2d(const D3DVECTOR &a, const D3DVECTOR &b);
-extern float Angle( D3DVECTOR u, D3DVECTOR v );
-extern D3DVECTOR Cross( D3DVECTOR u, D3DVECTOR v );
-extern D3DVECTOR ComputeNormal( D3DVECTOR p1, D3DVECTOR p2, D3DVECTOR p3 );
-extern D3DVECTOR Transform(const D3DMATRIX &m, D3DVECTOR p);
-extern D3DVECTOR Projection(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &p);
-
-extern void MappingObject( D3DVERTEX2* pVertices, int nb, float scale );
-extern void SmoothObject( D3DVERTEX2* pVertices, int nb );
-extern BOOL LineFunction(FPOINT p1, FPOINT p2, float &a, float &b);
-extern float DistancePlanPoint(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &c, const D3DVECTOR &p);
-extern BOOL IsSamePlane(D3DVECTOR *plan1, D3DVECTOR *plan2);
-extern void MatRotateXZY(D3DMATRIX &mat, D3DVECTOR angle);
-extern void MatRotateZXY(D3DMATRIX &mat, D3DVECTOR angle);
-
-extern float Rand();
-extern float Neutral(float value, float dead);
-
-extern float Prop(int a, int b, float p);
-extern float Smooth(float actual, float hope, float time);
-extern float Bounce(float progress, float middle=0.3f, float bounce=0.4f);
-
-extern D3DCOLOR RetColor(float intensity);
-extern D3DCOLOR RetColor(D3DCOLORVALUE intensity);
-extern D3DCOLORVALUE RetColor(D3DCOLOR intensity);
-
-extern void RGB2HSV(D3DCOLORVALUE src, ColorHSV &dest);
-extern void HSV2RGB(ColorHSV src, D3DCOLORVALUE &dest);
+void Swap(int &a, int &b);
+void Swap(float &a, float &b);
+void Swap(FPOINT &a, FPOINT &b);
+
+float Mod(float a, float m);
+float NormAngle(float angle);
+BOOL TestAngle(float angle, float min, float max);
+
+float Direction(float a, float g);
+FPOINT RotatePoint(FPOINT center, float angle, FPOINT p);
+FPOINT RotatePoint(float angle, FPOINT p);
+FPOINT RotatePoint(float angle, float dist);
+float RotateAngle(float x, float y);
+float RotateAngle(FPOINT center, FPOINT p1, FPOINT p2);
+float MidPoint(FPOINT a, FPOINT b, float px);
+D3DVECTOR SegmentDist(const D3DVECTOR &p1, const D3DVECTOR &p2, float dist);
+BOOL IsInsideTriangle(FPOINT a, FPOINT b, FPOINT c, FPOINT p);
+BOOL Intersect(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR d, D3DVECTOR e, D3DVECTOR &i);
+BOOL IntersectY(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR &p);
+void RotatePoint(float cx, float cy, float angle, float &px, float &py);
+void RotatePoint(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p);
+void RotatePoint2(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p);
+D3DVECTOR RotateView(D3DVECTOR center, float angleH, float angleV, float dist);
+D3DVECTOR LookatPoint( D3DVECTOR eye, float angleH, float angleV, float length );
+float Length(FPOINT a, FPOINT b);
+float Length(float x, float y);
+float Length(const D3DVECTOR &u);
+float Length(const D3DVECTOR &a, const D3DVECTOR &b);
+float Length2d(const D3DVECTOR &a, const D3DVECTOR &b);
+float Angle( D3DVECTOR u, D3DVECTOR v );
+D3DVECTOR Cross( D3DVECTOR u, D3DVECTOR v );
+D3DVECTOR ComputeNormal( D3DVECTOR p1, D3DVECTOR p2, D3DVECTOR p3 );
+D3DVECTOR Transform(const D3DMATRIX &m, D3DVECTOR p);
+D3DVECTOR Projection(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &p);
+
+void MappingObject( D3DVERTEX2* pVertices, int nb, float scale );
+void SmoothObject( D3DVERTEX2* pVertices, int nb );
+BOOL LineFunction(FPOINT p1, FPOINT p2, float &a, float &b);
+float DistancePlanPoint(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &c, const D3DVECTOR &p);
+BOOL IsSamePlane(D3DVECTOR *plan1, D3DVECTOR *plan2);
+void MatRotateXZY(D3DMATRIX &mat, D3DVECTOR angle);
+void MatRotateZXY(D3DMATRIX &mat, D3DVECTOR angle);
+
+float Rand();
+float Neutral(float value, float dead);
+
+float Prop(int a, int b, float p);
+float Smooth(float actual, float hope, float time);
+float Bounce(float progress, float middle=0.3f, float bounce=0.4f);
+
+D3DCOLOR RetColor(float intensity);
+D3DCOLOR RetColor(D3DCOLORVALUE intensity);
+D3DCOLORVALUE RetColor(D3DCOLOR intensity);
+
+void RGB2HSV(D3DCOLORVALUE src, ColorHSV &dest);
+void HSV2RGB(ColorHSV src, D3DCOLORVALUE &dest);
#endif //_MATH3D_H_