// * 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/. // math3d.h #ifndef _MATH3D_H_ #define _MATH3D_H_ #define STRICT #define D3D_OVERLOADS #include #define PI 3.14159265358979323846f #define CHOUIA 1e-6f #define BEAUCOUP 1e6f BOOL IsEqual(float a, float b); 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); 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); float Norm(float a); float Abs(float a); 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_