// * 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 #pragma once #define STRICT #define D3D_OVERLOADS #include #define PI 3.14159265358979323846f #define CHOUIA 1e-6f #define BEAUCOUP 1e6f //>>> func.h IsEqual() bool IsEqual(float a, float b); //>>> func.h Min() 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); //>>> func.h Max() 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); //>>> func.h Norm() float Norm(float a); //>>> fabs() float Abs(float a); //>>> func.h Swap() void Swap(int &a, int &b); //>>> func.h Swap() void Swap(float &a, float &b); //>>> point.h Swap() (FPOINT -> Point) void Swap(FPOINT &a, FPOINT &b); //>>> func.h Mod() float Mod(float a, float m); //>>> func.h NormAngle() float NormAngle(float angle); //>>> func.h TestAngle() bool TestAngle(float angle, float min, float max); //>>> func.h Direction() float Direction(float a, float g); //>>> geometry.h RotatePoint() FPOINT RotatePoint(FPOINT center, float angle, FPOINT p); //>>> geometry.h RotatePoint() FPOINT RotatePoint(float angle, FPOINT p); //>>> geometry.h RotatePoint() FPOINT RotatePoint(float angle, float dist); //>>> geometry.h RotateAngle() float RotateAngle(float x, float y); //>>> geometry.h RotateAngle() float RotateAngle(FPOINT center, FPOINT p1, FPOINT p2); //>>> geometry.h MidPoint() float MidPoint(FPOINT a, FPOINT b, float px); //>>> geometry.h SegmentPoint() D3DVECTOR SegmentDist(const D3DVECTOR &p1, const D3DVECTOR &p2, float dist); //>>> geometry.h IsInsideTriangle() bool IsInsideTriangle(FPOINT a, FPOINT b, FPOINT c, FPOINT p); //>>> geometry.h Intersect() bool Intersect(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR d, D3DVECTOR e, D3DVECTOR &i); //>>> geometry.h IntersectY() bool IntersectY(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR &p); //>>> geometry.h RotatePoint() void RotatePoint(float cx, float cy, float angle, float &px, float &py); //>>> geometry.h RotatePoint() void RotatePoint(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p); //>>> geometry.h RotatePoint2() void RotatePoint2(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p); //>>> geometry.h RotateView() // TODO test & verify D3DVECTOR RotateView(D3DVECTOR center, float angleH, float angleV, float dist); //>>> geometry.h LookatPoint() // TODO test & verify D3DVECTOR LookatPoint( D3DVECTOR eye, float angleH, float angleV, float length ); //>>> point.h Distance() float Length(FPOINT a, FPOINT b); //>>> point.h Point::Length() float Length(float x, float y); //>>> vector.h Vector::Length() float Length(const D3DVECTOR &u); //>>> vector.h Distance() float Length(const D3DVECTOR &a, const D3DVECTOR &b); //>>> geometry.h DistanceProjected() float Length2d(const D3DVECTOR &a, const D3DVECTOR &b); //>>> vector.h Angle() // TODO test & verify float Angle( D3DVECTOR u, D3DVECTOR v ); //>>> vector.h CrossProduct() D3DVECTOR Cross( D3DVECTOR u, D3DVECTOR v ); //>>> geometry.h NormalToPlane() D3DVECTOR ComputeNormal( D3DVECTOR p1, D3DVECTOR p2, D3DVECTOR p3 ); //>>> geometry.h Transform() // TODO test & verify D3DVECTOR Transform(const D3DMATRIX &m, D3DVECTOR p); //>>> geometry.h Projection() // TODO test & verify D3DVECTOR Projection(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &p); // TODO void MappingObject( D3DVERTEX2* pVertices, int nb, float scale ); // TODO void SmoothObject( D3DVERTEX2* pVertices, int nb ); //>>> geometry.h LinearFunction() bool LineFunction(FPOINT p1, FPOINT p2, float &a, float &b); //>>> geometry.h DistanceToPlane() float DistancePlanPoint(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &c, const D3DVECTOR &p); //>>> geometry.h IsSamePlane() bool IsSamePlane(D3DVECTOR *plan1, D3DVECTOR *plan2); //>>> geometry.h LoadRotationXZYMatrix() // TODO test & verify void MatRotateXZY(D3DMATRIX &mat, D3DVECTOR angle); //>>> geometry.h LoadRotationZXYMatrix() // TODO test & verify void MatRotateZXY(D3DMATRIX &mat, D3DVECTOR angle); //>>> func.h Rand() float Rand(); //>>> func.h Neutral() float Neutral(float value, float dead); //>>> func.h PropAngle() float Prop(int a, int b, float p); //>>> func.h Smooth() float Smooth(float actual, float hope, float time); //>>> func.h Bounce() float Bounce(float progress, float middle=0.3f, float bounce=0.4f); // TODO D3DCOLOR RetColor(float intensity); // TODO D3DCOLOR RetColor(D3DCOLORVALUE intensity); // TODO D3DCOLORVALUE RetColor(D3DCOLOR intensity); // TODO void RGB2HSV(D3DCOLORVALUE src, ColorHSV &dest); // TODO void HSV2RGB(ColorHSV src, D3DCOLORVALUE &dest);