80 lines
3.7 KiB
C
80 lines
3.7 KiB
C
float Clamp(float value, float min, float max);
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float Lerp(float start, float end, float amount);
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Vector2 Vector2Zero(void);
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Vector2 Vector2One(void);
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Vector2 Vector2Add(Vector2 v1, Vector2 v2);
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Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
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float Vector2Length(Vector2 v);
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float Vector2DotProduct(Vector2 v1, Vector2 v2);
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float Vector2Distance(Vector2 v1, Vector2 v2);
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float Vector2Angle(Vector2 v1, Vector2 v2);
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Vector2 Vector2Scale(Vector2 v, float scale);
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Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2);
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Vector2 Vector2Negate(Vector2 v);
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Vector2 Vector2Divide(Vector2 v, float div);
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Vector2 Vector2DivideV(Vector2 v1, Vector2 v2);
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Vector2 Vector2Normalize(Vector2 v);
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Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);
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Vector2 Vector2Rotate(Vector2 v, float degs);
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Vector3 Vector3Zero(void);
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Vector3 Vector3One(void);
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Vector3 Vector3Add(Vector3 v1, Vector3 v2);
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Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);
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Vector3 Vector3Scale(Vector3 v, float scalar);
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Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);
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Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);
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Vector3 Vector3Perpendicular(Vector3 v);
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float Vector3Length(const Vector3 v);
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float Vector3DotProduct(Vector3 v1, Vector3 v2);
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float Vector3Distance(Vector3 v1, Vector3 v2);
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Vector3 Vector3Negate(Vector3 v);
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Vector3 Vector3Divide(Vector3 v, float div);
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Vector3 Vector3DivideV(Vector3 v1, Vector3 v2);
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Vector3 Vector3Normalize(Vector3 v);
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void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2);
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Vector3 Vector3Transform(Vector3 v, Matrix mat);
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Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);
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Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);
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Vector3 Vector3Reflect(Vector3 v, Vector3 normal);
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Vector3 Vector3Min(Vector3 v1, Vector3 v2);
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Vector3 Vector3Max(Vector3 v1, Vector3 v2);
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Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
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float3 Vector3ToFloatV(Vector3 v);
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float MatrixDeterminant(Matrix mat);
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float MatrixTrace(Matrix mat);
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Matrix MatrixTranspose(Matrix mat);
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Matrix MatrixInvert(Matrix mat);
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Matrix MatrixNormalize(Matrix mat);
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Matrix MatrixIdentity(void);
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Matrix MatrixAdd(Matrix left, Matrix right);
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Matrix MatrixSubtract(Matrix left, Matrix right);
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Matrix MatrixTranslate(float x, float y, float z);
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Matrix MatrixRotate(Vector3 axis, float angle);
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Matrix MatrixRotateXYZ(Vector3 ang);
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Matrix MatrixRotateX(float angle);
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Matrix MatrixRotateY(float angle);
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Matrix MatrixRotateZ(float angle);
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Matrix MatrixScale(float x, float y, float z);
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Matrix MatrixMultiply(Matrix left, Matrix right);
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Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);
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Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
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Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
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Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
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float16 MatrixToFloatV(Matrix mat);
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Quaternion QuaternionIdentity(void);
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float QuaternionLength(Quaternion q);
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Quaternion QuaternionNormalize(Quaternion q);
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Quaternion QuaternionInvert(Quaternion q);
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Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);
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Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);
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Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);
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Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);
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Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);
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Quaternion QuaternionFromMatrix(Matrix mat);
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Matrix QuaternionToMatrix(Quaternion q);
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Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);
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void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle);
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Quaternion QuaternionFromEuler(float roll, float pitch, float yaw);
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Vector3 QuaternionToEuler(Quaternion q);
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Quaternion QuaternionTransform(Quaternion q, Matrix mat);
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