//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: Math functions specific to the editor. // //===========================================================================// #ifndef HAMMER_MATHLIB_H #define HAMMER_MATHLIB_H #ifdef _WIN32 #pragma once #endif typedef unsigned char byte; #include "mathlib/mathlib.h" #include "mathlib/vmatrix.h" #include typedef vec_t vec5_t[5]; enum { AXIS_X = 0, AXIS_Y, AXIS_Z }; // // Matrix functions: // void RotateAroundAxis(VMatrix& Matrix, float fDegrees, int nAxis); void AxisAngleMatrix(VMatrix& Matrix, const Vector &Axis, float fAngle); float fixang(float a); float lineangle(float x1, float y1, float x2, float y2); void polyMake( float x1, float y1, float x2, float y2, int npoints, float start_ang, Vector *pmPoints ); float rint(float) _NOEXCEPT; inline int fsign( float x) { if(x==0) return 0; else if (x>0) return 1; else return -1; } inline bool fequal( float value, float target, float delta) { return ( (value<(target+delta))&&(value>(target-delta)) ); } void RoundVector( Vector2D &v ); bool IsLineInside(const Vector2D &pt1, const Vector2D &pt2, int x1, int y1, int x2, int y2); bool IsPointInside(const Vector2D &pt, const Vector2D &mins, const Vector2D &maxs ); bool IsValidBox( Vector &mins, Vector &maxs ); bool IsValidBox( const Vector2D &mins, const Vector2D &maxs ); void NormalizeBox( Vector &mins, Vector &maxs ); void NormalizeBox( Vector2D &mins, Vector2D &maxs ); void PointsFromBox( const Vector &mins, const Vector &maxs, Vector *points ); void LimitBox( Vector &mins, Vector &maxs, float limit ); void PointsRevertOrder( Vector *pPoints, int nPoints); // Is box 1 inside box 2? bool IsBoxInside( const Vector2D &min1, const Vector2D &max1, const Vector2D &min2, const Vector2D &max2 ); bool IsBoxIntersecting( const Vector2D &min1, const Vector2D &max1, const Vector2D &min2, const Vector2D &max2 ); const Vector &GetNormalFromPoints( const Vector &p1, const Vector &p2, const Vector &p3 ); const Vector &GetNormalFromFace( int nFace ); inline void TransformPoint( const VMatrix& matrix, Vector &point ) { Vector orgVector = point; matrix.V3Mul( orgVector, point ); } // solve equation v0 = x*v1 + y*v2 + z*v3 void GetAxisFromFace( int nFace, Vector& vHorz, Vector &vVert, Vector &vThrd ); bool SolveLinearEquation( const Vector& v0, const Vector& v1, const Vector& v2, const Vector& v3, Vector& vOut); // test intersection line & AABB, returns -1 if no intersection occurs float IntersectionLineAABBox( const Vector& mins, const Vector& maxs, const Vector& vStart, const Vector& vEnd, int &nFace ); bool BuildAxesFromNormal( const Vector &vNormal, Vector &vHorz, Vector &vVert ); #endif // HAMMER_MATHLIB_H