paysages3d/lib_paysages/euclid.h

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#ifndef _PAYSAGES_EUCLID_H_
#define _PAYSAGES_EUCLID_H_
#include "pack.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct
{
double x;
double y;
double z;
} Vector3;
typedef struct
{
double a;
double b;
double c;
double d;
double e;
double f;
double g;
double h;
double i;
double j;
double k;
double l;
double m;
double n;
double o;
double p;
} Matrix4;
extern Vector3 VECTOR_ZERO;
extern Vector3 VECTOR_DOWN;
extern Vector3 VECTOR_UP;
extern Vector3 VECTOR_NORTH;
extern Vector3 VECTOR_SOUTH;
extern Vector3 VECTOR_EAST;
extern Vector3 VECTOR_WEST;
void v3Save(PackStream* stream, Vector3* v);
void v3Load(PackStream* stream, Vector3* v);
Vector3 v3Translate(Vector3 v1, double x, double y, double z);
Vector3 v3Add(Vector3 v1, Vector3 v2);
Vector3 v3Sub(Vector3 v1, Vector3 v2);
Vector3 v3Neg(Vector3 v);
Vector3 v3Scale(Vector3 v, double scale);
double v3Norm(Vector3 v);
Vector3 v3Normalize(Vector3 v);
double v3Dot(Vector3 v1, Vector3 v2);
Vector3 v3Cross(Vector3 v1, Vector3 v2);
void m4Save(PackStream* stream, Matrix4* m);
void m4Load(PackStream* stream, Matrix4* m);
Matrix4 m4NewIdentity();
Matrix4 m4Mult(Matrix4 m1, Matrix4 m2);
Vector3 m4MultPoint(Matrix4 m, Vector3 v);
Vector3 m4Transform(Matrix4 m, Vector3 v);
Matrix4 m4Transpose(Matrix4 m);
Matrix4 m4NewScale(double x, double y, double z);
Matrix4 m4NewTranslate(double x, double y, double z);
Matrix4 m4NewRotateX(double angle);
Matrix4 m4NewRotateY(double angle);
Matrix4 m4NewRotateZ(double angle);
Matrix4 m4NewRotateAxis(double angle, Vector3 axis);
Matrix4 m4NewRotateEuler(double heading, double attitude, double bank);
Matrix4 m4NewRotateTripleAxis(Vector3 x, Vector3 y, Vector3 z);
Matrix4 m4NewLookAt(Vector3 eye, Vector3 at, Vector3 up);
Matrix4 m4NewPerspective(double fov_y, double aspect, double near, double far);
double m4Determinant(Matrix4 m);
Matrix4 m4Inverse(Matrix4 m);
#ifdef __cplusplus
}
#endif
#endif