Table Of Contents
Defined functions
Source Code
- namespace Math
- {
- extern const int RANDMAX;
- float sqrt(float f); //Returns the square route of a number
- int sqrti(int i); //Returns the square route of a number
- float sqr(float f); //??? even square route
- float VectorLen(float x, float y, float z); //Returns the length of a vector, outdate, use: float Vector::GetLen();
- void NormalizeVector(float &x, float &y, float &z); //normalizes vector (lenght= 1). Oudated, use: Vector Vector::GetNormal();
- int rand(); //Returns random number 0-1
- int abs(int i); //Returns absolute value
- float acos(float f); //arccos
- float asin(float f); //arcsin
- float atan(float f); //arctan
- float atan2(float f, float g); //arctan2
- float cos(float f); //cos
- float cosh(float f); //cosh
- float exp(float f); //exponent to base e: e^f
- float fabs(float f); //Returns absolute value
- float fmod(float f, float g); //???
- float log(float f); //natural logarithm to base e
- float log10(float f); //logarithm to base 10
- float pow(float f, float g); //f^g
- float sin(float f); //sin
- float sinh(float f); //sinh
- float tan(float f); //tan
- float tanh(float f); //tanh
- float atof(const char *s); //Char of Float
- int atoi(const char *s); //Char of Integer
- float ceil(float f); //returns the smallest integer, which is not lower than f (f = 4.8 -> 5)
- float floor(float f); //returns the highest integer, which is not highter than f (f = 4.8 -> 4)
- float dist2(float x0, float y0, float x1, float y1); //distance between two 2D vectors
- float dist(float x0, float y0, float x1, float y1); //same as dist2()
- float dist2(float x0, float y0, float z0, float x1, float y1, float z1); //distance between two 3D vectors, outdated, use: GetLen(vecA - vecB);
- float dist(float x0, float y0, float z0, float x1, float y1, float z1); //same as dist2()
- void RotateVector(float &vectorx_, float &vectory_, float &vectorz_, const float *matrix3x3_); //rotates the vector with the rotation matrix
- void CrossProduct(float x, float y, float z, float &cx, float &cy, float &cz); //cross product between two vectors (vecA x vecB)
- void EulerToMatrix(float yaw, float pitch, float roll, float *matrix3x3_); //three rotation vectors (r/p/y) to rotation matrix
- void MultiplyMatrices(float *mat1_, const float *mat2_); //multiplizes two matrices
- };
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