Files
dusklight/include/SComponent/c_m3d.h
T
lepelog 0eec99db4d Split SComponent (#45)
* split c_math

* split c_angle

* split c_API_controller_pad

* split c_API_graphic

* split c_bg_s_chk

* c_bg_s_gnd_chk split

* more c_bg split

* split c_cc_d

* delete asm

* split c_cc_s

* split c_lib

* split c_m2d and c_m3d_g_aab

* split c_m3d_g_cir

* split c_m3d_g_cps

* split rest of c_m3d_g

* split c_m3d

* split c_malloc

* split c_request

* split c_sxyz

* split and partly decompile c_xyz

* format

* c_angle.h

* begin c_angle decomp

* c_angle

* progress adding stub classes for SComponent

* more c_m3d

* remove some asm and format

* more m3d headers

* more c_angle decomp

* c_lib headers

* add public to classes

* fix csXyz member names

* c_sxyz partly OK

* move Zero csXyz to c_sxyz header

* c_API_graphic

* delete some unused asm

* move math extern data, decompile some functions

* delete unused asm

* fix duplicated c_angle.h

* fix an inlined function name, add more inlined functions for c_angle.h (currently unused)

* format

Co-authored-by: Pheenoh <pheenoh@gmail.com>
2021-01-06 20:04:53 -05:00

82 lines
4.6 KiB
C

#ifndef __C_M3D_H_
#define __C_M3D_H_
#include "SComponent/c_m3d_g_aab.h"
#include "SComponent/c_m3d_g_cps.h"
#include "SComponent/c_m3d_g_cyl.h"
#include "SComponent/c_m3d_g_lin.h"
#include "SComponent/c_m3d_g_pla.h"
#include "SComponent/c_m3d_g_tri.h"
#include "SComponent/c_sxyz.h"
#include "SComponent/c_xyz.h"
#include "global.h"
struct cM3d_Range;
void cM3d_InDivPos1(const Vec*, const Vec*, float, Vec*);
void cM3d_InDivPos2(const Vec*, const Vec*, float, Vec*);
float cM3d_Len2dSq(float, float, float, float);
bool cM3d_Len2dSqPntAndSegLine(float, float, float, float, float, float, float*, float*, float*);
bool cM3d_Len3dSqPntAndSegLine(const cM3dGLin*, const Vec*, Vec*, float*);
float cM3d_SignedLenPlaAndPos(const cM3dGPla*, const Vec*);
float cM3d_VectorProduct2d(float, float, float, float, float, float);
void cM3d_VectorProduct(const cXyz*, const cXyz*, const cXyz*, cXyz*);
void cM3d_CalcPla(const Vec*, const Vec*, const Vec*, Vec*, float*);
bool cM3d_Cross_AabAab(const cM3dGAab*, const cM3dGAab*);
bool cM3d_Cross_AabCyl(const cM3dGAab*, const cM3dGCyl*);
bool cM3d_Cross_AabSph(const cM3dGAab*, const cM3dGSph*);
int cM3d_Check_LinLin(const cM3dGLin*, const cM3dGLin*, float*, float*);
bool cM3d_CrossInfLineVsInfPlane_proc(float, float, const Vec*, const Vec*, Vec*);
bool cM3d_Cross_LinPla(const cM3dGLin*, const cM3dGPla*, Vec*, bool, bool);
bool cM3d_Cross_MinMaxBoxLine(const Vec*, const Vec*, const Vec*, const Vec*);
bool cM3d_InclusionCheckPosIn3PosBox3d(const Vec*, const Vec*, const Vec*, const Vec*, float);
bool cM3d_InclusionCheckPosIn3PosBox2d(float, float, float, float, float, float, float, float,
float);
bool cM3d_CrossX_Tri(const cM3dGTri*, const Vec*, float);
bool cM3d_CrossX_Tri(const cM3dGTri*, const Vec*);
bool cM3d_CrossX_LinTri_proc(const cM3dGTri*, const Vec*);
bool cM3d_CrossY_Tri(const cM3dGTri*, const Vec*);
bool cM3d_CrossY_LinTri_proc(const cM3dGTri*, const Vec*);
bool cM3d_CrossY_Tri(const Vec&, const Vec&, const Vec&, const cM3dGPla&, const Vec*);
bool cM3d_CrossY_Tri_Front(const Vec&, const Vec&, const Vec&, const Vec*);
bool cM3d_CrossY_Tri(const cM3dGTri*, const Vec*, float*);
bool cM3d_CrossY_Tri(const cM3dGTri*, const Vec*, float);
bool cM3d_CrossY_Tri(const cM3dGTri*, const Vec*, const cM3d_Range*, float*);
bool cM3d_CrossZ_Tri(const cM3dGTri*, const Vec*, float);
bool cM3d_CrossZ_Tri(const cM3dGTri*, const Vec*);
bool cM3d_CrossZ_LinTri_proc(const cM3dGTri*, const Vec*);
bool cM3d_Cross_LinTri(const cM3dGLin*, const cM3dGTri*, Vec*, bool, bool);
bool cM3d_Cross_LinTri_Easy(const cM3dGTri*, const Vec*);
bool cM3d_Cross_SphPnt(const cM3dGSph*, const Vec*);
bool cM3d_Cross_LinSph(const cM3dGLin*, const cM3dGSph*, Vec*);
int cM3d_Cross_LinSph_CrossPos(const cM3dGSph&, const cM3dGLin&, Vec*, Vec*);
bool cM3d_Cross_CylSph(const cM3dGCyl*, const cM3dGSph*, float*);
bool cM3d_Cross_CylSph(const cM3dGCyl*, const cM3dGSph*, Vec*, float*);
bool cM3d_Cross_SphSph(const cM3dGSph*, const cM3dGSph*, float*);
bool cM3d_Cross_SphSph(const cM3dGSph*, const cM3dGSph*, float*, float*);
void cM3d_Cross_SphSph(const cM3dGSph*, const cM3dGSph*, Vec*);
void cM3d_CalcSphVsTriCrossPoint(const cM3dGSph*, const cM3dGTri*, Vec*);
bool cM3d_Cross_SphTri(const cM3dGSph*, const cM3dGTri*, Vec*);
bool cM3d_Cross_CylCyl(const cM3dGCyl*, const cM3dGCyl*, float*);
bool cM3d_Cross_CylCyl(const cM3dGCyl*, const cM3dGCyl*, Vec*);
bool cM3d_Cross_CylTri(const cM3dGCyl*, const cM3dGTri*, Vec*);
int cM3d_Cross_CylLin(const cM3dGCyl*, const cM3dGLin*, Vec*, Vec*);
int cM3d_Cross_CylPntPnt(const cM3dGCyl*, const Vec*, const Vec*, Vec*, Vec*);
bool cM3d_Cross_CylPnt(const cM3dGCyl*, const Vec*);
bool cM3d_Cross_CpsCps(const cM3dGCps&, const cM3dGCps&, Vec*);
bool cM3d_Cross_CpsCyl(const cM3dGCps&, const cM3dGCyl&, Vec*);
bool cM3d_Cross_CpsSph_CrossPos(const cM3dGCps&, const cM3dGSph&, const Vec&, Vec*);
bool cM3d_Cross_CpsSph(const cM3dGCps&, const cM3dGSph&, Vec*);
bool cM3d_Cross_TriTri(const cM3dGTri&, const cM3dGTri&, Vec*);
bool cM3d_Cross_CpsTri(const cM3dGCps&, cM3dGTri, Vec*);
void cM3d_CalcVecAngle(const Vec&, short*, short*);
void cM3d_CalcVecZAngle(const Vec&, csXyz*);
void cM3d_PlaneCrossLineProcWork(float, float, float, float, float, float, float, float*, float*);
int cM3d_2PlaneCrossLine(const cM3dGPla&, const cM3dGPla&, cM3dGLin*);
bool cM3d_3PlaneCrossPos(const cM3dGPla&, const cM3dGPla&, const cM3dGPla&, Vec*);
float cM3d_lineVsPosSuisenCross(const cM3dGLin*, const Vec*, Vec*);
float cM3d_lineVsPosSuisenCross(const Vec&, const Vec&, const Vec&, Vec*);
int cM3d_2PlaneLinePosNearPos(const cM3dGPla&, const cM3dGPla&, const Vec*, Vec*);
void cM3d_CrawVec(const Vec&, const Vec&, Vec*);
#endif