LibGame v0.4.0
The LG Game Engine - Copyright (C) 2024-2026 ETMSoftware
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lg_math_extra.h
1/*
2 * LibGame - Copyright (C) Emmanuel Thomas-Maurin 2011-2026
3 * All rights reserved
4 */
5
6#ifndef LG_MATH_EXTRA_H
7#define LG_MATH_EXTRA_H
8
9typedef struct {
10 vec3_t orig;
11 vec3_t dir;
12} LG_Ray;
13
14typedef struct {
15 float x;
16 float y;
17} vec2_t;
18
19enum {RAYCAST_NO_CLICK, RAYCAST_LEFT_CLICK, RAYCAST_RIGHT_CLICK};
20
21zboolean lg_raycast_bsphere(LG_Camera *, LG_BSphere, float *, int *, zboolean);
22
23vec4_t vec4(float, float, float, float);
24
26
27float m4_det(mat4_t);
28
30
31vec2_t vec2(float, float);
32
33#endif /* LG_MATH_EXTRA_H */
mat4_t m4_invert(mat4_t mat)
Definition lg_math_extra.c:180
vec4_t vec4(float x, float y, float z, float w)
Definition lg_math_extra.c:128
vec2_t vec2(float x, float y)
Definition lg_math_extra.c:220
vec4_t m4_mul_v4(mat4_t m, vec4_t v)
Definition lg_math_extra.c:140
zboolean lg_raycast_bsphere(LG_Camera *cam, LG_BSphere bsphere, float *inters_dist, int *click_type, zboolean flush_clicks)
Definition lg_math_extra.c:38
float m4_det(mat4_t mat)
Definition lg_math_extra.c:159
Definition lg_camera.h:22
Definition lg_math_extra.h:9
Definition lg_math_extra.h:14
Definition math_3d.c:135
Definition lg_quaternions.h:48
Definition lg_collision_detect.h:23
Definition math_3d.c:239