mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-29 20:14:41 +00:00
53 lines
2 KiB
C++
53 lines
2 KiB
C++
#pragma once
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#include <gfx/seadColor.h>
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#include <math/seadMatrix.h>
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#include <math/seadVector.h>
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namespace al {
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bool isNear(f32 value, f32 target, f32 tolerance);
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bool isNear(const sead::Vector2f& value, const sead::Vector2f& target, f32 tolerance);
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bool isNear(const sead::Vector3f& value, const sead::Vector3f& target, f32 tolerance);
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bool isNear(const sead::Color4f& value, const sead::Color4f& target, f32 tolerance);
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bool isNearZero(f32 value, f32 tolerance);
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bool isNearZero(const sead::Matrix34f& value, f32 tolerance);
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bool isNearZeroOrGreater(f32 value, f32 tolerance);
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bool isNearZeroOrLess(f32 value, f32 tolerance);
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bool isExistNearZeroVal(const sead::Vector3f&, f32);
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bool isNormalize(const sead::Vector3f&, f32);
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bool isNormalize(const sead::Matrix34f&);
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bool isParallelDirection(const sead::Vector2f&, const sead::Vector2f&, f32);
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bool isReverseDirection(const sead::Vector3f&, const sead::Vector3f&, f32);
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bool isNearDirection(const sead::Vector2f&, const sead::Vector2f&, f32);
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bool isInRange(s32, s32, s32);
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bool isInRange(f32, f32, f32);
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void normalize(sead::Vector2f*);
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void normalize(sead::Vector3f*);
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void normalize(sead::Matrix33f*);
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void normalize(sead::Matrix34f*);
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bool tryNormalizeOrZero(sead::Vector2f*);
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bool tryNormalizeOrZero(sead::Vector2f*, const sead::Vector2f&);
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bool tryNormalizeOrDirZ(sead::Vector3f*);
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bool tryNormalizeOrDirZ(sead::Vector3f*, const sead::Vector3f&);
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void normalizeComplement(sead::Matrix34f*);
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f32 normalizeAbs(f32, f32, f32);
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f32 normalize(f32, f32, f32);
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f32 normalize(s32, s32, s32);
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bool limitLength(sead::Vector2f*, const sead::Vector2f&, f32);
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bool limitLength(sead::Vector3f*, const sead::Vector3f&, f32);
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u32 getMaxAbsElementIndex(const sead::Vector3f&);
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void setLength(sead::Vector3f*, f32);
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void setProjectionLength(sead::Vector3f*, const sead::Vector3f&, f32);
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f32 sign(f32);
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s32 sign(s32);
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f32 cubeRoot(f32);
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void clampV3f(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&);
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void clampV2f(sead::Vector2f*, const sead::Vector2f&, const sead::Vector2f&);
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} // namespace al
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