Torque3D/Engine/source/math/mMath.h
marauder2k7 68e762130d Compilation changes
Few compile time attempts to speed things up

Swap include guards for pramga once
Change compile options in the cmakeLists for source
generate a pch

small tweaks
2026-06-04 20:42:09 +01:00

61 lines
1.8 KiB
C

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#pragma once
#pragma once
#ifndef _MMATH_H_
#define _MMATH_H_
#include "math/mRect.h"
#include "math/mBox.h"
#include "math/mMatrix.h"
#include "math/mQuat.h"
#include "math/mAngAxis.h"
#include "math/mSphere.h"
#include "math/mRandom.h"
#include "math/mEase.h"
#ifndef MROTATION_H
#include "math/mRotation.h"
#endif
inline AngAxisF mEulDegToAng(EulerF euler)
{
AngAxisF angAx;
angAx.set(euler * M_PI_F / 180.0f);
return angAx;
}
inline EulerF mAngToEul(AngAxisF angAx)
{
EulerF euler = angAx.toEuler();
euler *= 180.0f / M_PI_F;
return euler;
}
#endif //_MMATH_H_