#pragma once #include "vmatrix.h" #define PI 3.14159265358979323846f #define DEG2RAD( x ) ( ( float )( x ) * ( float )( ( float )( PI ) / 180.0f ) ) #define RAD2DEG( x ) ( ( float )( x ) * ( float )( 180.0f / ( float )( PI ) ) ) #define square( x ) ( x * x ) namespace Math { float sseSqrt(float x); void vectorAngles(Vector forward, Vector &angles); float DotProduct(const float *v1, const float *v2); VOID VectorTransform(const Vector in1, const matrix3x4_t& in2, Vector& out); float GetFov(Vector vLocalOrigin, Vector vPosition, Vector vForward); void CalcAngle(Vector &vSource, Vector &vDestination, Vector &qAngle); void angleVectors(Vector angles, Vector &f); float AngleNormalize(float angle); }