// BlitzUtility - Expanding the normal Blitz functionality. // Copyright (C) 2015 Project Kube (Michael Fabian Dirks) // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see . /* #pragma once #include "dllmain.h" #ifndef _USE_MATH_DEFINES #define _USE_MATH_DEFINES #include #undef _USE_MATH_DEFINES #endif struct Vector3 { union { float X; char Xc[4]; }; union { float Y; char Yc[4]; }; union { float Z; char Zc[4]; }; void set(const float &o); void set(const float &x, const float &y, const float &z); void set(const Vector3 &o); void add(const float &o); void add(const float &x, const float &y, const float &z); void add(const Vector3 &o); void sub(const float &o); void sub(const float &x, const float &y, const float &z); void sub(const Vector3 &o); void mul(const float &o); void mul(const float &x, const float &y, const float &z); void mul(const Vector3 &o); void div(const float &o); void div(const float &x, const float &y, const float &z); void div(const Vector3 &o); float length(); float distance(const float &x, const float &y, const float &z); float distance(const Vector3 &o); float dot(const float &x, const float &y, const float &z); float dot(const Vector3 &o); Vector3 cross(const float &x, const float &y, const float &z); Vector3 cross(const Vector3 &o); void normalize(); void rotate(float &pitch, float &yaw, float &roll); void rotateAround(const float &x, const float &y, const float &z, float &pitch, float &yaw, float &roll); void rotateAround(Vector3 &o, float &pitch, float &yaw, float &roll); float deltaPitch(); float deltaPitch(const float &x, const float &y, const float &z); float deltaPitch(Vector3 &o); float deltaYaw(); float deltaYaw(const float &x, const float &y, const float &z); float deltaYaw(Vector3 &o); char* serialize(); void deserialize(char* o); };*/