32#define VECTOR3D_DONT_INTERSECT -2
34#define VECTOR3D_COLLINEAR -1
36#define VECTOR3D_DO_INTERSECT 0
42#define VECTOR3D_SET(VECTOR, X, Y, Z) \
93#define copy_point(__src_, __dst_) \
94 memcpy(__dst_, __src_, sizeof(VECTOR3D));
VECTOR3D gravity
gx , gy , gz gravity
VECTOR3D speed
vx,vy,vz actual speed
VECTOR3D orientation
ax,ay,az actual rotation position
VECTOR3D position
x,y,z actual position
int type
optionnal type id
VECTOR3D acceleration
ax,ay,az actual acceleration
VECTOR3D angular_acceleration
rax,ray,raz actual angular acceleration
VECTOR3D angular_speed
rvx,rvy,rvz actual angular speed
time_t delta_t
last delta_t used
double vector_dot_product(VECTOR3D *vec1, VECTOR3D *vec2)
Compute the dot product of two VECTOR3D.
double distance(VECTOR3D *p1, VECTOR3D *p2)
compute the distance between two VECTOR3D points
double VECTOR3D[3]
struct of a point
double vector_angle_between(VECTOR3D *vec1, VECTOR3D *vec2)
Compute angle between two VECTOR3D.
int update_physics_position_nb(PHYSICS *object, int it, double delta_t)
Update object position component.
int update_physics_position_reverse(PHYSICS *object, double delta_t)
Update object position, reversed.
int update_physics_position_reverse_nb(PHYSICS *object, int it, double delta_t)
Update object position component, reversed.
double vector_normalize(VECTOR3D *vec)
Return the normalized value of vec.
int update_physics_position(PHYSICS *object, double delta_t)
Update object position, reversed.
int vector_intersect(VECTOR3D *p0, VECTOR3D *p1, VECTOR3D *p2, VECTOR3D *p3, VECTOR3D *px)
Compute if two vectors are intersecting or not.
structure of the physics of an object
Common headers and low-level functions & define.