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OpenAssetTools/src/ObjLoading/Game/T6/BSP/BSPUtil.h
T

28 lines
1.3 KiB
C++

#pragma once
#include "BSP.h"
namespace BSP
{
class BSPUtil
{
public:
static std::string getFileNameForBSPAsset(const std::string& assetName);
static vec3_t convertToBO2Coords(vec3_t& OGL_coordinate);
static vec3_t convertFromBO2Coords(vec3_t& bo2_coordinate);
static void updateAABB(vec3_t& newAABBMins, vec3_t& newAABBMaxs, vec3_t& AABBMins, vec3_t& AABBMaxs);
static void updateAABBWithPoint(vec3_t& point, vec3_t& AABBMins, vec3_t& AABBMaxs);
static vec3_t calcMiddleOfAABB(vec3_t& mins, vec3_t& maxs);
static vec3_t calcHalfSizeOfAABB(vec3_t& mins, vec3_t& maxs);
static size_t allignBy128(size_t size);
static float distBetweenPoints(vec3_t& p1, vec3_t& p2);
static void calculateXmodelBounds(XModel* xmodel, vec3_t axis[3], vec3_t& out_mins, vec3_t& out_maxs);
static void convertAnglesToAxis(vec3_t* angles, vec3_t axis[3]);
static void convertQuaternionToAxis(vec4_t* quat, vec3_t axis[3]);
static vec3_t convertForwardVectorToViewAngles(vec3_t& forwardVec);
static void matrixTranspose3x3(const vec3_t* in, vec3_t* out);
static vec3_t convertStringToVec3(std::string& str);
static std::string convertVec3ToString(vec3_t& vec);
};
} // namespace BSP