view include/Math.h @ 6:11e216148d1c

Making progress in Matrix. Reorganized code a bit. Reworked Vector routines to use += -= *=
author Eris Caffee <discordia@eldalin.com>
date Tue, 06 Sep 2011 11:26:39 -0500
parents f6e6f3c8f7eb
children 378862555189
line source
1 #ifndef MATH_H_
2 #define MATH_H_
4 #include "Vector.h"
5 #include "Matrix.h"
7 namespace arda
8 {
10 ////////////////////////////////////////////////////////////////////////////////
11 // General notes:
12 //
13 // As much as possible is defined inline for performance.
14 // Using typedef'ed arrays for vectors and matrices necessitates a lot of
15 // redundant function names: scale2, scale3, scale4, for example.
16 // This is, however, perfectly in line with the implementation of OpenGL and
17 // allows the library to maintain optimal memory usage and performance. (I hope!)
18 // In any event, I think I could do far worse than to emulate the OpenGL
19 // working group - a group of people who have studied this for years and are
20 // experts in the field.
22 ////////////////////////////////////////////////////////////////////////////////
23 // Angles
25 namespace Angles
26 {
27 // This many decimals is enough to cover even IEEE quad precision (128 bit)
28 // reals. Run on PA-RISC lately? :)
29 const double PI = 3.14159265358979323846264338327950288;
30 }
32 } // namespace arda
34 #endif