#ifndef MATRIXLIB_H
#define MATRIXLIB_H
-#ifndef M_PI
-#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
-#endif
+#include "qtypes.h"
//#define MATRIX4x4_OPENGLORIENTATION
// creates a matrix for a quake entity
void Matrix4x4_CreateFromQuakeEntity(matrix4x4_t *out, double x, double y, double z, double pitch, double yaw, double roll, double scale);
// creates a duke3d view matrix for a quake view matrix ;)
-void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out);
+void Matrix4x4_QuakeToDuke3D(const matrix4x4_t *in, matrix4x4_t *out, double maxShearAngle);
// converts a matrix4x4 to a set of 3D vectors for the 3 axial directions, and the translate
void Matrix4x4_ToVectors(const matrix4x4_t *in, vec_t vx[3], vec_t vy[3], vec_t vz[3], vec_t t[3]);
// converts a matrix4x4 to a double[16] array in the Direct3D orientation
void Matrix4x4_ToArrayDoubleD3D(const matrix4x4_t *in, double out[16]);
// creates a matrix4x4 from a double[16] array in the Direct3D orientation
-void Matrix4x4_FromArrayDoubleD3D(matrix4x4_t *out, const double in[16]);
+void Matrix4x4_FromArrayDoubleD3D(matrix4x4_t *out, const double in[4][4]);
// converts a matrix4x4 to a float[16] array in the OpenGL orientation
void Matrix4x4_ToArrayFloatGL(const matrix4x4_t *in, float out[16]);
void Matrix4x4_FromArrayFloatD3D(matrix4x4_t *out, const float in[16]);
// converts a matrix4x4 to a float[12] array in the OpenGL orientation
-void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[12]);
+void Matrix4x4_ToArray12FloatGL(const matrix4x4_t *in, float out[4][3]);
// creates a matrix4x4 from a float[12] array in the OpenGL orientation
void Matrix4x4_FromArray12FloatGL(matrix4x4_t *out, const float in[12]);
// converts a matrix4x4 to a float[12] array in the Direct3D orientation