RioEngine  0.1
My first attempt to create a 3D WYSIWYG Game Engine
ik_irrKlangTypes.h File Reference
#include <wchar.h>

Go to the source code of this file.

Namespaces

 irrklang
 Everything in the irrKlang Sound Engine can be found in this namespace.
 

Typedefs

typedef unsigned char irrklang::ik_u8
 8 bit unsigned variable. More...
 
typedef signed char irrklang::ik_s8
 8 bit signed variable. More...
 
typedef char irrklang::ik_c8
 8 bit character variable. More...
 
typedef unsigned short irrklang::ik_u16
 16 bit unsigned variable. More...
 
typedef signed short irrklang::ik_s16
 16 bit signed variable. More...
 
typedef unsigned int irrklang::ik_u32
 32 bit unsigned variable. More...
 
typedef signed int irrklang::ik_s32
 32 bit signed variable. More...
 
typedef float irrklang::ik_f32
 32 bit floating point variable. More...
 
typedef double irrklang::ik_f64
 64 bit floating point variable. More...
 

Functions

bool irrklang::equalsfloat (const ik_f32 a, const ik_f32 b, const ik_f32 tolerance=IK_ROUNDING_ERROR_32)
 

Variables

const ik_f32 irrklang::IK_ROUNDING_ERROR_32 = 0.000001f
 
const ik_f64 irrklang::IK_PI64 = 3.1415926535897932384626433832795028841971693993751
 
const ik_f32 irrklang::IK_PI32 = 3.14159265359f
 
const ik_f32 irrklang::IK_RADTODEG = 180.0f / IK_PI32
 
const ik_f32 irrklang::IK_DEGTORAD = IK_PI32 / 180.0f
 
const ik_f64 irrklang::IK_RADTODEG64 = 180.0 / IK_PI64
 
const ik_f64 irrklang::IK_DEGTORAD64 = IK_PI64 / 180.0