zeus/include/Math.hpp

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#ifndef MATH_HPP
#define MATH_HPP
#define _USE_MATH_DEFINES 1
#include <math.h>
#include "CVector3f.hpp"
#include "CTransform.hpp"
namespace Zeus
{
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namespace Math
{
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template<typename T>
inline T clamp(T min, T val, T max) {return std::max(min, std::min(max, val));}
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inline float radToDeg(float rad) {return rad * 180.f / M_PI;}
inline float degToRad(float deg) {return deg * M_PI / 180;}
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extern const CVector3f kRadToDegVec;
extern const CVector3f kDegToRadVec;
inline CVector3f radToDeg(CVector3f rad) {return rad * kRadToDegVec;}
inline CVector3f degToRad(CVector3f deg) {return deg * kDegToRadVec;}
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// Since round(double) doesn't exist in some <cmath> implementations
// we'll define our own
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inline float round(double val) { return (val < 0.0 ? ceil(val - 0.5) : floor(val + 0.5)); }
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extern const CVector3f kUpVec;
CTransform lookAt(const CVector3f& pos, const CVector3f& lookPos, const CVector3f& up=kUpVec);
inline CVector3f baryToWorld(const CVector3f& p0, const CVector3f& p1, const CVector3f& p2, const CVector3f& bary)
{ return bary.x * p0 + bary.y * p1 + bary.z * p2; }
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CVector3f getBezierPoint(const CVector3f& a, const CVector3f& b, const CVector3f& c, const CVector3f& d, float t);
float getCatmullRomSplinePoint(float p0, float p1,
float p2, float p3, float t);
CVector3f getCatmullRomSplinePoint(const CVector3f& p0, const CVector3f& p1,
const CVector3f& p2, const CVector3f& p3, float t);
inline float slowCosineR(float val) { return float(cos(val)); }
inline float slowSineR(float val) { return float(sin(val)); }
inline float arcSineR(float val) { return float(asin(val)); }
inline float arcTangentR(float val) { return float(atan(val)); }
inline float fastArcCosR(float val)
{
double f2 = fabs(val);
if (f2 <= 0.925000011920929)
return float(acos(val));
float f4 = val * val;
float f5 = 1.5707964f;
float f0 = -0.99822718f;
float f3 = -0.20586604f;
f5 = (val * f5) + f0;
f2 = 0.11425424f;
float f1 = val * f4;
f0 = -0.29697824f;
f5 = (f1 * f5) + f3;
f1 = (f1 * f4);
f5 = (f1 * f5) + f2;
f1 = (f1 * f4);
f5 = (f1 * f5) + f0;
return f5;
}
inline int floorPowerOfTwo(int x)
{
if (x == 0)
return 0;
/*
* we want to ensure that we always get the previous power,
* but if we have values like 256, we'll always get the same value,
* x-1 ensures that we always get the previous power.
*/
x = (x - 1) | (x >> 1);
x = x | (x >> 2);
x = x | (x >> 4);
x = x | (x >> 8);
x = x | (x >> 16);
return x - (x >> 1);
}
}
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}
#endif // MATH_HPP