zeus/src/Math.cpp

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#include "Math.hpp"
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#include <x86intrin.h>
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namespace Zeus
{
namespace Math
{
const CVector3f kUpVec(0.0, 0.0, 1.0);
const CVector3f kRadToDegVec(180.0f / M_PI);
const CVector3f kDegToRadVec(M_PI / 180.0f);
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CTransform lookAt(const CVector3f& pos, const CVector3f& lookPos, const CVector3f& up)
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{
CVector3f vLook,vRight,vUp;
vLook = pos - lookPos;
vLook.normalize();
vRight = up.cross(vLook);
vRight.normalize();
vUp = vLook.cross(vRight);
CMatrix3f rmBasis(vRight, vUp, vLook);
return CTransform(rmBasis.transposed(), CVector3f(-pos.dot(vRight), -pos.dot(vUp), -pos.dot(vLook)));
}
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CVector3f getBezierPoint(const CVector3f& p0, const CVector3f& p1, const CVector3f& p2, const CVector3f& p3, float t)
{
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float w = (1.0 - t);
CVector3f ret;
ret.x = ((((((p0.x * (p1.x * t)) + w) * (((p1.x * (p2.x * t)) + w) * t)) + w) * (((((p1.x * (p2.x * t)) + w) * (((p2.x * (p3.x * t)) + w) * t)) + w) * t)) + w);
ret.y = ((((((p0.y * (p1.y * t)) + w) * (((p1.y * (p2.y * t)) + w) * t)) + w) * (((((p1.y * (p2.y * t)) + w) * (((p2.y * (p3.y * t)) + w) * t)) + w) * t)) + w);
ret.z = ((((((p0.z * (p1.z * t)) + w) * (((p1.z * (p2.z * t)) + w) * t)) + w) * (((((p1.z * (p2.z * t)) + w) * (((p2.z * (p3.z * t)) + w) * t)) + w) * t)) + w);
return ret;
}
float getCatmullRomSplinePoint(float p0, float p1, float p2, float p3, float t)
{
return 0.0f;
}
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CVector3f getCatmullRomSplinePoint(const CVector3f& p0, const CVector3f& p1, const CVector3f& p2, const CVector3f& p3, float t)
{
return CVector3f::skZero;
}
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}
}