#include "CVector3f.hpp" #include #include #include #include "Math.hpp" const CVector3f CVector3f::skOne = CVector3f(1.0); const CVector3f CVector3f::skNegOne = CVector3f(-1.0); const CVector3f CVector3f::skZero; float CVector3f::getAngleDiff(const CVector3f& a, const CVector3f& b) { float mag1 = a.length(); float mag2 = b.length(); if (!mag1 || !mag2) return 0; float theta = acosf(a.dot(b) / (mag1 * mag2)); return theta; } CVector3f CVector3f::slerp(const CVector3f& a, const CVector3f& b, float t) { if (t <= 0.0f) return a; if (t >= 1.0f) return b; CVector3f ret; float mag = sqrtf(a.dot(a) * b.dot(b)); float prod = a.dot(b) / mag; if (fabsf(prod) < 1.0) { const double sign = (prod < 0.0) ? -1.0 : 1.0; const double theta = acos(sign * prod); const double s1 = sin (sign * t * theta); const double d = 1.0 / sin(theta); const double s0 = sin((1.0 - t) * theta); ret.x = (float)(a.x * s0 + b.x * s1) * d; ret.y = (float)(a.y * s0 + b.y * s1) * d; ret.z = (float)(a.z * s0 + b.z * s1) * d; return ret; } return a; }