#ifndef MATH_HPP #define MATH_HPP #ifndef NOMINMAX #define NOMINMAX 1 #endif #ifndef _USE_MATH_DEFINES #define _USE_MATH_DEFINES 1 #include #endif #include "CVector3f.hpp" #include "CTransform.hpp" namespace Zeus { namespace Math { template inline T min(T a, T b) { return a < b ? a : b; } template inline T max(T a, T b) { return a > b ? a : b; } template inline T clamp(T a, T val, T b) {return max(a, min(b, val));} inline float radToDeg(float rad) {return rad * 180.f / M_PI;} inline float degToRad(float deg) {return deg * M_PI / 180;} extern const CVector3f kRadToDegVec; extern const CVector3f kDegToRadVec; inline CVector3f radToDeg(CVector3f rad) {return rad * kRadToDegVec;} inline CVector3f degToRad(CVector3f deg) {return deg * kDegToRadVec;} 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; } CVector3f getBezierPoint(const CVector3f& a, const CVector3f& b, const CVector3f& c, const CVector3f& d, float t); float getCatmullRomSplinePoint(float a, float b, float c, float d, float t); CVector3f getCatmullRomSplinePoint(const CVector3f& a, const CVector3f& b, const CVector3f& c, const CVector3f& d, float t); inline float slowCosineR(float val) { return float(cos(val)); } inline float slowSineR(float val) { return float(sin(val)); } inline float slowTangentR(float val) { return float(tan(val)); } inline float arcSineR(float val) { return float(asin(val)); } inline float arcTangentR(float val) { return float(atan(val)); } inline float arcCosineR(float val) { return float(acos(val)); } inline float powF(float a, float b) { return float(exp(b * log(a))); } inline float floorF(float val) { return float(floor(val)); } inline float ceilingF(float val) { float tmp = floorF(val); return (tmp == val ? tmp : tmp + 1.0); } // Since round(double) doesn't exist in some implementations // we'll define our own inline double round(double val) { return (val < 0.0 ? ceilingF(val - 0.5) : ceilingF(val + 0.5)); } inline double powD(float a, float b) { return exp(a * log(b)); } double sqrtD(double val); inline double invSqrtD(double val) { return 1.0 / sqrtD(val); } inline float invSqrtF(float val) { return float(1.0 / sqrtD(val)); } inline float sqrtF(float val) { return float(sqrtD(val)); } float fastArcCosR(float val); float fastCosR(float val); float fastSinR(float val); int floorPowerOfTwo(int x); } } #endif // MATH_HPP