#include "zeus/CVector3f.hpp" #include "zeus/CVector3d.hpp" #include #include #include #include "zeus/Math.hpp" namespace zeus { const CVector3f CVector3f::skOne(1.f); const CVector3f CVector3f::skNegOne(-1.f); const CVector3f CVector3f::skZero; const CVector3f CVector3f::skForward(0.f, 1.f, 0.f); const CVector3f CVector3f::skBack(0.f, -1.f, 0.f); const CVector3f CVector3f::skLeft(-1.f, 0.f, 0.f); const CVector3f CVector3f::skRight(1.f, 0.f, 0.f); const CVector3f CVector3f::skUp(0.f, 0.f, 1.f); const CVector3f CVector3f::skDown(0.f, 0.f, -1.f); const CVector3f CVector3f::skRadToDegVec(180.0f / M_PIF); const CVector3f CVector3f::skDegToRadVec(M_PIF / 180.0f); const CVector3d CVector3d::skZero(0.0, 0.0, 0.0); CVector3f::CVector3f(const CVector3d& vec) : mSimd(vec.mSimd) {} float CVector3f::getAngleDiff(const CVector3f& a, const CVector3f& b) { float mag1 = a.magnitude(); float mag2 = b.magnitude(); if (!mag1 || !mag2) return 0.f; float dot = a.dot(b); float theta = std::acos(dot / (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 = std::sqrt(a.dot(a) * b.dot(b)); float prod = a.dot(b) / mag; if (std::fabs(prod) < 1.0f) { const double sign = (prod < 0.0f) ? -1.0f : 1.0f; 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 = (a * s0 + b * s1) * d; return ret; } return a; } } // namespace zeus