zeus/include/Math.hpp

80 lines
3.1 KiB
C++

#ifndef MATH_HPP
#define MATH_HPP
#ifndef NOMINMAX
#define NOMINMAX 1
#endif
#ifndef _USE_MATH_DEFINES
#define _USE_MATH_DEFINES 1
#endif
#include <math.h>
#include <algorithm>
#include "CVector3f.hpp"
#include "CTransform.hpp"
namespace Zeus
{
namespace Math
{
template<typename T>
inline T min(T a, T b) { return a < b ? a : b; }
template<typename T>
inline T max(T a, T b) { return a > b ? a : b; }
template<typename T>
inline T clamp(T a, T val, T b) {return max<T>(a, min<T>(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);
CVector3f getRoundCatmullRomSplinePoint(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 <cmath> implementations
// we'll define our own
inline double round(double val) { return (val < 0.0 ? ceilingF(val - 0.5) : floorF(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