mirror of https://github.com/AxioDL/zeus.git
78 lines
3.0 KiB
C++
78 lines
3.0 KiB
C++
#ifndef MATH_HPP
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#define MATH_HPP
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#ifndef NOMINMAX
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#define NOMINMAX 1
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#endif
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#ifndef _USE_MATH_DEFINES
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#define _USE_MATH_DEFINES 1
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#endif
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#include <math.h>
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#include <algorithm>
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namespace Zeus
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{
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class CVector3f;
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class CTransform;
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namespace Math
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{
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template<typename T>
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inline T min(T a, T b) { return a < b ? a : b; }
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template<typename T>
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inline T max(T a, T b) { return a > b ? a : b; }
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template<typename T>
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inline T clamp(T a, T val, T b) {return max<T>(a, min<T>(b, val));}
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inline float radToDeg(float rad) {return rad * 180.f / M_PI;}
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inline float degToRad(float deg) {return deg * M_PI / 180;}
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extern const CVector3f kRadToDegVec;
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extern const CVector3f kDegToRadVec;
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CVector3f radToDeg(const CVector3f& rad);
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CVector3f degToRad(const CVector3f& deg);
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extern const CVector3f kUpVec;
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CTransform lookAt(const CVector3f& pos, const CVector3f& lookPos, const CVector3f& up=kUpVec);
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CVector3f baryToWorld(const CVector3f& p0, const CVector3f& p1, const CVector3f& p2, const CVector3f& bary);
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CVector3f getBezierPoint(const CVector3f& a, const CVector3f& b,
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const CVector3f& c, const CVector3f& d, float t);
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float getCatmullRomSplinePoint(float a, float b,
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float c, float d, float t);
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CVector3f getCatmullRomSplinePoint(const CVector3f& a, const CVector3f& b,
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const CVector3f& c, const CVector3f& d, float t);
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CVector3f getRoundCatmullRomSplinePoint(const CVector3f& a, const CVector3f& b,
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const CVector3f& c, const CVector3f& d, float t);
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inline float slowCosineR(float val) { return float(cos(val)); }
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inline float slowSineR(float val) { return float(sin(val)); }
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inline float slowTangentR(float val) { return float(tan(val)); }
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inline float arcSineR(float val) { return float(asin(val)); }
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inline float arcTangentR(float val) { return float(atan(val)); }
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inline float arcCosineR(float val) { return float(acos(val)); }
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inline float powF(float a, float b) { return float(exp(b * log(a))); }
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inline float floorF(float val) { return float(floor(val)); }
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inline float ceilingF(float val)
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{
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float tmp = floorF(val);
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return (tmp == val ? tmp : tmp + 1.0);
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}
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// Since round(double) doesn't exist in some <cmath> implementations
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// we'll define our own
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inline double round(double val) { return (val < 0.0 ? ceilingF(val - 0.5) : floorF(val + 0.5)); }
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inline double powD(float a, float b) { return exp(b * log(a)); }
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double sqrtD(double val);
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inline double invSqrtD(double val) { return 1.0 / sqrtD(val); }
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inline float invSqrtF(float val) { return float(1.0 / sqrtD(val)); }
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inline float sqrtF(float val) { return float(sqrtD(val)); }
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float fastArcCosR(float val);
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float fastCosR(float val);
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float fastSinR(float val);
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int floorPowerOfTwo(int x);
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}
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}
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#endif // MATH_HPP
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