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#ifndef __JE_UTILS_MATH_H__
#define __JE_UTILS_MATH_H__
#include "constant.h"
#include "matrix.h"
#include "quad.h"
namespace JinEngine
{
namespace Math
{
#ifdef min
#undef min
#endif // min
#ifdef max
#undef max
#endif // max
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 mi, T ma)
{
return min<T>(max<T>(a, mi), ma);
}
template<typename T>
inline bool within(T a, T mi, T ma)
{
return a >= mi && a <= ma;
}
template<typename T>
inline bool without(T a, T mi, T ma)
{
return a < mi || a > ma;
}
template<typename T>
inline T lowerBound(T a, T lower)
{
return a < lower ? lower : a;
}
template<typename T>
inline T upperBound(T a, T upper)
{
return a > upper ? upper : a;
}
inline float lerp(float a, float b, float f)
{
f = clamp<float>(f, 0, 1);
return a + f * (b - a);
}
template<typename T>
inline T abs(T a)
{
return a > 0 ? a : -a;
}
template<typename T>
inline T reverse(T a)
{
return -a;
}
template<typename T>
inline T lerp(T a, T b, float t)
{
return a + t * (b - a);
}
template<typename T>
inline T slerp(T start, T end, float percent)
{
// Dot product - the cosine of the angle between 2 vectors.
float dot = start * end;
// Clamp it to be in the range of Acos()
// This may be unnecessary, but floating point
// precision can be a fickle mistress.
dot = clamp<float>(dot, -1.0f, 1.0f);
// Acos(dot) returns the angle between start and end,
// And multiplying that by percent returns the angle between
// start and the final result.
float theta = Mathf.Acos(dot)*percent;
Vector3 RelativeVec = end - start * dot;
RelativeVec.Normalize();
// Orthonormal basis
// The final result.
return ((start*Mathf.Cos(theta)) + (RelativeVec*Mathf.Sin(theta)));
}
template<typename T>
inline T nlerp(T a, T b, float t)
{
}
} // namespace Math
} // namespace JinEngine
#endif // __JE_UTILS_MATH_H__
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