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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MATHUTIL
#define INCLUDED_MATHUTIL
#define DEGTORAD(a) ((a) * ((float)M_PI/180.0f))
#define RADTODEG(a) ((a) * (180.0f/(float)M_PI))
#define SQR(x) ((x) * (x))
template<typename T>
inline T Interpolate(const T& a, const T& b, float t)
{
return a + (b - a) * t;
}
template<typename T>
inline T Clamp(T value, T min, T max)
{
if (value <= min)
return min;
else if (value >= max)
return max;
return value;
}
template<typename T>
inline T SmoothStep(T edge0, T edge1, T value)
{
value = Clamp<T>((value - edge0) / (edge1 - edge0), 0, 1);
return value * value * (3 - 2 * value);
}
template<typename T>
inline T Sign(const T value)
{
if (value > T(0))
return T(1);
if (value < T(0))
return T(-1);
return T(0);
}
#endif // INCLUDED_MATHUTIL
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