libdgl/DGLMATH.H
2018-04-30 20:52:43 -04:00

79 lines
2.7 KiB
C

#ifndef DGL_DGLMATH_H_INCLUDED
#define DGL_DGLMATH_H_INCLUDED
#include "dglcmn.h"
#include "dglvec2.h"
#include <math.h>
#define TOLERANCE 0.00001f
#define PI 3.1415927f
#define PI_OVER_180 (PI / 180.0f)
#define RADIANS_0 0.0f
#define RADIANS_45 (PI / 4.0f)
#define RADIANS_90 (PI / 2.0f)
#define RADIANS_135 ((3.0f * PI) / 4.0f)
#define RADIANS_180 PI
#define RADIANS_225 ((5.0f * PI) / 4.0f)
#define RADIANS_270 ((3.0f * PI) / 2.0f)
#define RADIANS_315 ((7.0f * PI) / 4.0f)
#define RADIANS_360 (PI * 2.0f)
#define DEG_TO_RAD(degrees) ((degrees) * PI_OVER_180)
#define RAD_TO_DEG(radians) ((radians) * (1.0f / PI_OVER_180))
#define CLAMP(value, low, high) (((value) < (low) ? (low) : ((value) > (high) ? (high) : (value))))
#define LERP(a, b, t) ((a) + ((b) - (a)) * (t))
#define INVERSE_LERP(a, b, lerped) (((lerped) - (a)) / ((b) - (a)))
#define SCALE_RANGE(value, from_min, from_max, to_min, to_max) \
(((value) / (((from_max) - (from_min)) / ((to_max) - (to_min)))) + (to_min))
float angle_between_i(int x1, int y1, int x2, int y2);
float angle_between_f(float x1, float y1, float x2, float y2);
int next_power_of_2(int n);
void point_on_circle(float radius, float radians, float *x, float *y);
static VECTOR2F direction_from_angle(float radians);
static float round(float value);
static float symmetrical_round(float value);
static boolean close_enough(float a, float b, float tolerance);
static boolean power_of_2(int n);
static float smooth_step(float low, float high, float t);
// --------------------------------------------------------------------------
static VECTOR2F direction_from_angle(float radians) {
VECTOR2F direction;
point_on_circle(1.0f, radians, &direction.x, &direction.y);
return direction;
}
static float round(float value) {
return ceil(value + 0.5f);
}
static float symmetrical_round(float value) {
if (value > 0.0f)
return floor(value + 0.5f);
else
return ceil(value - 0.5f);
}
static boolean close_enough(float a, float b, float tolerance) {
//return fabs((a - b) / ((b == 0.0f) ? 1.0f : b)) < tolerance;
// TODO: this is not the best way
return fabs(a - b) <= tolerance;
}
static boolean power_of_2(int n) {
return (n != 0) && !(n & (n - 1));
}
static float smooth_step(float low, float high, float t) {
float n = CLAMP(t, 0.0f, 1.0f);
return LERP(low, high, (n * n) * (3.0f - (2.0f * n)));
}
#endif