#ifndef XNA_COMMON_MATH_HPP #define XNA_COMMON_MATH_HPP #include #include namespace xna { //Contains commonly used precalculated values. struct MathHelper { //Represents the mathematical constant e. static constexpr double E = 2.7182818284590451; //Represents the value of pi. static constexpr double PI = 3.1415926535897931; //Converts degrees to radians. static constexpr float ToRadians(float degrees) { return degrees * (static_cast(PI) / 180.0f); } //Converts radians to degrees. static constexpr float ToDegrees(float radians) { return radians * 57.2957764F; } //Calculates the absolute value of the difference of two values static float Distance(float value1, float value2) { return std::abs(value1 - value2); } //Returns the lesser of two values. static constexpr float Min(float value1, float value2) { return (std::min)(value1, value2); } //Returns the greater of two values. static constexpr float Max(float value1, float value2) { return (std::max)(value1, value2); } //Restricts a value to be within a specified range. template static constexpr T Clamp(T value, T min, T max) { value = value > max ? max : value; value = value < min ? min : value; return value; } //Linearly interpolates between two values. static constexpr float Lerp(float value1, float value2, float amount) { return value1 + (value2 - value1) * amount; } //Returns the Cartesian coordinate for one axis of a point that is defined by a given triangle and two normalized barycentric (areal) coordinates. static constexpr float Barycentric(float value1, float value2, float value3, float amount1, float amount2) { return value1 + amount1 * (value2 - value1) + amount2 * (value3 - value1); } //Interpolates between two values using a cubic equation. static constexpr float SmoothStep(float value1, float value2, float amount) { const auto num = Clamp(amount, 0.0f, 1.0f); return Lerp(value1, value2, (num * num * (3.0F - 2.0F * num))); } //Performs a Catmull-Rom interpolation using the specified positions. static constexpr float CatmullRom(float value1, float value2, float value3, float value4, float amount) { const auto num1 = amount * amount; const auto num2 = amount * num1; return (0.5F * (2.0F * value2 + (-value1 + value3) * amount + (2.0F * value1 - 5.0F * value2 + 4.0F * value3 - value4) * num1 + (-value1 + 3.0F * value2 - 3.0F * value3 + value4) * num2)); } //Performs a Hermite spline interpolation. static constexpr float Hermite(float value1, float tangent1, float value2, float tangent2, float amount) { const auto num1 = amount; const auto num2 = num1 * num1; const auto num3 = num1 * num2; const auto num4 = (2.0F * num3 - 3.0F * num2 + 1.0F); const auto num5 = (-2.0F * num3 + 3.0F * num2); const auto num6 = num3 - 2.0f * num2 + num1; const auto num7 = num3 - num2; return value1 * num4 + value2 * num5 + tangent1 * num6 + tangent2 * num7; } }; } #endif