diff options
Diffstat (limited to '')
-rw-r--r-- | src/math/Matrix.h | 24 | ||||
-rw-r--r-- | src/math/Quaternion.h | 2 | ||||
-rw-r--r-- | src/math/Vector.h | 6 | ||||
-rw-r--r-- | src/math/Vector2D.h | 2 | ||||
-rw-r--r-- | src/math/math.cpp | 6 | ||||
-rw-r--r-- | src/math/maths.h | 12 |
6 files changed, 32 insertions, 20 deletions
diff --git a/src/math/Matrix.h b/src/math/Matrix.h index b7d6c207..2c0108c1 100644 --- a/src/math/Matrix.h +++ b/src/math/Matrix.h @@ -127,8 +127,8 @@ public: } void SetRotateXOnly(float angle){ - float c = cos(angle); - float s = sin(angle); + float c = Cos(angle); + float s = Sin(angle); m_matrix.right.x = 1.0f; m_matrix.right.y = 0.0f; @@ -149,8 +149,8 @@ public: m_matrix.pos.z = 0.0f; } void SetRotateYOnly(float angle){ - float c = cos(angle); - float s = sin(angle); + float c = Cos(angle); + float s = Sin(angle); m_matrix.right.x = c; m_matrix.right.y = 0.0f; @@ -171,8 +171,8 @@ public: m_matrix.pos.z = 0.0f; } void SetRotateZOnly(float angle){ - float c = cos(angle); - float s = sin(angle); + float c = Cos(angle); + float s = Sin(angle); m_matrix.right.x = c; m_matrix.right.y = s; @@ -193,12 +193,12 @@ public: m_matrix.pos.z = 0.0f; } void SetRotate(float xAngle, float yAngle, float zAngle) { - float cX = cos(xAngle); - float sX = sin(xAngle); - float cY = cos(yAngle); - float sY = sin(yAngle); - float cZ = cos(zAngle); - float sZ = sin(zAngle); + float cX = Cos(xAngle); + float sX = Sin(xAngle); + float cY = Cos(yAngle); + float sY = Sin(yAngle); + float cZ = Cos(zAngle); + float sZ = Sin(zAngle); m_matrix.right.x = cZ * cY - (sZ * sX) * sY; m_matrix.right.y = (cZ * sX) * sY + sZ * cY; diff --git a/src/math/Quaternion.h b/src/math/Quaternion.h index 702fc72f..fb37dc10 100644 --- a/src/math/Quaternion.h +++ b/src/math/Quaternion.h @@ -8,7 +8,7 @@ public: CQuaternion(void) {} CQuaternion(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {} - float Magnitude(void) const { return sqrt(x*x + y*y + z*z + w*w); } + float Magnitude(void) const { return Sqrt(x*x + y*y + z*z + w*w); } float MagnitudeSqr(void) const { return x*x + y*y + z*z + w*w; } const CQuaternion &operator+=(CQuaternion const &right) { diff --git a/src/math/Vector.h b/src/math/Vector.h index b49f00f2..9a1dde7a 100644 --- a/src/math/Vector.h +++ b/src/math/Vector.h @@ -22,10 +22,10 @@ public: return *((RwV3d*)this); } #endif - float Heading(void) const { return atan2(-x, y); } - float Magnitude(void) const { return sqrt(x*x + y*y + z*z); } + float Heading(void) const { return Atan2(-x, y); } + float Magnitude(void) const { return Sqrt(x*x + y*y + z*z); } float MagnitudeSqr(void) const { return x*x + y*y + z*z; } - float Magnitude2D(void) const { return sqrt(x*x + y*y); } + float Magnitude2D(void) const { return Sqrt(x*x + y*y); } float MagnitudeSqr2D(void) const { return x*x + y*y; } void Normalise(void) { float sq = MagnitudeSqr(); diff --git a/src/math/Vector2D.h b/src/math/Vector2D.h index fa32bd9b..d0580545 100644 --- a/src/math/Vector2D.h +++ b/src/math/Vector2D.h @@ -7,7 +7,7 @@ public: CVector2D(void) {} CVector2D(float x, float y) : x(x), y(y) {} CVector2D(const CVector &v) : x(v.x), y(v.y) {} - float Magnitude(void) const { return sqrt(x*x + y*y); } + float Magnitude(void) const { return Sqrt(x*x + y*y); } float MagnitudeSqr(void) const { return x*x + y*y; } void Normalise(void){ diff --git a/src/math/math.cpp b/src/math/math.cpp index b76db4ae..b4ba9c98 100644 --- a/src/math/math.cpp +++ b/src/math/math.cpp @@ -13,11 +13,11 @@ CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, fl float w1, w2; if(theta > PI/2){ theta = PI - theta; - w1 = sin((1.0f - t) * theta) * invSin; + w1 = Sin((1.0f - t) * theta) * invSin; w2 = -sin(t * theta) * invSin; }else{ - w1 = sin((1.0f - t) * theta) * invSin; - w2 = sin(t * theta) * invSin; + w1 = Sin((1.0f - t) * theta) * invSin; + w2 = Sin(t * theta) * invSin; } *this = w1*q1 + w2*q2; } diff --git a/src/math/maths.h b/src/math/maths.h new file mode 100644 index 00000000..49e39631 --- /dev/null +++ b/src/math/maths.h @@ -0,0 +1,12 @@ +#pragma once + +// wrapper around float versions of functions +// in gta they are in CMaths but that makes the code rather noisy + +inline float Sin(float x) { return sinf(x); } +inline float Cos(float x) { return cosf(x); } +inline float Abs(float x) { return fabs(x); } +inline float Sqrt(float x) { return sqrtf(x); } +inline float Atan2(float y, float x) { return atan2f(y, x); } +inline float RecipSqrt(float x) { return 1.0f/sqrtf(x); } +inline float Pow(float x, float y) { return powf(x, y); } |