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- #ifndef MATHUTIL_H_
- #define MATHUTIL_H_
- namespace gameplay
- {
- /**
- * Defines a math utility class.
- *
- * This is primarily used for optimized internal math operations.
- */
- class MathUtil
- {
- friend class Matrix;
- friend class Vector3;
- public:
- /**
- * Updates the given scalar towards the given target using a smoothing function.
- * The given response time determines the amount of smoothing (lag). A longer
- * response time yields a smoother result and more lag. To force the scalar to
- * follow the target closely, provide a response time that is very small relative
- * to the given elapsed time.
- *
- * @param x the scalar to update.
- * @param target target value.
- * @param elapsedTime elapsed time between calls.
- * @param responseTime response time (in the same units as elapsedTime).
- */
- static void smooth(float* x, float target, float elapsedTime, float responseTime);
- /**
- * Updates the given scalar towards the given target using a smoothing function.
- * The given rise and fall times determine the amount of smoothing (lag). Longer
- * rise and fall times yield a smoother result and more lag. To force the scalar to
- * follow the target closely, provide rise and fall times that are very small relative
- * to the given elapsed time.
- *
- * @param x the scalar to update.
- * @param target target value.
- * @param elapsedTime elapsed time between calls.
- * @param riseTime response time for rising slope (in the same units as elapsedTime).
- * @param fallTime response time for falling slope (in the same units as elapsedTime).
- */
- static void smooth(float* x, float target, float elapsedTime, float riseTime, float fallTime);
- private:
- inline static void addMatrix(const float* m, float scalar, float* dst);
- inline static void addMatrix(const float* m1, const float* m2, float* dst);
- inline static void subtractMatrix(const float* m1, const float* m2, float* dst);
- inline static void multiplyMatrix(const float* m, float scalar, float* dst);
- inline static void multiplyMatrix(const float* m1, const float* m2, float* dst);
- inline static void negateMatrix(const float* m, float* dst);
- inline static void transposeMatrix(const float* m, float* dst);
- inline static void transformVector4(const float* m, float x, float y, float z, float w, float* dst);
- inline static void transformVector4(const float* m, const float* v, float* dst);
- inline static void crossVector3(const float* v1, const float* v2, float* dst);
- MathUtil();
- };
- }
- #define MATRIX_SIZE ( sizeof(float) * 16)
- #ifdef GP_USE_NEON
- #include "MathUtilNeon.inl"
- #else
- #include "MathUtil.inl"
- #endif
- #endif
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