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@@ -1,4 +1,4 @@
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-#include "anki/math/MathCommonSrc.h"
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+#include "anki/math/CommonSrc.h"
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namespace anki {
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@@ -87,9 +87,9 @@ inline Mat3::Mat3(const Quat& q)
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inline Mat3::Mat3(const Euler& e)
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{
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F32 ch, sh, ca, sa, cb, sb;
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- Math::sinCos(e.y(), sh, ch);
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- Math::sinCos(e.z(), sa, ca);
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- Math::sinCos(e.x(), sb, cb);
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+ sinCos(e.y(), sh, ch);
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+ sinCos(e.z(), sa, ca);
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+ sinCos(e.x(), sb, cb);
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(*this)(0, 0) = ch * ca;
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(*this)(0, 1) = sh * sb - ch * sa * cb;
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@@ -106,10 +106,10 @@ inline Mat3::Mat3(const Euler& e)
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inline Mat3::Mat3(const Axisang& axisang)
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{
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// Not normalized axis
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- ANKI_ASSERT(Math::isZero(1.0 - axisang.getAxis().getLength()));
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+ ANKI_ASSERT(isZero(1.0 - axisang.getAxis().getLength()));
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F32 c, s;
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- Math::sinCos(axisang.getAngle(), s, c);
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+ sinCos(axisang.getAngle(), s, c);
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F32 t = 1.0 - c;
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const Vec3& axis = axisang.getAxis();
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@@ -248,7 +248,7 @@ inline Bool Mat3::operator==(const Mat3& b) const
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{
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for(U i = 0; i < 9; i++)
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{
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- if(!Math::isZero((*this)[i] - b[i]))
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+ if(!isZero((*this)[i] - b[i]))
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{
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return false;
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}
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@@ -261,7 +261,7 @@ inline Bool Mat3::operator!=(const Mat3& b) const
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{
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for(U i = 0; i < 9; i++)
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{
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- if(!Math::isZero((*this)[i] - b[i]))
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+ if(!isZero((*this)[i] - b[i]))
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{
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return true;
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}
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@@ -498,7 +498,7 @@ inline void Mat3::setZAxis(const Vec3& v3)
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inline void Mat3::setRotationX(const F32 rad)
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{
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F32 sintheta, costheta;
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- Math::sinCos(rad, sintheta, costheta);
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+ sinCos(rad, sintheta, costheta);
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(*this)(0, 0) = 1.0;
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(*this)(0, 1) = 0.0;
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@@ -515,7 +515,7 @@ inline void Mat3::setRotationX(const F32 rad)
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inline void Mat3::setRotationY(const F32 rad)
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{
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F32 sintheta, costheta;
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- Math::sinCos(rad, sintheta, costheta);
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+ sinCos(rad, sintheta, costheta);
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(*this)(0, 0) = costheta;
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(*this)(0, 1) = 0.0;
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@@ -532,7 +532,7 @@ inline void Mat3::setRotationY(const F32 rad)
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inline void Mat3::setRotationZ(const F32 rad)
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{
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F32 sintheta, costheta;
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- Math::sinCos(rad, sintheta, costheta);
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+ sinCos(rad, sintheta, costheta);
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(*this)(0, 0) = costheta;
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(*this)(0, 1) = -sintheta;
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@@ -555,7 +555,7 @@ inline void Mat3::rotateXAxis(const F32 rad)
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// NOTE: See the clean code from < r664
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F32 sina, cosa;
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- Math::sinCos(rad, sina, cosa);
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+ sinCos(rad, sina, cosa);
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// zAxis = zAxis*cosa - yAxis*sina;
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(*this)(0, 2) = (*this)(0, 2) * cosa - (*this)(0, 1) * sina;
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@@ -585,7 +585,7 @@ inline void Mat3::rotateYAxis(const F32 rad)
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{
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// NOTE: See the clean code from < r664
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F32 sina, cosa;
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- Math::sinCos(rad, sina, cosa);
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+ sinCos(rad, sina, cosa);
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// zAxis = zAxis*cosa + xAxis*sina;
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(*this)(0, 2) = (*this)(0, 2) * cosa + (*this)(0, 0) * sina;
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@@ -613,7 +613,7 @@ inline void Mat3::rotateZAxis(const F32 rad)
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{
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// NOTE: See the clean code from < r664
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F32 sina, cosa;
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- Math::sinCos(rad, sina, cosa);
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+ sinCos(rad, sina, cosa);
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// xAxis = xAxis*cosa + yAxis*sina;
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(*this)(0, 0) = (*this)(0, 0) * cosa + (*this)(0, 1) * sina;
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@@ -710,7 +710,7 @@ inline Mat3 Mat3::getInverse() const
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F32 det = (*this)(0, 0) * cofactor0 + (*this)(1, 0) * cofactor3
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+ (*this)(2, 0) * cofactor6;
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- ANKI_ASSERT(!Math::isZero(det)); // Cannot invert det == 0
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+ ANKI_ASSERT(!isZero(det)); // Cannot invert det == 0
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// create adjoint matrix and multiply by 1/det to get inverse
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F32 invDet = 1.0 / det;
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