OdysseyDecomp/source/al/util/MathUtil.cpp

130 lines
2.3 KiB
C++

#include "al/util/MathUtil.h"
#include <cmath>
namespace al
{
float normalize(float var, float min, float max)
{
float v4;
bool v5;
float result;
float v7;
v4 = -(max - min);
if ((max - min) > 0.0f)
{
v4 = max - min;
}
if (v4 >= 0.001f)
{
v7 = min;
if (var >= min)
{
v7 = var;
if (var > max)
{
v7 = max;
}
}
result = (v7 - min) / (max - min);
}
else
{
v5 = var < min;
result = 1.0f;
if (v5)
{
result = 0.0f;
}
}
return result;
}
float normalize(signed int var, signed int min, signed int max)
{
signed int v3;
float result;
if (var <= min)
{
return 0.0f;
}
if (max - min <= 0)
{
result = 1.0f;
if (var < min)
{
result = 0.0f;
}
}
else
{
if (var <= max)
{
v3 = var;
}
else
{
v3 = max;
}
if (var < min)
{
v3 = min;
}
result = (static_cast<float>(v3 - min) / static_cast<float>(max - min));
}
return result;
}
float easeIn(float var)
{
return (((var * -0.5f) + 1.5f) * var) * var;
}
float easeOut(float var)
{
return (((var * -0.5f) * var) + 1.5f) * var;
}
float easeInOut(float var)
{
return (((var * -2.0f) + 3.0f) * var) * var;
}
int sign(int var)
{
if (var < 0)
{
return -1;
}
if (var > 0)
{
return 1;
}
return 0;
}
float squareIn(float var)
{
return var * var;
}
float squareOut(float var)
{
return (2.0f - var) * var;
}
float powerIn(float x, float y)
{
return powf(x, y);
}
float powerOut(float x, float y)
{
return powf(x, 1.0 / y);
}
};