OdysseyDecomp/source/al/util/MathUtil.cpp
GRAnimated 2912d5fc93 Add several more math utilities, read description
powerIn and powerOut are currently using powf instead of Odyssey's powf_0.
2020-07-24 03:12:30 -04:00

102 lines
1.9 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;
}
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);
}
};