OdysseyDecomp/lib/al/include/Library/Math/MathUtil.h
2023-08-14 11:39:31 +02:00

77 lines
2.6 KiB
C++
Executable file

#pragma once
#include <math/seadMatrix.h>
#include <math/seadVector.h>
namespace al {
f32 normalize(f32, f32, f32);
f32 normalize(s32, s32, s32);
f32 easeIn(f32);
f32 easeOut(f32);
f32 easeInOut(f32);
f32 sign(f32);
s32 sign(s32);
f32 squareIn(f32);
f32 squareOut(f32);
f32 powerIn(f32, f32);
f32 powerOut(f32, f32);
f32 lerpValue(f32, f32, f32);
bool isNearZero(f32, f32);
template <typename T>
inline T clamp(T value, T min, T max) {
if (value < min)
return min;
if (value > max)
return max;
return value;
}
void verticalizeVec(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&);
void parallelizeVec(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&);
f32 modf(f32 a, f32 b);
bool normalize(f32 value);
bool normalize(sead::Matrix33f* value);
bool normalize(sead::Matrix34f* value);
bool isNear(f32 value, f32 target, f32 tolerance);
bool isNear(const sead::Vector2f& value, const sead::Vector2f& target, f32 tolerance);
bool isNear(const sead::Vector3f& value, const sead::Vector3f& target, f32 tolerance);
bool isNear(const sead::Matrix34f& value, const sead::Matrix34f& target, f32 tolerance);
bool isNearZero(f32 value, f32 tolerance);
bool isNearZero(const sead::Vector2f& value, f32 tolerance);
bool isNearZero(const sead::Vector3f& value, f32 tolerance);
bool isNearZero(const sead::Matrix34f& value, f32 tolerance);
bool isNearZeroOrGreater(f32 value, f32 tolerance);
bool isNearZeroOrLess(f32 value, f32 tolerance);
void calcQuatSide(sead::Vector3f* out, const sead::Quatf& quat);
void calcQuatUp(sead::Vector3f* out, const sead::Quatf& quat);
void calcQuatGravity(sead::Vector3f* out, const sead::Quatf& quat);
void calcQuatFront(sead::Vector3f* out, const sead::Quatf& quat);
void makeMtxRotateTrans(sead::Matrix34f* out, const sead::Vector3f& rotate,
const sead::Vector3f& trans);
void makeMtxFrontUpPos(sead::Matrix34f* out, const sead::Vector3f& front, const sead::Vector3f& up,
const sead::Vector3f& pos);
void makeMtxUpFrontPos(sead::Matrix34f* out, const sead::Vector3f& up, const sead::Vector3f& front,
const sead::Vector3f& pos);
void separateVectorHV(sead::Vector3f*, sead::Vector3f*, const sead::Vector3f&,
const sead::Vector3f&);
void lerpVec(sead::Vector2f*, const sead::Vector2f&, const sead::Vector2f&, f32);
void lerpVec(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32);
void lerpVecHV(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&,
f32, f32);
} // namespace al