OdysseyDecomp/lib/al/Library/Math/MathUtil.cpp

2087 lines
62 KiB
C++

#include "Library/Math/MathUtil.h"
#include <math/seadMathCalcCommon.h>
#include <math/seadMatrix.h>
#include <nn/os.h>
#include <prim/seadBitUtil.h>
#include <random/seadGlobalRandom.h>
#include "Library/Base/HashCodeUtil.h"
#include "Library/Math/FractalGenerator.h"
#include "Library/Matrix/MatrixUtil.h"
namespace al {
f32 calcAngleRadian(const sead::Vector3f& a, const sead::Vector3f& b) {
f32 dot = a.dot(b);
sead::Vector3f cross;
cross.setCross(a, b);
return sead::Mathf::atan2(cross.length(), dot);
}
f32 calcAngleDegree(const sead::Vector3f& a, const sead::Vector3f& b) {
return sead::Mathf::rad2deg(calcAngleRadian(a, b));
}
f32 calcAngleDegree(const sead::Vector2f& a, const sead::Vector2f& b) {
if (isNearZero(a) || isNearZero(b))
return 0.0f;
return sead::Mathf::rad2deg(sead::Mathf::atan2(a.cross(b), a.dot(b)));
}
bool isNearZero(const sead::Vector2f& vec, f32 tolerance) {
return vec.squaredLength() < tolerance * tolerance;
}
bool tryCalcAngleDegree(f32* out, const sead::Vector3f& a, const sead::Vector3f& b) {
if (isNearZero(a) || isNearZero(b))
return false;
*out = calcAngleDegree(a, b);
return true;
}
bool isNearZero(const sead::Vector3f& vec, f32 tolerance) {
return vec.squaredLength() < tolerance * tolerance;
}
f32 calcAngleOnPlaneRadian(const sead::Vector3f& a, const sead::Vector3f& b,
const sead::Vector3f& vertical) {
sead::Vector3f planeA;
verticalizeVec(&planeA, vertical, a);
sead::Vector3f planeB;
verticalizeVec(&planeB, vertical, b);
f32 dot = planeA.dot(planeB);
sead::Vector3f cross;
cross.setCross(planeA, planeB);
f32 angle = sead::Mathf::atan2(cross.length(), dot);
return vertical.dot(cross) < 0.0f ? -angle : angle;
}
/**
* Takes the plane perpendicular to unit vector `vertical`, projects `vec` onto it, and
* stores the result in `out`. The effect is that `vec` and `out` will look equal
* if looking in the direction of `vertical`.
*/
void verticalizeVec(sead::Vector3f* out, const sead::Vector3f& vertical,
const sead::Vector3f& vec) {
out->setScaleAdd(-vertical.dot(vec), vertical, vec);
}
f32 calcAngleOnPlaneDegree(const sead::Vector3f& a, const sead::Vector3f& b,
const sead::Vector3f& vertical) {
return sead::Mathf::rad2deg(calcAngleOnPlaneRadian(a, b, vertical));
}
f32 calcAngleOnPlaneDegreeOrZero(const sead::Vector3f& a, const sead::Vector3f& b,
const sead::Vector3f& vertical) {
f32 angle = 0.0f;
if (!tryCalcAngleOnPlaneDegree(&angle, a, b, vertical))
return 0.0f;
return angle;
}
bool isParallelDirection(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance) {
if (sead::Mathf::abs(a.y * b.z - a.z * b.y) > tolerance)
return false;
if (sead::Mathf::abs(a.z * b.x - a.x * b.z) > tolerance)
return false;
if (sead::Mathf::abs(a.x * b.y - a.y * b.x) > tolerance)
return false;
return true;
}
s32 calcAngleSignOnPlane(const sead::Vector3f& a, const sead::Vector3f& b,
const sead::Vector3f& vertical) {
sead::Vector3f planeA;
verticalizeVec(&planeA, vertical, a);
sead::Vector3f planeB;
verticalizeVec(&planeB, vertical, b);
sead::Vector3f cross;
cross.setCross(planeA, planeB);
const f32 angle = vertical.dot(cross);
if (angle > 0.0f)
return 1;
if (angle < 0.0f)
return -1;
return 0;
}
bool isNearAngleRadian(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance) {
if (isNearZero(a))
return false;
if (isNearZero(b))
return false;
sead::Vector2f aNorm;
normalize(&aNorm, a);
sead::Vector2f bNorm;
normalize(&bNorm, b);
return aNorm.dot(bNorm) >= sead::Mathf::cos(tolerance);
}
void normalize(sead::Vector2f* out, const sead::Vector2f& vec) {
*out = vec;
normalize(out);
}
bool isNearAngleRadian(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance) {
if (isNearZero(a))
return false;
if (isNearZero(b))
return false;
sead::Vector3f aNorm;
normalize(&aNorm, a);
sead::Vector3f bNorm;
normalize(&bNorm, b);
return aNorm.dot(bNorm) >= sead::Mathf::cos(tolerance);
}
void normalize(sead::Vector3f* out, const sead::Vector3f& vec) {
*out = vec;
normalize(out);
}
bool isNearAngleDegree(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance) {
return isNearAngleRadian(a, b, sead::Mathf::deg2rad(tolerance));
}
bool isNearAngleDegree(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance) {
return isNearAngleRadian(a, b, sead::Mathf::deg2rad(tolerance));
}
bool tryNormalizeOrZero(sead::Vector3f* vec) {
if (isNearZero(*vec)) {
*vec = {0.0f, 0.0f, 0.0f};
return false;
}
normalize(vec);
return true;
}
bool tryNormalizeOrZero(sead::Vector3f* out, const sead::Vector3f& vec) {
*out = vec;
return tryNormalizeOrZero(out);
}
// TODO: Rename parameters here and in header
bool isNearAngleDegreeHV(const sead::Vector3f& a, const sead::Vector3f& b, const sead::Vector3f& c,
f32 d, f32 e) {
return isNearAngleRadianHV(a, b, c, sead::Mathf::deg2rad(d), sead::Mathf::deg2rad(e));
}
bool isNear(f32 value, f32 target, f32 tolerance) {
return sead::Mathf::abs(value - target) < sead::Mathf::abs(tolerance);
}
bool isNear(const sead::Vector2f& value, const sead::Vector2f& target, f32 tolerance) {
return (value - target).length() <= tolerance;
}
bool isNear(const sead::Vector3f& value, const sead::Vector3f& target, f32 tolerance) {
return (value - target).length() <= tolerance;
}
bool isNear(const sead::Color4f& value, const sead::Color4f& target, f32 tolerance) {
return sead::Mathf::abs(value.r - target.r) < tolerance &&
sead::Mathf::abs(value.g - target.g) < tolerance &&
sead::Mathf::abs(value.b - target.b) < tolerance &&
sead::Mathf::abs(value.a - target.a) < tolerance;
}
bool isNearZero(f32 value, f32 tolerance) {
return sead::Mathf::abs(value) < tolerance;
}
bool isNearZero(const sead::Matrix34f& value, f32 tolerance) {
sead::Vector3f vec;
value.getBase(vec, 0);
if (isNearZero(vec, tolerance))
return true;
value.getBase(vec, 1);
if (isNearZero(vec, tolerance))
return true;
value.getBase(vec, 2);
if (isNearZero(vec, tolerance))
return true;
return false;
}
bool isNearZeroOrGreater(f32 value, f32 tolerance) {
return value >= 0.0f || isNearZero(value, tolerance);
}
bool isNearZeroOrLess(f32 value, f32 tolerance) {
return value <= 0.0f || isNearZero(value, tolerance);
}
bool isExistNearZeroVal(const sead::Vector3f& vec, f32 tolerance) {
return isNearZero(vec.x, tolerance) || isNearZero(vec.y, tolerance) ||
isNearZero(vec.z, tolerance);
}
bool isNormalize(const sead::Vector3f& vec, f32 tolerance) {
return sead::Mathf::abs(1.0f - vec.length()) <= tolerance;
}
bool isParallelDirection(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance) {
return !(sead::Mathf::abs(a.cross(b)) > tolerance);
}
bool isReverseDirection(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance) {
if (a.dot(b) >= 0.0f)
return false;
return isParallelDirection(a, b, tolerance);
}
bool isNearDirection(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance) {
if (a.dot(b) < 0.0f)
return false;
return isParallelDirection(a, b, tolerance);
}
bool isNearDirection(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance) {
if (a.dot(b) < 0.0f)
return false;
return isParallelDirection(a, b, tolerance);
}
bool isInRange(s32 x, s32 a, s32 b) {
return (b < a) ? (a >= x && x >= b) : (b >= x && x >= a);
}
bool isInRange(f32 x, f32 a, f32 b) {
if (b < a) {
if (x < b || a < x)
return false;
return true;
} else {
if (x < a || b < x)
return false;
return true;
}
}
void normalize(sead::Vector2f* vec) {
vec->normalize();
}
void normalize(sead::Vector3f* vec) {
vec->normalize();
}
void normalize(sead::Matrix33f* mtx) {
sead::Vector3f up = mtx->getBase(0);
sead::Vector3f front = mtx->getBase(1);
sead::Vector3f side = mtx->getBase(2);
up.normalize();
front.normalize();
side.normalize();
mtx->setBase(0, up);
mtx->setBase(1, front);
mtx->setBase(2, side);
}
void normalize(sead::Matrix34f* mtx) {
sead::Vector3f up = mtx->getBase(0);
sead::Vector3f front = mtx->getBase(1);
sead::Vector3f side = mtx->getBase(2);
up.normalize();
front.normalize();
side.normalize();
mtx->setBase(0, up);
mtx->setBase(1, front);
mtx->setBase(2, side);
}
bool tryNormalizeOrZero(sead::Vector2f* vec) {
if (isNearZero(*vec)) {
*vec = {0.0f, 0.0f};
return false;
}
normalize(vec);
return true;
}
bool tryNormalizeOrZero(sead::Vector2f* out, const sead::Vector2f& vec) {
*out = vec;
return tryNormalizeOrZero(out);
}
bool tryNormalizeOrDirZ(sead::Vector3f* vec) {
if (!tryNormalizeOrZero(vec)) {
vec->set(sead::Vector3f::ez);
return false;
}
return true;
}
bool tryNormalizeOrDirZ(sead::Vector3f* out, const sead::Vector3f& vec) {
*out = vec;
return tryNormalizeOrDirZ(out);
}
u32 getMaxAbsElementIndex(const sead::Vector3f& vec) {
f32 x = sead::Mathf::abs(vec.x);
f32 y = sead::Mathf::abs(vec.y);
f32 z = sead::Mathf::abs(vec.z);
return x > z && x > y ? 0 : y > z ? 1 : 2;
}
void setLength(sead::Vector3f* vec, f32 length) {
f32 curLen = vec->length();
if (curLen > 0.0f) {
f32 scale = length / curLen;
*vec *= scale;
}
}
void setProjectionLength(sead::Vector3f* out, const sead::Vector3f& vec, f32 length) {
f32 scale = length / sead::Mathf::abs(vec.dot(*out));
*out *= scale;
}
bool limitLength(sead::Vector2f* out, const sead::Vector2f& vec, f32 limit) {
f32 len = vec.length();
if (len > limit) {
f32 invLen = limit / len;
out->setScale(vec, invLen);
return true;
} else {
out->set(vec);
return false;
}
}
bool limitLength(sead::Vector3f* out, const sead::Vector3f& vec, f32 limit) {
f32 len = vec.length();
if (len > limit) {
f32 invLen = limit / len;
out->setScale(vec, invLen);
return true;
} else {
out->set(vec);
return false;
}
}
f32 normalizeAbs(f32 x, f32 min, f32 max) {
if (x >= 0)
return normalize(x, min, max);
else
return -normalize(-x, min, max);
}
f32 normalize(f32 x, f32 min, f32 max) {
if (sead::Mathf::abs(max - min) < 0.001f) {
if (x < min)
return 0.0f;
else
return 1.0f;
}
f32 clamped = sead::Mathf::clamp(x, min, max);
return (clamped - min) / (max - min);
}
f32 normalize(s32 x, s32 min, s32 max) {
if (x <= min)
return 0.0f;
if (max - min <= 0) {
if (x < min)
return 0.0f;
else
return 1.0f;
}
return (static_cast<f32>(clamp(x, min, max) - min) / static_cast<f32>(max - min));
}
f32 sign(f32 x) {
if (x < 0.0f)
return -1.0f;
if (x > 0.0f)
return 1.0f;
return x;
}
s32 sign(s32 x) {
if (x < 0)
return -1;
if (x > 0)
return 1;
return x;
}
f32 cubeRoot(f32 x) {
f32 onethird = 1.0f / 3.0f;
u32 i = 0x54a0fc86 - sead::BitUtil::bitCast<u32>(x) / 3;
f32 y = sead::BitUtil::bitCast<f32>(i);
y = y * onethird * (4.0f - x * y * y * y);
y = y * onethird * (4.0f - x * y * y * y);
y = y * onethird * (4.0f - x * y * y * y);
return x * y * y;
}
void clampV3f(sead::Vector3f* out, const sead::Vector3f& min, const sead::Vector3f& max) {
out->x = sead::Mathf::clamp(out->x, min.x, max.x);
out->y = sead::Mathf::clamp(out->y, min.y, max.y);
out->z = sead::Mathf::clamp(out->z, min.z, max.z);
}
void clampV2f(sead::Vector2f* out, const sead::Vector2f& min, const sead::Vector2f& max) {
out->x = sead::Mathf::clamp(out->x, min.x, max.x);
out->y = sead::Mathf::clamp(out->y, min.y, max.y);
}
f32 easeIn(f32 t) {
return (((t * -0.5f) + 1.5f) * t) * t;
}
f32 easeOut(f32 t) {
return (((t * -0.5f) * t) + 1.5f) * t;
}
f32 easeInOut(f32 t) {
return (((t * -2.0f) + 3.0f) * t) * t;
}
f32 squareIn(f32 t) {
return t * t;
}
f32 squareOut(f32 t) {
return (2.0f - t) * t;
}
f32 powerIn(f32 t, f32 exp) {
return sead::Mathf::pow(t, exp);
}
f32 powerOut(f32 t, f32 exp) {
return sead::Mathf::pow(t, 1.0 / exp);
}
f32 logarithmIn(f32 t, f32 base) {
f32 base1 = base + sead::Mathf::epsilon();
f32 a = powerIn(base1 + 0.0f, 1.0 - t);
f32 b = powerIn(base1 + 1.0f, t);
return a * b - base1;
}
f32 logarithmOut(f32 t, f32 base) {
return 1.0f - logarithmIn(1.0f - t, base);
}
f32 exponentIn(f32 t, f32 exp) {
return t * exp2f(exp * (t - 1.0f));
}
f32 exponentOut(f32 t, f32 exp) {
return 1.0f - exponentIn(1.0f - t, exp);
}
f32 hermiteRate(f32 t, f32 m0, f32 m1) {
return hermite(0.0f, m0, 1.0f, m1, t);
}
f32 calcFourthOrderRate(f32 t, f32 scale) {
return ((scale + -3.0f) * t * t + (scale * -2.0f + 4.0f) * t + scale) * t * t;
}
f32 calcTriangleWave01(f32 t, f32 period) {
f32 val = t / (2 * period);
val = sead::Mathf::abs(val - sead::Mathf::floor(val) - 0.5f);
return 1.0f - (2 * val);
}
f32 calcTriangleWave(f32 t, f32 min, f32 max, f32 period) {
f32 pos = sead::Mathf::clamp(calcTriangleWave01(t, period), 0.0f, 1.0f);
return (1.0f - pos) * min + pos * max;
}
f32 lerpValue(f32 a, f32 b, f32 t) {
t = sead::Mathf::clamp(t, 0.0f, 1.0f);
return a * (1.0f - t) + t * b;
}
f32 calcRate01(f32 t, f32 min, f32 max) {
f32 range = max - min;
if (isNearZero(range))
return 1.0f;
return sead::Mathf::clamp((t - min) / range, 0.0f, 1.0f);
}
f32 easeByType(f32 t, s32 easeType) {
switch (easeType) {
case EaseType_EaseIn:
return easeIn(t);
case EaseType_EaseOut:
return easeOut(t);
case EaseType_EaseInOut:
return easeInOut(t);
case EaseType_SquareIn:
return squareIn(t);
case EaseType_SquareOut:
return squareOut(t);
default:
return t;
}
}
inline f32 clamp(f32 value, f32 low, f32 high) {
f32 result = high;
if (value < low)
result = low;
else if (!(value > high))
result = value;
return result;
}
f32 lerpValue(f32 a, f32 b, f32 t, f32 clampA, f32 clampB) {
if (sead::Mathf::abs(t - b) < 0.001f)
return a <= b ? clampA : clampB;
f32 rate = (a - b) / (t - b);
f32 t2 = clamp(rate, 0.0f, 1.0f);
return clampA * (1.0f - t2) + t2 * clampB;
}
f32 lerpDegree(f32 a, f32 b, f32 t) {
a = wrapAngle(a);
b = wrapAngle(b);
f32 aa = b - a > 180.0f ? a + 360.0f : a;
f32 bb = b - a < -180.0f ? b + 360.0f : b;
return wrapAngle(lerpValue(aa, bb, t));
}
f32 lerpRadian(f32 a, f32 b, f32 t) {
a = wrapValue(a, sead::Mathf::pi2());
b = wrapValue(b, sead::Mathf::pi2());
f32 aa = b - a > sead::Mathf::pi() ? a + sead::Mathf::pi2() : a;
f32 bb = b - a < -sead::Mathf::pi() ? b + sead::Mathf::pi2() : b;
return wrapValue(lerpValue(aa, bb, t), sead::Mathf::pi2());
}
void lerpVec(sead::Vector2f* outVec, const sead::Vector2f& a, const sead::Vector2f& b, f32 t) {
outVec->x = a.x + (b.x - a.x) * t;
outVec->y = a.y + (b.y - a.y) * t;
}
void lerpVec(sead::Vector3f* outVec, const sead::Vector3f& a, const sead::Vector3f& b, f32 t) {
outVec->x = a.x + (b.x - a.x) * t;
outVec->y = a.y + (b.y - a.y) * t;
outVec->z = a.z + (b.z - a.z) * t;
}
void lerpVecHV(sead::Vector3f* outVec, const sead::Vector3f& a, const sead::Vector3f& b,
const sead::Vector3f& c, f32 tH, f32 tV) {
sead::Vector3f ba = b - a;
sead::Vector3f totalV = c * ba.dot(c);
outVec->x = a.x + (ba.x - totalV.x) * tH;
outVec->y = a.y + (ba.y - totalV.y) * tH;
outVec->z = a.z + (ba.z - totalV.z) * tH;
outVec->x += totalV.x * tV;
outVec->y += totalV.y * tV;
outVec->z += totalV.z * tV;
}
void separateVectorHV(sead::Vector3f* outH, sead::Vector3f* outV, const sead::Vector3f& a,
const sead::Vector3f& b) {
f32 dot = a.dot(b);
outV->x = a.x * dot;
outV->y = a.y * dot;
outV->z = a.z * dot;
outH->x = b.x - outV->x;
outH->y = b.y - outV->y;
outH->z = b.z - outV->z;
}
void lerpColor(sead::Color4f* outColor, const sead::Color4f& a, const sead::Color4f& b, f32 t) {
outColor->setLerp(a, b, t);
}
f32 lerpLogValueEaseIn(f32 a, f32 b, f32 max, f32 min) {
return lerpValue(a, b, logarithmIn(max, min));
}
f32 lerpLogValueEaseOut(f32 a, f32 b, f32 max, f32 min) {
return lerpValue(a, b, logarithmOut(max, min));
}
void lerpLogVecEaseIn(sead::Vector3f* outVec, const sead::Vector3f& a, const sead::Vector3f& b,
f32 max, f32 min) {
f32 x = lerpLogValueEaseIn(a.x, b.x, max, min);
f32 y = lerpLogValueEaseIn(a.y, b.y, max, min);
f32 z = lerpLogValueEaseIn(a.z, b.z, max, min);
outVec->x = x;
outVec->y = y;
outVec->z = z;
}
void lerpLogVecEaseOut(sead::Vector3f* outVec, const sead::Vector3f& a, const sead::Vector3f& b,
f32 max, f32 min) {
f32 x = lerpLogValueEaseOut(a.x, b.x, max, min);
f32 y = lerpLogValueEaseOut(a.y, b.y, max, min);
f32 z = lerpLogValueEaseOut(a.z, b.z, max, min);
outVec->x = x;
outVec->y = y;
outVec->z = z;
}
f32 lerpExponentValueEaseIn(f32 a, f32 b, f32 max, f32 min) {
return lerpValue(a, b, exponentIn(max, min));
}
f32 lerpExponentValueEaseOut(f32 a, f32 b, f32 max, f32 min) {
return lerpValue(a, b, exponentOut(max, min));
}
void lerpExponentVecEaseIn(sead::Vector3f* outVec, const sead::Vector3f& a, const sead::Vector3f& b,
f32 max, f32 min) {
f32 x = lerpExponentValueEaseIn(a.x, b.x, max, min);
f32 y = lerpExponentValueEaseIn(a.y, b.y, max, min);
f32 z = lerpExponentValueEaseIn(a.z, b.z, max, min);
outVec->x = x;
outVec->y = y;
outVec->z = z;
}
void lerpExponentVecEaseOut(sead::Vector3f* outVec, const sead::Vector3f& a,
const sead::Vector3f& b, f32 max, f32 min) {
f32 x = lerpExponentValueEaseOut(a.x, b.x, max, min);
f32 y = lerpExponentValueEaseOut(a.y, b.y, max, min);
f32 z = lerpExponentValueEaseOut(a.z, b.z, max, min);
outVec->x = x;
outVec->y = y;
outVec->z = z;
}
// BUG: should've been called clampLerpMinAbs
f32 clampLeapMinAbs(f32 t, f32 beforeLerp, f32 startLerp, f32 endLerp) {
if (sead::Mathf::abs(t) < sead::Mathf::abs(startLerp))
return sign(t) * sead::Mathf::abs(beforeLerp);
if (sead::Mathf::abs(t) > sead::Mathf::abs(endLerp))
return t;
return sign(t) * lerpValue(sead::Mathf::abs(t), sead::Mathf::abs(startLerp),
sead::Mathf::abs(endLerp), sead::Mathf::abs(beforeLerp),
sead::Mathf::abs(endLerp));
}
/**
* Interpolates between `y0` and `y1` as `t` goes from 0.0 to 1.0. This interpolation is defined by
* `m0` and `m1`, which are the rates of change of `t` at the points `y0` and `y1` respectively.
*/
f32 hermite(f32 y0, f32 m0, f32 y1, f32 m1, f32 t) {
f32 coef_m1 = t * (t * t - t);
f32 coef_y1 = t * t + -2.0f * coef_m1;
f32 coef_m0 = coef_m1 - (t * t - t);
return y0 - coef_y1 * y0 + coef_y1 * y1 + coef_m0 * m0 + coef_m1 * m1;
}
f32 hermite(f32 y0, f32 m0, f32 y1, f32 m1, f32 t, f32 width) {
t *= 1.0f / width;
f32 a1 = y0 - y1;
f32 a2 = t - 1.0f;
f32 a3 = t + t - 3.0f;
return y0 + (a1 * a3) * t * t + (t * a2) * (t * m1 + a2 * m0);
}
void hermiteVec(sead::Vector3f* outVec, const sead::Vector3f& y0, const sead::Vector3f& m0,
const sead::Vector3f& y1, const sead::Vector3f& m1, f32 t) {
outVec->x = hermite(y0.x, m0.x, y1.x, m1.x, t);
outVec->y = hermite(y0.y, m0.y, y1.y, m1.y, t);
outVec->z = hermite(y0.z, m0.z, y1.z, m1.z, t);
}
s32 converge(s32 current, s32 target, s32 step) {
s32 result = current;
if (current < target) {
result += step;
if (result > target)
result = target;
} else {
result -= step;
if (result < target)
result = target;
}
return result;
}
f32 converge(f32 current, f32 target, f32 step) {
f32 result = current;
if (current < target) {
result += step;
if (result > target)
result = target;
} else {
result -= step;
if (result < target)
result = target;
}
return result;
}
f32 convergeDegree(f32 current, f32 target, f32 step) {
if ((target + 360.0f) - current < 180.0f)
target += 360.0f;
else if (current - (target - 360.0f) < 180.0f)
target -= 360.0f;
return wrapAngle(converge(current, target, step));
}
f32 convergeRadian(f32 current, f32 target, f32 step) {
// BUG: N's mistake here. Correct comparison: (target + pi2()) - current < pi()
if ((target + sead::Mathf::pi2()) - current < sead::Mathf::pi2())
target += sead::Mathf::pi2();
else if (current - (target - sead::Mathf::pi2()) < sead::Mathf::pi())
target -= sead::Mathf::pi2();
return wrapValue(converge(current, target, step), sead::Mathf::pi2());
}
bool convergeVec(sead::Vector2f* outVec, const sead::Vector2f& current,
const sead::Vector2f& target, f32 step) {
sead::Vector2f dir = target - current;
bool isReachedTarget = true;
f32 length = dir.length();
if (length > step) {
dir *= step / length;
isReachedTarget = false;
}
outVec->setAdd(current, dir);
return isReachedTarget;
}
bool convergeVec(sead::Vector3f* outVec, const sead::Vector3f& current,
const sead::Vector3f& target, f32 step) {
sead::Vector3f dir = target - current;
bool isReachedTarget = true;
f32 length = dir.length();
if (length > step) {
dir *= step / length;
isReachedTarget = false;
}
outVec->setAdd(current, dir);
return isReachedTarget;
}
f32 diffNearAngleDegree(f32 a, f32 b) {
f32 angle = wrapAngle(b - a);
if (angle >= 180.0f)
angle -= 360.0f;
return angle;
}
bool isInRangeAngleDegree(f32 target, f32 start, f32 end) {
f32 length = wrapAngle(end - start);
f32 targetPos = wrapAngle(target - start);
return 0.0f <= targetPos && targetPos <= length;
}
bool isSameSign(f32 a, f32 b) {
return a * b > 0.0f;
}
u8 reverseBit8(u8 x) {
x = ((x & 0x55) << 1) | ((x >> 1) & 0x55); // 0101...
x = ((x & 0x33) << 2) | ((x >> 2) & 0x33); // 0011...
return x >> 4 | x << 4;
}
u16 reverseBit16(u16 x) {
x = ((x & 0x5555) << 1) | ((x >> 1) & 0x5555); // 01010101...
x = ((x & 0x3333) << 2) | ((x >> 2) & 0x3333); // 00110011...
x = ((x & 0xf0f) << 4) | ((x >> 4) & 0xf0f); // 11110000..
return x >> 8 | x << 8;
}
u32 reverseBit32(u32 x) {
x = ((x & 0x55555555) << 1) | ((x >> 1) & 0x55555555); // 0101010101010101...
x = ((x & 0x33333333) << 2) | ((x >> 2) & 0x33333333); // 0011001100110011...
x = ((x & 0xf0f0f0f) << 4) | ((x >> 4) & 0xf0f0f0f); // 1111000011110000...
x = ((x & 0xff00ff) << 8) | ((x >> 8) & 0xff00ff); // 1111111100000000...
return x >> 16 | x << 16;
}
f32 calcVanDerCorput(u32 x) {
return reverseBit32(x) * (f32)0x1p-32;
}
void calcHammersleyPoint(sead::Vector2f* outPoint, u32 i, u32 num) {
outPoint->x = (f32)i / (f32)num;
outPoint->y = calcVanDerCorput(i);
}
s32 findMaxFromArray(const s32* array, s32 size) {
s32 max = array[0];
for (s32 i = 0; i < size; i++)
max = sead::Mathi::clampMin(max, array[i]);
return max;
}
void separateMinMax(sead::Vector3f* outMin, sead::Vector3f* outMax, const sead::Vector3f& vec) {
f32 minZ = outMin->z;
outMin->x = sead::Mathf::clampMax(outMin->x, vec.x);
outMin->y = sead::Mathf::clampMax(outMin->y, vec.y);
outMin->z = sead::Mathf::clampMax(minZ, vec.z);
f32 maxZ = outMax->z;
outMax->x = sead::Mathf::clampMin(outMax->x, vec.x);
outMax->y = sead::Mathf::clampMin(outMax->y, vec.y);
outMax->z = sead::Mathf::clampMin(maxZ, vec.z);
}
s32 findMinFromArray(const s32* array, s32 size) {
s32 min = array[0];
for (s32 i = 0; i < size; i++)
min = sead::Mathi::min(array[i], min);
return min;
}
f32 getRandom() {
u32 random = (sead::GlobalRandom::instance()->getU32() >> 9) | 0x3F800000;
return (*reinterpret_cast<f32*>(&random)) - 1;
}
f32 getRandom(f32 factor) {
return getRandom(0.0f, factor);
}
f32 getRandom(f32 min, f32 max) {
return (getRandom() * (max - min)) + min;
}
s32 getRandom(s32 factor) {
return getRandom(0, factor);
}
s32 getRandom(s32 min, s32 max) {
return (s32)getRandom((f32)min, (f32)max);
}
f32 getRandomDegree() {
return getRandom(360.0f);
}
f32 getRandomRadian() {
return getRandom(6.2832f);
}
void getRandomVector(sead::Vector3f* vec, f32 factor) {
f32 x = (getRandom() * (factor + factor)) - factor;
f32 y = (getRandom() * (factor + factor)) - factor;
f32 z = (getRandom() * (factor + factor)) - factor;
vec->x = x;
vec->y = y;
vec->z = z;
}
void getRandomDir(sead::Vector3f* vec) {
getRandomVector(vec, 10.0f);
while (vec->dot(*vec) < 0.000001f) {
*vec = {0.0f, 0.0f, 0.0f};
getRandomVector(vec, 10.0f);
}
vec->normalize();
}
void getRandomOnCircle(sead::Vector2f* outPos, f32 radius) {
f32 angle = getRandom(sead::Mathf::pi2());
outPos->x = sead::Mathf::cos(angle) * radius;
outPos->y = sead::Mathf::sin(angle) * radius;
}
void getRandomInCircle(sead::Vector2f* outPos, f32 maxRadius) {
f32 angle = getRandom(sead::Mathf::pi2());
f32 radius = sead::Mathf::sqrt(getRandom()) * maxRadius;
outPos->x = radius * sead::Mathf::cos(angle);
outPos->y = radius * sead::Mathf::sin(angle);
}
void getRandomInCircleMinMaxRadius(sead::Vector2f* outPos, f32 minRadius, f32 maxRadius) {
f32 angle = getRandom(sead::Mathf::pi2());
f32 range = sead::Mathf::square(minRadius / maxRadius);
f32 radius = sead::Mathf::sqrt(range + getRandom() * (1.0f - range)) * maxRadius;
outPos->x = radius * sead::Mathf::cos(angle);
outPos->y = radius * sead::Mathf::sin(angle);
}
void getRandomInCircle(sead::Vector3f* outPos, const sead::Vector3f& pos,
const sead::Vector3f& front, f32 maxRadius) {
sead::Matrix34f mtx;
makeMtxFrontNoSupportPos(&mtx, front, pos);
sead::Vector2f pos2D;
getRandomInCircle(&pos2D, maxRadius);
outPos->setMul(mtx, {pos2D.x, pos2D.y, 0.0f});
}
void getRandomOnSphere(sead::Vector3f* outPos, f32 radius) {
f32 angle = getRandom(sead::Mathf::pi2());
f32 zPos = 2.0f * getRandom() - 1.0f;
f32 radiusXY = sead::Mathf::sqrt(1.0f - sead::Mathf::square(zPos)) * radius;
outPos->x = sead::Mathf::cos(angle) * radiusXY;
outPos->y = sead::Mathf::sin(angle) * radiusXY;
outPos->z = zPos * radius;
}
void initRandomSeed(u32 seed) {
sead::GlobalRandom::instance()->init(seed);
}
void initRandomSeedByTick() {
initRandomSeed(nn::os::GetSystemTick().value);
}
void initRandomSeedByString(const char* name) {
initRandomSeed(calcHashCode(name));
}
bool isHalfProbability() {
return getRandom() < 0.5f;
}
bool isPercentProbability(f32 threshold) {
return getRandom() * 100.0f < threshold;
}
void getRandomContext(u32* xSeed, u32* ySeed, u32* zSeed, u32* wSeed) {
sead::GlobalRandom::instance()->getContext(xSeed, ySeed, zSeed, wSeed);
}
void setRandomContext(u32 xSeed, u32 ySeed, u32 zSeed, u32 wSeed) {
sead::GlobalRandom::instance()->init(xSeed, ySeed, zSeed, wSeed);
}
void makeRandomDirXZ(sead::Vector3f* outDir) {
f32 angle = getRandom(sead::Mathf::pi2());
outDir->set({sead::Mathf::sin(angle), 0.0f, sead::Mathf::cos(angle)});
}
f32 calcBoxMullerRandomGauss() {
sead::Vector2f box;
makeBoxMullerRandomGauss(&box, getRandom(), getRandom());
return box.x;
}
void makeBoxMullerRandomGauss(sead::Vector2f* outBox, f32 randA, f32 randB) {
f32 valX = sead::Mathf::sqrt(sead::Mathf::log(randA) * -2.0f) *
sead::Mathf::cos(sead::Mathf::pi2() * randB);
f32 valY = sead::Mathf::sqrt(sead::Mathf::log(randB) * -2.0f) *
sead::Mathf::sin(sead::Mathf::pi2() * randA);
outBox->set({valX, valY});
}
f32 modf(f32 a, f32 b) {
return std::fmodf(a, b);
}
s32 modi(s32 a, s32 b) {
return a - (a / b) * b;
}
f32 calcSpeedMax(f32 accel, f32 friction) {
return (accel * friction) / (1.0f - friction);
}
f32 calcAccel(f32 speed, f32 friction) {
return (1.0f - friction) * speed / friction;
}
f32 calcFriction(f32 accel, f32 speed) {
// BUG: N's mistake here. Correct function: friction = speed / (speed + accel)
return (accel + speed) / speed;
}
void parallelizeVec(sead::Vector3f* outVec, const sead::Vector3f& dir, const sead::Vector3f& vec) {
outVec->setScale(dir, dir.dot(vec));
}
void separateVectorParallelVertical(sead::Vector3f* outH, sead::Vector3f* outV,
const sead::Vector3f& dir, const sead::Vector3f& vec) {
parallelizeVec(outH, dir, vec);
outV->setSub(vec, *outH);
}
// computes how many `vec`s are required to go from `origin` to plane
f32 calcDistanceVecToPlane(const sead::Vector3f& vec, const sead::Vector3f& planePoint,
const sead::Vector3f& planeNormal, const sead::Vector3f& origin) {
f32 originToPlane = planeNormal.dot(planePoint - origin);
f32 dirProjNormal = -vec.dot(planeNormal);
f32 vecLength = vec.length();
return originToPlane / dirProjNormal * vecLength;
}
void limitPlanePos(sead::Vector3f* outPos, const sead::Vector3f& pos,
const sead::Vector3f& planeNormal, const sead::Vector3f& planePoint) {
*outPos -= planeNormal * planeNormal.dot(pos - planePoint);
}
// TODO: proper parameter names
bool limitCylinderInDir(sead::Vector3f* outVec, const sead::Vector3f& vecA,
const sead::Vector3f& vecB, const sead::Vector3f& vecC) {
return limitCylinderInDir(outVec, *outVec, vecA, vecB, vecC);
}
void roundOffVec(sead::Vector3f* outVec, const sead::Vector3f& vec) {
outVec->x = sead::Mathf::round(vec.x);
outVec->y = sead::Mathf::round(vec.y);
outVec->z = sead::Mathf::round(vec.z);
}
void roundOffVec(sead::Vector3f* vec) {
roundOffVec(vec, *vec);
}
void roundOffVec(sead::Vector2f* outVec, const sead::Vector2f& vec) {
outVec->x = sead::Mathf::round(vec.x);
outVec->y = sead::Mathf::round(vec.y);
}
void roundOffVec(sead::Vector2f* vec) {
roundOffVec(vec, *vec);
}
f32 snapToGrid(f32 val, f32 gridSize, f32 offset) {
return sead::Mathf::round((val - offset) / gridSize) * gridSize + offset;
}
void snapVecToGrid(sead::Vector3f* outVec, const sead::Vector3f& vec, f32 gridSize,
const sead::Vector3f& offset) {
outVec->x = snapToGrid(vec.x, gridSize, offset.x);
outVec->y = snapToGrid(vec.y, gridSize, offset.y);
outVec->z = snapToGrid(vec.z, gridSize, offset.z);
}
void snapVecToGrid(sead::Vector3f* outVec, const sead::Vector3f& vec,
const sead::Vector3f& gridSize, const sead::Vector3f& offset) {
outVec->x = snapToGrid(vec.x, gridSize.x, offset.x);
outVec->y = snapToGrid(vec.y, gridSize.y, offset.y);
outVec->z = snapToGrid(vec.z, gridSize.z, offset.z);
}
void limitVectorOppositeDir(sead::Vector3f* outVec, const sead::Vector3f& inVec,
const sead::Vector3f& dir, f32 scale) {
scale = sead::Mathf::clamp(dir.dot(inVec), -scale, 0.0f);
outVec->setScaleAdd(-scale, inVec, dir);
}
void scaleVectorDirection(sead::Vector3f* outVec, const sead::Vector3f& inVec,
const sead::Vector3f& dir, f32 scale) {
sead::Vector3f direction = inVec * inVec.dot(dir);
outVec->setAdd(dir - direction, direction * scale);
}
void scaleVectorExceptDirection(sead::Vector3f* outVec, const sead::Vector3f& inVec,
const sead::Vector3f& dir, f32 scale) {
sead::Vector3f direction = inVec * inVec.dot(dir);
outVec->setScaleAdd(scale, dir - direction, direction);
}
bool calcDir(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB) {
outVec->setSub(vecB, vecA);
return !tryNormalizeOrZero(outVec);
}
bool calcDirH(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB) {
return calcDirOnPlane(outVec, vecA, vecB, sead::Vector3f::ey);
}
bool calcDirOnPlane(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB,
const sead::Vector3f& plane) {
outVec->setSub(vecB, vecA);
outVec->setScaleAdd(-plane.dot(*outVec), plane, *outVec);
return !tryNormalizeOrZero(outVec);
}
f32 mapRangeLogarithmic(f32 x, f32 min, f32 max, f32 start, f32 end, f32 exponent) {
f32 base = sead::Mathf::pow(10.0f, -exponent);
f32 val = (x - min) / (max - min);
f32 range = sead::Mathf::abs(end - start);
f32 direction = end > start ? 1.0f : -1.0f;
return sead::Mathf::pow(val, base) * direction * range + start;
}
void calcDirFromLongitudeLatitude(sead::Vector3f* outVec, f32 longitude, f32 latitude) {
outVec->y = -sead::Mathf::sin(sead::Mathf::deg2rad(latitude));
f32 cosLatitude = -sead::Mathf::cos(sead::Mathf::deg2rad(latitude));
outVec->x = sead::Mathf::sin(sead::Mathf::deg2rad(longitude)) * cosLatitude;
outVec->z = sead::Mathf::cos(sead::Mathf::deg2rad(longitude)) * cosLatitude;
}
void calcLongitudeLatitudeFromDir(f32* longitude, f32* latitude, const sead::Vector3f& dir) {
sead::Vector3f dirNormalized = dir;
dirNormalized.normalize();
if (isNearZero(dirNormalized))
return;
*latitude = sead::Mathf::asin(sead::Mathf::clamp(-dirNormalized.y, -1.0f, 1.0f));
sead::Vector2f newVec = {-dirNormalized.z, -dirNormalized.x};
newVec.normalize();
if (isNearZero(newVec))
return;
*longitude = sead::Mathf::atan2(newVec.y, newVec.x);
}
u32 getMaxAbsElementIndex(const sead::Vector3i& vec) {
s32 x = sead::Mathi::abs(vec.x);
s32 y = sead::Mathi::abs(vec.y);
s32 z = sead::Mathi::abs(vec.z);
return x > z && x > y ? 0 : y > z ? 1 : 2;
}
f32 getMaxAbsElementValue(const sead::Vector3f& vec) {
switch (getMaxAbsElementIndex(vec)) {
case 0:
return vec.x;
case 1:
return vec.y;
case 2:
return vec.z;
}
return vec.z;
}
s32 getMaxAbsElementValue(const sead::Vector3i& vec) {
switch (getMaxAbsElementIndex(vec)) {
case 0:
return vec.x;
case 1:
return vec.y;
case 2:
return vec.z;
}
return vec.z;
}
u32 getMinAbsElementIndex(const sead::Vector3f& vec) {
f32 x = sead::Mathf::abs(vec.x);
f32 y = sead::Mathf::abs(vec.y);
f32 z = sead::Mathf::abs(vec.z);
return x < z && x < y ? 0 : y < z ? 1 : 2;
}
u32 getMinAbsElementIndex(const sead::Vector3i& vec) {
s32 x = sead::Mathi::abs(vec.x);
s32 y = sead::Mathi::abs(vec.y);
s32 z = sead::Mathi::abs(vec.z);
return x < z && x < y ? 0 : y < z ? 1 : 2;
}
f32 getMinAbsElementValue(const sead::Vector3f& vec) {
switch (getMinAbsElementIndex(vec)) {
case 0:
return vec.x;
case 1:
return vec.y;
case 2:
return vec.z;
}
return vec.z;
}
s32 getMinAbsElementValue(const sead::Vector3i& vec) {
switch (getMinAbsElementIndex(vec)) {
case 0:
return vec.x;
case 1:
return vec.y;
case 2:
return vec.z;
}
return vec.z;
}
Axis calcNearVecFromAxis3(sead::Vector3f* outVec, const sead::Vector3f& vec,
const sead::Quatf& quat) {
sead::Vector3f side, up, front;
calcQuatLocalAxisAll(quat, &side, &up, &front);
return calcNearVecFromAxis3(outVec, vec, side, up, front);
}
void calcQuatLocalAxisAll(const sead::Quatf& quat, sead::Vector3f* outSide, sead::Vector3f* outUp,
sead::Vector3f* outFront) {
sead::Matrix33f mtx;
mtx.fromQuat(quat);
outSide->set(mtx.getBase(0));
outUp->set(mtx.getBase(1));
outFront->set(mtx.getBase(2));
}
void makeQuatFromTwoAxis(sead::Quatf* outQuat, const sead::Vector3f& vectorA,
const sead::Vector3f& vectorB, s32 axisA, s32 axisB) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxFromTwoAxis(&mtx, vectorA, vectorB, axisA, axisB);
mtx.toQuat(*outQuat);
}
void makeQuatFrontUp(sead::Quatf* outQuat, const sead::Vector3f& front, const sead::Vector3f& up) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxFrontUp(&mtx, front, up);
mtx.toQuat(*outQuat);
}
void makeQuatFrontSide(sead::Quatf* outQuat, const sead::Vector3f& front,
const sead::Vector3f& side) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxFrontSide(&mtx, front, side);
mtx.toQuat(*outQuat);
}
void makeQuatFrontNoSupport(sead::Quatf* outQuat, const sead::Vector3f& front) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxFrontNoSupport(&mtx, front);
mtx.toQuat(*outQuat);
}
void makeQuatUpFront(sead::Quatf* outQuat, const sead::Vector3f& up, const sead::Vector3f& front) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxUpFront(&mtx, up, front);
mtx.toQuat(*outQuat);
}
void makeQuatUpSide(sead::Quatf* outQuat, const sead::Vector3f& up, const sead::Vector3f& side) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxUpSide(&mtx, up, side);
mtx.toQuat(*outQuat);
}
void makeQuatUpNoSupport(sead::Quatf* outQuat, const sead::Vector3f& up) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxUpNoSupport(&mtx, up);
mtx.toQuat(*outQuat);
}
void makeQuatSideUp(sead::Quatf* outQuat, const sead::Vector3f& side, const sead::Vector3f& up) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxFromTwoAxis(&mtx, side, up, 0, 1);
mtx.toQuat(*outQuat);
}
void makeQuatSideFront(sead::Quatf* outQuat, const sead::Vector3f& side,
const sead::Vector3f& front) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxFromTwoAxis(&mtx, side, front, 0, 2);
mtx.toQuat(*outQuat);
}
void makeQuatSideNoSupport(sead::Quatf* outQuat, const sead::Vector3f& side) {
sead::Matrix34f mtx = sead::Matrix34f::ident;
makeMtxSideNoSupport(&mtx, side);
mtx.toQuat(*outQuat);
}
void makeQuatFromToQuat(sead::Quatf* outQuat, const sead::Quatf& quatA, const sead::Quatf& quatB) {
sead::Quatf quat;
quat.setInverse(quatA);
outQuat->setMul(quatB, quat);
}
bool getAxisAngleFromTwoVec(sead::Vector3f* outAxis, f32* outRadians, const sead::Vector3f& vecA,
const sead::Vector3f& vecB) {
if (isReverseDirection(vecA, vecB, 0.01f)) {
sead::Vector3f dir;
calcDirVerticalAny(&dir, vecA);
*outRadians = sead::Mathf::pi();
outAxis->set(dir);
return true;
}
sead::Vector3f axis;
axis.setCross(vecA, vecB);
if (!tryNormalizeOrZero(&axis)) {
*outRadians = 0.0f;
outAxis->set(sead::Vector3f::ey);
return false;
}
f32 radians = sead::Mathf::acos(sead::Mathf::clamp(vecA.dot(vecB), -1.0f, 1.0f));
if (isNearZero(radians)) {
*outRadians = 0.0f;
outAxis->set(sead::Vector3f::ey);
return false;
}
*outRadians = radians;
outAxis->set(axis);
return true;
}
// Inline from sead outQuat->setAxisRadian(axis,radian) but with different store method
inline void makeQuatRotateRadian(sead::Quatf* outQuat, const sead::Vector3f& axis, f32 radian) {
f32 cos = sead::Mathf::cos(radian * 0.5f);
f32 sin = sead::Mathf::sin(radian * 0.5f);
outQuat->set(cos, sin * axis.x, sin * axis.y, sin * axis.z);
}
void makeQuatRotationRate(sead::Quatf* outQuat, const sead::Vector3f& vecA,
const sead::Vector3f& vecB, f32 rate) {
sead::Vector3f axis;
f32 radian = 0.0f;
if (!getAxisAngleFromTwoVec(&axis, &radian, vecA, vecB)) {
outQuat->makeUnit();
return;
}
makeQuatRotateRadian(outQuat, axis, rate * radian);
}
bool makeQuatRotationLimit(sead::Quatf* outQuat, const sead::Vector3f& vecA,
const sead::Vector3f& vecB, f32 limit) {
sead::Vector3f axis;
f32 radian = 0.0f;
if (!getAxisAngleFromTwoVec(&axis, &radian, vecA, vecB)) {
outQuat->set(1.0f, 0.0f, 0.0f, 0.0f);
return false;
}
bool isNotClamped = limit < radian;
f32 rate = sead::Mathf::clamp(limit / radian, 0.0f, 1.0f);
makeQuatRotateRadian(outQuat, axis, rate * radian);
return isNotClamped;
}
void makeQuatAxisRotation(sead::Quatf* outQuat, const sead::Vector3f& vecA,
const sead::Vector3f& vecB, const sead::Vector3f& axis, f32 rotation) {
makeQuatRotateDegree(outQuat, axis, calcAngleOnPlaneDegree(vecA, vecB, axis) * rotation);
}
void makeQuatRotateDegree(sead::Quatf* outQuat, const sead::Vector3f& axis, f32 angle) {
makeQuatRotateRadian(outQuat, axis, sead::Mathf::deg2rad(angle));
}
void slerpQuat(sead::Quatf* outQuat, const sead::Quatf& quatA, const sead::Quatf& quatB, f32 rate) {
outQuat->slerpTo(quatA, quatB, rate);
}
void calcQuatSide(sead::Vector3f* outVec, const sead::Quatf& quat) {
outVec->set(1.0f - 2.0f * (quat.y * quat.y) - 2.0f * (quat.z * quat.z),
2.0f * (quat.y * quat.x) + 2.0f * (quat.z * quat.w),
2.0f * (quat.z * quat.x) - 2.0f * (quat.y * quat.w));
}
void calcQuatUp(sead::Vector3f* outVec, const sead::Quatf& quat) {
outVec->set(2.0f * (quat.x * quat.y) - 2.0f * (quat.w * quat.z), calcQuatUpY(quat),
2.0f * (quat.y * quat.z) + 2.0f * (quat.x * quat.w));
}
void calcQuatGravity(sead::Vector3f* outVec, const sead::Quatf& quat) {
outVec->set(2.0f * (quat.z * quat.w) - 2.0f * (quat.x * quat.y),
quat.z * quat.z - quat.w * quat.w + quat.x * quat.x - quat.y * quat.y,
-(2.0f * (quat.w * quat.x)) - 2.0f * (quat.z * quat.y));
}
void calcQuatFront(sead::Vector3f* outVec, const sead::Quatf& quat) {
outVec->set(2.0f * (quat.x * quat.z) + 2.0f * (quat.w * quat.y), calcQuatFrontY(quat),
1.0f - 2.0f * (quat.x * quat.x) - 2.0f * (quat.y * quat.y));
}
f32 calcQuatUpY(const sead::Quatf& quat) {
return 1.0f - 2.0f * (quat.x * quat.x) - 2.0f * (quat.z * quat.z);
}
f32 calcQuatFrontY(const sead::Quatf& quat) {
return 2.0f * (quat.y * quat.z) - 2.0f * (quat.w * quat.x);
}
void calcQuatRotateDegree(sead::Vector3f* outVec, const sead::Quatf& quat) {
calcQuatRotateRadian(outVec, quat);
// TODO: potentially add `sead` function to convert Vec3 between deg/rad?
outVec->set(*outVec * (180.0f / sead::Mathf::pi()));
}
void calcQuatRotateRadian(sead::Vector3f* outVec, const sead::Quatf& quat) {
quat.calcRPY(*outVec);
}
void calcQuatRotateAxisAndDegree(sead::Vector3f* outAxis, f32* outDegree, const sead::Quatf& quat) {
outAxis->set(quat.x, quat.y, quat.z);
f32 len = outAxis->length();
f32 quatW = quat.w;
if (isNearZero(len))
outAxis->set(sead::Vector3f::zero);
else
*outAxis *= 1.0f / len;
f32 radian = sead::Mathf::atan2(len, quatW);
f32 degree = wrapAngle(sead::Mathf::rad2deg(2.0f * radian));
if (degree >= 180.0f)
degree -= 360.0f;
*outDegree = degree;
}
void calcQuatRotateAxisAndDegree(sead::Vector3f* outAxis, f32* outDegree, const sead::Quatf& quatA,
const sead::Quatf& quatB) {
sead::Quatf invA;
invA.setInverse(quatA);
calcQuatRotateAxisAndDegree(outAxis, outDegree, quatB * invA);
}
void rotateQuatRadian(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& axis,
f32 radian) {
sead::Quatf rotation;
rotation.setAxisRadian(axis, radian);
outQuat->setMul(rotation, quat);
outQuat->normalize();
}
void makeQuatXDegree(sead::Quatf* outQuat, f32 angle) {
f32 angleRad = sead::Mathf::deg2rad(angle * 0.5f);
f32 cos = sead::Mathf::cos(angleRad);
f32 sin = sead::Mathf::sin(angleRad);
outQuat->w = cos;
outQuat->x = sin;
outQuat->y = 0.0f;
outQuat->z = 0.0f;
}
void makeQuatYDegree(sead::Quatf* outQuat, f32 angle) {
f32 angleRad = sead::Mathf::deg2rad(angle * 0.5f);
f32 cos = sead::Mathf::cos(angleRad);
f32 sin = sead::Mathf::sin(angleRad);
outQuat->w = cos;
outQuat->x = 0.0f;
outQuat->y = sin;
outQuat->z = 0.0f;
}
void makeQuatZDegree(sead::Quatf* outQuat, f32 angle) {
f32 angleRad = sead::Mathf::deg2rad(angle * 0.5f);
f32 cos = sead::Mathf::cos(angleRad);
f32 sin = sead::Mathf::sin(angleRad);
outQuat->w = cos;
outQuat->x = 0.0f;
outQuat->y = 0.0f;
outQuat->z = sin;
}
void rotateQuatXDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, f32 angle) {
sead::Quatf rotation;
makeQuatXDegree(&rotation, angle);
outQuat->setMul(quat, rotation);
outQuat->normalize();
}
void rotateQuatYDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, f32 angle) {
sead::Quatf rotation;
makeQuatYDegree(&rotation, angle);
outQuat->setMul(quat, rotation);
outQuat->normalize();
}
void rotateQuatZDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, f32 angle) {
sead::Quatf rotation;
makeQuatZDegree(&rotation, angle);
outQuat->setMul(quat, rotation);
outQuat->normalize();
}
void rotateQuatLocalDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, s32 axis, f32 angle) {
sead::Vector3f vec;
switch (axis) {
case 0:
vec.setRotated(quat, sead::Vector3f::ex);
break;
case 1:
vec.setRotated(quat, sead::Vector3f::ey);
break;
case 2:
vec.setRotated(quat, sead::Vector3f::ez);
break;
default:
return;
}
rotateQuatRadian(outQuat, quat, vec, sead::Mathf::deg2rad(angle));
}
// https://decomp.me/scratch/WnkEF
// NON_MATCHING: Same logic different store order
void rotateQuatMoment(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vec) {
f32 radian = vec.length();
sead::Vector3f axis;
tryNormalizeOrZero(&axis, vec);
// rotateQuatRadian(...)
sead::Quatf rotation;
rotation.setAxisRadian(axis, radian);
outQuat->setMul(rotation, quat);
outQuat->normalize();
}
// https://decomp.me/scratch/ojgnQ
// NON_MATCHING: Same logic different store order
void rotateQuatMomentDegree(sead::Quatf* outQuat, const sead::Quatf& quat,
const sead::Vector3f& vec) {
f32 degree = vec.length();
sead::Vector3f axis;
tryNormalizeOrZero(&axis, vec);
// rotateQuatDegree(...)
sead::Quatf rotation;
rotation.setAxisAngle(axis, degree);
outQuat->setMul(rotation, quat);
outQuat->normalize();
}
void rotateQuatRollBall(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vecA,
const sead::Vector3f& vecB, f32 scale) {
sead::Vector3f vecNorm;
calcMomentRollBall(&vecNorm, vecA, vecB, scale);
rotateQuatMoment(outQuat, quat, vecNorm);
}
void calcMomentRollBall(sead::Vector3f* outVec, const sead::Vector3f& vecA,
const sead::Vector3f& vecB, f32 scale) {
sead::Vector3f vecNorm = vecB;
if (!tryNormalizeOrZero(&vecNorm)) {
*outVec = vecNorm;
return;
}
vecNorm.setCross(vecNorm, vecA);
scale = 1.0f / scale;
*outVec = scale * vecNorm;
}
bool turnQuatXDirRadian(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& dir,
f32 radian) {
sead::Vector3f axis;
calcQuatSide(&axis, quat);
return turnQuat(outQuat, quat, axis, dir, radian);
}
bool turnQuatYDirRadian(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& dir,
f32 radian) {
sead::Vector3f axis;
calcQuatUp(&axis, quat);
return turnQuat(outQuat, quat, axis, dir, radian);
}
bool turnQuatZDirRadian(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& dir,
f32 radian) {
sead::Vector3f axis;
calcQuatFront(&axis, quat);
return turnQuat(outQuat, quat, axis, dir, radian);
}
// NON_MATCHING: Out of order multiplication https://decomp.me/scratch/kvdl1
void tiltQuatDegree(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& axis,
const sead::Vector3f& dir, f32 degree) {
sead::Vector3f parallelVec;
parallelVec.setSub(dir, axis.dot(dir) * axis);
if (!tryNormalizeOrZero(&parallelVec)) {
outQuat->set(quat);
return;
}
sead::Vector3f rotationAxis = axis.cross(dir);
tryNormalizeOrZero(&rotationAxis);
rotateQuatRadian(outQuat, quat, rotationAxis, sead::Mathf::deg2rad(degree));
}
void tiltQuatXDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& dir,
f32 degree) {
sead::Vector3f quatSide;
calcQuatSide(&quatSide, quat);
tiltQuatDegree(outQuat, quat, quatSide, dir, degree);
}
void tiltQuatYDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& dir,
f32 degree) {
sead::Vector3f quatUp;
calcQuatUp(&quatUp, quat);
tiltQuatDegree(outQuat, quat, quatUp, dir, degree);
}
void tiltQuatZDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& dir,
f32 degree) {
sead::Vector3f quatFront;
calcQuatFront(&quatFront, quat);
tiltQuatDegree(outQuat, quat, quatFront, dir, degree);
}
bool turnQuatXDirWithYDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat,
const sead::Vector3f& axis, f32 degree) {
sead::Vector3f side;
calcQuatSide(&side, quat);
sead::Vector3f up;
calcQuatUp(&up, quat);
return turnQuatWithAxisDegree(outQuat, quat, side, axis, up, degree);
}
bool turnQuatXDirWithZDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat,
const sead::Vector3f& axis, f32 degree) {
sead::Vector3f side;
calcQuatSide(&side, quat);
sead::Vector3f front;
calcQuatFront(&front, quat);
return turnQuatWithAxisDegree(outQuat, quat, side, axis, front, degree);
}
bool turnQuatYDirWithZDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat,
const sead::Vector3f& axis, f32 degree) {
sead::Vector3f up;
calcQuatUp(&up, quat);
sead::Vector3f front;
calcQuatFront(&front, quat);
return turnQuatWithAxisDegree(outQuat, quat, up, axis, front, degree);
}
bool turnQuatYDirWithXDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat,
const sead::Vector3f& axis, f32 degree) {
sead::Vector3f up;
calcQuatUp(&up, quat);
sead::Vector3f side;
calcQuatSide(&side, quat);
return turnQuatWithAxisDegree(outQuat, quat, up, axis, side, degree);
}
bool turnQuatZDirWithXDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat,
const sead::Vector3f& axis, f32 degree) {
sead::Vector3f front;
calcQuatFront(&front, quat);
sead::Vector3f side;
calcQuatSide(&side, quat);
return turnQuatWithAxisDegree(outQuat, quat, front, axis, side, degree);
}
bool turnQuatZDirWithYDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat,
const sead::Vector3f& axis, f32 degree) {
sead::Vector3f front;
calcQuatFront(&front, quat);
sead::Vector3f up;
calcQuatUp(&up, quat);
return turnQuatWithAxisDegree(outQuat, quat, front, axis, up, degree);
}
f32 calcAreaTriangle(const sead::Vector3f& pointA, const sead::Vector3f& pointB,
const sead::Vector3f& pointC) {
return (pointB - pointA).cross(pointC - pointA).length() * 0.5f;
}
// TODO: rename parameters
bool turnVecToVecCosOnPlane(sead::Vector3f* outVec, const sead::Vector3f& vecA,
const sead::Vector3f& vecB, f32 value) {
return turnVecToVecCosOnPlane(outVec, *outVec, vecA, vecB, value);
}
bool checkHitHalfLineSphere(const sead::Vector3f& center, const sead::Vector3f& rayStart,
const sead::Vector3f& rayDir, f32 radius) {
sead::Vector3f diff = center - rayStart;
f32 dot = diff.dot(rayDir);
if (dot < 0.0f) {
// NOTE: Some sort of is isNearDirection but reversed
// BUG: returns `true` if the sphere is too far "behind" the ray
return !(radius < -dot || radius * radius < (rayStart - center).squaredLength());
}
return isNearZero(rayDir * dot - diff, radius);
}
void updateBoundingBox(sead::Vector3f value, sead::Vector3f* min, sead::Vector3f* max) {
if (value.x < min->x)
min->x = value.x;
else if (max->x < value.x)
max->x = value.x;
if (value.y < min->y)
min->y = value.y;
else if (max->y < value.y)
max->y = value.y;
if (value.z < min->z)
min->z = value.z;
else if (max->z < value.z)
max->z = value.z;
}
bool isNearCollideSphereAabb(const sead::Vector3f& center, f32 radius,
const sead::BoundBox3f& boundBox) {
const sead::Vector3f& min = boundBox.getMin();
const sead::Vector3f& max = boundBox.getMax();
if (center.x < min.x - radius || max.x + radius < center.x)
return false;
if (center.y < min.y - radius || max.y + radius < center.y)
return false;
if (center.z < min.z - radius || max.z + radius < center.z)
return false;
return true;
}
void calcBoxFacePoint(sead::Vector3f facePoints[4], const sead::BoundBox3f& boundBox, s32 axis) {
const sead::Vector3f& min = boundBox.getMin();
const sead::Vector3f& max = boundBox.getMax();
switch (static_cast<Axis>(axis)) {
case Axis::X:
facePoints[0].set(max.x, max.y, max.z);
facePoints[1].set(max.x, max.y, min.z);
facePoints[2].set(max.x, min.y, min.z);
facePoints[3].set(max.x, min.y, max.z);
return;
case Axis::Y:
facePoints[0].set(max.x, max.y, max.z);
facePoints[1].set(max.x, max.y, min.z);
facePoints[2].set(min.x, max.y, min.z);
facePoints[3].set(min.x, max.y, max.z);
return;
case Axis::Z:
facePoints[0].set(max.x, max.y, max.z);
facePoints[1].set(max.x, min.y, max.z);
facePoints[2].set(min.x, min.y, max.z);
facePoints[3].set(min.x, max.y, max.z);
return;
case Axis::InvertX:
facePoints[0].set(min.x, max.y, max.z);
facePoints[1].set(min.x, max.y, min.z);
facePoints[2].set(min.x, min.y, min.z);
facePoints[3].set(min.x, min.y, max.z);
return;
case Axis::InvertY:
facePoints[0].set(max.x, min.y, max.z);
facePoints[1].set(max.x, min.y, min.z);
facePoints[2].set(min.x, min.y, min.z);
facePoints[3].set(min.x, min.y, max.z);
return;
case Axis::InvertZ:
facePoints[0].set(max.x, max.y, min.z);
facePoints[1].set(max.x, min.y, min.z);
facePoints[2].set(min.x, min.y, min.z);
facePoints[3].set(min.x, max.y, min.z);
return;
default:
return;
}
}
void calcCirclePointPicking(sead::Vector2f* outPoint, f32 x, f32 y) {
f32 invLength = 1.0 / (x * x + y * y);
outPoint->x = (x * x - y * y) * invLength;
outPoint->y = 2 * x * y * invLength;
}
void pickUniformPointsOnCircleHammersley(sead::Vector2f* outPoint, u32 x, u32 y) {
sead::Vector2f hammersleyPoint;
calcHammersleyPoint(&hammersleyPoint, x, y);
calcCirclePointPicking(outPoint, hammersleyPoint.x, hammersleyPoint.y);
}
void calcDiskPointPicking(sead::Vector2f* outPoint, f32 radius, f32 angle) {
radius = sead::Mathf::sqrt(radius);
f32 cos = sead::Mathf::cos(angle * sead::Mathf::pi2());
f32 sin = sead::Mathf::sin(angle * sead::Mathf::pi2());
outPoint->x = radius * cos;
outPoint->y = radius * sin;
}
void pickUniformPointsOnDiskHammersley(sead::Vector2f* outPoint, u32 x, u32 y) {
sead::Vector2f hammersleyPoint;
calcHammersleyPoint(&hammersleyPoint, x, y);
calcDiskPointPicking(outPoint, hammersleyPoint.x, hammersleyPoint.y);
}
void pickUniformPointOnDisk(sead::Vector2f* outPoint) {
calcDiskPointPicking(outPoint, getRandom(), getRandom());
}
void calcSpherePointPicking(sead::Vector3f* outPoint, f32 x, f32 y) {
f32 xx = 2 * x - 1.0f;
f32 angle = y * sead::Mathf::pi() * 2;
f32 radius = sead::Mathf::sqrt(1.0f - xx * xx);
f32 cos = radius * sead::Mathf::cos(angle);
f32 sin = radius * sead::Mathf::sin(angle);
outPoint->x = cos;
outPoint->y = sin;
outPoint->z = xx;
}
void pickUniformPointOnSphere(sead::Vector3f* outPoint) {
calcSpherePointPicking(outPoint, getRandom(), getRandom());
}
// TODO: rename parameters
f32 calcDistanceToObb(const sead::Vector3f& vecA, const sead::Matrix34f& mtx,
const sead::Vector3f& vecB, const sead::BoundBox3f& boundBox) {
return sead::Mathf::sqrt(calcSquaredDistanceToObb(vecA, mtx, vecB, boundBox));
}
bool calcReflectionVector(sead::Vector3f* vec, const sead::Vector3f& normal, f32 reboundRate,
f32 minSink) {
f32 dot = normal.dot(*vec);
if (dot < -minSink) {
calcReverseVector(vec, normal, reboundRate);
return true;
}
if (dot < 0.0f)
*vec -= dot * normal;
return false;
}
void calcReverseVector(sead::Vector3f* outVec, const sead::Vector3f& normal, f32 reboundRate) {
*outVec -= normal.dot(*outVec) * normal * (reboundRate + 1.0f);
}
void calcParabolicFunctionParam(f32* gravity, f32* initialVelY, f32 maxHeight,
f32 verticalDistance) {
f32 maxHeightSign = sign(maxHeight);
f32 maxHeightAdjusted =
sead::Mathf::sqrt(sead::Mathf::clampMin((maxHeight - verticalDistance) * maxHeight, 0.0));
*initialVelY = 2 * ((maxHeightSign * maxHeightAdjusted) + maxHeight);
*gravity = verticalDistance - *initialVelY;
}
void calcBezierPoint(sead::Vector3f* outPoint, const sead::Vector3f& start,
const sead::Vector3f& handleStart, const sead::Vector3f& handleEnd,
const sead::Vector3f& end, f32 t) {
f32 a = 1.0f - t;
f32 a2 = a * a;
f32 a3 = a * a * a;
f32 t2 = t * t;
f32 t3 = t * t * t;
// This is (a + t)^3 = a3 + 3a2b + 3ab2 + b3
*outPoint = a3 * start + (3.0f * a2 * t) * handleStart + (3.0f * a * t2) * handleEnd + t3 * end;
}
f32 calcSpringDumperForce(f32 a, f32 b, f32 c, f32 d) {
return -(a * c + b * d);
}
f32 convertSpringEnergyToSpeed(f32 a, f32 b, f32 c) {
return sead::Mathf::sqrt(a * c * a + b * b);
}
static u32 sPrimeNumbers[64] = {2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41,
43, 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97, 101,
103, 107, 109, 113, 127, 131, 137, 139, 149, 151, 157, 163, 167,
173, 179, 181, 191, 193, 197, 199, 211, 223, 227, 229, 233, 239,
241, 251, 257, 263, 269, 271, 277, 281, 283, 293, 307, 311};
f32 getHaltonSequence(u32 primeIndex, u32 index) {
u32 base = sPrimeNumbers[primeIndex];
f32 invBase = 1.0f / (f32)base;
f32 result = 0.0f;
f32 f = invBase;
do {
u32 digit = index % base;
u32 fraction = index - digit;
result += f * digit;
index = fraction * invBase;
f *= invBase;
} while (index != 0);
return result;
}
f32 calcFractal(f32 x, f32 y, u32 permutations, f32 amplitude, f32 scale, f32 nextOrderAmplitude,
bool useSmoothPerlingNoise) {
FractalGenerator generator(permutations, amplitude, scale, nextOrderAmplitude);
return generator.calcFractal(x, y, useSmoothPerlingNoise);
}
f32 calcMultiFractal(f32 x, f32 y, f32 baseAmplitude, u32 permutations, f32 amplitude, f32 scale,
f32 nextOrderAmplitude, bool useSmoothPerlingNoise) {
FractalGenerator generator(permutations, amplitude, scale, nextOrderAmplitude);
return generator.calcMultiFractal(x, y, baseAmplitude, useSmoothPerlingNoise);
}
f32 calcNormalDistribution(f32 x, f32 mu, f32 sigma) {
return (1.0f / sead::Mathf::sqrt(sigma * sead::Mathf::pi2())) *
sead::Mathf::exp(sead::Mathf::pow(x - mu, 2) * -0.5f / sigma);
}
const char* axisIndexToString(s32 axisIndex) {
switch (axisIndex) {
case 0:
return "X";
case 1:
return "Y";
case 2:
return "Z";
default:
return "UnKnown";
}
}
bool calcCrossLinePoint(sead::Vector2f* crossPoint, const sead::Vector2f& pointA,
const sead::Vector2f& dirA, const sead::Vector2f& pointB,
const sead::Vector2f& dirB) {
f32 det = dirB.y * dirA.x - dirA.y * dirB.x;
if (isNearZero(det))
return false;
f32 distance = (dirA.x * (pointA.y - pointB.y) + dirA.y * (pointB.x - pointA.x)) / det;
crossPoint->x = dirB.x * distance + pointB.x;
crossPoint->y = dirB.y * distance + pointB.y;
return true;
}
f32 calcCylinderRadiusDot(const sead::Vector3f& vecA, const sead::Vector3f& vecB, f32 radius) {
f32 cos = sead::Mathf::clamp(sead::Mathf::abs(vecB.dot(vecA)), -1.0f, 1.0f);
return sead::Mathf::sin(sead::Mathf::acos(cos)) * radius;
}
} // namespace al
namespace Intersect {
bool calcX(sead::Vector3f* outVec, f32 value, const sead::Vector3f& vectorA,
const sead::Vector3f& vectorB, const sead::Vector3f& min, const sead::Vector3f& max) {
f32 x = (value - vectorA.x) / vectorB.x;
if ((x < 0.0f || x != 1.0f) && (x < 0.0f || 1.0f <= x))
return false;
f32 y = vectorA.y + x * vectorB.y;
if (!(min.y <= y && y <= max.y))
return false;
f32 z = vectorA.z + x * vectorB.z;
if (!(min.z <= z && z <= max.z))
return false;
x = vectorA.x + vectorB.x * x;
if (outVec) {
outVec->x = x;
outVec->y = y;
outVec->z = z;
}
return true;
}
bool calcY(sead::Vector3f* outVec, f32 value, const sead::Vector3f& vectorA,
const sead::Vector3f& vectorB, const sead::Vector3f& min, const sead::Vector3f& max) {
f32 y = (value - vectorA.y) / vectorB.y;
if ((y < 0.0f || y != 1.0f) && (y < 0.0f || 1.0f <= y))
return false;
f32 x = vectorA.x + y * vectorB.x;
if (!(min.x <= x && x <= max.x))
return false;
f32 z = vectorA.z + y * vectorB.z;
if (!(min.z <= z && z <= max.z))
return false;
y = vectorA.y + vectorB.y * y;
if (outVec) {
outVec->x = x;
outVec->y = y;
outVec->z = z;
}
return true;
}
bool calcZ(sead::Vector3f* outVec, f32 value, const sead::Vector3f& vectorA,
const sead::Vector3f& vectorB, const sead::Vector3f& min, const sead::Vector3f& max) {
f32 z = (value - vectorA.z) / vectorB.z;
if ((z < 0.0f || z != 1.0f) && (z < 0.0f || 1.0f <= z))
return false;
f32 x = vectorA.x + z * vectorB.x;
if (!(min.x <= x && x <= max.x))
return false;
f32 y = vectorA.y + z * vectorB.y;
if (!(min.y <= y && y <= max.y))
return false;
z = vectorA.z + vectorB.z * z;
if (outVec) {
outVec->x = x;
outVec->y = y;
outVec->z = z;
}
return true;
}
} // namespace Intersect