Files
FlaxEngine/Source/Engine/Core/Math/Math.cpp
2022-01-14 13:31:12 +01:00

86 lines
2.0 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "Math.h"
#include "Mathd.h"
#include "Vector3.h"
void Math::SinCos(float angle, float& sine, float& cosine)
{
sine = Math::Sin(angle);
cosine = Math::Cos(angle);
}
void Math::SinCos(double angle, double& sine, double& cosine)
{
sine = Math::Sin(angle);
cosine = Math::Cos(angle);
}
uint32 Math::FloorLog2(uint32 value)
{
// References:
// http://codinggorilla.domemtech.com/?p=81
// http://en.wikipedia.org/wiki/Binary_logarithm
uint32 pos = 0;
if (value >= 1 << 16)
{
value >>= 16;
pos += 16;
}
if (value >= 1 << 8)
{
value >>= 8;
pos += 8;
}
if (value >= 1 << 4)
{
value >>= 4;
pos += 4;
}
if (value >= 1 << 2)
{
value >>= 2;
pos += 2;
}
if (value >= 1 << 1)
{
pos += 1;
}
return value == 0 ? 0 : pos;
}
Vector3 Math::RotateAboutAxis(const Vector3& normalizedRotationAxis, float angle, const Vector3& positionOnAxis, const Vector3& position)
{
const Vector3 closestPointOnAxis = positionOnAxis + normalizedRotationAxis * Vector3::Dot(normalizedRotationAxis, position - positionOnAxis);
const Vector3 axisU = position - closestPointOnAxis;
const Vector3 axisV = Vector3::Cross(normalizedRotationAxis, axisU);
float cosAngle, sinAngle;
Math::SinCos(angle, sinAngle, cosAngle);
const Vector3 rotation = axisU * cosAngle + axisV * sinAngle;
const Vector3 rotatedPosition = closestPointOnAxis + rotation;
return rotatedPosition - position;
}
Vector3 Math::ExtractLargestComponent(const Vector3& v)
{
const Vector3 a = v.GetAbsolute();
if (a.X > a.Y)
{
if (a.X > a.Z)
{
return Vector3(v.X > 0.0f ? 1.0f : -1.0f, 0.0f, 0.0f);
}
}
else
{
if (a.Y > a.Z)
{
return Vector3(0.0f, v.Y > 0.0f ? 1.0f : -1.0f, 0.0f);
}
}
return Vector3(0.0f, 0.0f, v.Z > 0 ? 1.0f : -1.0f);
}