Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.

Also inlined some more math functions.
This commit is contained in:
Ferenc Arn
2017-01-14 14:35:39 -06:00
parent d13f2f9e25
commit 6f4f9aa6de
50 changed files with 543 additions and 615 deletions

View File

@ -124,8 +124,8 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
// Standard case (slerp)
real_t sine = Math::sqrt(1 - cosine*cosine);
real_t angle = Math::atan2(sine, cosine);
real_t inv_sine = 1.0f / sine;
real_t coeff_0 = Math::sin((1.0f - t) * angle) * inv_sine;
real_t inv_sine = 1.0 / sine;
real_t coeff_0 = Math::sin((1.0 - t) * angle) * inv_sine;
real_t coeff_1 = Math::sin(t * angle) * inv_sine;
Quat ret= src * coeff_0 + dst * coeff_1;
@ -137,7 +137,7 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
// 2. "rkP" and "q" are almost invedste of each other (cosine ~= -1), there
// are an infinite number of possibilities interpolation. but we haven't
// have method to fix this case, so just use linear interpolation here.
Quat ret = src * (1.0f - t) + dst *t;
Quat ret = src * (1.0 - t) + dst *t;
// taking the complement requires renormalisation
ret.normalize();
return ret;
@ -194,14 +194,14 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
const Quat &from = *this;
float dot = from.dot(q);
real_t dot = from.dot(q);
if (Math::absf(dot) > 0.9999f) return from;
if (Math::absf(dot) > 0.9999) return from;
float theta = Math::acos(dot),
sinT = 1.0f / Math::sin(theta),
real_t theta = Math::acos(dot),
sinT = 1.0 / Math::sin(theta),
newFactor = Math::sin(t * theta) * sinT,
invFactor = Math::sin((1.0f - t) * theta) * sinT;
invFactor = Math::sin((1.0 - t) * theta) * sinT;
return Quat(invFactor * from.x + newFactor * q.x,
invFactor * from.y + newFactor * q.y,
@ -259,7 +259,7 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
Quat Quat::cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq,const real_t& t) const {
//the only way to do slerp :|
float t2 = (1.0-t)*t*2;
real_t t2 = (1.0-t)*t*2;
Quat sp = this->slerp(q,t);
Quat sq = prep.slerpni(postq,t);
return sp.slerpni(sq,t2);