* 5.c Closest points
* 5.d Raycast & Spherecasts
* 5.e Curves
+ * 5.f Volumes
* 6. Statistics
* 6.a Random numbers
**/
return ((vg_ftu32(a)) & 0x7F800000U) != 0x7F800000U;
}
+static int v3_valid( v3f a ){
+ for( u32 i=0; i<3; i++ )
+ if( !vg_validf(a[i]) ) return 0;
+ return 1;
+}
+
/*
* -----------------------------------------------------------------------------
* Section 1. Scalar Operations
v3_muls( a, 1.f / v3_length( a ), a );
}
-static inline f32 vg_lerpf( f32 a, f32 b, f32 t )
-{
+static inline f32 vg_lerpf( f32 a, f32 b, f32 t ){
return a + t*(b-a);
}
return a + t*(b-a);
}
+static inline void vg_slewf( f32 *a, f32 b, f32 speed ){
+ f32 d = vg_signf( b-*a ),
+ c = *a + d*speed;
+ *a = vg_minf( b*d, c*d ) * d;
+}
+
+static inline f32 vg_smoothstepf( f32 x ){
+ return x*x*(3.0f - 2.0f*x);
+}
+
+
/* correctly lerp around circular period -pi -> pi */
static f32 vg_alerpf( f32 a, f32 b, f32 t )
{
v3_add( v1, v2, d );
}
+static void v3_tangent_basis( v3f n, v3f tx, v3f ty ){
+ /* Compute tangent basis (box2d) */
+ if( fabsf( n[0] ) >= 0.57735027f ){
+ tx[0] = n[1];
+ tx[1] = -n[0];
+ tx[2] = 0.0f;
+ }
+ else{
+ tx[0] = 0.0f;
+ tx[1] = n[2];
+ tx[2] = -n[1];
+ }
+
+ v3_normalize( tx );
+ v3_cross( n, tx, ty );
+}
+
+
/*
* -----------------------------------------------------------------------------
* Section 2.c 4D Vectors
v3_muladds( p, p2, t*t, p );
}
+/*
+ * -----------------------------------------------------------------------------
+ * Section 5.f Volumes
+ * -----------------------------------------------------------------------------
+ */
+
+static float vg_sphere_volume( float radius ){
+ float r3 = radius*radius*radius;
+ return (4.0f/3.0f) * VG_PIf * r3;
+}
+
/*
* -----------------------------------------------------------------------------
* Section 6.a PSRNG and some distributions