/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #ifndef BASE_MATH_H #define BASE_MATH_H #include template inline T clamp(T val, T min, T max) { if(val < min) return min; if(val > max) return max; return val; } inline float sign(float f) { return f<0.0f?-1.0f:1.0f; } inline int round(float f) { if(f > 0) return (int)(f+0.5f); return (int)(f-0.5f); } template inline T mix(const T a, const T b, TB amount) { return a + (b-a)*amount; } inline float frandom() { return rand()/(float)(RAND_MAX); } // float to fixed inline int f2fx(float v) { return (int)(v*(float)(1<<10)); } inline float fx2f(int v) { return v*(1.0f/(1<<10)); } inline unsigned gcd(unsigned a, unsigned b) { while(b != 0) { unsigned c = a % b; a = b; b = c; } return a; } class fxp { int value; public: void set(int v) { value = v; } int get() const { return value; } fxp &operator = (int v) { value = v<<10; return *this; } fxp &operator = (float v) { value = (int)(v*(float)(1<<10)); return *this; } operator float() const { return value/(float)(1<<10); } }; const float pi = 3.1415926535897932384626433f; template inline T min(T a, T b) { return a inline T max(T a, T b) { return a>b?a:b; } template inline T absolute(T a) { return a