/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */ #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; } 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)); } 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); } }; class tune_param { int value; public: void set(int v) { value = v; } int get() const { return value; } tune_param &operator = (int v) { value = (int)(v*100.0f); return *this; } tune_param &operator = (float v) { value = (int)(v*100.0f); return *this; } operator float() const { return value/100.0f; } }; 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; } #endif // BASE_MATH_H