Namespace P64::Math¶
Functions¶
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constexpr uint32_t P64::Math::alignUp(uint32_t val, uint32_t alignTo)¶
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constexpr uint32_t P64::Math::alignDown(uint32_t val, uint32_t alignTo)¶
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constexpr float P64::Math::s10ToFloat(uint32_t value, float offset, float scale)¶
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fm_quat_t P64::Math::unpackQuat(uint32_t quatPacked)¶
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inline float P64::Math::easeOutCubic(float x)¶
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inline float P64::Math::easeInOutCubic(float x)¶
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inline float P64::Math::easeOutSin(float x)¶
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inline int P64::Math::noise2d(int x, int y)¶
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inline float P64::Math::rand01()¶
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inline float P64::Math::lerp(float a, float b, float t)¶
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inline auto P64::Math::min(const fm_vec3_t &a)¶
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inline auto P64::Math::max(const fm_vec3_t &a)¶
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inline auto P64::Math::min(const fm_vec3_t &a, const fm_vec3_t &b)¶
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inline auto P64::Math::max(const fm_vec3_t &a, const fm_vec3_t &b)¶
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inline auto P64::Math::abs(const fm_vec3_t &a)¶
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inline auto P64::Math::cross(const fm_vec3_t &a, const fm_vec3_t &b)¶
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inline fm_vec3_t P64::Math::sign(const fm_vec3_t &v)¶
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inline fm_vec3_t P64::Math::randDir3D()¶
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inline fm_vec3_t P64::Math::randDir2D()¶
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fm_quat_t P64::Math::quatFromInvRotMat(const fm_mat4_t &m)¶
Variables¶
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constexpr float P64::Math::SQRT_2_INV = 0.70710678118f¶
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constexpr float P64::Math::PI = 3.14159265358979f¶
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constexpr fm_quat_t P64::Math::QUAT_IDENTITY = {0.0f, 0.0f, 0.0f, 1.0f}¶
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constexpr fm_vec3_t P64::Math::VEC3_UP = {0.0f, 1.0f, 0.0f}¶
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constexpr fm_vec3_t P64::Math::VEC3_RIGHT = {1.0f, 0.0f, 0.0f}¶
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constexpr fm_vec3_t P64::Math::VEC3_FORWARD = {0.0f, 0.0f, 1.0f}¶
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constexpr fm_vec3_t P64::Math::VEC3_ZERO = {0.0f, 0.0f, 0.0f}¶