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Remove <numeric.h> and <interp.h>, they’re almost unused.

pull/1/head
Sam Hocevar vor 4 Jahren
Ursprung
Commit
80481a587c
4 geänderte Dateien mit 21 neuen und 205 gelöschten Zeilen
  1. +0
    -2
      TODO.md
  2. +21
    -0
      include/lol/private/math/functions.h
  3. +0
    -122
      legacy/lol/math/interp.h
  4. +0
    -81
      legacy/numeric.h

+ 0
- 2
TODO.md Datei anzeigen

@@ -15,8 +15,6 @@
src/lol/math/geometry.h
src/lol/math/interp.h (but what is it?)

src/numeric.h


## headers to keep in the engine



+ 21
- 0
include/lol/private/math/functions.h Datei anzeigen

@@ -21,6 +21,9 @@
#include <cstdio>
#include <algorithm>
#include <type_traits>
#if defined __cpp_lib_int_pow2
#include <bit>
#endif

#include <stdint.h>

@@ -126,6 +129,24 @@ template<typename T, typename T2 = LOL_T_FLOATING_POINT>
return mix(a, b, x);
}

// Round up to next power of two
template<typename T, typename T2=LOL_T_INTEGRAL>
[[nodiscard]] static inline T2 bit_ceil(T x)
{
#if defined __cpp_lib_int_pow2
return std::bit_ceil(x);
#else
x = x - 1;
if constexpr (sizeof(x) > 4) x |= uint64_t(x) >> 32;
if constexpr (sizeof(x) > 2) x |= uint64_t(x) >> 16;
if constexpr (sizeof(x) > 1) x |= uint64_t(x) >> 8;
x |= uint64_t(x) >> 4;
x |= uint64_t(x) >> 2;
x |= uint64_t(x) >> 1;
return x + 1;
#endif
}

// C++ doesn't define fabs() or fmod() for all types; we add these for
// convenience to avoid adding complexity to vector.h.
template<typename T, typename T2 = LOL_T_SIGNED>


+ 0
- 122
legacy/lol/math/interp.h Datei anzeigen

@@ -1,122 +0,0 @@
//
// Lol Engine
//
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
// and/or modify it under the terms of the Do What the Fuck You Want
// to Public License, Version 2, as published by the WTFPL Task Force.
// See http://www.wtfpl.net/ for more details.
//

#pragma once

#include <lol/math>

//
// Interpolator classes
// --------------------
//

namespace lol
{

template<typename T, int N = 16> class TimeInterp
{
public:
inline TimeInterp()
: m_precision(0.f),
m_accum(0.f),
m_pos(-N)
{}

inline ~TimeInterp() {}

void SetPrecision(float seconds)
{
m_precision = seconds;
}

void Set(float seconds, T const &val)
{
m_accum += seconds;
if (m_accum < m_precision)
return;
m_accum = 0.f;

if (m_pos < 0)
{
if (m_pos > -N)
seconds += m_key[m_pos + N - 1];
m_key[m_pos + N] = seconds;
m_val[m_pos + N] = val;
++m_pos;
}
else
{
if (m_pos > 0)
seconds += m_key[m_pos - 1];
m_key[m_pos] = seconds;
m_val[m_pos] = val;
m_pos = (m_pos + 1) % N;
}
}

T Get(float seconds)
{
if (m_pos == -N)
return T();
if (m_pos == 1 - N)
return m_val[0];

seconds += m_accum;

int start = max(0, m_pos);
int a = 0;
int b = min(m_pos + N - 1, N - 1);

while (a + 1 < b)
{
int c = (a + b) / 2;
if (GetTime((start + c) % N) >= seconds)
b = c;
else
a = c;
}

float ka = GetTime((start + a) % N);
float kb = GetTime((start + b) % N);
float u = (seconds - ka) / (kb - ka);

return (1.f - u) * m_val[(start + a) % N] + u * m_val[(start + b) % N];
}

inline void Reset()
{
m_pos = -N;
}

private:
inline float GetTime(int i)
{
float k = m_key[i % N];
if (m_pos >= 0 && i >= m_pos)
k -= m_key[N - 1];
if (m_pos != 0)
k -= m_key[(m_pos + N - 1) % N];
return k;
}

float m_key[N];
T m_val[N];

float m_precision, m_accum;

/* If m_pos < 0, the value indicates how many free slots
* there are. */
int m_pos;
};

} /* namespace lol */


+ 0
- 81
legacy/numeric.h Datei anzeigen

@@ -1,81 +0,0 @@
//
// Lol Engine
//
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net>
//
// Lol Engine is free software. It comes without any warranty, to
// the extent permitted by applicable law. You can redistribute it
// and/or modify it under the terms of the Do What the Fuck You Want
// to Public License, Version 2, as published by the WTFPL Task Force.
// See http://www.wtfpl.net/ for more details.
//

#pragma once

//
// Various math utility functions
// ——————————————————————————————
//

#include <lol/math> // lol::lerp, lol::clamp
#include <cstdlib>
#include <stdint.h>

namespace lol
{

/* Next power of two. */
template <typename T> static inline T PotUp(T val)
{
val = val - 1;
if (sizeof(val) > 4) val = val | ((uint64_t)val >> 32);
if (sizeof(val) > 2) val = val | ((uint64_t)val >> 16);
if (sizeof(val) > 1) val = val | ((uint64_t)val >> 8);
val = val | ((uint64_t)val >> 4);
val = val | ((uint64_t)val >> 2);
val = val | ((uint64_t)val >> 1);
return val + 1;
}

//Damp for float
template <typename T1, typename T2, typename Tf> static inline T1 damp(const T1 &a, const T2 &b, const Tf &x, const Tf &dt)
{
if (dt <= .0f)
return a;
return lol::lerp(a, b, dt / (dt + x));
}

//SmoothClamp clamps x in [a - sd, b + sd] and returns a value in [a, b] that is smoothed at the borders.
static inline float SmoothClamp(float &x, float a, float b, float sd)
{
if (b < a)
Swap(a, b);

float tx = x;
float ta = a - sd;
float tb = b + sd;
if (sd > 0.f)
{
if ((b - a) < 2.f * sd)
sd = .5f * (b - a);

if (tx < a + sd && tx > a - sd)
{
float t = (tx - a) / sd;
t = 0.25f * (t + 1.0f) * (t + 1.0f);
tx = a + t * sd;
}
else if (tx < b + sd && tx > b - sd)
{
float t = -(tx - b) / sd;
t = 0.25f * (t + 1.0f) * (t + 1.0f);
tx = b - t * sd;
}
}

x = lol::clamp(x, ta, tb);
return lol::clamp(tx, a, b);
}

} /* namespace lol */


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