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gravity_math.h
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716 lines (603 loc) · 17.6 KB
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#pragma once
#include <ranges>
#include "SM64DS_PI.h"
struct Vector3_Q24;
extern "C"
{
int DivQ24(int num, int den);
uint64_t Div64(uint64_t nom, uint64_t den);
}
template<FixUR T>
struct Fix24 : Fix<T, 24, Fix24>
{
using Fix<T, 24, Fix24>::Fix;
Fix24<int> operator/ (Fix24 fix) const { return {DivQ24(this->val, fix.val), as_raw}; }
Fix24& operator/=(Fix24 fix) & { this->val = DivQ24(this->val, fix.val); return *this; }
template<typename U> constexpr explicit
operator Fix12<U>() const { return {(this->val + 0x800) >> 12, as_raw}; }
};
using Fix24i = Fix24<int>;
constexpr Fix24i operator""_f24 (unsigned long long val) { return Fix24i(val, as_raw); }
constexpr Fix24i operator""_f24 (long double val) { return Fix24i(val); }
inline s16 Atan2(Fix24i y, Fix24i x) { return Atan2(y.val, x.val); }
[[nodiscard, gnu::noinline]]
inline Fix12i LerpNoinline(Fix12i a, Fix12i b, Fix12i t)
{
return Lerp(a, b, t);
}
struct Vector3_Q24
{
Vector3 data;
[[gnu::noinline]]
static void NormalizeInPlace(Vector3& v) { CalculateNormalized(v, v); }
static void Multiply(Vector3& res, const Vector3& v, Fix24i scalar);
static Fix24i CalculateDot(const Vector3& v0, const Vector3& v1);
static void CalculateCross(Vector3& res, const Vector3& v0, const Vector3& v1);
static void CalculateNormalized(Vector3& res, const Vector3& v);
template<class F>
class Proxy
{
F eval;
template<class G>
using NewProxy = Proxy<G>;
public:
[[gnu::always_inline]]
constexpr explicit Proxy(F&& eval) : eval(eval) {}
template<bool resMayAlias> [[gnu::always_inline]]
void Eval(Vector3& res) { eval.template operator()<resMayAlias>(res); }
template<bool resMayAlias> [[gnu::always_inline]]
void Eval(Vector3_Q24& res) { Eval<resMayAlias>(res.data); }
[[gnu::always_inline, nodiscard]]
Fix24i Len() && { return static_cast<Vector3_Q24>(std::move(*this)).Len(); }
template<class G> [[gnu::always_inline, nodiscard]]
Fix24i Dot(Proxy<G>&& proxy) &&
{
return CalculateDot (
static_cast<Vector3_Q24>(std::move(*this)).data,
static_cast<Vector3_Q24>(std::move(proxy)).data
);
}
[[gnu::always_inline, nodiscard]]
Fix24i Dot(const Vector3_Q24& other) &&
{
return CalculateDot(static_cast<Vector3_Q24>(std::move(*this)).data, other.data);
}
[[gnu::always_inline, nodiscard]]
auto AngleTo(const Vector3_Q24& other) &&
{
return static_cast<Vector3_Q24>(std::move(*this)).AngleTo(other);
}
[[gnu::always_inline, nodiscard]]
auto Cross(const Vector3_Q24& v) &&
{
return NewProxy([this, &v]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
if constexpr (resMayAlias)
{
const Vector3 temp = v.data;
Eval<resMayAlias>(res);
CalculateCross(res, res, temp);
}
else
{
Eval<resMayAlias>(res);
CalculateCross(res, res, v.data);
}
});
}
template<class G> [[gnu::always_inline, nodiscard]]
auto Cross(Proxy<G>&& other) &&
{
return NewProxy([this, &other]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Eval<resMayAlias>(res);
CalculateCross(res, res, std::move(other).StoreAsQ12());
});
}
[[gnu::always_inline, nodiscard]]
auto Normalized() &&
{
return NewProxy([this]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Eval<resMayAlias>(res);
NormalizeInPlace(res);
});
}
[[gnu::always_inline, nodiscard]]
auto NormalizedTwice() &&
{
return NewProxy([this]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Eval<resMayAlias>(res);
NormalizeInPlace(res);
NormalizeInPlace(res);
});
}
[[gnu::always_inline, nodiscard]]
auto StoreAsQ12() &&
{
return Vector3::Proxy([this]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Eval<resMayAlias>(res);
});
}
[[gnu::always_inline, nodiscard]]
auto operator+(const Vector3_Q24& v) && { return v + std::move(*this); }
template<class G> [[gnu::always_inline, nodiscard]]
auto operator+(Proxy<G>&& other) &&
{
return NewProxy([this, &other]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Eval<resMayAlias>(res);
res += std::move(other).StoreAsQ12();
});
}
[[gnu::always_inline, nodiscard]]
auto operator-(const Vector3_Q24& v) &&
{
return NewProxy([this, &v]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
if constexpr (resMayAlias)
{
const Vector3 temp = v.data;
Eval<resMayAlias>(res);
res -= temp;
}
else
{
Eval<resMayAlias>(res);
res -= v.data;
}
});
}
template<class G> [[gnu::always_inline, nodiscard]]
auto operator-(Proxy<G>&& other) &&
{
return NewProxy([this, &other]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Eval<resMayAlias>(res);
res -= std::move(other).StoreAsQ12();
});
}
[[gnu::always_inline, nodiscard]]
auto operator*(const Fix24i& scalar) &&
{
return NewProxy([this, &scalar]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Eval<resMayAlias>(res);
Multiply(res, res, scalar);
});
}
[[gnu::always_inline, nodiscard]]
auto operator<<(const int& shift) &&
{
return NewProxy([this, &shift]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Eval<resMayAlias>(res);
res <<= shift;
});
}
[[gnu::always_inline, nodiscard]]
auto operator>>(const int& shift) &&
{
return NewProxy([this, &shift]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Eval<resMayAlias>(res);
res >>= shift;
});
}
};
constexpr Vector3_Q24() = default;
constexpr Vector3_Q24(auto x, auto y, auto z, auto... flags)
{
SetX({x, flags...});
SetY({y, flags...});
SetZ({z, flags...});
}
template<class F> [[gnu::always_inline]]
Vector3_Q24(Proxy<F>&& proxy) { proxy.template Eval<false>(data); }
template<class F> [[gnu::always_inline]]
Vector3_Q24(Vector3::Proxy<F>&& proxy, AsRaw) { proxy.template Eval<false>(data); }
Vector3_Q24(const auto& v, AsRaw) : data(v) {}
explicit Vector3_Q24(const Vector3& v) : data(v << 12) {}
template<class F> [[gnu::always_inline]]
Vector3_Q24& operator=(Proxy<F>&& proxy) & { proxy.template Eval<true>(data); return *this; }
constexpr Fix24i GetX() const { return {data.x.val, as_raw}; }
constexpr Fix24i GetY() const { return {data.y.val, as_raw}; }
constexpr Fix24i GetZ() const { return {data.z.val, as_raw}; }
constexpr void SetX(Fix24i fix) { data.x.val = fix.val; }
constexpr void SetY(Fix24i fix) { data.y.val = fix.val; }
constexpr void SetZ(Fix24i fix) { data.z.val = fix.val; }
[[gnu::always_inline]]
bool operator==(const Vector3_Q24& other) const& = default;
// use an inlinable version if either operand is a proxy
template<class T, class P> [[gnu::always_inline]] friend
bool operator== (T&& any, Proxy<P>&& proxy)
{
const Vector3_Q24& v = std::forward<T>(any);
return v.data == std::move(proxy).StoreAsQ12();
}
Fix24i Len () const { return {LenVec3 (data), as_raw}; }
Fix24i HorzLen() const { return {Vec3_HorzLen(data), as_raw}; }
[[gnu::always_inline, nodiscard]]
constexpr auto ToQ12() const
{
return Vector3::Proxy([this]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
(*[](Vector3& res, const Vector3_Q24& source)
{
res.x = static_cast<Fix12i>(source.GetX());
res.y = static_cast<Fix12i>(source.GetY());
res.z = static_cast<Fix12i>(source.GetZ());
})
(res, *this);
});
}
[[gnu::always_inline, nodiscard]]
static constexpr auto Temp(const Fix24i& x, const Fix24i& y, const Fix24i& z)
{
return Proxy([&x, &y, &z]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
res.x.val = x.val;
res.y.val = y.val;
res.z.val = z.val;
});
}
[[gnu::always_inline, nodiscard]]
static constexpr auto Raw(const auto& x, const auto& y, const auto& z)
{
return Proxy([&x, &y, &z]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
res.x.val = x.val;
res.y.val = y.val;
res.z.val = z.val;
});
}
[[gnu::always_inline, nodiscard]]
static constexpr auto Raw(const auto& v)
{
return Proxy([&v]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
const auto& [x, y, z] = v;
res.x.val = x.val;
res.y.val = y.val;
res.z.val = z.val;
});
}
template<class F> [[gnu::always_inline, nodiscard]]
static constexpr auto Raw(Vector3::Proxy<F>&& proxy)
{
return Proxy([&proxy]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
proxy.template Eval<resMayAlias>(res);
});
}
[[gnu::always_inline, nodiscard]]
auto Cross(const Vector3_Q24& other) const
{
return Proxy([this, &other]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
CalculateCross(res, data, other.data);
});
}
template<class F> [[gnu::always_inline, nodiscard]]
auto Cross(Proxy<F>&& proxy) const
{
return Proxy([this, &proxy]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
if constexpr (resMayAlias)
{
const Vector3 temp = data;
proxy.template Eval<resMayAlias>(res);
CalculateCross(res, temp, res);
}
else
{
proxy.template Eval<resMayAlias>(res);
CalculateCross(res, data, res);
}
});
}
[[gnu::always_inline, nodiscard]]
auto Normalized() const
{
return Proxy([this]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
CalculateNormalized(res, this->data);
});
}
[[gnu::always_inline, nodiscard]]
auto NormalizedTwice() const
{
return Proxy([this]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
CalculateNormalized(res, this->data);
NormalizeInPlace(res);
});
}
template<class F>
Fix24i Dot(Proxy<F>&& proxy) const { return CalculateDot(this->data, static_cast<Vector3_Q24>(std::move(proxy)).data); }
Fix24i Dot(const Vector3_Q24& v) const { return CalculateDot(this->data, v.data); }
void Normalize() & { NormalizeInPlace(data); }
void NormalizeTwice() & { NormalizeInPlace(data); NormalizeInPlace(data); }
int AngleTo(const Vector3_Q24& other) const
{
return Atan2(this->Cross(other).Len(), this->Dot(other)) & 0xffff;
}
void SetMaxAngleToNormalized(const Vector3_Q24& v, short ang);
friend Vector3_Q24& operator+=(Vector3_Q24& v0, const Vector3_Q24& v1) { AddVec3(v0.data, v1.data, v0.data); return v0; }
friend Vector3_Q24& operator-=(Vector3_Q24& v0, const Vector3_Q24& v1) { SubVec3(v0.data, v1.data, v0.data); return v0; }
Vector3_Q24& operator*=(Fix24i scalar) &
{
Multiply(data, data, scalar);
return *this;
}
Vector3_Q24& operator/=(Fix24i scalar) &
{
SetX(GetX() / scalar);
SetY(GetY() / scalar);
SetZ(GetZ() / scalar);
return *this;
}
Vector3_Q24& operator<<=(int shift) & { data <<= shift; return *this; }
Vector3_Q24& operator>>=(int shift) & { data >>= shift; return *this; }
[[gnu::always_inline, nodiscard]]
auto operator<<(const int& shift) const
{
return Proxy([this, &shift]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Vec3_Lsl(res, data, shift);
});
}
[[gnu::always_inline, nodiscard]]
auto operator>>(const int& shift) const
{
return Proxy([this, &shift]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Vec3_Asr(res, data, shift);
});
}
[[gnu::always_inline, nodiscard]]
auto operator+(const Vector3_Q24& other) const
{
return Proxy([this, other]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
AddVec3(this->data, other.data, res);
});
}
template<class F> [[gnu::always_inline, nodiscard]]
auto operator+(Proxy<F>&& proxy) const
{
return Proxy([this, &proxy]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
if constexpr (resMayAlias)
{
const Vector3 temp = data;
proxy.template Eval<resMayAlias>(res);
res += temp;
}
else
{
proxy.template Eval<resMayAlias>(res);
res += data;
}
});
}
[[gnu::always_inline, nodiscard]]
auto operator-(const Vector3_Q24& other) const
{
return Proxy([this, &other]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
SubVec3(this->data, other.data, res);
});
}
template<class F> [[gnu::always_inline, nodiscard]]
auto operator-(Proxy<F>&& proxy) const
{
return Proxy([this, &proxy]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
if constexpr (resMayAlias)
{
const Vector3 temp = data;
proxy.template Eval<resMayAlias>(res);
SubVec3(temp, res, res);
}
else
{
proxy.template Eval<resMayAlias>(res);
SubVec3(data, res, res);
}
});
}
[[gnu::always_inline, nodiscard]]
auto operator*(const Fix24i& scalar) const
{
return Proxy([this, &scalar]<bool resMayAlias> [[gnu::always_inline]] (Vector3& res)
{
Multiply(res, data, scalar);
});
}
template<class F>
[[gnu::always_inline, nodiscard]] friend auto operator* (const Fix24i& scalar, Proxy<F>&& proxy) { return std::move(proxy) * scalar; }
[[gnu::always_inline, nodiscard]] friend auto operator* (const Fix24i& scalar, const Vector3_Q24& v) { return v * scalar; }
};
struct Matrix3x3_Q24
{
Vector3_Q24 c0;
Vector3_Q24 c1;
Vector3_Q24 c2;
};
inline const ostream& operator<<(const ostream& os, Fix24i fix)
{
ostream::set_buffer("0x%r0%_f24");
ostream::flush(fix.val);
return os;
}
inline const ostream& operator<<(const ostream& os, const Vector3_Q24& vec)
{
ostream::set_buffer("{0x%r0%_f24, 0x%r1%_f24, 0x%r2%_f24}");
ostream::flush(vec.GetX().val, vec.GetY().val, vec.GetZ().val);
return os;
}
[[gnu::const]] Fix24i Sqrt(Fix24i x);
[[gnu::const]] Fix24i CosQ24(short a);
inline Fix12i IterateSmoothStep(Fix12i t, unsigned n)
{
for (unsigned i = 0; i < n; i++)
t = SmoothStep(t);
return t;
}
void SphericalForwardField(Vector3& __restrict__ res, const Vector3_Q24& xAxis, const Vector3_Q24& yAxis, const Vector3_Q24& up);
inline void SphericalMatrixField(Matrix3x3& __restrict__ res, const Vector3_Q24& xAxis, const Vector3_Q24& yAxis, const Vector3_Q24& up)
{
SphericalForwardField(res.c2, xAxis, yAxis, up);
Vector3_Q24::CalculateCross(res.c0, up.data, res.c2);
res.c0.NormalizeTwice();
res.c1 = up.data.NormalizedTwice();
res.c2.NormalizeTwice();
}
void CalculateSomeOrthonormalVec(Vector3& res, const Vector3& v);
inline auto GetSomeOrthonormalVec(const Vector3& v)
{
return Vector3::Proxy([&v]<bool resMayAlias>[[gnu::always_inline]](Vector3& res)
{
CalculateSomeOrthonormalVec(res, v);
});
};
[[gnu::always_inline]]
inline short GetAngleOffset(const Vector3& oldZAxis, const Vector3& newXAxis, const Vector3& newZAxis)
{
return Atan2(newXAxis.Dot(oldZAxis), newZAxis.Dot(oldZAxis));
}
[[gnu::noclone]]
inline short& ConvertAngle(short& angle, const Matrix3x3& fromBasis, const Matrix3x3& toBasis)
{
return angle += GetAngleOffset(fromBasis.c2, toBasis.c0, toBasis.c2);
}
inline Fix24i SinQ24(short a)
{
return CosQ24(90_deg - a);
}
class Sqaerp // "spherical quadratically adaptive interpolation"
{
short angularVel = 0;
public:
// returns the new angle
int operator()(Vector3_Q24& v, const Vector3_Q24& target, short angularAccel, bool brake = false, int maxAngle = 0x8000);
constexpr void Reset() & { angularVel = 0; }
};
template<std::bidirectional_iterator Iter>
void InsertionSort(Iter begin, Iter end, auto&& cmp)
{
if (begin == end) return;
Iter firstUnsorted = begin;
while (++firstUnsorted != end)
{
Iter insertPos = firstUnsorted;
while (insertPos > begin && cmp(*insertPos, *std::prev(insertPos)))
{
std::swap(*insertPos, *std::prev(insertPos));
--insertPos;
}
}
}
template<std::ranges::bidirectional_range Range, class Cmp>
void InsertionSort(Range&& range, Cmp&& cmp)
{
InsertionSort(std::ranges::begin(range), std::ranges::end(range), std::forward<Cmp>(cmp));
}
// Interpolates from the identity matrix to the rotation
// matrix m with slightly varying angular velocity
void RotationInterp(Matrix3x3& m, Fix12i t);
// Interpolates between the rotation matrices m0
// and m1 with slightly varying angular velocity
inline void InterpRotations(
const Matrix3x3& m0,
const Matrix3x3& m1,
Fix12i t,
Matrix3x3& __restrict__ res) // res can't alias m0 or m1
{
res = m0.Transpose();
res = m1 * res;
RotationInterp(res, t);
res = res * m0;
}
// assumes that m is a rotation matrix and res doesn't alias hemisphere
void Quaternion_FromMatrix3x3(
Quaternion& res,
const Matrix3x3& m,
const Quaternion& hemisphere);
// Like SmoothStep but allows switching direction and setting any target value
class SmoothInterp
{
Fix12i h1;
Fix12i h;
Fix12i k;
Fix12i t;
void Init(Fix12i start, Fix12i end, Fix12i speed)
{
h1 = end;
h = start - end;
k = speed;
t = 0;
}
public:
void Init(Fix12i val) { Init(val, val, 0); }
SmoothInterp(Fix12i val) { Init(val); }
SmoothInterp() = default;
Fix12i GetValue() const
{
return Sqr(t - 1._f)*((k + (h << 1))*t + h) + h1;
}
Fix12i GetSpeed() const
{
return (t - 1)*(3*(k + (h << 1))*t - k);
}
Fix12i GetTarget() const { return h1; }
void SetTarget(Fix12i val)
{
Init(GetValue(), val, GetSpeed());
}
void Advance(Fix12i deltaTime)
{
t.ApproachLinear(1._f, deltaTime);
}
};
// Like SmoothStep but allows switching direction
class UnitSmoothInterp
{
Fix12s t = 0;
Fix12s end = 1;
bool complement = true;
Fix12i leadingCoeff = 2;
public:
Fix12i NextValue(Fix12i deltaTime)
{
t.ApproachLinear(end, deltaTime);
const Fix12i u = t - end;
const Fix12i val = u*u*(u*leadingCoeff + 3);
return complement ? 1 - val : val;
}
void SwitchDirection()
{
const Fix12i u = t - end;
const Fix12i v = u * leadingCoeff;
const Fix12i w = v >> 1;
end = Sqrt(u*u*(w*w - 2) + 1) - u*(w + 1);
leadingCoeff = (2 - u*(6*(end + u) + v*(3*end + 2*u))) / (end*end*end);
t = 0;
complement = !complement;
}
bool IsFinished() const { return t == end; }
bool IsDirectionForward() const { return complement; }
void SetDirectionForward()
{
if (!IsDirectionForward())
SwitchDirection();
}
void SetDirectionBackward()
{
if (IsDirectionForward())
SwitchDirection();
}
};