Documentations

PhysicsAPI mostly documented.
Namespace MomentOFInertia and ICustomBody still not documented
This commit is contained in:
Dander7BD 2013-11-25 08:57:47 +01:00
parent 3ef5a46779
commit 6ac4254b9d
7 changed files with 184 additions and 51 deletions

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@ -24,7 +24,7 @@
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>StaticLibrary</ConfigurationType> <ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries> <UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset> <PlatformToolset>v110</PlatformToolset>
<CharacterSet>MultiByte</CharacterSet> <CharacterSet>MultiByte</CharacterSet>
@ -66,22 +66,22 @@
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName> <TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(SolutionDir)..\External\Bin\DLL\</OutDir> <OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir> <IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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@ -93,7 +93,7 @@ unsigned int API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer<ICusto
return 0; return 0;
} }
::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef ) ::Utility::DynamicMemory::UniquePointer<ICustomBody> API_Impl::ExtractObject( unsigned int objRef )
{ {
//! @todo TODO: implement stub //! @todo TODO: implement stub
return NULL; return NULL;
@ -104,6 +104,12 @@ void API_Impl::DestroyObject( unsigned int objRef )
/** @todo TODO: Fix this function.*/ /** @todo TODO: Fix this function.*/
} }
const ICustomBody & API_Impl::Peek( unsigned int objRef ) const
{
//! @todo TODO: implement stub
return Error::nobody;
}
void API_Impl::ApplyForceAt( unsigned int objRef, const Float3 &worldPos, const Float3 &worldF ) void API_Impl::ApplyForceAt( unsigned int objRef, const Float3 &worldPos, const Float3 &worldF )
{ {
//! @todo TODO: implement stub //! @todo TODO: implement stub

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@ -3,7 +3,6 @@
#include "OysterCollision3D.h" #include "OysterCollision3D.h"
#include "OysterMath.h" #include "OysterMath.h"
#include "Utilities.h"
namespace Oyster namespace Oyster
{ {
@ -20,10 +19,9 @@ namespace Oyster
namespace Constant namespace Constant
{ {
const float gravity_constant = (const float)6.67284e-11; // The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields. const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields.
} }
class MomentOfInertia class MomentOfInertia
{ {
public: public:
@ -38,43 +36,172 @@ namespace Oyster
static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length );
}; };
class API class API
{ {
public: public:
typedef void (*EventAction_Collision)( unsigned int, unsigned int ); typedef void (*EventAction_Collision)( unsigned int, unsigned int );
typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> ); typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer<ICustomBody> );
/** Gets the Physics instance. */
static API & Instance(); static API & Instance();
virtual void SetDeltaTime( float deltaTime ) = 0; /********************************************************
* Sets the time length of each physics update frame.
********************************************************/
virtual void SetDeltaTime( float seconds ) = 0;
/********************************************************
* Sets the Gravityconstant in the physics that will be
* used in ForceField calculations.
* @param g: Default is the real world Constant::gravity_constant [N(m/kg)^2]
********************************************************/
virtual void SetGravityConstant( float g ) = 0; virtual void SetGravityConstant( float g ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever a subscribed collision occurs.
********************************************************/
virtual void SetAction( EventAction_Collision functionPointer ) = 0; virtual void SetAction( EventAction_Collision functionPointer ) = 0;
/********************************************************
* Sets the function that will be called by the engine
* whenever an object is being destroyed for some reason.
* - Because DestroyObject(...) were called.
* - Out of memory forced engine to destroy an object.
********************************************************/
virtual void SetAction( EventAction_Destruction functionPointer ) = 0; virtual void SetAction( EventAction_Destruction functionPointer ) = 0;
/********************************************************
* Triggers the engine to run next update frame.
* All accumulated forces and changes will be consumed.
* EventAction functions might be called.
********************************************************/
virtual void Update() = 0; virtual void Update() = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @return true if object is in limbo state.
********************************************************/
virtual bool IsInLimbo( unsigned int objRef ) = 0; virtual bool IsInLimbo( unsigned int objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* This will put an object in Limbo state.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
********************************************************/
virtual void MoveToLimbo( unsigned int objRef ) = 0; virtual void MoveToLimbo( unsigned int objRef ) = 0;
/********************************************************
* An object in limbo state will be ignored during the physics frame Update.
* This will clear the accumulated force/torque and remove the Limbo state.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
********************************************************/
virtual void ReleaseFromLimbo( unsigned int objRef ) = 0; virtual void ReleaseFromLimbo( unsigned int objRef ) = 0;
/********************************************************
* Introduces a new object into the engine.
* @param handle: A pointer along with the responsibility to delete.
* @return an objectReference needed in most methods. Error::not_a_reference if faulty handle.
********************************************************/
virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0; virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer<ICustomBody> handle ) = 0;
/********************************************************
* Fetches and removes an object from the engine.
* Will not call the provided EventAction_Destruction method.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @return A pointer along with the responsibility to delete. NULL if faulty objRef.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef ) = 0; virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> ExtractObject( unsigned int objRef ) = 0;
/********************************************************
* Removes an object from the engine.
* Will call the provided EventAction_Destruction method. Not if objRef is faulty.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
********************************************************/
virtual void DestroyObject( unsigned int objRef ) = 0; virtual void DestroyObject( unsigned int objRef ) = 0;
/********************************************************
* Peeks at object at objRef.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @return the instance ofthe found object. Error::nobody if faulty objRef
********************************************************/
virtual const ICustomBody & Peek( unsigned int objRef ) const = 0; virtual const ICustomBody & Peek( unsigned int objRef ) const = 0;
/********************************************************
* Apply force on an object.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
* @param worldF: Vector with the direction and magnitude of the force. [N]
********************************************************/
virtual void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0; virtual void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0;
/********************************************************
* Apply force on an object.
* @param objRefA: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param objRefB: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param deltaWhen: The elapsed simulation time since last update frame. [s]
* @param worldPointOfContact: Point of Collision, relative to the world origo. (Not relative to the objects) [m]
********************************************************/
virtual void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0; virtual void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0;
/********************************************************
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular velocity.
* Noticeable effect: The angular momentum will change. Changing the amount of kinetic energy.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
********************************************************/
virtual void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0; virtual void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
/********************************************************
* Sets the MomentOfInertia tensor matrix of an object without changing it's angular momentum.
* Noticeable effect: The angular velocity will change. Can be used to create slow effects.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param localI: The tensor matrix relative to the axises of the object. @see MomentOfInertia namespace.
********************************************************/
virtual void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0; virtual void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0;
/********************************************************
* Sets the mass of an object without changing it's linear velocity.
* Noticeable effect: The linear momentum will change. Changing the amount of kinetic energy.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param m: [kg]
********************************************************/
virtual void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m ) = 0; virtual void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
/********************************************************
* Sets the mass of an object without changing it's linear velocity.
* Noticeable effect: The linear velocity will change. Can be used to create slow effects.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param m: [kg]
********************************************************/
virtual void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m ) = 0; virtual void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m ) = 0;
/********************************************************
* Instantly moves an object.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param worldPos: Relative to the world origo. (Not relative to object) [m]
********************************************************/
virtual void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos ) = 0; virtual void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos ) = 0;
/********************************************************
* Instantly redirects object.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param rotation: New rotation.
********************************************************/
virtual void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0; virtual void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0;
/********************************************************
* Instantly moves and redirects object.
* @param objRef: Provided by API::AddObject(...) & ICustomBody::GetReference()
* @param orientation: New orientation.
********************************************************/
virtual void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0; virtual void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0;
/********************************************************
* Creates a new dynamically allocated object that can be used as a component for more complex ICustomBodies.
* @return A pointer along with the responsibility to delete.
********************************************************/
virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const = 0; virtual ::Utility::DynamicMemory::UniquePointer<ICustomBody> CreateSimpleRigidBody() const = 0;
protected: protected:
@ -112,7 +239,7 @@ namespace Oyster
}; };
namespace Error namespace Error
{ { //! The content in here is used as API return errorvalues.
const unsigned int not_a_reference = ::Utility::Value::numeric_limits<unsigned int>::max(); const unsigned int not_a_reference = ::Utility::Value::numeric_limits<unsigned int>::max();
class NullBody : public ICustomBody class NullBody : public ICustomBody

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@ -1,7 +1,7 @@
///////////////////////////////////////////////////////////////////// //!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
// Utility Collection of Miscellanious Handy Functions // Utility Collection of Miscellanious Handy Functions
// © Dan Andersson 2013 // © Dan Andersson 2013
///////////////////////////////////////////////////////////////////// //!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!//!
#ifndef UTILITIES_H #ifndef UTILITIES_H
#define UTILITIES_H #define UTILITIES_H
@ -16,50 +16,50 @@ namespace Utility
{ {
namespace DynamicMemory namespace DynamicMemory
{ {
/// If dynamicInstance is not NULL, then delete //! If dynamicInstance is not NULL, then delete
template<typename Type> void SafeDeleteInstance( Type *dynamicInstance ); template<typename Type> void SafeDeleteInstance( Type *dynamicInstance );
/// If dynamicArray is not NULL, then delete [] //! If dynamicArray is not NULL, then delete []
template<typename Type> void SafeDeleteArray( Type dynamicArray[] ); template<typename Type> void SafeDeleteArray( Type dynamicArray[] );
template<typename Type> //! Wrapper to safely transfer dynamic ownership/responsibility
struct UniquePointer template<typename Type> struct UniquePointer
{ /// Wrapper to safely transfer dynamic ownership/responsibility {
public: public:
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted. //! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer. //! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
UniquePointer( Type *assignedInstance = NULL ); UniquePointer( Type *assignedInstance = NULL );
/// Will auto delete assigned dynamic instance. //! Will auto delete assigned dynamic instance.
~UniquePointer(); ~UniquePointer();
/// Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted. //! Assigns assignedInstance ownership to this UniquePonter, old owned instance will be deleted.
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer. //! If NULL is assigned is equavalent with clearing all responsibilities from this UniquePointer.
UniquePointer<Type> & operator = ( Type *assignedInstance ); UniquePointer<Type> & operator = ( Type *assignedInstance );
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted. //! Transfers assignedInstance ownership from donor to this UniquePonter, old owned instance will be deleted.
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer. //! If donor had nothing, is equavalent with clearing all responsibilities from this UniquePointer.
UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor ); UniquePointer<Type> & operator = ( const UniquePointer<Type> &donor );
/// Access the assigned dynamic instance. Will crash if nothing there //! Access the assigned dynamic instance. Will crash if nothing there
operator Type* (); operator Type* ();
/// Access the assigned dynamic instance. Will crash if nothing there //! Access the assigned dynamic instance. Will crash if nothing there
operator const Type* () const; operator const Type* () const;
/// Access members of the assigned dynamic instance. Will crash if nothing there //! Access members of the assigned dynamic instance. Will crash if nothing there
Type * operator -> (); Type * operator -> ();
/// Access members of the assigned dynamic instance. Will crash if nothing there //! Access members of the assigned dynamic instance. Will crash if nothing there
const Type * operator -> () const; const Type * operator -> () const;
/// If true, this UniquePointer have a current ownership/responsibility of a dynamic instance. //! If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
operator bool () const; operator bool () const;
/// This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete. //! This UniquePointer drops all claims of ownership/responsibility and returns the dynamic instance. Now it is your responsibility to delete.
Type* Release(); Type* Release();
/// (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance. //! (inline) If true, this UniquePointer have a current ownership/responsibility of a dynamic instance.
bool HaveOwnership() const; bool HaveOwnership() const;
private: private:
@ -68,38 +68,38 @@ namespace Utility
template<typename Type> template<typename Type>
struct UniqueArray struct UniqueArray
{ /// Wrapper to safely transfer dynamic ownership/responsibility { //! Wrapper to safely transfer dynamic ownership/responsibility
public: public:
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted. //! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray. //! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
UniqueArray( Type assignedArray[] = NULL ); UniqueArray( Type assignedArray[] = NULL );
/// Will auto delete assigned dynamic array. //! Will auto delete assigned dynamic array.
~UniqueArray(); ~UniqueArray();
/// Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted. //! Assigns assignedInstance ownership to this UniquePonter, old owned array will be deleted.
/// If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray. //! If NULL is assigned is equavalent with clearing all responsibilities from this UniqueArray.
UniqueArray<Type> & operator = ( Type assignedArray[] ); UniqueArray<Type> & operator = ( Type assignedArray[] );
/// Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted. //! Transfers assignedInstance ownership from donor to this UniquePonter, old owned array will be deleted.
/// If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray. //! If donor had nothing, is equavalent with clearing all responsibilities from this UniqueArray.
UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor ); UniqueArray<Type> & operator = ( const UniqueArray<Type> &donor );
/// Accesses the instance at index i of this UniqeArray's owned dynamic array. //! Accesses the instance at index i of this UniqeArray's owned dynamic array.
/// Will crash if out-of-bound or there is no assigned array. //! Will crash if out-of-bound or there is no assigned array.
template<typename Index> Type & operator [] ( Index i ); template<typename Index> Type & operator [] ( Index i );
/// Accesses the instance at index i of this UniqeArray's owned dynamic array. //! Accesses the instance at index i of this UniqeArray's owned dynamic array.
/// Will crash if out-of-bound or there is no assigned array. //! Will crash if out-of-bound or there is no assigned array.
template<typename Index> const Type & operator [] ( Index i ) const; template<typename Index> const Type & operator [] ( Index i ) const;
/// If true, this UniqueArray have a current ownership/responsibility of a dynamic instance. //! If true, this UniqueArray have a current ownership/responsibility of a dynamic instance.
operator bool () const; operator bool () const;
/// This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete. //! This UniqueArray drops all claims of ownership/responsibility and returns the dynamic array. Now it is your responsibility to delete.
Type* Release(); Type* Release();
/// (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array. //! (inline) If true, this UniqueArray have a current ownership/responsibility of a dynamic array.
bool HaveOwnership() const; bool HaveOwnership() const;
private: private:
@ -193,7 +193,7 @@ namespace Utility
inline ValueType Degree( const ValueType &radian ) inline ValueType Degree( const ValueType &radian )
{ return radian * (180.0f / 3.1415926535897932384626433832795f); } { return radian * (180.0f / 3.1415926535897932384626433832795f); }
// SPECIALIZATIONS ////////////////////////////////////////// // SPECIALIZATIONS //!//!//!//!//!//!//!//!//!//!//!//!//!//!
template<> inline char Average<char>( const char &valueA, const char &valueB ) template<> inline char Average<char>( const char &valueA, const char &valueB )
{ return (valueA + valueB) >> 1; } { return (valueA + valueB) >> 1; }