diff --git a/runtime/Game/Car.cpp b/runtime/Game/Car.cpp index cb0efd7fb..606981e45 100644 --- a/runtime/Game/Car.cpp +++ b/runtime/Game/Car.cpp @@ -719,7 +719,7 @@ namespace spartan } // lerp to new steering angle - real life vehicles don't snap their wheels to the target angle - m_parameters.steering_angle = math::Lerp(m_parameters.steering_angle, steering_angle_target, tuning::steering_return_speed * delta_time_sec); + m_parameters.steering_angle = math::lerp(m_parameters.steering_angle, steering_angle_target, tuning::steering_return_speed * delta_time_sec); // set the steering angle m_parameters.vehicle->setSteeringValue(m_parameters.steering_angle, tuning::wheel_fl); diff --git a/runtime/Math/Helper.h b/runtime/Math/Helper.h index d5adb5a41..cdab172d6 100644 --- a/runtime/Math/Helper.h +++ b/runtime/Math/Helper.h @@ -22,8 +22,6 @@ CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. #pragma once //= INCLUDES ==== -#include -#include #include //=============== @@ -46,13 +44,11 @@ namespace spartan::math constexpr float deg_to_rad = pi / 180.0f; constexpr float rad_to_deg = 180.0f / pi; - inline float cot(float x) { return cos(x) / sin(x); } - template - constexpr T saturate(T x) { return clamp(x, static_cast(0), static_cast(1)); } + constexpr T saturate(T x) { return std::clamp(x, static_cast(0), static_cast(1)); } template - constexpr T Lerp(T lhs, T rhs, U t) { return lhs * (static_cast(1) - t) + rhs * t; } + constexpr T lerp(T lhs, T rhs, U t) { return lhs * (static_cast(1) - t) + rhs * t; } template constexpr bool approximate_equals(T lhs, T rhs, T error = std::numeric_limits::epsilon()) { return lhs + error >= rhs && lhs - error <= rhs; } diff --git a/runtime/World/Components/Camera.cpp b/runtime/World/Components/Camera.cpp index 5a0bee60b..8642c3536 100644 --- a/runtime/World/Components/Camera.cpp +++ b/runtime/World/Components/Camera.cpp @@ -414,7 +414,7 @@ namespace spartan const Vector2 mouse_delta = Input::GetMouseDelta() * m_mouse_sensitivity; // lerp to it - m_mouse_smoothed = Lerp(m_mouse_smoothed, mouse_delta, saturate(1.0f - m_mouse_smoothing)); + m_mouse_smoothed = lerp(m_mouse_smoothed, mouse_delta, saturate(1.0f - m_mouse_smoothing)); // accumulate rotation m_first_person_rotation += m_mouse_smoothed;