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use glam::f32::Vec3A;
pub fn geometric_slerp(a: Vec3A, b: Vec3A, p: f32) -> Vec3A {
let angle = a.dot(b).acos();
let sin = angle.sin().recip();
a * (((1.0 - p) * angle).sin() * sin) + b * ((p * angle).sin() * sin)
}
pub fn geometric_slerp_half(a: Vec3A, b: Vec3A) -> Vec3A {
(a + b) * (2.0 * (1.0 + a.dot(b))).sqrt().recip()
}
pub fn geometric_slerp_multiple(a: Vec3A, b: Vec3A, indices: &[u32], points: &mut [Vec3A]) {
let angle = a.dot(b).acos();
let sin = angle.sin().recip();
for (percent, index) in indices.iter().enumerate() {
let percent = (percent + 1) as f32 / (indices.len() + 1) as f32;
points[*index as usize] =
a * (((1.0 - percent) * angle).sin() * sin) + b * ((percent * angle).sin() * sin);
}
}
pub fn normalized_lerp(a: Vec3A, b: Vec3A, p: f32) -> Vec3A {
((1.0 - p) * a + p * b).normalize()
}
pub fn normalized_lerp_half(a: Vec3A, b: Vec3A) -> Vec3A {
(a + b).normalize()
}
pub fn normalized_lerp_multiple(a: Vec3A, b: Vec3A, indices: &[u32], points: &mut [Vec3A]) {
for (percent, index) in indices.iter().enumerate() {
let percent = (percent + 1) as f32 / (indices.len() + 1) as f32;
points[*index as usize] = ((1.0 - percent) * a + percent * b).normalize();
}
}
pub fn lerp(a: Vec3A, b: Vec3A, p: f32) -> Vec3A {
(1.0 - p) * a + p * b
}
pub fn lerp_half(a: Vec3A, b: Vec3A) -> Vec3A {
(a + b) * 0.5
}
pub fn lerp_multiple(a: Vec3A, b: Vec3A, indices: &[u32], points: &mut [Vec3A]) {
for (percent, index) in indices.iter().enumerate() {
let percent = (percent + 1) as f32 / (indices.len() + 1) as f32;
points[*index as usize] = (1.0 - percent) * a + percent * b;
}
}