#include "SharedMethods.h" XMMATRIX SharedMethods::RotateFromPoint(float x, float y, float z, XMMATRIX rotationMatrix) { // Translates a matrix to a point, rotates and then returns back to where it was return XMMatrixTranslation(x, y, z) * rotationMatrix * XMMatrixTranslation(-x, -y, -z); } // Method so i can use normal RGB values and hopefully hex values too since im use to those float SharedMethods::RGBValueToIntensity(int value) { return (float)value / 255.0f; } float SharedMethods::Lerp(int a, int b, int p) { return Lerp((float)a, (float)b, (float)p); } float SharedMethods::Lerp(float a, float b, float p) { return a + p * (b - a); } float SharedMethods::GenerateRandomIntensity(float min, float max) { float randNo = (float)rand() / (float)RAND_MAX; float rangeDiff = max - min; float actualNo = randNo * rangeDiff; int roundedNo = (int)(actualNo * 100 + 0.5f); return (float)roundedNo * 0.01f; } float SharedMethods::GenerateRandomUV(int min, int max) { int randNo = rand() % ((max - min) + 1) + min; float finalNo; if (randNo < max) { int randMan = rand() % 90; finalNo = (float)(randNo * 0.1f) + (randMan * 0.01f); } else { finalNo = (float)randNo * 0.1f; } return finalNo; }