CMCore/inc/hgl/math/Vector.h

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#ifndef HGL_ALGORITHM_MATH_VECTOR_INCLUDE
#define HGL_ALGORITHM_MATH_VECTOR_INCLUDE
#ifdef _MSC_VER
#pragma warning(disable:4244) // double -> int 精度丢失警告
#endif//_MSC_VER
#include<hgl/math/FastTriangle.h>
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#include<glm/glm.hpp>
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namespace hgl
{
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using Vector2f=glm::vec2;
using Vector3f=glm::vec3;
using Vector4f=glm::vec4;
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using Vector2i=glm::ivec2;
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using Vector3i=glm::ivec3;
using Vector4i=glm::ivec4;
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using Vector2u=glm::uvec2;
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using Vector3u=glm::uvec3;
using Vector4u=glm::uvec4;
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inline bool operator == (const Vector2f &lhs,const Vector2f &rhs)
{
if(lhs.x!=rhs.x)return(false);
if(lhs.y!=rhs.y)return(false);
return(true);
}
inline bool operator != (const Vector2f &lhs,const Vector2f &rhs)
{
if(lhs.x!=rhs.x)return(true);
if(lhs.y!=rhs.y)return(true);
return(false);
}
inline bool operator == (const Vector3f &lhs,const Vector3f &rhs)
{
if(lhs.x!=rhs.x)return(false);
if(lhs.y!=rhs.y)return(false);
if(lhs.z!=rhs.z)return(false);
return(true);
}
inline bool operator != (const Vector3f &lhs,const Vector3f &rhs)
{
if(lhs.x!=rhs.x)return(true);
if(lhs.y!=rhs.y)return(true);
if(lhs.z!=rhs.z)return(true);
return(false);
}
inline bool operator == (const Vector4f &lhs,const Vector4f &rhs)
{
if(lhs.x!=rhs.x)return(false);
if(lhs.y!=rhs.y)return(false);
if(lhs.z!=rhs.z)return(false);
if(lhs.w!=rhs.w)return(false);
return(true);
}
inline bool operator != (const Vector4f &lhs,const Vector4f &rhs)
{
if(lhs.x!=rhs.x)return(true);
if(lhs.y!=rhs.y)return(true);
if(lhs.z!=rhs.z)return(true);
if(lhs.w!=rhs.w)return(true);
return(false);
}
inline void vec3to2(Vector2f &dst,const Vector3f &src)
{
dst.x=src.x;
dst.y=src.y;
}
inline Vector2f vec3to2(const Vector3f &src)
{
return Vector2f(src.x,src.y);
}
inline void vec2to3(Vector3f &dst,const Vector2f &src,const float z)
{
dst.x=src.x;
dst.y=src.y;
dst.z=z;
}
inline Vector3f vec2to3(const Vector2f &src,const float z)
{
return Vector3f(src.x,src.y,z);
}
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template<typename T>
inline T clamp(const T &v,const T &min_v,const T &max_v)
{
if(v<min_v)return min_v;
if(v>max_v)return max_v;
return v;
}
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template<typename T>
inline T normalized(const T &v)
{
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return glm::normalize(v);
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}
template<typename T>
inline void normalize(T &v)
{
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v=glm::normalize(v);
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}
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inline Vector3f cross(const Vector3f &v1,const Vector3f &v2)
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{
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return glm::cross(v1,v2);
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}
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inline Vector4f cross(const Vector4f &v1,const Vector4f &v2)
{
Vector3f v31=v1;
Vector3f v32=v2;
Vector4f result=Vector4f(glm::cross(v31,v32),1.0f);
return result;
}
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template<typename T>
inline float dot(const T &v1,const T &v2)
{
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return glm::dot(v1,v2);
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}
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//template<typename T>
//inline float dot2(const T &v)
//{
// return v.Dot(v);
//}
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//inline float ray_angle_cos(const Ray &ray,const vec &pos)
//{
// return ray.dir.Dot((pos-ray.pos).Normalized());
//}
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inline float length_squared(const Vector2f &v)
{
return (v.x*v.x) + (v.y*v.y);
}
inline float length_squared_2d(const Vector3f &v)
{
return (v.x*v.x) + (v.y*v.y);
}
inline float length_squared(const Vector3f &v)
{
return (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
}
inline float length_squared(const Vector4f &v)
{
return (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
}
template<typename T>
inline float length(const T &v)
{
return sqrt(length_squared(v));
}
inline float length_2d(const Vector3f &v)
{
return sqrt(length_squared_2d(v));
}
template<typename T1, typename T2>
inline float length(const T1 &v1, const T2 &v2)
{
return sqrt(length_squared(v1-v2));
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}
template<typename T1, typename T2>
inline float length_squared(const T1 &v1, const T2 &v2)
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{
return length_squared(v1-v2);
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}
template<typename T1, typename T2>
inline float length_squared_2d(const T1 &v1, const T2 &v2)
{
const double x = double(v1.x) - double(v2.x);
const double y = double(v1.y) - double(v2.y);
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return x*x + y*y;
}
template<typename T1, typename T2>
inline float length_2d(const T1 &v1, const T2 &v2)
{
return sqrt(length_squared_2d(v1, v2));
}
inline Vector2f to(const Vector2f &start, const Vector2f &end, float pos)
{
return Vector2f(start.x + (end.x - start.x)*pos,
start.y + (end.y - start.y)*pos);
}
inline Vector3f to(const Vector3f &start, const Vector3f &end, float pos)
{
return Vector3f(start.x + (end.x - start.x)*pos,
start.y + (end.y - start.y)*pos,
start.z + (end.z - start.z)*pos);
}
template<typename T>
inline void to_2d(T &result, const T &start, const T &end, float pos)
{
result.x = start.x + (end.x - start.x)*pos;
result.y = start.y + (end.y - start.y)*pos;
}
inline bool IsNearlyEqual(const float v1,const float v2,const float gap)
{
return fabsf(v1-v2)<=gap;
}
inline bool IsNearlyEqual(const Vector2f &v1,const Vector2f &v2,const float gap)
{
return length_squared_2d(v1,v2)<=(gap*gap);
}
inline bool IsNearlyEqual(const Vector3f &v1,const Vector3f &v2,const float gap)
{
return length_squared(v1,v2)<=(gap*gap);
}
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inline float ray_angle_cos(const Vector3f &ray_dir, const Vector3f &ray_pos, const Vector3f &pos)
{
return dot(ray_dir, normalized(pos - ray_pos));
}
/**
* 2D旋转计算
* @param result
* @param source
* @param center
* @param ang
*/
template<typename T1, typename T2, typename T3>
inline void rotate2d(T1 &result, const T2 &source, const T3 &center, const double ang)
{
double as, ac;
// double nx,ny;
// as=sin(ang*(HGL_PI/180.0f));
// ac=cos(ang*(HGL_PI/180.0f));
//sincos(ang*(HGL_PI/180.0f),&as,&ac); //在80x87指令上sin/cos是一个指令同时得出sin和cos所以可以这样做
Lsincos(ang, as, ac); //低精度sin/cos计算
result.x = center.x + ((source.x - center.x)*ac - (source.y - center.y)*as);
result.y = center.y + ((source.x - center.x)*as + (source.y - center.y)*ac);
}
inline const Vector3f PolarToVector(float yaw,float pitch)
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{
return glm::normalize( Vector3f( cos(yaw )*cos(pitch),
sin(yaw )*cos(pitch),
sin(pitch)));
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}
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inline const Vector4f PointVector(const Vector3f &v)
{
return Vector4f(v,1.0f);
}
inline const Vector4f DirectionVector(const Vector3f &v)
{
return Vector4f(v,0.0f);
}
inline const Vector3f xyz(const Vector4f &v)
{
return Vector3f(v.x,v.y,v.z);
}
inline const Vector3f MinVector(const Vector3f &v1,const Vector3f &v2)
{
return Vector3f(hgl_min(v1.x,v2.x),
hgl_min(v1.y,v2.y),
hgl_min(v1.z,v2.z));
}
inline const Vector4f MinVector(const Vector4f &v1,const Vector4f &v2)
{
return Vector4f(hgl_min(v1.x,v2.x),
hgl_min(v1.y,v2.y),
hgl_min(v1.z,v2.z),
hgl_min(v1.w,v2.w));
}
inline const Vector3f MaxVector(const Vector3f &v1,const Vector3f &v2)
{
return Vector3f(hgl_max(v1.x,v2.x),
hgl_max(v1.y,v2.y),
hgl_max(v1.z,v2.z));
}
inline const Vector4f MaxVector(const Vector4f &v1,const Vector4f &v2)
{
return Vector4f(hgl_max(v1.x,v2.x),
hgl_max(v1.y,v2.y),
hgl_max(v1.z,v2.z),
hgl_max(v1.w,v2.w));
}
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}//namespace hgl
#endif//HGL_ALGORITHM_MATH_VECTOR_INCLUDE