Added Area.h
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inc/hgl/math/Area.h
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70
inc/hgl/math/Area.h
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#pragma once
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#include<hgl/math/Vector.h>
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namespace hgl
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{
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/*
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* 根据三角形的三边长计算三角形的面积
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*/
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inline const float TriangleArea(const float a,const float b,const float c)
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{
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const float s=(a+b+c)*0.5f;
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return sqrt(s*(s-a)*(s-b)*(s-c));
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}
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inline const float TriangleArea(const Vector2f &a,const Vector2f &b,const Vector2f &c)
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{
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return fabs((a.x-c.x)*(b.y-c.y)-(a.y-c.y)*(b.x-c.x))*0.5f;
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}
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inline const float TriangleArea(const Vector3f &a,const Vector3f &b,const Vector3f &c)
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{
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return glm::length(glm::cross(b-a,c-a))*0.5f;
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}
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inline const float RectangleArea(const float width,const float height)
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{
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return width*height;
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}
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inline const float RectangleArea(const Vector2f &size)
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{
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return size.x*size.y;
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}
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/**
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* 正圆面积计算
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* @param radius 半径
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*/
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inline const float CircleArea(const float radius)
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{
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return HGL_PI*radius*radius;
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}
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/**
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* 椭圆面积计算
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* @param l_radius 长半径
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* @param s_radius 短半径
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*/
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inline const float EllipseArea(const float horizontal_radius,const float vertical_radius)
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{
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return HGL_PI*horizontal_radius*vertical_radius;
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}
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inline const float EllipseArea(const Vector2f &radius)
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{
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return HGL_PI*radius.x*radius.y;
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}
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inline const float SectorArea(const float radius,const float angle)
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{
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return HGL_PI*radius*radius*angle/360.0f;
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}
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inline const float QuadArea(const Vector3f &a,const Vector3f &b,const Vector3f &c,const Vector3f &d)
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{
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return TriangleArea(a,b,c)+TriangleArea(a,c,d);
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}
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}//namespace hgl
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8
inc/hgl/math/Bezier.h
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8
inc/hgl/math/Bezier.h
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@ -0,0 +1,8 @@
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#pragma once
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#include<hgl/math/Vector.h>
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namespace hgl
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{
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}//namespace hgl
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@ -3,6 +3,7 @@
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#include<hgl/math/PrimaryMathematics.h>
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#include<hgl/math/FastTriangle.h>
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#include<hgl/math/Area.h>
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#include<hgl/math/Vector.h> // Game Math and Geometry Library
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#include<hgl/math/Matrix.h>
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@ -55,7 +55,7 @@ namespace hgl
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constexpr const double HGL_SIN_270=-1;
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constexpr const double HGL_SIN_315=-0.707106781187;
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#define HGL_DEF_DEG2RAD(ang) constexpr double HGL_RAD_##ang=double(ang)*(HGL_PI/180.0f);
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#define HGL_DEF_DEG2RAD(ang) constexpr const double HGL_RAD_##ang=double(ang)*(HGL_PI/180.0f);
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HGL_DEF_DEG2RAD(0)
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HGL_DEF_DEG2RAD(45)
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@ -104,25 +104,6 @@ namespace hgl
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return double(floor(value*per))/per;
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}
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/**
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* 正圆面积计算
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* @param radius 半径
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*/
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inline constexpr double CircleArea(const double radius)
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{
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return(radius*radius*HGL_PI);
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}
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/**
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* 椭圆面积计算
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* @param l_radius 长半径
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* @param s_radius 短半径
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*/
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inline constexpr double ElipseArea(const double l_radius,const double s_radius)
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{
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return(l_radius*s_radius*HGL_PI);
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}
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/**
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* 球体积计算
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@ -261,19 +261,19 @@ namespace hgl
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return from + (to - from) * alpha;
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}
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inline bool is_nearly_equal(const float v1,const float v2,const float deviation=HGL_FLOAT_SMALL)
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inline bool is_nearly_equal(const float v1,const float v2,const float deviation=HGL_FLOAT_KINDA_SMALL)
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{
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return fabsf(v1-v2)<=HGL_FLOAT_SMALL;
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return fabsf(v1-v2)<=deviation;
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}
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inline bool is_nearly_equal(const Vector2f &v1,const Vector2f &v2,const float deviation=HGL_FLOAT_SMALL)
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inline bool is_nearly_equal(const Vector2f &v1,const Vector2f &v2,const float deviation=HGL_FLOAT_KINDA_SMALL)
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{
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return length_squared_2d(v1,v2)<=HGL_FLOAT_SMALL;
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return length_squared_2d(v1,v2)<=deviation;
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}
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inline bool is_nearly_equal(const Vector3f &v1,const Vector3f &v2,const float deviation=HGL_FLOAT_SMALL)
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inline bool is_nearly_equal(const Vector3f &v1,const Vector3f &v2,const float deviation=HGL_FLOAT_KINDA_SMALL)
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{
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return length_squared(v1,v2)<=HGL_FLOAT_SMALL;
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return length_squared(v1,v2)<=deviation;
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}
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/**
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@ -413,5 +413,15 @@ namespace hgl
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&&IsNearlyEqual(a.y,b.y)
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&&IsNearlyEqual(a.z,b.z);
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}
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inline const Vector3f LerpDirection(const Vector3f ¢er,const Vector3f &from_direction,const Vector3f &to_direction,const float alpha)
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{
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return glm::normalize(center + (from_direction - center) * alpha + (to_direction - center) * alpha);
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}
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inline const Vector3f SLerpDirection(const Vector3f ¢er,const Vector3f &from,const Vector3f &to,const float alpha)
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{
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return glm::normalize(glm::slerp(from - center, to - center, alpha) + center);
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}
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}//namespace hgl
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#endif//HGL_ALGORITHM_MATH_VECTOR_INCLUDE
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@ -51,6 +51,8 @@ SET(MATH_INCLUDE_PATH ${CMCORE_ROOT_INCLUDE_PATH}/hgl/math)
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##Math--------------------------------------------------------
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SET(MATH_HEADER_FILES ${MATH_INCLUDE_PATH}/bvec.h
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${MATH_INCLUDE_PATH}/FastTriangle.h
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${MATH_INCLUDE_PATH}/Bezier.h
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${MATH_INCLUDE_PATH}/Area.h
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${MATH_INCLUDE_PATH}/Math.h
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${MATH_INCLUDE_PATH}/MathConst.h
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${MATH_INCLUDE_PATH}/Matrix.h
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