Added Area.h

This commit is contained in:
hyzboy 2024-08-02 22:31:31 +08:00
parent 7589d62732
commit 866f69034b
6 changed files with 98 additions and 26 deletions

70
inc/hgl/math/Area.h Normal file
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@ -0,0 +1,70 @@
#pragma once
#include<hgl/math/Vector.h>
namespace hgl
{
/*
*
*/
inline const float TriangleArea(const float a,const float b,const float c)
{
const float s=(a+b+c)*0.5f;
return sqrt(s*(s-a)*(s-b)*(s-c));
}
inline const float TriangleArea(const Vector2f &a,const Vector2f &b,const Vector2f &c)
{
return fabs((a.x-c.x)*(b.y-c.y)-(a.y-c.y)*(b.x-c.x))*0.5f;
}
inline const float TriangleArea(const Vector3f &a,const Vector3f &b,const Vector3f &c)
{
return glm::length(glm::cross(b-a,c-a))*0.5f;
}
inline const float RectangleArea(const float width,const float height)
{
return width*height;
}
inline const float RectangleArea(const Vector2f &size)
{
return size.x*size.y;
}
/**
*
* @param radius
*/
inline const float CircleArea(const float radius)
{
return HGL_PI*radius*radius;
}
/**
*
* @param l_radius
* @param s_radius
*/
inline const float EllipseArea(const float horizontal_radius,const float vertical_radius)
{
return HGL_PI*horizontal_radius*vertical_radius;
}
inline const float EllipseArea(const Vector2f &radius)
{
return HGL_PI*radius.x*radius.y;
}
inline const float SectorArea(const float radius,const float angle)
{
return HGL_PI*radius*radius*angle/360.0f;
}
inline const float QuadArea(const Vector3f &a,const Vector3f &b,const Vector3f &c,const Vector3f &d)
{
return TriangleArea(a,b,c)+TriangleArea(a,c,d);
}
}//namespace hgl

8
inc/hgl/math/Bezier.h Normal file
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@ -0,0 +1,8 @@
#pragma once
#include<hgl/math/Vector.h>
namespace hgl
{
}//namespace hgl

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@ -3,6 +3,7 @@
#include<hgl/math/PrimaryMathematics.h> #include<hgl/math/PrimaryMathematics.h>
#include<hgl/math/FastTriangle.h> #include<hgl/math/FastTriangle.h>
#include<hgl/math/Area.h>
#include<hgl/math/Vector.h> // Game Math and Geometry Library #include<hgl/math/Vector.h> // Game Math and Geometry Library
#include<hgl/math/Matrix.h> #include<hgl/math/Matrix.h>

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@ -55,7 +55,7 @@ namespace hgl
constexpr const double HGL_SIN_270=-1; constexpr const double HGL_SIN_270=-1;
constexpr const double HGL_SIN_315=-0.707106781187; constexpr const double HGL_SIN_315=-0.707106781187;
#define HGL_DEF_DEG2RAD(ang) constexpr double HGL_RAD_##ang=double(ang)*(HGL_PI/180.0f); #define HGL_DEF_DEG2RAD(ang) constexpr const double HGL_RAD_##ang=double(ang)*(HGL_PI/180.0f);
HGL_DEF_DEG2RAD(0) HGL_DEF_DEG2RAD(0)
HGL_DEF_DEG2RAD(45) HGL_DEF_DEG2RAD(45)
@ -104,25 +104,6 @@ namespace hgl
return double(floor(value*per))/per; return double(floor(value*per))/per;
} }
/**
*
* @param radius
*/
inline constexpr double CircleArea(const double radius)
{
return(radius*radius*HGL_PI);
}
/**
*
* @param l_radius
* @param s_radius
*/
inline constexpr double ElipseArea(const double l_radius,const double s_radius)
{
return(l_radius*s_radius*HGL_PI);
}
/** /**
* *

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@ -261,19 +261,19 @@ namespace hgl
return from + (to - from) * alpha; return from + (to - from) * alpha;
} }
inline bool is_nearly_equal(const float v1,const float v2,const float deviation=HGL_FLOAT_SMALL) inline bool is_nearly_equal(const float v1,const float v2,const float deviation=HGL_FLOAT_KINDA_SMALL)
{ {
return fabsf(v1-v2)<=HGL_FLOAT_SMALL; return fabsf(v1-v2)<=deviation;
} }
inline bool is_nearly_equal(const Vector2f &v1,const Vector2f &v2,const float deviation=HGL_FLOAT_SMALL) inline bool is_nearly_equal(const Vector2f &v1,const Vector2f &v2,const float deviation=HGL_FLOAT_KINDA_SMALL)
{ {
return length_squared_2d(v1,v2)<=HGL_FLOAT_SMALL; return length_squared_2d(v1,v2)<=deviation;
} }
inline bool is_nearly_equal(const Vector3f &v1,const Vector3f &v2,const float deviation=HGL_FLOAT_SMALL) inline bool is_nearly_equal(const Vector3f &v1,const Vector3f &v2,const float deviation=HGL_FLOAT_KINDA_SMALL)
{ {
return length_squared(v1,v2)<=HGL_FLOAT_SMALL; return length_squared(v1,v2)<=deviation;
} }
/** /**
@ -413,5 +413,15 @@ namespace hgl
&&IsNearlyEqual(a.y,b.y) &&IsNearlyEqual(a.y,b.y)
&&IsNearlyEqual(a.z,b.z); &&IsNearlyEqual(a.z,b.z);
} }
inline const Vector3f LerpDirection(const Vector3f &center,const Vector3f &from_direction,const Vector3f &to_direction,const float alpha)
{
return glm::normalize(center + (from_direction - center) * alpha + (to_direction - center) * alpha);
}
inline const Vector3f SLerpDirection(const Vector3f &center,const Vector3f &from,const Vector3f &to,const float alpha)
{
return glm::normalize(glm::slerp(from - center, to - center, alpha) + center);
}
}//namespace hgl }//namespace hgl
#endif//HGL_ALGORITHM_MATH_VECTOR_INCLUDE #endif//HGL_ALGORITHM_MATH_VECTOR_INCLUDE

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@ -51,6 +51,8 @@ SET(MATH_INCLUDE_PATH ${CMCORE_ROOT_INCLUDE_PATH}/hgl/math)
##Math-------------------------------------------------------- ##Math--------------------------------------------------------
SET(MATH_HEADER_FILES ${MATH_INCLUDE_PATH}/bvec.h SET(MATH_HEADER_FILES ${MATH_INCLUDE_PATH}/bvec.h
${MATH_INCLUDE_PATH}/FastTriangle.h ${MATH_INCLUDE_PATH}/FastTriangle.h
${MATH_INCLUDE_PATH}/Bezier.h
${MATH_INCLUDE_PATH}/Area.h
${MATH_INCLUDE_PATH}/Math.h ${MATH_INCLUDE_PATH}/Math.h
${MATH_INCLUDE_PATH}/MathConst.h ${MATH_INCLUDE_PATH}/MathConst.h
${MATH_INCLUDE_PATH}/Matrix.h ${MATH_INCLUDE_PATH}/Matrix.h