#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 #include namespace hgl { enum class AXIS { X,Y,Z }; #define DEF_VECTOR(flag,glm_type) using Vector1##flag=glm::glm_type##1;\ using Vector2##flag=glm::glm_type##2;\ using Vector3##flag=glm::glm_type##3;\ using Vector4##flag=glm::glm_type##4; DEF_VECTOR(f,vec) DEF_VECTOR(d,dvec) DEF_VECTOR(b,bvec) DEF_VECTOR(i,ivec) DEF_VECTOR(u,uvec) DEF_VECTOR(i8,i8vec) DEF_VECTOR(i16,i16vec) DEF_VECTOR(i32,i32vec) DEF_VECTOR(i64,i64vec) DEF_VECTOR(u8,u8vec) DEF_VECTOR(u16,u16vec) DEF_VECTOR(u32,u32vec) DEF_VECTOR(u64,u64vec) #undef DEF_VECTOR constexpr const Vector3f XAxisVector=Vector3f(1,0,0); constexpr const Vector3f YAxisVector=Vector3f(0,1,0); constexpr const Vector3f ZAxisVector=Vector3f(0,0,1); inline const Vector3f GetAxisVector(const AXIS &axis) { switch(axis) { case AXIS::X:return Vector3f(1,0,0); case AXIS::Y:return Vector3f(0,1,0); case AXIS::Z:return Vector3f(0,0,1); } return Vector3f(0,0,0); } 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); } template inline T clamp(const T v,const T min_v,const T max_v) { if(vmax_v)return max_v; return v; } template inline const T clamp(const T in) { return clamp(in,0.0f,1.0f); } template<> inline const uint8 clamp(const uint8 in) { return clamp(in,0,0xFF); } template<> inline const uint16 clamp(const uint16 in) { return clamp(in,0,0xFFFF); } template inline T normalized(const T &v) { return glm::normalize(v); } template inline void normalize(T &v) { v=glm::normalize(v); } inline Vector3f cross(const Vector3f &v1,const Vector3f &v2) { return glm::cross(v1,v2); } 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; } template inline float dot(const T &v1,const T &v2) { return glm::dot(v1,v2); } //template //inline float dot2(const T &v) //{ // return v.Dot(v); //} //inline float ray_angle_cos(const Ray &ray,const vec &pos) //{ // return ray.dir.Dot((pos-ray.pos).Normalized()); //} 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 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 inline float length(const T1 &v1, const T2 &v2) { return sqrt(length_squared(v1-v2)); } template inline float length_squared(const T1 &v1, const T2 &v2) { return length_squared(v1-v2); } template 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); return x*x + y*y; } template 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 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 is_nearly_equal(const float v1,const float v2,const float gap) { return fabsf(v1-v2)<=gap; } inline bool is_nearly_equal(const Vector2f &v1,const Vector2f &v2,const float gap) { return length_squared_2d(v1,v2)<=(gap*gap); } inline bool is_nearly_equal(const Vector3f &v1,const Vector3f &v2,const float gap) { return length_squared(v1,v2)<=(gap*gap); } /** * 计算射线与点的夹角(cos) */ inline float ray_intersection_angle_cos(const Vector3f &ray_dir, const Vector3f &ray_pos, const Vector3f &pos) { return dot(ray_dir, normalized(pos - ray_pos)); } /** * 计算射线与点的夹角(弧度) */ inline float ray_intersection_angle_radian(const Vector3f &ray_dir, const Vector3f &ray_pos, const Vector3f &pos) { double val=dot(ray_dir, normalized(pos - ray_pos)); if(val>1)return 0; if(val<-1)return HGL_PI; return acos(val); } /** * 计算射线与点的夹角(角度) */ inline float ray_intersection_angle_degree(const Vector3f &ray_dir, const Vector3f &ray_pos, const Vector3f &pos) { double val=dot(ray_dir, normalized(pos - ray_pos)); if(val>1)return 0; if(val<-1)return 180; return rad2deg(acos(val)); } /** * 做一个2D旋转计算 * @param result 结果 * @param source 原始点坐标 * @param center 圆心坐标 * @param ang 旋转角度 */ template inline void rotate2d(T1 &result, const T2 &source, const T3 ¢er, 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) { return glm::normalize( Vector3f( cos(yaw )*cos(pitch), sin(yaw )*cos(pitch), sin(pitch))); } 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)); } template inline const bool IsNearlyZero(const glm::vec<2,T,Q> &v) { return IsNearlyZero(v.x) &&IsNearlyZero(v.y); } template inline const bool IsNearlyZero(const glm::vec<3,T,Q> &v) { return IsNearlyZero(v.x) &&IsNearlyZero(v.y) &&IsNearlyZero(v.z); } template inline const bool IsNearlyEqual(const glm::vec<2,T,Q> &a,const glm::vec<2,T,Q> &b) { return IsNearlyEqual(a.x,b.x) &&IsNearlyEqual(a.y,b.y); } template inline const bool IsNearlyEqual(const glm::vec<3,T,Q> &a,const glm::vec<3,T,Q> &b) { return IsNearlyEqual(a.x,b.x) &&IsNearlyEqual(a.y,b.y) &&IsNearlyEqual(a.z,b.z); } }//namespace hgl #endif//HGL_ALGORITHM_MATH_VECTOR_INCLUDE