412 lines
11 KiB
C++
412 lines
11 KiB
C++
#ifndef HGL_ALGORITHM_MATH_VECTOR_INCLUDE
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#define HGL_ALGORITHM_MATH_VECTOR_INCLUDE
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#ifdef _MSC_VER
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#pragma warning(disable:4244) // double -> int 精度丢失警告
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#endif//_MSC_VER
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#include<hgl/math/FastTriangle.h>
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#include<glm/glm.hpp>
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namespace hgl
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{
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using Vector2f=glm::vec2;
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using Vector3f=glm::vec3;
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using Vector4f=glm::vec4;
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using Vector2d=glm::dvec2;
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using Vector3d=glm::dvec3;
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using Vector4d=glm::dvec4;
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using Vector2b=glm::bvec2;
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using Vector3b=glm::bvec3;
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using Vector4b=glm::bvec4;
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using Vector2u8=glm::u8vec2;
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using Vector3u8=glm::u8vec3;
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using Vector4u8=glm::u8vec4;
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using Vector2u16=glm::u16vec2;
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using Vector3u16=glm::u16vec3;
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using Vector4u16=glm::u16vec4;
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using Vector2i=glm::ivec2;
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using Vector3i=glm::ivec3;
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using Vector4i=glm::ivec4;
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using Vector2u=glm::uvec2;
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using Vector3u=glm::uvec3;
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using Vector4u=glm::uvec4;
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inline bool operator == (const Vector2f &lhs,const Vector2f &rhs)
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{
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if(lhs.x!=rhs.x)return(false);
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if(lhs.y!=rhs.y)return(false);
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return(true);
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}
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inline bool operator != (const Vector2f &lhs,const Vector2f &rhs)
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{
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if(lhs.x!=rhs.x)return(true);
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if(lhs.y!=rhs.y)return(true);
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return(false);
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}
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inline bool operator == (const Vector3f &lhs,const Vector3f &rhs)
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{
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if(lhs.x!=rhs.x)return(false);
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if(lhs.y!=rhs.y)return(false);
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if(lhs.z!=rhs.z)return(false);
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return(true);
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}
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inline bool operator != (const Vector3f &lhs,const Vector3f &rhs)
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{
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if(lhs.x!=rhs.x)return(true);
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if(lhs.y!=rhs.y)return(true);
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if(lhs.z!=rhs.z)return(true);
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return(false);
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}
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inline bool operator == (const Vector4f &lhs,const Vector4f &rhs)
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{
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if(lhs.x!=rhs.x)return(false);
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if(lhs.y!=rhs.y)return(false);
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if(lhs.z!=rhs.z)return(false);
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if(lhs.w!=rhs.w)return(false);
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return(true);
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}
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inline bool operator != (const Vector4f &lhs,const Vector4f &rhs)
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{
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if(lhs.x!=rhs.x)return(true);
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if(lhs.y!=rhs.y)return(true);
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if(lhs.z!=rhs.z)return(true);
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if(lhs.w!=rhs.w)return(true);
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return(false);
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}
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inline void vec3to2(Vector2f &dst,const Vector3f &src)
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{
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dst.x=src.x;
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dst.y=src.y;
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}
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inline Vector2f vec3to2(const Vector3f &src)
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{
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return Vector2f(src.x,src.y);
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}
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inline void vec2to3(Vector3f &dst,const Vector2f &src,const float z)
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{
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dst.x=src.x;
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dst.y=src.y;
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dst.z=z;
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}
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inline Vector3f vec2to3(const Vector2f &src,const float z)
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{
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return Vector3f(src.x,src.y,z);
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}
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template<typename T>
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inline T clamp(const T v,const T min_v,const T max_v)
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{
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if(v<min_v)return min_v;
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if(v>max_v)return max_v;
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return v;
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}
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template<typename T>
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inline const T clamp(const T in)
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{
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return clamp<double>(in,0.0f,1.0f);
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}
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template<> inline const uint8 clamp(const uint8 in)
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{
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return clamp<uint8>(in,0,0xFF);
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}
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template<> inline const uint16 clamp(const uint16 in)
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{
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return clamp<uint16>(in,0,0xFFFF);
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}
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template<typename T>
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inline T normalized(const T &v)
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{
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return glm::normalize(v);
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}
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template<typename T>
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inline void normalize(T &v)
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{
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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)
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{
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Vector3f v31=v1;
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Vector3f v32=v2;
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Vector4f result=Vector4f(glm::cross(v31,v32),1.0f);
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return result;
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}
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template<typename T>
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inline float dot(const T &v1,const T &v2)
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{
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return glm::dot(v1,v2);
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}
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//template<typename T>
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//inline float dot2(const T &v)
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//{
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// return v.Dot(v);
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//}
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//inline float ray_angle_cos(const Ray &ray,const vec &pos)
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//{
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// return ray.dir.Dot((pos-ray.pos).Normalized());
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//}
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inline float length_squared(const Vector2f &v)
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{
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return (v.x*v.x) + (v.y*v.y);
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}
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inline float length_squared_2d(const Vector3f &v)
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{
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return (v.x*v.x) + (v.y*v.y);
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}
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inline float length_squared(const Vector3f &v)
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{
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return (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
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}
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inline float length_squared(const Vector4f &v)
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{
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return (v.x*v.x) + (v.y*v.y) + (v.z*v.z);
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}
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template<typename T>
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inline float length(const T &v)
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{
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return sqrt(length_squared(v));
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}
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inline float length_2d(const Vector3f &v)
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{
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return sqrt(length_squared_2d(v));
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}
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template<typename T1, typename T2>
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inline float length(const T1 &v1, const T2 &v2)
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{
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return sqrt(length_squared(v1-v2));
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}
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template<typename T1, typename T2>
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inline float length_squared(const T1 &v1, const T2 &v2)
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{
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return length_squared(v1-v2);
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}
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template<typename T1, typename T2>
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inline float length_squared_2d(const T1 &v1, const T2 &v2)
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{
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const double x = double(v1.x) - double(v2.x);
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const double y = double(v1.y) - double(v2.y);
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return x*x + y*y;
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}
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template<typename T1, typename T2>
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inline float length_2d(const T1 &v1, const T2 &v2)
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{
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return sqrt(length_squared_2d(v1, v2));
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}
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inline Vector2f to(const Vector2f &start, const Vector2f &end, float pos)
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{
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return Vector2f(start.x + (end.x - start.x)*pos,
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start.y + (end.y - start.y)*pos);
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}
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inline Vector3f to(const Vector3f &start, const Vector3f &end, float pos)
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{
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return Vector3f(start.x + (end.x - start.x)*pos,
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start.y + (end.y - start.y)*pos,
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start.z + (end.z - start.z)*pos);
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}
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template<typename T>
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inline void to_2d(T &result, const T &start, const T &end, float pos)
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{
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result.x = start.x + (end.x - start.x)*pos;
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result.y = start.y + (end.y - start.y)*pos;
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}
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inline bool is_nearly_equal(const float v1,const float v2,const float gap)
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{
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return fabsf(v1-v2)<=gap;
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}
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inline bool is_nearly_equal(const Vector2f &v1,const Vector2f &v2,const float gap)
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{
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return length_squared_2d(v1,v2)<=(gap*gap);
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}
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inline bool is_nearly_equal(const Vector3f &v1,const Vector3f &v2,const float gap)
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{
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return length_squared(v1,v2)<=(gap*gap);
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}
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/**
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* 计算射线与点的夹角(cos)
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*/
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inline float ray_intersection_angle_cos(const Vector3f &ray_dir, const Vector3f &ray_pos, const Vector3f &pos)
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{
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return dot(ray_dir, normalized(pos - ray_pos));
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}
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/**
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* 计算射线与点的夹角(弧度)
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*/
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inline float ray_intersection_angle_radian(const Vector3f &ray_dir, const Vector3f &ray_pos, const Vector3f &pos)
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{
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double val=dot(ray_dir, normalized(pos - ray_pos));
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if(val>1)return 0;
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if(val<-1)return HGL_PI;
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return acos(val);
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}
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/**
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* 计算射线与点的夹角(角度)
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*/
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inline float ray_intersection_angle_degree(const Vector3f &ray_dir, const Vector3f &ray_pos, const Vector3f &pos)
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{
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double val=dot(ray_dir, normalized(pos - ray_pos));
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if(val>1)return 0;
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if(val<-1)return 180;
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return rad2deg(acos(val));
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}
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/**
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* 做一个2D旋转计算
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* @param result 结果
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* @param source 原始点坐标
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* @param center 圆心坐标
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* @param ang 旋转角度
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*/
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template<typename T1, typename T2, typename T3>
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inline void rotate2d(T1 &result, const T2 &source, const T3 ¢er, const double ang)
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{
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double as, ac;
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// double nx,ny;
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// as=sin(ang*(HGL_PI/180.0f));
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// ac=cos(ang*(HGL_PI/180.0f));
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//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
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Lsincos(ang, as, ac); //低精度sin/cos计算
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result.x = center.x + ((source.x - center.x)*ac - (source.y - center.y)*as);
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result.y = center.y + ((source.x - center.x)*as + (source.y - center.y)*ac);
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}
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inline const Vector3f PolarToVector(float yaw,float pitch)
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{
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return glm::normalize( Vector3f( cos(yaw )*cos(pitch),
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sin(yaw )*cos(pitch),
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sin(pitch)));
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}
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inline const Vector4f PointVector(const Vector3f &v)
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{
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return Vector4f(v,1.0f);
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}
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inline const Vector4f DirectionVector(const Vector3f &v)
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{
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return Vector4f(v,0.0f);
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}
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inline const Vector3f xyz(const Vector4f &v)
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{
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return Vector3f(v.x,v.y,v.z);
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}
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inline const Vector3f MinVector(const Vector3f &v1,const Vector3f &v2)
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{
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return Vector3f(hgl_min(v1.x,v2.x),
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hgl_min(v1.y,v2.y),
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hgl_min(v1.z,v2.z));
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}
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inline const Vector4f MinVector(const Vector4f &v1,const Vector4f &v2)
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{
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return Vector4f(hgl_min(v1.x,v2.x),
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hgl_min(v1.y,v2.y),
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hgl_min(v1.z,v2.z),
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hgl_min(v1.w,v2.w));
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}
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inline const Vector3f MaxVector(const Vector3f &v1,const Vector3f &v2)
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{
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return Vector3f(hgl_max(v1.x,v2.x),
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hgl_max(v1.y,v2.y),
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hgl_max(v1.z,v2.z));
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}
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inline const Vector4f MaxVector(const Vector4f &v1,const Vector4f &v2)
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{
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return Vector4f(hgl_max(v1.x,v2.x),
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hgl_max(v1.y,v2.y),
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hgl_max(v1.z,v2.z),
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hgl_max(v1.w,v2.w));
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}
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template<typename T,glm::qualifier Q>
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inline const bool IsNearlyZero(const glm::vec<2,T,Q> &v)
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{
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return IsNearlyZero(v.x)
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&&IsNearlyZero(v.y);
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}
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template<typename T,glm::qualifier Q>
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inline const bool IsNearlyZero(const glm::vec<3,T,Q> &v)
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{
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return IsNearlyZero(v.x)
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&&IsNearlyZero(v.y)
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&&IsNearlyZero(v.z);
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}
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template<typename T,glm::qualifier Q>
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inline const bool IsNearlyEqual(const glm::vec<2,T,Q> &a,const glm::vec<2,T,Q> &b)
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{
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return IsNearlyEqual(a.x,b.x)
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&&IsNearlyEqual(a.y,b.y);
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}
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template<typename T,glm::qualifier Q>
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inline const bool IsNearlyEqual(const glm::vec<3,T,Q> &a,const glm::vec<3,T,Q> &b)
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{
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return IsNearlyEqual(a.x,b.x)
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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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}//namespace hgl
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#endif//HGL_ALGORITHM_MATH_VECTOR_INCLUDE
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