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2018-11-27 15:43:32 +08:00
#ifndef HGL_ALGORITHM_VECTOR_MATH_INCLUDE
#define HGL_ALGORITHM_VECTOR_MATH_INCLUDE
#include<hgl/type/DataType.h>
//注GLM/CML(OpenGLMode)是列矩阵,计算坐标matrix*pos
// 而MGL是行矩阵需要反过来pos*matrix
#include<hgl/algorithm/MathMGL.h> // Game Math and Geometry Library
namespace hgl
{
namespace algorithm
{
double Lsin(int angle); ///<低精度sin计算,注意传入的参数为角度而非弧度
double Lcos(int angle); ///<低精度cos计算,注意传入的参数为角度而非弧度
void Lsincos(int angle, double &s, double &c); ///<低精度sin+cos计算,注意传入的参数为角度而非弧度
/**
* atan函数
*/
double inline Latan(double z)
{
constexpr double n1 = 0.97239411f;
constexpr double n2 = -0.19194795f;
return (n1 + n2 * z * z) * z;
}
double Latan2(double y, double x); ///<低精度atan2函数
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_squared(const T1 &v1, const T2 &v2)
{
const float x = (v1.x - v2.x);
const float y = (v1.y - v2.y);
return x*x + y*y;
}
template<typename T1, typename T2>
inline float length(const T1 &v1, const T2 &v2)
{
return sqrt(length_squared(v1, v2));
}
inline float length_squared(const Vector3f &v1, const Vector3f &v2)
{
const float x = (v1.x - v2.x);
const float y = (v1.y - v2.y);
const float z = (v1.z - v2.z);
return x*x + y*y + z*z;
}
template<typename T1, typename T2>
inline float length_squared_2d(const T1 &v1, const T2 &v2)
{
const float x = (v1.x - v2.x);
const float y = (v1.y - v2.y);
return x*x + y*y;
}
inline float length(const Vector3f &v1, const Vector3f &v2)
{
return sqrt(length_squared(v1, v2));
}
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 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);
}
}//namespace algorithm
}//namespace hgl
#endif//HGL_ALGORITHM_VECTOR_MATH_INCLUDE