#ifndef HGL_ALGORITHM_VECTOR_MATH_INCLUDE #define HGL_ALGORITHM_VECTOR_MATH_INCLUDE #include //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 // 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 /** * 低精度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 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_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 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 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 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 float ray_angle_cos(const Vector3f &ray_dir, const Vector3f &ray_pos, const Vector3f &pos) { return dot(ray_dir, normalized(pos - ray_pos)); } /** * 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); } }//namespace algorithm }//namespace hgl #endif//HGL_ALGORITHM_VECTOR_MATH_INCLUDE