156 lines
5.1 KiB
C++
156 lines
5.1 KiB
C++
#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
|
||
|
||
/**
|
||
* 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<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));
|
||
}
|
||
|
||
/**
|
||
* 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<typename T1, typename T2, typename T3>
|
||
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
|