mirror of
https://github.com/NoelFB/blah.git
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cleanup pass on numerics
This commit is contained in:
parent
991cfcad82
commit
b68729850b
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@ -31,16 +31,12 @@ add_library(blah
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src/images/packer.cpp
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src/numerics/calc.cpp
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src/numerics/circle.cpp
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src/numerics/color.cpp
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src/numerics/line.cpp
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src/numerics/mat3x2.cpp
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src/numerics/mat4x4.cpp
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src/numerics/point.cpp
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src/numerics/quad.cpp
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src/numerics/rect.cpp
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src/numerics/rectI.cpp
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src/numerics/vec2.cpp
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src/streams/bufferstream.cpp
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src/streams/filestream.cpp
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@ -1,9 +1,10 @@
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#pragma once
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#include <blah/common.h>
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#include <blah/numerics/vec2.h>
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namespace Blah
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{
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struct Vec2;
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namespace Calc
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{
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constexpr float PI = 3.141592653f;
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@ -8,15 +8,19 @@ namespace Blah
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Vec2 center;
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float radius;
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Circle()
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constexpr Circle()
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: center(), radius(0) {}
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Circle(Vec2 center, float radius)
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constexpr Circle(Vec2 center, float radius)
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: center(center), radius(radius) {}
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Circle(float x, float y, float radius)
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constexpr Circle(float x, float y, float radius)
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: center(x, y), radius(radius) {}
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void project(const Vec2& axis, float* min, float* max) const;
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constexpr void project(const Vec2& axis, float* min, float* max) const
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{
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*min = Vec2::dot(center - axis * radius, axis);
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*max = Vec2::dot(center + axis * radius, axis);
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}
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};
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}
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@ -1,12 +1,13 @@
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#pragma once
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#include <blah/common.h>
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#include <blah/containers/str.h>
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#include <blah/numerics/vec3.h>
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#include <blah/numerics/vec4.h>
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#define BLAH_HEX_VALUE(n) ((n >= '0' && n <= '9') ? (n - '0') : ((n >= 'A' && n <= 'F') ? (10 + n - 'A') : ((n >= 'a' && n <= 'f') ? (10 + n - 'a') : 0)))
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namespace Blah
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{
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struct Vec3;
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struct Vec4;
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struct Color
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{
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u8 r;
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@ -14,59 +15,171 @@ namespace Blah
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u8 b;
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u8 a;
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Color();
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Color(int rgb);
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Color(int rgb, float alpha);
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Color(u8 r, u8 g, u8 b);
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Color(u8 r, u8 g, u8 b, u8 a);
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Color(const Vec3& vec3);
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Color(const Vec3& vec3, float alpha);
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Color(const Vec4& vec4);
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constexpr Color()
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: r(0), g(0), b(0), a(0) {}
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constexpr Color(int rgb)
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: r((u8)((rgb & 0xFF0000) >> 16))
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, g((u8)((rgb & 0x00FF00) >> 8))
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, b((u8)(rgb & 0x0000FF))
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, a(255) {}
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constexpr Color(int rgb, float alpha)
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: r((int)(((u8)((rgb & 0xFF0000) >> 16)) * alpha))
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, g((int)(((u8)((rgb & 0x00FF00) >> 8)) * alpha))
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, b((int)(((u8)(rgb & 0x0000FF)) * alpha))
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, a((int)(255 * alpha)) {}
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constexpr Color(u8 r, u8 g, u8 b)
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: r(r)
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, g(g)
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, b(b)
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, a(255) {}
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constexpr Color(u8 r, u8 g, u8 b, u8 a)
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: r(r)
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, g(g)
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, b(b)
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, a(a) {}
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constexpr Color(const Vec3& vec3)
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: r((int)(vec3.x * 255))
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, g((int)(vec3.y * 255))
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, b((int)(vec3.z * 255))
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, a((int)(255)) {}
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constexpr Color(const Vec3& vec3, float alpha)
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: r((int)(vec3.x* alpha * 255))
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, g((int)(vec3.y* alpha * 255))
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, b((int)(vec3.z* alpha * 255))
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, a((int)(alpha * 255)) {}
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constexpr Color(const Vec4& vec4)
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: r((int)(vec4.x * 255))
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, g((int)(vec4.y * 255))
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, b((int)(vec4.z * 255))
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, a((int)(vec4.w * 255)) {}
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// Parses a Hex string in the format of "#00000000" or "0x00000000" or "00000000"
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Color(const String& hex_string);
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constexpr Color(const char* hex_string)
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: r(0), g(0), b(0), a(255)
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{
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if (*hex_string == '#')
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hex_string += 1;
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else if (*hex_string == '0' && (*(hex_string + 1) == 'x' || *(hex_string + 1) == 'X'))
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hex_string += 2;
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int len = 0;
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while (len < 8 && *(hex_string + len) != '\0')
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len++;
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if (len >= 8)
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a = (BLAH_HEX_VALUE(hex_string[6]) << 4) + BLAH_HEX_VALUE(hex_string[7]);
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if (len >= 6)
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{
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r = (BLAH_HEX_VALUE(hex_string[0]) << 4) + BLAH_HEX_VALUE(hex_string[1]);
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g = (BLAH_HEX_VALUE(hex_string[2]) << 4) + BLAH_HEX_VALUE(hex_string[3]);
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b = (BLAH_HEX_VALUE(hex_string[4]) << 4) + BLAH_HEX_VALUE(hex_string[5]);
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}
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}
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// Premultiplies the Color
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void premultiply();
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constexpr void premultiply()
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{
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r = r * a / 255;
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g = g * a / 255;
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b = b * a / 255;
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}
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// Returns an RGBA hex string of the color
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String to_hex_rgba() const;
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// Sets a Hex string to the given buffer, in the format of RRGGBBAA
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// The buffer must be at least 8 bytes long
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void to_hex_rgba(char* buffer) const;
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// Sets a Hex string to the given buffer, in the format of RRGGBB
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// The buffer must be at least 6 bytes long
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void to_hex_rgb(char* buffer) const;
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// Returns an RGB hex string of the color
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String to_hex_rgb() const;
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// Convers the Color to a u32
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u32 to_rgba() const;
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// Converts the Color to a Vec3 (RGB)
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Vec3 to_vec3() const;
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// Converts the Color to a Vec4
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// Converts the Color to a Vec4 (RGBA)
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Vec4 to_vec4() const;
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// Convers the Color to a u32
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constexpr u32 to_rgba() const
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{
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return
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((u32)r << 24) |
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((u32)g << 16) |
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((u32)b << 8) |
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(u32)a;
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}
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// Returns a RGBA Color representation of the integer value
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static Color from_rgba(u32 value);
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static constexpr Color from_rgba(u32 value)
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{
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return
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{
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(u8)((value & 0xFF000000) >> 24),
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(u8)((value & 0x00FF0000) >> 16),
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(u8)((value & 0x0000FF00) >> 8),
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(u8)((value & 0x000000FF))
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};
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}
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// Returns a RGB Color representation of the integer value, with Alpha = 255
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static Color from_rgb(u32 value);
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static constexpr Color from_rgb(u32 value)
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{
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return
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{
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(u8)((value & 0xFF0000) >> 16),
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(u8)((value & 0x00FF00) >> 8),
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(u8)((value & 0x0000FF))
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};
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}
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// Lerps between two colors
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static Color lerp(Color a, Color b, float amount);
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static constexpr Color lerp(Color a, Color b, float amount)
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{
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if (amount < 0) amount = 0;
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if (amount > 1) amount = 1;
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return Color(
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(u8)(a.r + (b.r - a.r) * amount),
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(u8)(a.g + (b.g - a.g) * amount),
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(u8)(a.b + (b.b - a.b) * amount),
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(u8)(a.a + (b.a - a.a) * amount)
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);
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}
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// Mutliplties the Color
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Color operator*(float multiply) const;
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constexpr Color operator*(float multiply) const
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{
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return Color(
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(int)(r * multiply),
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(int)(g * multiply),
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(int)(b * multiply),
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(int)(a * multiply));
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}
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// assignment from int
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Color& operator= (int rgb);
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// comparisons
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bool operator ==(const Color& rhs) const;
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bool operator !=(const Color& rhs) const;
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constexpr Color& operator= (int rgb)
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{
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r = (u8)((rgb & 0xFF0000) >> 16);
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g = (u8)((rgb & 0x00FF00) >> 8);
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b = (u8)(rgb & 0x0000FF);
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a = 255;
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return *this;
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}
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constexpr bool operator ==(const Color& rhs) const
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{
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return r == rhs.r && g == rhs.g && b == rhs.b && a == rhs.a;
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}
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constexpr bool operator !=(const Color& rhs) const
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{
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return r != rhs.r || g != rhs.g || b != rhs.b || a != rhs.a;
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}
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static const Color transparent;
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static const Color white;
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static const Color purple;
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static const Color teal;
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};
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inline const Color Color::transparent = Color(0, 0, 0, 0);
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inline const Color Color::white = Color(255, 255, 255, 255);
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inline const Color Color::black = Color(0, 0, 0, 255);
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inline const Color Color::red = Color(255, 0, 0, 255);
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inline const Color Color::green = Color(0, 255, 0, 255);
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inline const Color Color::blue = Color(0, 0, 255, 255);
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inline const Color Color::yellow = Color(255, 255, 0, 255);
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inline const Color Color::purple = Color(255, 0, 255, 255);
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inline const Color Color::teal = Color(0, 255, 255, 255);
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}
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#undef BLAH_HEX_VALUE
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@ -10,9 +10,14 @@ namespace Blah
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Vec2 a;
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Vec2 b;
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Line() = default;
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Line(float x0, float y0, float x1, float y1);
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Line(const Vec2& start, const Vec2& end);
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constexpr Line()
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: a(), b() {}
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constexpr Line(const Vec2& a, const Vec2& b)
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: a(a), b(b) {}
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constexpr Line(float x0, float y0, float x1, float y1)
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: a(x0, y0), b(x1, y1) {}
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Rect bounds() const;
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@ -22,9 +27,24 @@ namespace Blah
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bool intersects(const Line& line) const;
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bool intersects(const Line& line, Vec2* out_intersection_point) const;
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void project(const Vec2& axis, float* min, float* max) const;
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constexpr void project(const Vec2& axis, float* min, float* max) const
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{
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float dot = a.x * axis.x + a.y * axis.y;
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*min = dot;
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*max = dot;
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dot = b.x * axis.x + b.y * axis.y;
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*min = dot < *min ? dot : *min;
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*max = dot > *max ? dot : *max;
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}
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Line operator +(const Vec2& rhs) const;
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Line operator -(const Vec2& rhs) const;
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constexpr Line operator +(const Vec2& rhs) const
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{
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return Line(a + rhs, b + rhs);
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}
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constexpr Line operator -(const Vec2& rhs) const
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{
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return Line(a - rhs, b - rhs);
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}
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};
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}
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@ -13,21 +13,32 @@ namespace Blah
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float m31;
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float m32;
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Mat3x2();
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Mat3x2(float m11, float m12, float m21, float m22, float m31, float m32);
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constexpr Mat3x2()
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: m11(0), m12(0), m21(0), m22(0), m31(0), m32(0) {}
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Mat3x2 invert() const;
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float scaling_factor() const;
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Mat3x2 operator *(const Mat3x2& rhs) const;
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Mat3x2 operator +(const Mat3x2& rhs) const;
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Mat3x2 operator -(const Mat3x2& rhs) const;
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Mat3x2& operator *=(const Mat3x2& rhs);
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bool operator==(const Mat3x2& rhs);
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bool operator!=(const Mat3x2& rhs);
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constexpr Mat3x2(float m11, float m12, float m21, float m22, float m31, float m32)
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: m11(m11), m12(m12), m21(m21), m22(m22), m31(m31), m32(m32) {}
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static const Mat3x2 identity;
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constexpr Mat3x2 invert() const
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{
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auto det = (m11 * m22) - (m21 * m12);
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auto invDet = 1.0f / det;
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return Mat3x2
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{
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m22 * invDet,
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-m12 * invDet,
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-m21 * invDet,
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m11 * invDet,
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(m21 * m32 - m31 * m22) * invDet,
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(m31 * m12 - m11 * m32) * invDet
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};
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}
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float scaling_factor() const;
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static Mat3x2 create_translation(const Vec2& position);
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static Mat3x2 create_translation(float x, float y);
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static Mat3x2 create_scale(float scale);
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@ -39,9 +50,69 @@ namespace Blah
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static Mat3x2 create_rotation(float radians);
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static Mat3x2 create_transform(const Vec2& position, const Vec2& origin, const Vec2& scale, float rotation);
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static Mat3x2 add(const Mat3x2& a, const Mat3x2& b);
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static Mat3x2 subtract(const Mat3x2& a, const Mat3x2& b);
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static Mat3x2 multiply(const Mat3x2& a, const Mat3x2& b);
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static constexpr Mat3x2 add(const Mat3x2& a, const Mat3x2& b)
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{
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return Mat3x2(
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a.m11 + b.m11,
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a.m12 + b.m12,
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a.m21 + b.m21,
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a.m22 + b.m22,
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a.m31 + b.m31,
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a.m32 + b.m32);
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}
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static constexpr Mat3x2 subtract(const Mat3x2& a, const Mat3x2& b)
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{
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return Mat3x2(
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a.m11 - b.m11,
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a.m12 - b.m12,
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a.m21 - b.m21,
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a.m22 - b.m22,
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a.m31 - b.m31,
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a.m32 - b.m32);
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}
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static constexpr Mat3x2 multiply(const Mat3x2& a, const Mat3x2& b)
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{
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return Mat3x2(a.m11 * b.m11 + a.m12 * b.m21,
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a.m11 * b.m12 + a.m12 * b.m22,
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a.m21 * b.m11 + a.m22 * b.m21,
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a.m21 * b.m12 + a.m22 * b.m22,
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a.m31 * b.m11 + a.m32 * b.m21 + b.m31,
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a.m31 * b.m12 + a.m32 * b.m22 + b.m32);
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}
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constexpr Mat3x2 operator *(const Mat3x2& rhs) const
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{
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return multiply(*this, rhs);
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}
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constexpr Mat3x2 operator +(const Mat3x2& rhs) const
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{
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return add(*this, rhs);
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}
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constexpr Mat3x2 operator -(const Mat3x2& rhs) const
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{
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return subtract(*this, rhs);
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}
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constexpr Mat3x2& operator *=(const Mat3x2& rhs)
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{
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*this = multiply(*this, rhs);
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return *this;
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}
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constexpr bool operator==(const Mat3x2& rhs)
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{
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return m11 == rhs.m11 && m12 == rhs.m12 && m21 == rhs.m21 && m22 == rhs.m22 && m31 == rhs.m31 && m32 == rhs.m32;
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}
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constexpr bool operator!=(const Mat3x2& rhs)
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{
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return m11 != rhs.m11 || m12 != rhs.m12 || m21 != rhs.m21 || m22 != rhs.m22 || m31 != rhs.m31 || m32 != rhs.m32;
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}
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};
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inline const Mat3x2 Mat3x2::identity = Mat3x2(1, 0, 0, 1, 0, 0);
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}
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@ -1,4 +1,5 @@
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#pragma once
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#include <blah/numerics/calc.h>
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namespace Blah
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{
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|
@ -7,27 +8,93 @@ namespace Blah
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int x;
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int y;
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Point();
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Point(int px, int py);
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||||
constexpr Point()
|
||||
: x(0), y(0) {}
|
||||
|
||||
Point operator +(const Point rhs) const;
|
||||
Point operator -(const Point rhs) const;
|
||||
Point operator /(const int rhs) const;
|
||||
Point operator *(const int rhs) const;
|
||||
Point operator -() const;
|
||||
constexpr Point(int x, int y)
|
||||
: x(x), y(y) {}
|
||||
|
||||
Point& operator +=(const Point& rhs);
|
||||
Point& operator -=(const Point& rhs);
|
||||
Point& operator /=(const Point& rhs);
|
||||
Point& operator *=(const Point& rhs);
|
||||
Point& operator /=(int rhs);
|
||||
Point& operator *=(int rhs);
|
||||
constexpr Point operator +(const Point rhs) const
|
||||
{
|
||||
return Point(x + rhs.x, y + rhs.y);
|
||||
}
|
||||
|
||||
bool operator ==(const Point& rhs);
|
||||
bool operator !=(const Point& rhs);
|
||||
constexpr Point operator -(const Point rhs) const
|
||||
{
|
||||
return Point(x - rhs.x, y - rhs.y);
|
||||
}
|
||||
|
||||
float length() const;
|
||||
int length_squared() const;
|
||||
constexpr Point operator /(const int rhs) const
|
||||
{
|
||||
return Point(x / rhs, y / rhs);
|
||||
}
|
||||
|
||||
constexpr Point operator *(const int rhs) const
|
||||
{
|
||||
return Point(x * rhs, y * rhs);
|
||||
}
|
||||
|
||||
constexpr Point operator -() const
|
||||
{
|
||||
return Point(-x, -y);
|
||||
}
|
||||
|
||||
|
||||
constexpr Point& operator +=(const Point& rhs)
|
||||
{
|
||||
x += rhs.x; y += rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Point& operator -=(const Point& rhs)
|
||||
{
|
||||
x -= rhs.x; y -= rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Point& operator /=(const Point& rhs)
|
||||
{
|
||||
x /= rhs.x; y /= rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Point& operator *=(const Point& rhs)
|
||||
{
|
||||
x *= rhs.x; y *= rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Point& operator /=(int rhs)
|
||||
{
|
||||
x /= rhs; y /= rhs;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Point& operator *=(int rhs)
|
||||
{
|
||||
x *= rhs; y *= rhs;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr bool operator ==(const Point& rhs) const
|
||||
{
|
||||
return x == rhs.x && y == rhs.y;
|
||||
}
|
||||
|
||||
constexpr bool operator !=(const Point& rhs) const
|
||||
{
|
||||
return x != rhs.x || y != rhs.y;
|
||||
}
|
||||
|
||||
float length() const
|
||||
{
|
||||
return Calc::sqrt((float)(x * x + y * y));
|
||||
}
|
||||
|
||||
constexpr int length_squared() const
|
||||
{
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
static const Point unitX;
|
||||
static const Point unitY;
|
||||
|
@ -38,4 +105,13 @@ namespace Blah
|
|||
static const Point zero;
|
||||
static const Point one;
|
||||
};
|
||||
|
||||
inline const Point Point::unitX = Point(1, 0);
|
||||
inline const Point Point::unitY = Point(0, 1);
|
||||
inline const Point Point::right = Point(1, 0);
|
||||
inline const Point Point::up = Point(0, -1);
|
||||
inline const Point Point::down = Point(0, 1);
|
||||
inline const Point Point::left = Point(-1, 0);
|
||||
inline const Point Point::zero = Point(0, 0);
|
||||
inline const Point Point::one = Point(1, 1);
|
||||
}
|
|
@ -10,10 +10,26 @@ namespace Blah
|
|||
Vec2 c;
|
||||
Vec2 d;
|
||||
|
||||
Quad() {}
|
||||
Quad(const Vec2& a, const Vec2& b, const Vec2& c, const Vec2& d)
|
||||
constexpr Quad()
|
||||
: a(), b(), c(), d() {}
|
||||
|
||||
constexpr Quad(const Vec2& a, const Vec2& b, const Vec2& c, const Vec2& d)
|
||||
: a(a), b(b), c(c), d(d) {}
|
||||
|
||||
void project(const Vec2& axis, float* min, float* max) const;
|
||||
constexpr void project(const Vec2& axis, float* min, float* max) const
|
||||
{
|
||||
float dot = Vec2::dot(a, axis);
|
||||
*min = dot;
|
||||
*max = dot;
|
||||
dot = Vec2::dot(b, axis);
|
||||
*min = dot < *min ? dot : *min;
|
||||
*max = dot > *max ? dot : *max;
|
||||
dot = Vec2::dot(c, axis);
|
||||
*min = dot < *min ? dot : *min;
|
||||
*max = dot > *max ? dot : *max;
|
||||
dot = Vec2::dot(d, axis);
|
||||
*min = dot < *min ? dot : *min;
|
||||
*max = dot > *max ? dot : *max;
|
||||
}
|
||||
};
|
||||
}
|
|
@ -3,11 +3,10 @@
|
|||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/rectI.h>
|
||||
#include <blah/numerics/line.h>
|
||||
#include <blah/numerics/mat3x2.h>
|
||||
|
||||
namespace Blah
|
||||
{
|
||||
struct Mat3x2;
|
||||
|
||||
struct Rect
|
||||
{
|
||||
float x;
|
||||
|
@ -15,42 +14,57 @@ namespace Blah
|
|||
float w;
|
||||
float h;
|
||||
|
||||
Rect();
|
||||
Rect(float rx, float ry, float rw, float rh);
|
||||
Rect(Vec2 pos, Vec2 size);
|
||||
Rect(RectI r);
|
||||
constexpr Rect()
|
||||
: x(0), y(0), w(0), h(0) {}
|
||||
|
||||
Rect scale(float s);
|
||||
Rect scale(float sx, float sy);
|
||||
constexpr Rect(float x, float y, float w, float h)
|
||||
: x(x), y(y), w(w), h(h) {}
|
||||
|
||||
float left() const;
|
||||
float right() const;
|
||||
float top() const;
|
||||
float bottom() const;
|
||||
constexpr Rect(Vec2 pos, Vec2 size)
|
||||
: x(pos.x), y(pos.y), w(size.x), h(size.y) {}
|
||||
|
||||
Vec2 center() const;
|
||||
float center_x() const;
|
||||
float center_y() const;
|
||||
constexpr Rect(const RectI& r)
|
||||
: x(static_cast<float>(r.x)), y(static_cast<float>(r.y)), w(static_cast<float>(r.w)), h(static_cast<float>(r.h)) {}
|
||||
|
||||
Vec2 top_left() const;
|
||||
Vec2 top_right() const;
|
||||
Vec2 bottom_right() const;
|
||||
Vec2 bottom_left() const;
|
||||
constexpr float left() const { return x; }
|
||||
constexpr float right() const { return x + w; }
|
||||
constexpr float top() const { return y; }
|
||||
constexpr float bottom() const { return y + h; }
|
||||
|
||||
Vec2 center_left() const;
|
||||
Vec2 center_right() const;
|
||||
Vec2 middle_top() const;
|
||||
Vec2 middle_bottom() const;
|
||||
constexpr Vec2 center() const { return Vec2(x + w / 2, y + h / 2); }
|
||||
constexpr float center_x() const { return x + w / 2; }
|
||||
constexpr float center_y() const { return y + h / 2; }
|
||||
|
||||
Line left_line() const;
|
||||
Line right_line() const;
|
||||
Line top_line() const;
|
||||
Line bottom_line() const;
|
||||
constexpr Vec2 top_left() const { return Vec2(x, y); }
|
||||
constexpr Vec2 top_right() const { return Vec2(x + w, y); }
|
||||
constexpr Vec2 bottom_right() const { return Vec2(x + w, y + h); }
|
||||
constexpr Vec2 bottom_left() const { return Vec2(x, y + h); }
|
||||
|
||||
bool contains(const Point& pt) const;
|
||||
bool contains(const Vec2& pt) const;
|
||||
constexpr Vec2 center_left() const { return Vec2(x, y + h / 2); }
|
||||
constexpr Vec2 center_right() const { return Vec2(x + w, y + h / 2); }
|
||||
constexpr Vec2 middle_top() const { return Vec2(x + w / 2, y); }
|
||||
constexpr Vec2 middle_bottom() const { return Vec2(x + w / 2, y + h); }
|
||||
|
||||
constexpr Line left_line() const { return Line(left(), top(), left(), bottom()); }
|
||||
constexpr Line right_line() const { return Line(right(), top(), right(), bottom()); }
|
||||
constexpr Line top_line() const { return Line(left(), top(), right(), top()); }
|
||||
constexpr Line bottom_line() const { return Line(left(), bottom(), right(), bottom()); }
|
||||
|
||||
constexpr bool contains(const Point& pt) const
|
||||
{
|
||||
return pt.x >= x && pt.x < x + w && pt.y >= y && pt.y < y + h;
|
||||
}
|
||||
|
||||
constexpr bool contains(const Vec2& pt) const
|
||||
{
|
||||
return pt.x >= x && pt.x < x + w && pt.y >= y && pt.y < y + h;
|
||||
}
|
||||
|
||||
constexpr bool overlaps(const Rect& rect) const
|
||||
{
|
||||
return x + w >= rect.x && y + h >= rect.y && x < rect.x + rect.w && y < rect.y + rect.h;
|
||||
}
|
||||
|
||||
bool overlaps(const Rect& rect) const;
|
||||
Rect overlap_rect(const Rect& other) const;
|
||||
|
||||
bool intersects(const Line& line) const;
|
||||
|
@ -61,27 +75,99 @@ namespace Blah
|
|||
Vec2 intersection_point(const Line& line) const;
|
||||
Vec2 intersection_point(const Vec2& line_from, const Vec2& line_to) const;
|
||||
|
||||
Rect inflate(float amount) const;
|
||||
constexpr Rect scale(float s) const
|
||||
{
|
||||
return Rect(x * s, y * s, w * s, h * s);
|
||||
}
|
||||
|
||||
/*
|
||||
Rect Sectors:
|
||||
0101 0100 0110
|
||||
0001 0000 0010
|
||||
1001 1000 1010
|
||||
0000 = inside rectangle, all others refer to sectors relative to the rectangle
|
||||
*/
|
||||
char get_sector(const Vec2& pt) const;
|
||||
constexpr Rect scale(float sx, float sy) const
|
||||
{
|
||||
return Rect(x * sx, y * sy, w * sx, h * sy);
|
||||
}
|
||||
|
||||
bool operator==(const Rect& rhs) const { return x == rhs.x && y == rhs.y && w == rhs.w && h == rhs.h; }
|
||||
bool operator!=(const Rect& rhs) const { return !(*this == rhs); }
|
||||
constexpr Rect inflate(float amount) const
|
||||
{
|
||||
return Rect(x - amount, y - amount, w + amount * 2, h + amount * 2);
|
||||
}
|
||||
|
||||
Rect operator+(const Vec2& rhs) const;
|
||||
Rect operator-(const Vec2& rhs) const;
|
||||
Rect& operator+=(const Vec2& rhs);
|
||||
Rect& operator-=(const Vec2& rhs);
|
||||
// Rect Sectors:
|
||||
// 0101 0100 0110
|
||||
// 0001 0000 0010
|
||||
// 1001 1000 1010
|
||||
// 0000 = inside rectangle, all others refer to sectors relative to the rectangle
|
||||
constexpr char get_sector(const Vec2& pt) const
|
||||
{
|
||||
char h = 0;
|
||||
if (pt.x < left())
|
||||
h = 0b0001;
|
||||
else if (pt.x >= right())
|
||||
h = 0b0010;
|
||||
|
||||
static Rect transform(const Rect& vec, const Mat3x2& matrix);
|
||||
static Rect transform(float x, float y, float w, float h, const Mat3x2& matrix);
|
||||
static Rect from_points(Vec2& from, Vec2& to);
|
||||
char v = 0;
|
||||
if (pt.y < top())
|
||||
v = 0b0100;
|
||||
else if (pt.y >= bottom())
|
||||
v = 0b1000;
|
||||
|
||||
return h | v;
|
||||
}
|
||||
|
||||
constexpr Rect operator+(const Vec2& rhs) const
|
||||
{
|
||||
return Rect(x + rhs.x, y + rhs.y, w, h);
|
||||
}
|
||||
|
||||
constexpr Rect operator-(const Vec2& rhs) const
|
||||
{
|
||||
return Rect(x - rhs.x, y - rhs.y, w, h);
|
||||
}
|
||||
|
||||
constexpr Rect& operator+=(const Vec2& rhs)
|
||||
{
|
||||
x += rhs.x; y += rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Rect& operator-=(const Vec2& rhs)
|
||||
{
|
||||
x -= rhs.x; y -= rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr bool operator==(const Rect& rhs) const
|
||||
{
|
||||
return x == rhs.x && y == rhs.y && w == rhs.w && h == rhs.h;
|
||||
}
|
||||
|
||||
constexpr bool operator!=(const Rect& rhs) const
|
||||
{
|
||||
return x != rhs.x || y != rhs.y || w != rhs.w || h != rhs.h;
|
||||
}
|
||||
|
||||
static constexpr Rect transform(const Rect& rect, const Mat3x2& matrix)
|
||||
{
|
||||
return Rect(
|
||||
(rect.x * matrix.m11) + (rect.y * matrix.m21) + matrix.m31,
|
||||
(rect.x * matrix.m12) + (rect.y * matrix.m22) + matrix.m32,
|
||||
(rect.w * matrix.m11) + (rect.h * matrix.m21),
|
||||
(rect.w * matrix.m12) + (rect.h * matrix.m22));
|
||||
}
|
||||
|
||||
static constexpr Rect transform(float x, float y, float w, float h, const Mat3x2& matrix)
|
||||
{
|
||||
return Rect(
|
||||
(x * matrix.m11) + (y * matrix.m21) + matrix.m31,
|
||||
(x * matrix.m12) + (y * matrix.m22) + matrix.m32,
|
||||
(w * matrix.m11) + (h * matrix.m21),
|
||||
(w * matrix.m12) + (h * matrix.m22));
|
||||
}
|
||||
|
||||
static constexpr Rect from_points(Vec2& from, Vec2& to)
|
||||
{
|
||||
auto min = Vec2(from.x < to.x ? from.x : to.x, from.y < to.y ? from.y : to.y);
|
||||
auto max = Vec2(from.x > to.x ? from.x : to.x, from.y > to.y ? from.y : to.y);
|
||||
|
||||
return Rect(min.x, min.y, max.x - min.x, max.y - min.y);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,105 +1,263 @@
|
|||
#pragma once
|
||||
#include <blah/numerics/point.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
#include <blah/numerics/mat3x2.h>
|
||||
|
||||
namespace Blah
|
||||
{
|
||||
|
||||
struct Mat3x2;
|
||||
|
||||
struct Vec2
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
|
||||
Vec2();
|
||||
Vec2(float vx, float vy);
|
||||
Vec2(int vx, float vy);
|
||||
Vec2(float vx, int vy);
|
||||
Vec2(int vx, int vy);
|
||||
Vec2(Point p);
|
||||
constexpr Vec2()
|
||||
: x(0), y(0) {}
|
||||
|
||||
constexpr Vec2(float x, float y)
|
||||
: x(x), y(y) {}
|
||||
|
||||
constexpr Vec2(int x, float y)
|
||||
: x(static_cast<float>(x)), y(y) {}
|
||||
|
||||
constexpr Vec2(float x, int y)
|
||||
: x(x), y(static_cast<float>(y)) {}
|
||||
|
||||
constexpr Vec2(int x, int y)
|
||||
: x(static_cast<float>(x)), y(static_cast<float>(y)) {}
|
||||
|
||||
constexpr Vec2(const Point& p)
|
||||
: x(static_cast<float>(p.x)), y(static_cast<float>(p.y)) {}
|
||||
|
||||
Vec2 operator +(const Vec2 rhs) const;
|
||||
Vec2 operator -(const Vec2 rhs) const;
|
||||
Vec2 operator /(const float rhs) const;
|
||||
Vec2 operator *(const float rhs) const;
|
||||
Vec2 operator -() const;
|
||||
|
||||
Vec2& operator +=(const Vec2& rhs);
|
||||
Vec2& operator -=(const Vec2& rhs);
|
||||
Vec2& operator /=(const Vec2& rhs);
|
||||
Vec2& operator *=(const Vec2& rhs);
|
||||
Vec2& operator /=(float rhs);
|
||||
Vec2& operator *=(float rhs);
|
||||
|
||||
bool operator ==(const Vec2& rhs) const;
|
||||
bool operator !=(const Vec2& rhs) const;
|
||||
constexpr Vec2 operator +(const Vec2 rhs) const
|
||||
{
|
||||
return Vec2(x + rhs.x, y + rhs.y);
|
||||
}
|
||||
|
||||
constexpr Vec2 operator -(const Vec2 rhs) const
|
||||
{
|
||||
return Vec2(x - rhs.x, y - rhs.y);
|
||||
}
|
||||
|
||||
constexpr Vec2 operator /(const float rhs) const
|
||||
{
|
||||
return Vec2(x / rhs, y / rhs);
|
||||
}
|
||||
|
||||
constexpr Vec2 operator *(const float rhs) const
|
||||
{
|
||||
return Vec2(x * rhs, y * rhs);
|
||||
}
|
||||
|
||||
constexpr Vec2 operator -() const
|
||||
{
|
||||
return Vec2(-x, -y);
|
||||
}
|
||||
|
||||
constexpr Vec2& operator +=(const Vec2& rhs)
|
||||
{
|
||||
x += rhs.x; y += rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Vec2& operator -=(const Vec2& rhs)
|
||||
{
|
||||
x -= rhs.x; y -= rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Vec2& operator /=(const Vec2& rhs)
|
||||
{
|
||||
x /= rhs.x; y /= rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Vec2& operator *=(const Vec2& rhs)
|
||||
{
|
||||
x *= rhs.x; y *= rhs.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Vec2& operator /=(float rhs)
|
||||
{
|
||||
x /= rhs; y /= rhs;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr Vec2& operator *=(float rhs)
|
||||
{
|
||||
x *= rhs; y *= rhs;
|
||||
return *this;
|
||||
}
|
||||
|
||||
constexpr bool operator ==(const Vec2& rhs) const
|
||||
{
|
||||
return x == rhs.x && y == rhs.y;
|
||||
}
|
||||
|
||||
constexpr bool operator !=(const Vec2& rhs) const
|
||||
{
|
||||
return x != rhs.x || y != rhs.y;
|
||||
}
|
||||
|
||||
// Returns the absolute value of the Vector
|
||||
Vec2 abs() const;
|
||||
constexpr Vec2 abs() const
|
||||
{
|
||||
return Vec2(x < 0 ? -x : x, y < 0 ? -y : 0);
|
||||
}
|
||||
|
||||
// Returns the Normalized Vector
|
||||
// If the length is 0, the resulting Vector is 0,0
|
||||
Vec2 normal() const;
|
||||
Vec2 normal() const
|
||||
{
|
||||
if (x == 0 && y == 0)
|
||||
return Vec2(0, 0);
|
||||
|
||||
// Rotates the Vector 90 degrees right (y, -x)
|
||||
Vec2 turn_right() const;
|
||||
const float len = Calc::sqrt((x * x) + (y * y));
|
||||
return Vec2(x / len, y / len);
|
||||
}
|
||||
|
||||
// Rotates the Vector 90 degrees left (-y, x)
|
||||
Vec2 turn_left() const;
|
||||
// Rotates the Vector 90 degrees right (-y, x)
|
||||
constexpr Vec2 turn_right() const
|
||||
{
|
||||
return Vec2(-y, x);
|
||||
}
|
||||
|
||||
// Rotates the Vector 90 degrees left (y, -x)
|
||||
constexpr Vec2 turn_left() const
|
||||
{
|
||||
return Vec2(y, -x);
|
||||
}
|
||||
|
||||
// Returns the length of the Vector
|
||||
float length() const;
|
||||
float length() const
|
||||
{
|
||||
return Calc::sqrt((x * x) + (y * y));
|
||||
}
|
||||
|
||||
// Returns the squared length of the Vector
|
||||
float length_squared() const;
|
||||
constexpr float length_squared() const
|
||||
{
|
||||
return (x * x) + (y * y);
|
||||
}
|
||||
|
||||
// Gets the perpendicular Vector (-y, x)
|
||||
Vec2 perpendicular() const;
|
||||
constexpr Vec2 perpendicular() const
|
||||
{
|
||||
return Vec2(-y, x);
|
||||
}
|
||||
|
||||
// Gets the angle, in radians, of the Vector
|
||||
float angle() const;
|
||||
float angle() const
|
||||
{
|
||||
return Calc::atan2(y, x);
|
||||
}
|
||||
|
||||
// Calculates the Dot Product between two vectors
|
||||
static float dot(Vec2 a, Vec2 b);
|
||||
static constexpr float dot(Vec2 a, Vec2 b)
|
||||
{
|
||||
return (a.x * b.x + a.y * b.y);
|
||||
}
|
||||
|
||||
// Calculates the Dot Product between two vectors
|
||||
static float dot(float x, float y, Vec2 b);
|
||||
static constexpr float dot(float x, float y, Vec2 b)
|
||||
{
|
||||
return (x * b.x + y * b.y);
|
||||
}
|
||||
|
||||
// Calculates the Dot Product between two vectors
|
||||
static float dot(float x1, float y1, float x2, float y2);
|
||||
static constexpr float dot(float x1, float y1, float x2, float y2)
|
||||
{
|
||||
return (x1 * x2 + y1 * y2);
|
||||
}
|
||||
|
||||
// Transforms a Vector by the given Matrix
|
||||
static Vec2 transform(const Vec2& vec, const Mat3x2& matrix);
|
||||
static constexpr Vec2 transform(const Vec2& vec, const Mat3x2& matrix)
|
||||
{
|
||||
return Vec2(
|
||||
(vec.x * matrix.m11) + (vec.y * matrix.m21) + matrix.m31,
|
||||
(vec.x * matrix.m12) + (vec.y * matrix.m22) + matrix.m32);
|
||||
}
|
||||
|
||||
// Transforms a Vector by the given Matrix
|
||||
static Vec2 transform(float x, float y, const Mat3x2& matrix);
|
||||
static constexpr Vec2 transform(float x, float y, const Mat3x2& matrix)
|
||||
{
|
||||
return Vec2(
|
||||
(x * matrix.m11) + (y * matrix.m21) + matrix.m31,
|
||||
(x * matrix.m12) + (y * matrix.m22) + matrix.m32);
|
||||
}
|
||||
|
||||
// Transforms a Vector Normal by the given Matrix
|
||||
static Vec2 transform_normal(const Vec2& vec, const Mat3x2& matrix);
|
||||
static constexpr Vec2 transform_normal(const Vec2& vec, const Mat3x2& matrix)
|
||||
{
|
||||
return Vec2(
|
||||
vec.x * matrix.m11 + vec.y * matrix.m21,
|
||||
vec.x * matrix.m12 + vec.y * matrix.m22);
|
||||
}
|
||||
|
||||
// Transforms a Vector Normal by the given Matrix
|
||||
static Vec2 transform_normal(float x, float y, const Mat3x2& matrix);
|
||||
static constexpr Vec2 transform_normal(float x, float y, const Mat3x2& matrix)
|
||||
{
|
||||
return Vec2(
|
||||
x * matrix.m11 + y * matrix.m21,
|
||||
x * matrix.m12 + y * matrix.m22);
|
||||
}
|
||||
|
||||
// Calculates a Vector value from the given radians
|
||||
static Vec2 from_angle(float radians, float length = 1.0f);
|
||||
static Vec2 from_angle(float radians, float length = 1.0f)
|
||||
{
|
||||
return Vec2(
|
||||
Calc::cos(radians) * length,
|
||||
Calc::sin(radians) * length);
|
||||
}
|
||||
|
||||
// Lerps between two Vectors
|
||||
static Vec2 lerp(Vec2 start, Vec2 end, float t);
|
||||
static constexpr Vec2 lerp(Vec2 a, Vec2 b, float t)
|
||||
{
|
||||
if (t == 0)
|
||||
return a;
|
||||
else if (t == 1)
|
||||
return b;
|
||||
else
|
||||
return a + (b - a) * t;
|
||||
}
|
||||
|
||||
// Lerps between two Vectors along a Bezier curve
|
||||
static Vec2 lerp_bezier(Vec2 start, Vec2 b, Vec2 end, float t);
|
||||
static constexpr Vec2 lerp_bezier(Vec2 a, Vec2 b, Vec2 end, float t)
|
||||
{
|
||||
return lerp(lerp(a, b, t), lerp(b, end, t), t);
|
||||
}
|
||||
|
||||
// Lerps between two Vectors along a Bezier curve
|
||||
static Vec2 lerp_bezier(Vec2 start, Vec2 b, Vec2 c, Vec2 end, float t);
|
||||
static constexpr Vec2 lerp_bezier(Vec2 a, Vec2 b, Vec2 c, Vec2 end, float t)
|
||||
{
|
||||
return lerp_bezier(lerp(a, b, t), lerp(b, c, t), lerp(c, end, t), t);
|
||||
}
|
||||
|
||||
// Reflects a vector along the given Normal
|
||||
static Vec2 reflect(const Vec2& vector, const Vec2& normal);
|
||||
static constexpr Vec2 reflect(const Vec2& vector, const Vec2& normal)
|
||||
{
|
||||
const float dot = vector.x * normal.x + vector.y * normal.y;
|
||||
|
||||
return Vec2(
|
||||
vector.x - 2.0f * dot * normal.x,
|
||||
vector.y - 2.0f * dot * normal.y);
|
||||
}
|
||||
|
||||
// Gets the minimum between two vectors
|
||||
static Vec2 min(const Vec2& a, const Vec2& b);
|
||||
static constexpr Vec2 min(const Vec2& a, const Vec2& b)
|
||||
{
|
||||
return Vec2(
|
||||
a.x < b.x ? a.x : b.x,
|
||||
a.y < b.y ? a.y : b.y);
|
||||
}
|
||||
|
||||
// Gets the maximum between two vectors
|
||||
static Vec2 max(const Vec2& a, const Vec2& b);
|
||||
static constexpr Vec2 max(const Vec2& a, const Vec2& b)
|
||||
{
|
||||
return Vec2(
|
||||
a.x > b.x ? a.x : b.x,
|
||||
a.y > b.y ? a.y : b.y);
|
||||
}
|
||||
|
||||
// (1, 0)
|
||||
static const Vec2 unit_x;
|
||||
|
@ -137,5 +295,18 @@ namespace Blah
|
|||
// (-0.707, 0.707)
|
||||
static const Vec2 down_left;
|
||||
};
|
||||
|
||||
inline const Vec2 Vec2::unit_x = Vec2(1, 0);
|
||||
inline const Vec2 Vec2::unit_y = Vec2(0, 1);
|
||||
inline const Vec2 Vec2::right = Vec2(1, 0);
|
||||
inline const Vec2 Vec2::up = Vec2(0, -1);
|
||||
inline const Vec2 Vec2::down = Vec2(0, 1);
|
||||
inline const Vec2 Vec2::left = Vec2(-1, 0);
|
||||
inline const Vec2 Vec2::zero = Vec2(0, 0);
|
||||
inline const Vec2 Vec2::one = Vec2(1, 1);
|
||||
inline const Vec2 Vec2::up_right = Vec2(0.70710678118f, -0.70710678118f);
|
||||
inline const Vec2 Vec2::up_left = Vec2(-0.70710678118f, -0.70710678118f);
|
||||
inline const Vec2 Vec2::down_right = Vec2(0.70710678118f, 0.70710678118f);
|
||||
inline const Vec2 Vec2::down_left = Vec2(-0.70710678118f, 0.70710678118f);
|
||||
|
||||
}
|
|
@ -9,24 +9,18 @@ namespace Blah
|
|||
float y;
|
||||
float z;
|
||||
|
||||
Vec3()
|
||||
: x(0)
|
||||
, y(0)
|
||||
, z(0)
|
||||
{}
|
||||
constexpr Vec3()
|
||||
: x(0), y(0), z(0) {}
|
||||
|
||||
Vec3(float x, float y, float z)
|
||||
: x(x)
|
||||
, y(y)
|
||||
, z(z)
|
||||
{}
|
||||
constexpr Vec3(float x, float y, float z)
|
||||
: x(x), y(y), z(z) {}
|
||||
|
||||
inline Vec3 operator +(const Vec3 rhs) const
|
||||
constexpr Vec3 operator +(const Vec3 rhs) const
|
||||
{
|
||||
return Vec3(x + rhs.x, y + rhs.y, z + rhs.z);
|
||||
}
|
||||
|
||||
inline Vec3 operator -(const Vec3 rhs) const
|
||||
constexpr Vec3 operator -(const Vec3 rhs) const
|
||||
{
|
||||
return Vec3(x + rhs.x, y + rhs.y, z + rhs.z);
|
||||
}
|
||||
|
@ -38,14 +32,14 @@ namespace Blah
|
|||
return Vec3(x / length, y / length, z / length);
|
||||
}
|
||||
|
||||
static inline float dot(Vec3 a, Vec3 b)
|
||||
static constexpr float dot(Vec3 a, Vec3 b)
|
||||
{
|
||||
return a.x * b.x +
|
||||
a.y * b.y +
|
||||
a.z * b.z;
|
||||
}
|
||||
|
||||
static inline Vec3 cross(Vec3 a, Vec3 b)
|
||||
static constexpr Vec3 cross(Vec3 a, Vec3 b)
|
||||
{
|
||||
return Vec3(
|
||||
a.y * b.z - a.z * b.y,
|
||||
|
|
|
@ -9,7 +9,10 @@ namespace Blah
|
|||
float z;
|
||||
float w;
|
||||
|
||||
Vec4() : x(0), y(0), z(0), w(0) {}
|
||||
Vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
|
||||
constexpr Vec4()
|
||||
: x(0), y(0), z(0), w(0) {}
|
||||
|
||||
constexpr Vec4(float x, float y, float z, float w)
|
||||
: x(x), y(y), z(z), w(w) {}
|
||||
};
|
||||
}
|
|
@ -1,4 +1,5 @@
|
|||
#include <blah/numerics/calc.h>
|
||||
#include <blah/numerics/vec2.h>
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
|
||||
|
|
|
@ -1,11 +0,0 @@
|
|||
#include <blah/numerics/circle.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
|
||||
void Circle::project(const Vec2& axis, float* min, float* max) const
|
||||
{
|
||||
*min = Vec2::dot(center - axis * radius, axis);
|
||||
*max = Vec2::dot(center + axis * radius, axis);
|
||||
}
|
|
@ -5,93 +5,10 @@
|
|||
using namespace Blah;
|
||||
|
||||
char const hex[16] = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 'A', 'B', 'C', 'D', 'E', 'F' };
|
||||
#define LT_HEX_VALUE(n) ((n >= '0' && n <= '9') ? (n - '0') : ((n >= 'A' && n <= 'F') ? (10 + n - 'A') : ((n >= 'a' && n <= 'f') ? (10 + n - 'a') : 0)))
|
||||
|
||||
Color::Color()
|
||||
: r(0)
|
||||
, g(0)
|
||||
, b(0)
|
||||
, a(0) {}
|
||||
|
||||
Color::Color(int rgb)
|
||||
: r((u8)((rgb & 0xFF0000) >> 16))
|
||||
, g((u8)((rgb & 0x00FF00) >> 8))
|
||||
, b((u8)(rgb & 0x0000FF))
|
||||
, a(255) {}
|
||||
|
||||
Color::Color(int rgb, float alpha)
|
||||
: r((int)(((u8)((rgb & 0xFF0000) >> 16)) * alpha))
|
||||
, g((int)(((u8)((rgb & 0x00FF00) >> 8)) * alpha))
|
||||
, b((int)(((u8)(rgb & 0x0000FF)) * alpha))
|
||||
, a((int)(255 * alpha)) {}
|
||||
|
||||
Color::Color(u8 r, u8 g, u8 b)
|
||||
: r(r)
|
||||
, g(g)
|
||||
, b(b)
|
||||
, a(255) {}
|
||||
|
||||
Color::Color(u8 r, u8 g, u8 b, u8 a)
|
||||
: r(r)
|
||||
, g(g)
|
||||
, b(b)
|
||||
, a(a) {}
|
||||
|
||||
Color::Color(const Vec3& vec3)
|
||||
: r((int)(vec3.x * 255))
|
||||
, g((int)(vec3.y * 255))
|
||||
, b((int)(vec3.z * 255))
|
||||
, a((int)(255)) {}
|
||||
|
||||
Color::Color(const Vec3& vec3, float alpha)
|
||||
: r((int)(vec3.x * alpha * 255))
|
||||
, g((int)(vec3.y* alpha * 255))
|
||||
, b((int)(vec3.z* alpha * 255))
|
||||
, a((int)(alpha * 255)) {}
|
||||
|
||||
Color::Color(const Vec4& vec4)
|
||||
: r((int)(vec4.x * 255))
|
||||
, g((int)(vec4.y * 255))
|
||||
, b((int)(vec4.z * 255))
|
||||
, a((int)(vec4.w * 255)) {}
|
||||
|
||||
Color::Color(const String& value)
|
||||
: r(0)
|
||||
, g(0)
|
||||
, b(0)
|
||||
, a(255)
|
||||
Vec3 Color::to_vec3() const
|
||||
{
|
||||
int offset = 0;
|
||||
if (value.length() > 0 && value[0] == '#')
|
||||
offset = 1;
|
||||
else if (value.length() >= 1 && value[0] == '0' && (value[1] == 'x' || value[1] == 'X'))
|
||||
offset = 2;
|
||||
|
||||
if (value.length() - offset >= 8)
|
||||
a = (LT_HEX_VALUE(value[offset + 6]) << 4) + LT_HEX_VALUE(value[offset + 7]);
|
||||
|
||||
if (value.length() - offset >= 6)
|
||||
{
|
||||
r = (LT_HEX_VALUE(value[offset + 0]) << 4) + LT_HEX_VALUE(value[offset + 1]);
|
||||
g = (LT_HEX_VALUE(value[offset + 2]) << 4) + LT_HEX_VALUE(value[offset + 3]);
|
||||
b = (LT_HEX_VALUE(value[offset + 4]) << 4) + LT_HEX_VALUE(value[offset + 5]);
|
||||
}
|
||||
}
|
||||
|
||||
void Color::premultiply()
|
||||
{
|
||||
r = r * a / 255;
|
||||
g = g * a / 255;
|
||||
b = b * a / 255;
|
||||
}
|
||||
|
||||
u32 Color::to_rgba() const
|
||||
{
|
||||
return
|
||||
((u32)r << 24) |
|
||||
((u32)g << 16) |
|
||||
((u32)b << 8) |
|
||||
(u32)a;
|
||||
return Vec3(r / 255.0f, g / 255.0f, b / 255.0f);
|
||||
}
|
||||
|
||||
Vec4 Color::to_vec4() const
|
||||
|
@ -99,103 +16,28 @@ Vec4 Color::to_vec4() const
|
|||
return Vec4(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f);
|
||||
}
|
||||
|
||||
void Color::to_hex_rgba(char* buffer) const
|
||||
{
|
||||
buffer[0] = hex[(r & 0xF0) >> 4];
|
||||
buffer[1] = hex[(r & 0x0F) >> 0];
|
||||
buffer[2] = hex[(g & 0xF0) >> 4];
|
||||
buffer[3] = hex[(g & 0x0F) >> 0];
|
||||
buffer[4] = hex[(b & 0xF0) >> 4];
|
||||
buffer[5] = hex[(b & 0x0F) >> 0];
|
||||
buffer[6] = hex[(a & 0xF0) >> 4];
|
||||
buffer[7] = hex[(a & 0x0F) >> 0];
|
||||
}
|
||||
|
||||
String Color::to_hex_rgba() const
|
||||
{
|
||||
String str = "00000000";
|
||||
to_hex_rgba(str.cstr());
|
||||
str[0] = hex[(r & 0xF0) >> 4];
|
||||
str[1] = hex[(r & 0x0F) >> 0];
|
||||
str[2] = hex[(g & 0xF0) >> 4];
|
||||
str[3] = hex[(g & 0x0F) >> 0];
|
||||
str[4] = hex[(b & 0xF0) >> 4];
|
||||
str[5] = hex[(b & 0x0F) >> 0];
|
||||
str[6] = hex[(a & 0xF0) >> 4];
|
||||
str[7] = hex[(a & 0x0F) >> 0];
|
||||
return str;
|
||||
}
|
||||
|
||||
void Color::to_hex_rgb(char* buffer) const
|
||||
{
|
||||
buffer[0] = hex[(r & 0xF0) >> 4];
|
||||
buffer[1] = hex[(r & 0x0F) >> 0];
|
||||
buffer[2] = hex[(g & 0xF0) >> 4];
|
||||
buffer[3] = hex[(g & 0x0F) >> 0];
|
||||
buffer[4] = hex[(b & 0xF0) >> 4];
|
||||
buffer[5] = hex[(b & 0x0F) >> 0];
|
||||
}
|
||||
|
||||
String Color::to_hex_rgb() const
|
||||
{
|
||||
String str = "000000";
|
||||
to_hex_rgb(str.cstr());
|
||||
str[0] = hex[(r & 0xF0) >> 4];
|
||||
str[1] = hex[(r & 0x0F) >> 0];
|
||||
str[2] = hex[(g & 0xF0) >> 4];
|
||||
str[3] = hex[(g & 0x0F) >> 0];
|
||||
str[4] = hex[(b & 0xF0) >> 4];
|
||||
str[5] = hex[(b & 0x0F) >> 0];
|
||||
return str;
|
||||
}
|
||||
|
||||
Color Color::from_rgba(u32 value)
|
||||
{
|
||||
return
|
||||
{
|
||||
(u8)((value & 0xFF000000) >> 24),
|
||||
(u8)((value & 0x00FF0000) >> 16),
|
||||
(u8)((value & 0x0000FF00) >> 8),
|
||||
(u8)((value & 0x000000FF))
|
||||
};
|
||||
}
|
||||
|
||||
Color Color::from_rgb(u32 value)
|
||||
{
|
||||
return
|
||||
{
|
||||
(u8)((value & 0xFF0000) >> 16),
|
||||
(u8)((value & 0x00FF00) >> 8),
|
||||
(u8)((value & 0x0000FF))
|
||||
};
|
||||
}
|
||||
|
||||
Color Color::lerp(Color a, Color b, float amount)
|
||||
{
|
||||
if (amount < 0) amount = 0;
|
||||
if (amount > 1) amount = 1;
|
||||
|
||||
return Color(
|
||||
(u8)(a.r + (b.r - a.r) * amount),
|
||||
(u8)(a.g + (b.g - a.g) * amount),
|
||||
(u8)(a.b + (b.b - a.b) * amount),
|
||||
(u8)(a.a + (b.a - a.a) * amount)
|
||||
);
|
||||
}
|
||||
|
||||
Color Color::operator*(float multiply) const
|
||||
{
|
||||
return Color(
|
||||
(int)(r * multiply),
|
||||
(int)(g * multiply),
|
||||
(int)(b * multiply),
|
||||
(int)(a * multiply));
|
||||
}
|
||||
|
||||
Color& Color::operator=(int rgb)
|
||||
{
|
||||
r = (u8)((rgb & 0xFF0000) >> 16);
|
||||
g = (u8)((rgb & 0x00FF00) >> 8);
|
||||
b = (u8)(rgb & 0x0000FF);
|
||||
a = 255;
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool Color::operator ==(const Color& rhs) const { return r == rhs.r && g == rhs.g && b == rhs.b && a == rhs.a; }
|
||||
bool Color::operator !=(const Color& rhs) const { return r != rhs.r || g != rhs.g || b != rhs.b || a != rhs.a; }
|
||||
|
||||
const Color Color::transparent = Color(0, 0, 0, 0);
|
||||
const Color Color::white = Color(255, 255, 255, 255);
|
||||
const Color Color::black = Color(0, 0, 0, 255);
|
||||
const Color Color::red = Color(255, 0, 0, 255);
|
||||
const Color Color::green = Color(0, 255, 0, 255);
|
||||
const Color Color::blue = Color(0, 0, 255, 255);
|
||||
const Color Color::yellow = Color(255, 255, 0, 255);
|
||||
const Color Color::purple = Color(255, 0, 255, 255);
|
||||
const Color Color::teal = Color(0, 255, 255, 255);
|
||||
}
|
|
@ -5,17 +5,6 @@
|
|||
|
||||
using namespace Blah;
|
||||
|
||||
Line::Line(float x0, float y0, float x1, float y1)
|
||||
{
|
||||
a.x = x0;
|
||||
a.y = y0;
|
||||
b.x = x1;
|
||||
b.y = y1;
|
||||
}
|
||||
|
||||
Line::Line(const Vec2& start, const Vec2& end)
|
||||
: a(start), b(end) {}
|
||||
|
||||
Rect Line::bounds() const
|
||||
{
|
||||
Vec2 pos = Vec2(Calc::min(a.x, b.x), Calc::min(a.y, b.y));
|
||||
|
@ -142,16 +131,3 @@ bool Line::intersects(const Line& line, Vec2* intersection_point) const
|
|||
intersection_point->y = i.y;
|
||||
return true;
|
||||
}
|
||||
|
||||
void Line::project(const Vec2& axis, float* min, float* max) const
|
||||
{
|
||||
float dot = a.x * axis.x + a.y * axis.y;
|
||||
*min = dot;
|
||||
*max = dot;
|
||||
dot = b.x * axis.x + b.y * axis.y;
|
||||
*min = Calc::min(dot, *min);
|
||||
*max = Calc::max(dot, *max);
|
||||
}
|
||||
|
||||
Line Line::operator +(const Vec2& rhs) const { return Line(a + rhs, b + rhs); }
|
||||
Line Line::operator -(const Vec2& rhs) const { return Line(a - rhs, b - rhs); }
|
||||
|
|
|
@ -5,53 +5,9 @@
|
|||
|
||||
using namespace Blah;
|
||||
|
||||
Mat3x2::Mat3x2()
|
||||
: m11(0), m12(0), m21(0), m22(0), m31(0), m32(0) {}
|
||||
|
||||
Mat3x2::Mat3x2(float m11, float m12, float m21, float m22, float m31, float m32)
|
||||
: m11(m11), m12(m12), m21(m21), m22(m22), m31(m31), m32(m32) {}
|
||||
|
||||
Mat3x2 Mat3x2::invert() const
|
||||
{
|
||||
auto det = (m11 * m22) - (m21 * m12);
|
||||
auto invDet = 1.0f / det;
|
||||
|
||||
return Mat3x2
|
||||
{
|
||||
m22 * invDet,
|
||||
-m12 * invDet,
|
||||
-m21 * invDet,
|
||||
m11 * invDet,
|
||||
(m21 * m32 - m31 * m22) * invDet,
|
||||
(m31 * m12 - m11 * m32) * invDet
|
||||
};
|
||||
}
|
||||
|
||||
float Mat3x2::scaling_factor() const
|
||||
{
|
||||
return (float)sqrt((double)m11 * m11 + (double)m12 * m12);
|
||||
}
|
||||
|
||||
const Mat3x2 Mat3x2::identity = Mat3x2(1, 0, 0, 1, 0, 0);
|
||||
|
||||
Mat3x2 Mat3x2::operator *(const Mat3x2& rhs) const { return multiply(*this, rhs); }
|
||||
Mat3x2 Mat3x2::operator +(const Mat3x2& rhs) const { return add(*this, rhs); }
|
||||
Mat3x2 Mat3x2::operator -(const Mat3x2& rhs) const { return subtract(*this, rhs); }
|
||||
|
||||
Mat3x2& Mat3x2::operator*=(const Mat3x2& rhs)
|
||||
{
|
||||
*this = multiply(*this, rhs);
|
||||
return *this;
|
||||
}
|
||||
|
||||
bool Mat3x2::operator ==(const Mat3x2& rhs)
|
||||
{
|
||||
return memcmp(this, &rhs, sizeof(Mat3x2)) == 0;
|
||||
}
|
||||
|
||||
bool Mat3x2::operator !=(const Mat3x2& rhs)
|
||||
{
|
||||
return !(*this == rhs);
|
||||
return Calc::sqrt(m11 * m11 + m12 * m12);
|
||||
}
|
||||
|
||||
Mat3x2 Mat3x2::create_translation(const Vec2& Vec2)
|
||||
|
@ -152,36 +108,4 @@ Mat3x2 Mat3x2::create_transform(const Vec2& position, const Vec2& origin, const
|
|||
matrix = matrix * create_translation(position);
|
||||
|
||||
return matrix;
|
||||
}
|
||||
|
||||
Mat3x2 Mat3x2::add(const Mat3x2& a, const Mat3x2& b)
|
||||
{
|
||||
return Mat3x2(
|
||||
a.m11 + b.m11,
|
||||
a.m12 + b.m12,
|
||||
a.m21 + b.m21,
|
||||
a.m22 + b.m22,
|
||||
a.m31 + b.m31,
|
||||
a.m32 + b.m32);
|
||||
}
|
||||
|
||||
Mat3x2 Mat3x2::subtract(const Mat3x2& a, const Mat3x2& b)
|
||||
{
|
||||
return Mat3x2(
|
||||
a.m11 - b.m11,
|
||||
a.m12 - b.m12,
|
||||
a.m21 - b.m21,
|
||||
a.m22 - b.m22,
|
||||
a.m31 - b.m31,
|
||||
a.m32 - b.m32);
|
||||
}
|
||||
|
||||
Mat3x2 Mat3x2::multiply(const Mat3x2& a, const Mat3x2& b)
|
||||
{
|
||||
return Mat3x2(a.m11 * b.m11 + a.m12 * b.m21,
|
||||
a.m11 * b.m12 + a.m12 * b.m22,
|
||||
a.m21 * b.m11 + a.m22 * b.m21,
|
||||
a.m21 * b.m12 + a.m22 * b.m22,
|
||||
a.m31 * b.m11 + a.m32 * b.m21 + b.m31,
|
||||
a.m31 * b.m12 + a.m32 * b.m22 + b.m32);
|
||||
}
|
|
@ -1,51 +0,0 @@
|
|||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/mat3x2.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
Point::Point()
|
||||
{
|
||||
x = y = 0;
|
||||
}
|
||||
|
||||
Point::Point(int px, int py)
|
||||
{
|
||||
x = px;
|
||||
y = py;
|
||||
}
|
||||
|
||||
Point Point::operator +(const Point rhs) const { return Point(x + rhs.x, y + rhs.y); }
|
||||
Point Point::operator -(const Point rhs) const { return Point(x - rhs.x, y - rhs.y); }
|
||||
Point Point::operator /(const int rhs) const { return Point(x / rhs, y / rhs); }
|
||||
Point Point::operator *(const int rhs) const { return Point(x * rhs, y * rhs); }
|
||||
Point Point::operator-() const { return Point(-x, -y); }
|
||||
|
||||
Point& Point::operator +=(const Point& rhs) { x += rhs.x; y += rhs.y; return *this; }
|
||||
Point& Point::operator -=(const Point& rhs) { x -= rhs.x; y -= rhs.y; return *this; }
|
||||
Point& Point::operator /=(const Point& rhs) { x /= rhs.x; y /= rhs.y; return *this; }
|
||||
Point& Point::operator *=(const Point& rhs) { x *= rhs.x; y *= rhs.y; return *this; }
|
||||
Point& Point::operator /=(int rhs) { x /= rhs; y /= rhs; return *this; }
|
||||
Point& Point::operator *=(int rhs) { x *= rhs; y *= rhs; return *this; }
|
||||
|
||||
bool Point::operator ==(const Point& rhs) { return x == rhs.x && y == rhs.y; }
|
||||
bool Point::operator !=(const Point& rhs) { return x != rhs.x || y != rhs.y; }
|
||||
|
||||
float Point::length() const
|
||||
{
|
||||
return Calc::sqrt((float)(x * x + y * y));
|
||||
}
|
||||
|
||||
int Point::length_squared() const
|
||||
{
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
const Point Point::unitX = Point(1, 0);
|
||||
const Point Point::unitY = Point(0, 1);
|
||||
const Point Point::right = Point(1, 0);
|
||||
const Point Point::up = Point(0, -1);
|
||||
const Point Point::down = Point(0, 1);
|
||||
const Point Point::left = Point(-1, 0);
|
||||
const Point Point::zero = Point(0, 0);
|
||||
const Point Point::one = Point(1, 1);
|
|
@ -1,21 +0,0 @@
|
|||
#include <blah/numerics/quad.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
namespace Blah
|
||||
{
|
||||
void Quad::project(const Vec2& axis, float* min, float* max) const
|
||||
{
|
||||
float dot = Vec2::dot(a, axis);
|
||||
*min = dot;
|
||||
*max = dot;
|
||||
dot = Vec2::dot(b, axis);
|
||||
*min = Calc::min(dot, *min);
|
||||
*max = Calc::max(dot, *max);
|
||||
dot = Vec2::dot(c, axis);
|
||||
*min = Calc::min(dot, *min);
|
||||
*max = Calc::max(dot, *max);
|
||||
dot = Vec2::dot(d, axis);
|
||||
*min = Calc::min(dot, *min);
|
||||
*max = Calc::max(dot, *max);
|
||||
}
|
||||
}
|
|
@ -1,166 +1,8 @@
|
|||
#include <blah/numerics/rect.h>
|
||||
#include <blah/numerics/point.h>
|
||||
#include <blah/numerics/rectI.h>
|
||||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
#include <blah/numerics/mat3x2.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
Rect::Rect()
|
||||
{
|
||||
x = y = w = h = 0;
|
||||
};
|
||||
|
||||
Rect::Rect(float rx, float ry, float rw, float rh)
|
||||
{
|
||||
x = rx;
|
||||
y = ry;
|
||||
w = rw;
|
||||
h = rh;
|
||||
}
|
||||
|
||||
Rect::Rect(Vec2 pos, Vec2 size)
|
||||
{
|
||||
x = pos.x;
|
||||
y = pos.y;
|
||||
w = size.x;
|
||||
h = size.y;
|
||||
}
|
||||
|
||||
Rect::Rect(RectI r)
|
||||
{
|
||||
x = (float)r.x;
|
||||
y = (float)r.y;
|
||||
w = (float)r.w;
|
||||
h = (float)r.h;
|
||||
}
|
||||
|
||||
Rect Rect::scale(float s)
|
||||
{
|
||||
x = (x * s);
|
||||
y = (y * s);
|
||||
w = (w * s);
|
||||
h = (h * s);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Rect Rect::scale(float sx, float sy)
|
||||
{
|
||||
x = (x * sx);
|
||||
y = (y * sy);
|
||||
w = (w * sx);
|
||||
h = (h * sy);
|
||||
return *this;
|
||||
}
|
||||
|
||||
float Rect::left() const
|
||||
{
|
||||
return x;
|
||||
}
|
||||
|
||||
float Rect::right() const
|
||||
{
|
||||
return x + w;
|
||||
}
|
||||
|
||||
float Rect::top() const
|
||||
{
|
||||
return y;
|
||||
}
|
||||
|
||||
float Rect::bottom() const
|
||||
{
|
||||
return y + h;
|
||||
}
|
||||
|
||||
Vec2 Rect::center() const
|
||||
{
|
||||
return Vec2(x + w / 2, y + h / 2);
|
||||
}
|
||||
|
||||
float Rect::center_x() const
|
||||
{
|
||||
return x + w / 2;
|
||||
}
|
||||
|
||||
float Rect::center_y() const
|
||||
{
|
||||
return y + h / 2;
|
||||
}
|
||||
|
||||
Vec2 Rect::top_left() const
|
||||
{
|
||||
return Vec2(x, y);
|
||||
}
|
||||
|
||||
Vec2 Rect::top_right() const
|
||||
{
|
||||
return Vec2(x + w, y);
|
||||
}
|
||||
|
||||
Vec2 Rect::bottom_right() const
|
||||
{
|
||||
return Vec2(x + w, y + h);
|
||||
}
|
||||
|
||||
Vec2 Rect::bottom_left() const
|
||||
{
|
||||
return Vec2(x, y + h);
|
||||
}
|
||||
|
||||
Vec2 Rect::center_left() const
|
||||
{
|
||||
return Vec2(x, y + h / 2);
|
||||
}
|
||||
|
||||
Vec2 Rect::center_right() const
|
||||
{
|
||||
return Vec2(x + w, y + h / 2);
|
||||
}
|
||||
|
||||
Vec2 Rect::middle_top() const
|
||||
{
|
||||
return Vec2(x + w / 2, y);
|
||||
}
|
||||
|
||||
Vec2 Rect::middle_bottom() const
|
||||
{
|
||||
return Vec2(x + w / 2, y + h);
|
||||
}
|
||||
|
||||
Line Rect::left_line() const
|
||||
{
|
||||
return Line(left(), top(), left(), bottom());
|
||||
}
|
||||
Line Rect::right_line() const
|
||||
{
|
||||
return Line(right(), top(), right(), bottom());
|
||||
}
|
||||
Line Rect::top_line() const
|
||||
{
|
||||
return Line(left(), top(), right(), top());
|
||||
}
|
||||
Line Rect::bottom_line() const
|
||||
{
|
||||
return Line(left(), bottom(), right(), bottom());
|
||||
}
|
||||
|
||||
bool Rect::contains(const Point& pt) const
|
||||
{
|
||||
return pt.x >= x && pt.x < x + w && pt.y >= y && pt.y < y + h;
|
||||
}
|
||||
|
||||
bool Rect::contains(const Vec2& pt) const
|
||||
{
|
||||
return pt.x >= x && pt.x < x + w && pt.y >= y && pt.y < y + h;
|
||||
}
|
||||
|
||||
bool Rect::overlaps(const Rect& rect) const
|
||||
{
|
||||
return x + w >= rect.x && y + h >= rect.y && x < rect.x + rect.w && y < rect.y + rect.h;
|
||||
}
|
||||
|
||||
Rect Rect::overlap_rect(const Rect& against) const
|
||||
{
|
||||
Rect result(0, 0, 0, 0);
|
||||
|
@ -216,60 +58,4 @@ Vec2 Rect::intersection_point(const Vec2& line_from, const Vec2& line_to) const
|
|||
return ret;
|
||||
else
|
||||
return Vec2::zero;
|
||||
}
|
||||
|
||||
Rect Rect::inflate(float amount) const
|
||||
{
|
||||
return Rect(x - amount, y - amount, w + amount * 2, h + amount * 2);
|
||||
}
|
||||
|
||||
Rect Rect::operator+(const Vec2& rhs) const { return Rect(x + rhs.x, y + rhs.y, w, h); }
|
||||
Rect Rect::operator-(const Vec2& rhs) const { return Rect(x - rhs.x, y - rhs.y, w, h); }
|
||||
Rect& Rect::operator+=(const Vec2& rhs) { x += rhs.x; y += rhs.y; return *this; }
|
||||
Rect& Rect::operator-=(const Vec2& rhs) { x -= rhs.x; y -= rhs.y; return *this; }
|
||||
|
||||
Rect Rect::transform(const Rect& rect, const Mat3x2& matrix)
|
||||
{
|
||||
return Rect(
|
||||
(rect.x * matrix.m11) + (rect.y * matrix.m21) + matrix.m31,
|
||||
(rect.x * matrix.m12) + (rect.y * matrix.m22) + matrix.m32,
|
||||
(rect.w * matrix.m11) + (rect.h * matrix.m21),
|
||||
(rect.w * matrix.m12) + (rect.h * matrix.m22));
|
||||
}
|
||||
|
||||
Rect Rect::transform(float x, float y, float w, float h, const Mat3x2& matrix)
|
||||
{
|
||||
return Rect(
|
||||
(x * matrix.m11) + (y * matrix.m21) + matrix.m31,
|
||||
(x * matrix.m12) + (y * matrix.m22) + matrix.m32,
|
||||
(w * matrix.m11) + (h * matrix.m21),
|
||||
(w * matrix.m12) + (h * matrix.m22));
|
||||
}
|
||||
|
||||
Rect Rect::from_points(Vec2& from, Vec2& to)
|
||||
{
|
||||
Vec2 min = Vec2(Calc::min(from.x, to.x), Calc::min(from.y, to.y));
|
||||
Vec2 max = Vec2(Calc::max(from.x, to.x), Calc::max(from.y, to.y));
|
||||
return Rect(min.x, min.y, max.x - min.x, max.y - min.y);
|
||||
}
|
||||
|
||||
char Rect::get_sector(const Vec2& pt) const
|
||||
{
|
||||
char h;
|
||||
if (pt.x < left())
|
||||
h = 0b0001;
|
||||
else if (pt.x >= right())
|
||||
h = 0b0010;
|
||||
else
|
||||
h = 0;
|
||||
|
||||
char v;
|
||||
if (pt.y < top())
|
||||
v = 0b0100;
|
||||
else if (pt.y >= bottom())
|
||||
v = 0b1000;
|
||||
else
|
||||
v = 0;
|
||||
|
||||
return h | v;
|
||||
}
|
|
@ -1,245 +0,0 @@
|
|||
#include <blah/numerics/vec2.h>
|
||||
#include <blah/numerics/mat3x2.h>
|
||||
#include <blah/numerics/calc.h>
|
||||
|
||||
using namespace Blah;
|
||||
|
||||
Vec2::Vec2()
|
||||
: x(0)
|
||||
, y(0)
|
||||
{}
|
||||
|
||||
Vec2::Vec2(float vx, float vy)
|
||||
: x(vx)
|
||||
, y(vy)
|
||||
{}
|
||||
|
||||
Vec2::Vec2(int vx, float vy)
|
||||
: x(static_cast<float>(vx))
|
||||
, y(vy)
|
||||
{}
|
||||
|
||||
Vec2::Vec2(float vx, int vy)
|
||||
: x(vx)
|
||||
, y(static_cast<float>(vy))
|
||||
{}
|
||||
|
||||
Vec2::Vec2(int vx, int vy)
|
||||
: x(static_cast<float>(vx))
|
||||
, y(static_cast<float>(vy))
|
||||
{}
|
||||
|
||||
Vec2::Vec2(Point p)
|
||||
: x(static_cast<float>(p.x))
|
||||
, y(static_cast<float>(p.y))
|
||||
{}
|
||||
|
||||
Vec2 Vec2::operator +(const Vec2 rhs) const
|
||||
{
|
||||
return Vec2(x + rhs.x, y + rhs.y);
|
||||
}
|
||||
|
||||
Vec2 Vec2::operator -(const Vec2 rhs) const
|
||||
{
|
||||
return Vec2(x - rhs.x, y - rhs.y);
|
||||
}
|
||||
|
||||
Vec2 Vec2::operator /(const float rhs) const
|
||||
{
|
||||
return Vec2(x / rhs, y / rhs);
|
||||
}
|
||||
|
||||
Vec2 Vec2::operator *(const float rhs) const
|
||||
{
|
||||
return Vec2(x * rhs, y * rhs);
|
||||
}
|
||||
|
||||
Vec2 Vec2::operator-() const
|
||||
{
|
||||
return Vec2(-x, -y);
|
||||
}
|
||||
|
||||
Vec2& Vec2::operator +=(const Vec2& rhs)
|
||||
{
|
||||
x += rhs.x; y += rhs.y; return *this;
|
||||
}
|
||||
|
||||
Vec2& Vec2::operator -=(const Vec2& rhs)
|
||||
{
|
||||
x -= rhs.x; y -= rhs.y; return *this;
|
||||
}
|
||||
|
||||
Vec2& Vec2::operator /=(const Vec2& rhs)
|
||||
{
|
||||
x /= rhs.x; y /= rhs.y; return *this;
|
||||
}
|
||||
|
||||
Vec2& Vec2::operator *=(const Vec2& rhs)
|
||||
{
|
||||
x *= rhs.x; y *= rhs.y; return *this;
|
||||
}
|
||||
|
||||
Vec2& Vec2::operator/=(float rhs)
|
||||
{
|
||||
x /= rhs; y /= rhs; return *this;
|
||||
}
|
||||
|
||||
Vec2& Vec2::operator*=(float rhs)
|
||||
{
|
||||
x *= rhs; y *= rhs; return *this;
|
||||
}
|
||||
|
||||
bool Vec2::operator ==(const Vec2& rhs) const
|
||||
{
|
||||
return x == rhs.x && y == rhs.y;
|
||||
}
|
||||
|
||||
bool Vec2::operator !=(const Vec2& rhs) const
|
||||
{
|
||||
return x != rhs.x || y != rhs.y;
|
||||
}
|
||||
|
||||
Vec2 Vec2::normal() const
|
||||
{
|
||||
if (x == 0 && y == 0)
|
||||
return zero;
|
||||
float length = this->length();
|
||||
return Vec2(x / length, y / length);
|
||||
}
|
||||
|
||||
Vec2 Vec2::turn_right() const
|
||||
{
|
||||
return Vec2(y, -x);
|
||||
}
|
||||
|
||||
Vec2 Vec2::turn_left() const
|
||||
{
|
||||
return Vec2(-y, x);
|
||||
}
|
||||
|
||||
float Vec2::length() const
|
||||
{
|
||||
return sqrtf(x * x + y * y);
|
||||
}
|
||||
|
||||
float Vec2::length_squared() const
|
||||
{
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
Vec2 Vec2::perpendicular() const
|
||||
{
|
||||
return Vec2(-y, x);
|
||||
}
|
||||
|
||||
float Vec2::angle() const
|
||||
{
|
||||
return Calc::atan2(y, x);
|
||||
}
|
||||
|
||||
float Vec2::dot(Vec2 a, Vec2 b)
|
||||
{
|
||||
return (a.x * b.x + a.y * b.y);
|
||||
}
|
||||
|
||||
float Vec2::dot(float x, float y, Vec2 b)
|
||||
{
|
||||
return (x * b.x + y * b.y);
|
||||
}
|
||||
|
||||
float Vec2::dot(float x1, float y1, float x2, float y2)
|
||||
{
|
||||
return (x1 * x2 + y1 * y2);
|
||||
}
|
||||
|
||||
Vec2 Vec2::transform(const Vec2& vec, const Mat3x2& matrix)
|
||||
{
|
||||
return Vec2(
|
||||
(vec.x * matrix.m11) + (vec.y * matrix.m21) + matrix.m31,
|
||||
(vec.x * matrix.m12) + (vec.y * matrix.m22) + matrix.m32);
|
||||
}
|
||||
|
||||
Vec2 Vec2::transform(float x, float y, const Mat3x2& matrix)
|
||||
{
|
||||
return Vec2(
|
||||
(x * matrix.m11) + (y * matrix.m21) + matrix.m31,
|
||||
(x * matrix.m12) + (y * matrix.m22) + matrix.m32);
|
||||
}
|
||||
|
||||
Vec2 transform_normal(const Vec2& vec, const Mat3x2& matrix)
|
||||
{
|
||||
return Vec2(
|
||||
vec.x * matrix.m11 + vec.y * matrix.m21,
|
||||
vec.x * matrix.m12 + vec.y * matrix.m22);
|
||||
}
|
||||
|
||||
Vec2 transform_normal(float x, float y, const Mat3x2& matrix)
|
||||
{
|
||||
return Vec2(
|
||||
x * matrix.m11 + y * matrix.m21,
|
||||
x * matrix.m12 + y * matrix.m22);
|
||||
}
|
||||
|
||||
Vec2 Vec2::from_angle(float radians, float length)
|
||||
{
|
||||
return Vec2((float)cos(radians) * length, (float)sin(radians) * length);
|
||||
}
|
||||
|
||||
Vec2 Vec2::lerp(Vec2 a, Vec2 b, float t)
|
||||
{
|
||||
if (t == 0)
|
||||
return a;
|
||||
else if (t == 1)
|
||||
return b;
|
||||
else
|
||||
return a + (b - a) * t;
|
||||
}
|
||||
|
||||
Vec2 Vec2::lerp_bezier(Vec2 start, Vec2 b, Vec2 end, float t)
|
||||
{
|
||||
return lerp(lerp(start, b, t), lerp(b, end, t), t);
|
||||
}
|
||||
|
||||
Vec2 Vec2::lerp_bezier(Vec2 start, Vec2 b, Vec2 c, Vec2 end, float t)
|
||||
{
|
||||
return lerp_bezier(lerp(start, b, t), lerp(b, c, t), lerp(c, end, t), t);
|
||||
}
|
||||
|
||||
Vec2 Vec2::reflect(const Vec2& vector, const Vec2& normal)
|
||||
{
|
||||
float dot = vector.x * normal.x + vector.y * normal.y;
|
||||
|
||||
return Vec2(
|
||||
vector.x - 2.0f * dot * normal.x,
|
||||
vector.y - 2.0f * dot * normal.y);
|
||||
}
|
||||
|
||||
Vec2 Vec2::min(const Vec2& a, const Vec2& b)
|
||||
{
|
||||
return Vec2(
|
||||
a.x < b.x ? a.x : b.x,
|
||||
a.y < b.y ? a.y : b.y);
|
||||
}
|
||||
|
||||
Vec2 Vec2::max(const Vec2& a, const Vec2& b)
|
||||
{
|
||||
return Vec2(
|
||||
a.x > b.x ? a.x : b.x,
|
||||
a.y > b.y ? a.y : b.y);
|
||||
}
|
||||
|
||||
const Vec2 Vec2::unit_x = Vec2(1, 0);
|
||||
const Vec2 Vec2::unit_y = Vec2(0, 1);
|
||||
const Vec2 Vec2::right = Vec2(1, 0);
|
||||
const Vec2 Vec2::up = Vec2(0, -1);
|
||||
const Vec2 Vec2::down = Vec2(0, 1);
|
||||
const Vec2 Vec2::left = Vec2(-1, 0);
|
||||
const Vec2 Vec2::zero = Vec2(0, 0);
|
||||
const Vec2 Vec2::one = Vec2(1, 1);
|
||||
|
||||
#define DIAGONAL_UNIT 0.70710678118f
|
||||
const Vec2 Vec2::up_right = Vec2(DIAGONAL_UNIT, -DIAGONAL_UNIT);
|
||||
const Vec2 Vec2::up_left = Vec2(-DIAGONAL_UNIT, -DIAGONAL_UNIT);
|
||||
const Vec2 Vec2::down_right = Vec2(DIAGONAL_UNIT, DIAGONAL_UNIT);
|
||||
const Vec2 Vec2::down_left = Vec2(-DIAGONAL_UNIT, DIAGONAL_UNIT);
|
||||
#undef DIAGONAL_UNIT
|
Loading…
Reference in New Issue
Block a user