cleanup pass on numerics

This commit is contained in:
Noel Berry 2021-05-11 02:27:00 -07:00
parent 991cfcad82
commit b68729850b
21 changed files with 777 additions and 1013 deletions

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@ -31,16 +31,12 @@ add_library(blah
src/images/packer.cpp
src/numerics/calc.cpp
src/numerics/circle.cpp
src/numerics/color.cpp
src/numerics/line.cpp
src/numerics/mat3x2.cpp
src/numerics/mat4x4.cpp
src/numerics/point.cpp
src/numerics/quad.cpp
src/numerics/rect.cpp
src/numerics/rectI.cpp
src/numerics/vec2.cpp
src/streams/bufferstream.cpp
src/streams/filestream.cpp

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@ -1,9 +1,10 @@
#pragma once
#include <blah/common.h>
#include <blah/numerics/vec2.h>
namespace Blah
{
struct Vec2;
namespace Calc
{
constexpr float PI = 3.141592653f;

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@ -8,15 +8,19 @@ namespace Blah
Vec2 center;
float radius;
Circle()
constexpr Circle()
: center(), radius(0) {}
Circle(Vec2 center, float radius)
constexpr Circle(Vec2 center, float radius)
: center(center), radius(radius) {}
Circle(float x, float y, float radius)
constexpr Circle(float x, float y, float radius)
: center(x, y), radius(radius) {}
void project(const Vec2& axis, float* min, float* max) const;
constexpr void project(const Vec2& axis, float* min, float* max) const
{
*min = Vec2::dot(center - axis * radius, axis);
*max = Vec2::dot(center + axis * radius, axis);
}
};
}

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@ -1,12 +1,13 @@
#pragma once
#include <blah/common.h>
#include <blah/containers/str.h>
#include <blah/numerics/vec3.h>
#include <blah/numerics/vec4.h>
#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)))
namespace Blah
{
struct Vec3;
struct Vec4;
struct Color
{
u8 r;
@ -14,59 +15,171 @@ namespace Blah
u8 b;
u8 a;
Color();
Color(int rgb);
Color(int rgb, float alpha);
Color(u8 r, u8 g, u8 b);
Color(u8 r, u8 g, u8 b, u8 a);
Color(const Vec3& vec3);
Color(const Vec3& vec3, float alpha);
Color(const Vec4& vec4);
constexpr Color()
: r(0), g(0), b(0), a(0) {}
constexpr Color(int rgb)
: r((u8)((rgb & 0xFF0000) >> 16))
, g((u8)((rgb & 0x00FF00) >> 8))
, b((u8)(rgb & 0x0000FF))
, a(255) {}
constexpr 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)) {}
constexpr Color(u8 r, u8 g, u8 b)
: r(r)
, g(g)
, b(b)
, a(255) {}
constexpr Color(u8 r, u8 g, u8 b, u8 a)
: r(r)
, g(g)
, b(b)
, a(a) {}
constexpr Color(const Vec3& vec3)
: r((int)(vec3.x * 255))
, g((int)(vec3.y * 255))
, b((int)(vec3.z * 255))
, a((int)(255)) {}
constexpr 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)) {}
constexpr Color(const Vec4& vec4)
: r((int)(vec4.x * 255))
, g((int)(vec4.y * 255))
, b((int)(vec4.z * 255))
, a((int)(vec4.w * 255)) {}
// Parses a Hex string in the format of "#00000000" or "0x00000000" or "00000000"
Color(const String& hex_string);
constexpr Color(const char* hex_string)
: r(0), g(0), b(0), a(255)
{
if (*hex_string == '#')
hex_string += 1;
else if (*hex_string == '0' && (*(hex_string + 1) == 'x' || *(hex_string + 1) == 'X'))
hex_string += 2;
int len = 0;
while (len < 8 && *(hex_string + len) != '\0')
len++;
if (len >= 8)
a = (BLAH_HEX_VALUE(hex_string[6]) << 4) + BLAH_HEX_VALUE(hex_string[7]);
if (len >= 6)
{
r = (BLAH_HEX_VALUE(hex_string[0]) << 4) + BLAH_HEX_VALUE(hex_string[1]);
g = (BLAH_HEX_VALUE(hex_string[2]) << 4) + BLAH_HEX_VALUE(hex_string[3]);
b = (BLAH_HEX_VALUE(hex_string[4]) << 4) + BLAH_HEX_VALUE(hex_string[5]);
}
}
// Premultiplies the Color
void premultiply();
constexpr void premultiply()
{
r = r * a / 255;
g = g * a / 255;
b = b * a / 255;
}
// Returns an RGBA hex string of the color
String to_hex_rgba() const;
// Sets a Hex string to the given buffer, in the format of RRGGBBAA
// The buffer must be at least 8 bytes long
void to_hex_rgba(char* buffer) const;
// Sets a Hex string to the given buffer, in the format of RRGGBB
// The buffer must be at least 6 bytes long
void to_hex_rgb(char* buffer) const;
// Returns an RGB hex string of the color
String to_hex_rgb() const;
// Convers the Color to a u32
u32 to_rgba() const;
// Converts the Color to a Vec3 (RGB)
Vec3 to_vec3() const;
// Converts the Color to a Vec4
// Converts the Color to a Vec4 (RGBA)
Vec4 to_vec4() const;
// Convers the Color to a u32
constexpr u32 to_rgba() const
{
return
((u32)r << 24) |
((u32)g << 16) |
((u32)b << 8) |
(u32)a;
}
// Returns a RGBA Color representation of the integer value
static Color from_rgba(u32 value);
static constexpr Color from_rgba(u32 value)
{
return
{
(u8)((value & 0xFF000000) >> 24),
(u8)((value & 0x00FF0000) >> 16),
(u8)((value & 0x0000FF00) >> 8),
(u8)((value & 0x000000FF))
};
}
// Returns a RGB Color representation of the integer value, with Alpha = 255
static Color from_rgb(u32 value);
static constexpr Color from_rgb(u32 value)
{
return
{
(u8)((value & 0xFF0000) >> 16),
(u8)((value & 0x00FF00) >> 8),
(u8)((value & 0x0000FF))
};
}
// Lerps between two colors
static Color lerp(Color a, Color b, float amount);
static constexpr 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)
);
}
// Mutliplties the Color
Color operator*(float multiply) const;
constexpr Color operator*(float multiply) const
{
return Color(
(int)(r * multiply),
(int)(g * multiply),
(int)(b * multiply),
(int)(a * multiply));
}
// assignment from int
Color& operator= (int rgb);
// comparisons
bool operator ==(const Color& rhs) const;
bool operator !=(const Color& rhs) const;
constexpr Color& operator= (int rgb)
{
r = (u8)((rgb & 0xFF0000) >> 16);
g = (u8)((rgb & 0x00FF00) >> 8);
b = (u8)(rgb & 0x0000FF);
a = 255;
return *this;
}
constexpr bool operator ==(const Color& rhs) const
{
return r == rhs.r && g == rhs.g && b == rhs.b && a == rhs.a;
}
constexpr bool operator !=(const Color& rhs) const
{
return r != rhs.r || g != rhs.g || b != rhs.b || a != rhs.a;
}
static const Color transparent;
static const Color white;
@ -79,4 +192,16 @@ namespace Blah
static const Color purple;
static const Color teal;
};
inline const Color Color::transparent = Color(0, 0, 0, 0);
inline const Color Color::white = Color(255, 255, 255, 255);
inline const Color Color::black = Color(0, 0, 0, 255);
inline const Color Color::red = Color(255, 0, 0, 255);
inline const Color Color::green = Color(0, 255, 0, 255);
inline const Color Color::blue = Color(0, 0, 255, 255);
inline const Color Color::yellow = Color(255, 255, 0, 255);
inline const Color Color::purple = Color(255, 0, 255, 255);
inline const Color Color::teal = Color(0, 255, 255, 255);
}
#undef BLAH_HEX_VALUE

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@ -10,9 +10,14 @@ namespace Blah
Vec2 a;
Vec2 b;
Line() = default;
Line(float x0, float y0, float x1, float y1);
Line(const Vec2& start, const Vec2& end);
constexpr Line()
: a(), b() {}
constexpr Line(const Vec2& a, const Vec2& b)
: a(a), b(b) {}
constexpr Line(float x0, float y0, float x1, float y1)
: a(x0, y0), b(x1, y1) {}
Rect bounds() const;
@ -22,9 +27,24 @@ namespace Blah
bool intersects(const Line& line) const;
bool intersects(const Line& line, Vec2* out_intersection_point) const;
void project(const Vec2& axis, float* min, float* max) const;
constexpr void 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 = dot < *min ? dot : *min;
*max = dot > *max ? dot : *max;
}
Line operator +(const Vec2& rhs) const;
Line operator -(const Vec2& rhs) const;
constexpr Line operator +(const Vec2& rhs) const
{
return Line(a + rhs, b + rhs);
}
constexpr Line operator -(const Vec2& rhs) const
{
return Line(a - rhs, b - rhs);
}
};
}

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@ -13,21 +13,32 @@ namespace Blah
float m31;
float m32;
Mat3x2();
Mat3x2(float m11, float m12, float m21, float m22, float m31, float m32);
constexpr Mat3x2()
: m11(0), m12(0), m21(0), m22(0), m31(0), m32(0) {}
Mat3x2 invert() const;
float scaling_factor() const;
Mat3x2 operator *(const Mat3x2& rhs) const;
Mat3x2 operator +(const Mat3x2& rhs) const;
Mat3x2 operator -(const Mat3x2& rhs) const;
Mat3x2& operator *=(const Mat3x2& rhs);
bool operator==(const Mat3x2& rhs);
bool operator!=(const Mat3x2& rhs);
constexpr 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) {}
static const Mat3x2 identity;
constexpr 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 scaling_factor() const;
static Mat3x2 create_translation(const Vec2& position);
static Mat3x2 create_translation(float x, float y);
static Mat3x2 create_scale(float scale);
@ -39,9 +50,69 @@ namespace Blah
static Mat3x2 create_rotation(float radians);
static Mat3x2 create_transform(const Vec2& position, const Vec2& origin, const Vec2& scale, float rotation);
static Mat3x2 add(const Mat3x2& a, const Mat3x2& b);
static Mat3x2 subtract(const Mat3x2& a, const Mat3x2& b);
static Mat3x2 multiply(const Mat3x2& a, const Mat3x2& b);
static constexpr 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);
}
static constexpr 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);
}
static constexpr 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);
}
constexpr Mat3x2 operator *(const Mat3x2& rhs) const
{
return multiply(*this, rhs);
}
constexpr Mat3x2 operator +(const Mat3x2& rhs) const
{
return add(*this, rhs);
}
constexpr Mat3x2 operator -(const Mat3x2& rhs) const
{
return subtract(*this, rhs);
}
constexpr Mat3x2& operator *=(const Mat3x2& rhs)
{
*this = multiply(*this, rhs);
return *this;
}
constexpr bool operator==(const Mat3x2& rhs)
{
return m11 == rhs.m11 && m12 == rhs.m12 && m21 == rhs.m21 && m22 == rhs.m22 && m31 == rhs.m31 && m32 == rhs.m32;
}
constexpr bool operator!=(const Mat3x2& rhs)
{
return m11 != rhs.m11 || m12 != rhs.m12 || m21 != rhs.m21 || m22 != rhs.m22 || m31 != rhs.m31 || m32 != rhs.m32;
}
};
inline const Mat3x2 Mat3x2::identity = Mat3x2(1, 0, 0, 1, 0, 0);
}

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@ -1,4 +1,5 @@
#pragma once
#include <blah/numerics/calc.h>
namespace Blah
{
@ -7,27 +8,93 @@ namespace Blah
int x;
int y;
Point();
Point(int px, int py);
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);
}

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@ -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;
}
};
}

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@ -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);
}
};
}

View File

@ -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);
}

View File

@ -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,

View File

@ -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) {}
};
}

View File

@ -1,4 +1,5 @@
#include <blah/numerics/calc.h>
#include <blah/numerics/vec2.h>
#include <cmath>
#include <cstdlib>

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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); }

View File

@ -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);
}

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@ -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);

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@ -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);
}
}

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@ -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;
}

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@ -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