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Diffstat (limited to 'smelt/glfw_m/smmath_priv.hpp')
-rw-r--r-- | smelt/glfw_m/smmath_priv.hpp | 165 |
1 files changed, 165 insertions, 0 deletions
diff --git a/smelt/glfw_m/smmath_priv.hpp b/smelt/glfw_m/smmath_priv.hpp new file mode 100644 index 0000000..90f0e2a --- /dev/null +++ b/smelt/glfw_m/smmath_priv.hpp @@ -0,0 +1,165 @@ +// -*- C++ -*- +/* + * Simple MultimEdia LiTerator(SMELT) + * by Chris Xiong 2015 + * Math header & implementation for the core + * + * WARNING: This library is in development and interfaces would be very + * unstable. + * + */ +#ifndef SMMATH_H +#define SMMATH_H +#include <cmath> +#include <cstddef> +#define sqr(x) ((x)*(x)) +#define EPS 1e-6 +#ifndef PI +#define PI 3.14159265358979323846f +#endif + +class smMath +{ +public: + static double deg2rad(double deg){return deg/180.*PI;} + static double rad2deg(double rad){return rad/PI*180.;} + static double clamprad(double a){while(a<0)a+=2*PI;while(a>2*PI)a-=2*PI;return a;} + static double clampdeg(double a){while(a<0)a+=360.;while(a>360)a-=360.;return a;} +}; +class smvec2d +{ +public: + float x,y; + smvec2d(float _x,float _y){x=_x;y=_y;} + smvec2d(){x=y=.0;} + float l(){return sqrtf(sqr(x)+sqr(y));} + void normalize(){float L=l();if(L<EPS)return;x/=L;y/=L;} + smvec2d getNormalized(){float L=l();if(L<EPS)return smvec2d(0,0);return smvec2d(x/L,y/L);} + void swap(){float t=x;x=y;y=t;} + void rotate(float rad){float tx=x*cosf(rad)+y*sinf(rad),ty=y*cosf(rad)-x*sinf(rad);x=tx,y=ty;} + smvec2d getRotate(float rad){float tx=x*cosf(rad)+y*sinf(rad),ty=y*cosf(rad)-x*sinf(rad);return smvec2d(tx,ty);} + friend smvec2d operator -(smvec2d a,smvec2d b){return smvec2d(a.x-b.x,a.y-b.y);} + friend smvec2d operator +(smvec2d a,smvec2d b){return smvec2d(a.x+b.x,a.y+b.y);} + friend float operator |(smvec2d a,smvec2d b){return a.x*b.x+a.y*b.y;} + friend float operator *(smvec2d a,smvec2d b){return a.x*b.y-b.x*a.y;} + friend smvec2d operator *(float a,smvec2d b){return smvec2d(a*b.x,a*b.y);} + friend smvec2d operator *(smvec2d a,float b){return smvec2d(b*a.x,b*a.y);} + friend float operator ^(smvec2d a,smvec2d b){return (a|b)/a.l()/b.l();} +}; + +class smvec3d +{ +public: + float x,y,z; + smvec3d(float _x,float _y,float _z){x=_x;y=_y;z=_z;} + smvec3d(smvec2d a,float _z=.0){x=a.x;y=a.y;z=_z;} + smvec3d(){x=y=z=.0;} + float l(){return sqrtf(sqr(x)+sqr(y)+sqr(z));} + void normalize(){float L=l();if(L<EPS)return;x/=L;y/=L;z/=L;} + smvec3d getNormalized(){float L=l();if(L<EPS)return smvec3d(0,0,0);return smvec3d(x/L,y/L,z/L);} + friend smvec3d operator -(smvec3d a,smvec3d b){return smvec3d(a.x-b.x,a.y-b.y,a.z-b.z);} + friend smvec3d operator +(smvec3d a,smvec3d b){return smvec3d(a.x+b.x,a.y+b.y,a.z+b.z);} + friend float operator |(smvec3d a,smvec3d b){return a.x*b.x+a.y*b.y+a.z*b.z;} + friend smvec3d operator *(smvec3d a,smvec3d b){return smvec3d(a.y*b.z-a.z*b.y,a.z*b.x-a.x*b.z,a.x*b.y-a.y*b.x);} + friend smvec3d operator *(float a,smvec3d b){return smvec3d(a*b.x,a*b.y,a*b.z);} + friend smvec3d operator *(smvec3d a,float b){return smvec3d(b*a.x,b*a.y,b*a.z);} + friend float operator ^(smvec3d a,smvec3d b){return (a|b)/a.l()/b.l();} +}; + +class smvec4d +{ +public: + float x,y,z,w; + smvec4d(float _x,float _y,float _z,float _w){x=_x;y=_y;z=_z;w=_w;} + smvec4d(smvec3d a,float _w=.0){x=a.x;y=a.y;z=a.z;w=_w;} + smvec4d(){x=y=z=w=.0;} + float l(){return sqrt(sqr(x)+sqr(y)+sqr(z)+sqr(w));} + void normalize(){float L=l();if(L<EPS)return;x/=L;y/=L;z/=L;w/=L;} + smvec4d getNormalized(){float L=l();if(L<EPS)return smvec4d(0,0,0,0);return smvec4d(x/L,y/L,z/L,w/L);} + friend smvec4d operator -(smvec4d a,smvec4d b){return smvec4d(a.x-b.x,a.y-b.y,a.z-b.z,a.w-b.w);} + friend smvec4d operator +(smvec4d a,smvec4d b){return smvec4d(a.x+b.x,a.y+b.y,a.z+b.z,a.w+b.w);} + friend float operator |(smvec4d a,smvec4d b){return a.x*b.x+a.y*b.y+a.z*b.z+a.w*b.w;} + //Note: this doesn't do a real 4D cross product. + friend smvec4d operator *(smvec4d a,smvec4d b){return smvec4d(a.y*b.z-a.z*b.y,a.z*b.x-a.x*b.z,a.x*b.y-a.y*b.x,1);} + friend smvec4d operator *(float a,smvec4d b){return smvec4d(a*b.x,a*b.y,a*b.z,a*b.w);} + friend smvec4d operator *(smvec4d a,float b){return smvec4d(b*a.x,b*a.y,b*a.z,b*a.w);} + friend float operator ^(smvec4d a,smvec4d b){return (a|b)/a.l()/b.l();} +}; + +class smMatrix +{ +public: + float m[16]; + /* sf 0 1 2 3 + * 0 00 04 08 12 + * 1 01 05 09 13 + * 2 02 06 10 14 + * 3 03 07 11 15 + */ + smMatrix(){for(int i=0;i<16;++i)m[i]=.0;} + smMatrix(const float* _m){memcpy(m,_m,sizeof(m));} + smMatrix(const smMatrix ©){for(int i=0;i<16;++i)m[i]=copy.m[i];} + float* operator [](int s){if(s>=0&&s<4)return m+s*4;else return NULL;} + void clear(){for(int i=0;i<16;++i)m[i]=.0;} + void loadIdentity(){clear();m[0]=m[5]=m[10]=m[15]=1.;} + void translate(float x,float y,float z) + { + smMatrix tmp;tmp.loadIdentity(); + tmp.m[12]=x;tmp.m[13]=y;tmp.m[14]=z; + *this=*this*tmp; + } + void rotate(float a,float x,float y,float z) + { + if(smvec3d(x,y,z).l()<=EPS)return; + if(fabsf(smvec3d(x,y,z).l()-1)>EPS) + { + smvec3d a(x,y,z);a.normalize(); + x=a.x;y=a.y;z=a.z; + } + smMatrix tmp; + float c=cosf(a),s=sinf(a); + tmp.m[ 0]=x*x*(1-c)+c; + tmp.m[ 4]=x*y*(1-c)-z*s; + tmp.m[ 8]=x*z*(1-c)+y*s; + tmp.m[ 1]=y*x*(1-c)+z*s; + tmp.m[ 5]=y*y*(1-c)+c; + tmp.m[ 9]=y*z*(1-c)-x*s; + tmp.m[ 2]=x*z*(1-c)-y*s; + tmp.m[ 6]=y*z*(1-c)+x*s; + tmp.m[10]=z*z*(1-c)+c; + tmp.m[15]=1; + *this=*this*tmp; + } + void lookat(smvec3d eye,smvec3d at,smvec3d up) + { + smvec3d f=at-eye;f.normalize();up.normalize(); + smvec3d s=f*up;smvec3d u=s.getNormalized()*f; + m[0]= s.x;m[4]= s.y;m[ 8]= s.z;m[12]=0; + m[1]= u.x;m[5]= u.y;m[ 9]= u.z;m[13]=0; + m[2]=-f.x;m[6]=-f.y;m[10]=-f.z;m[14]=0; + m[3]= 0;m[7]= 0;m[11]= 0;m[15]=1; + } + friend smMatrix operator *(smMatrix a,smMatrix b) + { + smMatrix ret; + for(int i=0;i<4;++i) + for(int j=0;j<4;++j) + for(int k=0;k<4;++k) + ret[j][i]+=a[k][i]*b[j][k]; + return ret; + } + friend smvec3d operator *(smMatrix a,smvec3d b) + { + return smvec3d(a[0][0]*b.x+a[1][0]*b.y+a[2][0]*b.z, + a[0][1]*b.x+a[1][1]*b.y+a[2][1]*b.z, + a[0][2]*b.x+a[1][2]*b.y+a[2][2]*b.z); + } + friend smvec4d operator *(smMatrix a,smvec4d b) + { + return smvec4d(a[0][0]*b.x+a[1][0]*b.y+a[2][0]*b.z+a[3][0]*b.w, + a[0][1]*b.x+a[1][1]*b.y+a[2][1]*b.z+a[3][1]*b.w, + a[0][2]*b.x+a[1][2]*b.y+a[2][2]*b.z+a[3][2]*b.w, + a[0][3]*b.x+a[1][3]*b.y+a[2][3]*b.z+a[3][3]*b.w); + } +}; +#endif |