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// -*- C++ -*-
/*
 * Simple MultimEdia LiTerator(SMELT)
 * by Chris Xiong 2015
 * api level 1
 * Math header & implementation
 *
 * 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-8
#ifndef PI
#define PI 3.14159265358979323846f
#endif
template<class T>const T& min(const T& a,const T& b){return a<b?a:b;}
template<class T>const T& max(const T& a,const T& b){return a>b?a:b;}

class smMath
{
public:
	double deg2rad(double deg){return deg/180.*PI;}
	double rad2deg(double rad){return rad/PI*180.;}
	double clamprad(double a){while(a<0)a+=2*PI;while(a>2*PI)a-=2*PI;return a;}
	double clampdeg(double a){while(a<0)a+=360.;while(a>360)a-=360.;return a;}
};
class smvec2d
{
public:
	double x,y;
	smvec2d(double _x,double _y){x=_x;y=_y;}
	smvec2d(){x=y=.0;}
	double l(){return sqrt(sqr(x)+sqr(y));}
	void normalize(){double L=l();if(L<EPS)return;x/=L;y/=L;}
	smvec2d getNormalized(){double L=l();if(L<EPS)return smvec2d(0,0);return smvec2d(x/L,y/L);}
	void swap(){double t=x;x=y;y=t;}
	void rotate(double rad){double tx=x*cos(rad)+y*sin(rad),ty=y*cos(rad)-x*sin(rad);x=tx,y=ty;}
	smvec2d getRotate(double rad){double tx=x*cos(rad)+y*sin(rad),ty=y*cos(rad)-x*sin(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 double operator |(smvec2d a,smvec2d b){return a.x*b.x+a.y*b.y;}
	friend double operator *(smvec2d a,smvec2d b){return a.x*b.y-b.x*a.y;}
	friend smvec2d operator *(double a,smvec2d b){return smvec2d(a*b.x,a*b.y);}
	friend smvec2d operator *(smvec2d a,double b){return smvec2d(b*a.x,b*a.y);}
	friend double operator ^(smvec2d a,smvec2d b){return (a|b)/a.l()/b.l();}
};

class smvec3d
{
public:
	double x,y,z;
	smvec3d(double _x,double _y,double _z){x=_x;y=_y;z=_z;}
	smvec3d(smvec2d a){x=a.x;y=a.y;z=.0;}
	smvec3d(){x=y=z=.0;}
	double l(){return sqrt(sqr(x)+sqr(y)+sqr(z));}
	void normalize(){double L=l();if(L<EPS)return;x/=L;y/=L;z/=L;}
	smvec3d getNormalized(){double 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 double 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 *(double a,smvec3d b){return smvec3d(a*b.x,a*b.y,a*b.z);}
	friend smvec3d operator *(smvec3d a,double b){return smvec3d(b*a.x,b*a.y,b*a.z);}
	friend double operator ^(smvec3d a,smvec3d b){return (a|b)/a.l()/b.l();}
};

class smMatrix
{
public:
	double 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 smMatrix &copy){for(int i=0;i<16;++i)m[i]=copy.m[i];}
	double* 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 rotate(double a,double x,double y,double z)
	{
		if(smvec3d(x,y,z).l()<=EPS)return;
		if(fabs(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;
		tmp[0][0]=x*x*(1-cos(a))+cos(a);
		tmp[1][0]=x*y*(1-cos(a))-z*sin(a);
		tmp[2][0]=x*z*(1-cos(a))+y*sin(a);
		tmp[0][1]=y*x*(1-cos(a))+z*sin(a);
		tmp[1][1]=y*y*(1-cos(a))+cos(a);
		tmp[2][1]=y*z*(1-cos(a))-x*sin(a);
		tmp[0][2]=x*z*(1-cos(a))-y*sin(a);
		tmp[1][2]=y*z*(1-cos(a))+x*sin(a);
		tmp[2][2]=z*z*(1-cos(a))+cos(a);
		tmp[3][3]=1;
		*this=*this*tmp;
	}
	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[i][j]+=a[i][k]*b[k][j];
		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);
	}
};
#endif