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authormattkae <mattkae@protonmail.com>2022-03-05 18:48:37 -0500
committermattkae <mattkae@protonmail.com>2022-03-05 18:48:37 -0500
commit1db914466663a1e4d0d827b8b9bd18840d7742eb (patch)
treed43b24947c71e4ce18321cf86672e4d52ecb9a11 /themes
parentdd573a9bad435f7f16dd26458c8f0129eb6e54fe (diff)
Updating the mathlib
Diffstat (limited to 'themes')
-rw-r--r--themes/TreeShape.cpp8
-rw-r--r--themes/mathlib.cpp103
-rw-r--r--themes/mathlib.h22
3 files changed, 122 insertions, 11 deletions
diff --git a/themes/TreeShape.cpp b/themes/TreeShape.cpp
index 08170ea..1680c55 100644
--- a/themes/TreeShape.cpp
+++ b/themes/TreeShape.cpp
@@ -6,10 +6,10 @@
#include <ctime>
void TreeBranchLoadData::fillVertices(Renderer2dVertex* vertices, int branchTier) {
- bottomLeft = Vector2 { position.x - width / 2.f, position.y }.rotateAbout(rotation, position);
- bottomRight = Vector2 { position.x + width / 2.f, position.y }.rotateAbout(rotation, position);
- topLeft = (Vector2 { position.x - width / 2.f, position.y + height }).rotateAbout(rotation, position);
- topRight = (Vector2 { position.x + width / 2.f, position.y + height }).rotateAbout(rotation, position);
+ bottomLeft = Vector2 { position.x - width / 2.f, position.y }.rotateAround(rotation, position);
+ bottomRight = Vector2 { position.x + width / 2.f, position.y }.rotateAround(rotation, position);
+ topLeft = (Vector2 { position.x - width / 2.f, position.y + height }).rotateAround(rotation, position);
+ topRight = (Vector2 { position.x + width / 2.f, position.y + height }).rotateAround(rotation, position);
topMidpoint = topLeft + (topRight - topLeft) / 2.f;
diff --git a/themes/mathlib.cpp b/themes/mathlib.cpp
index ee9bb1d..2e92aa8 100644
--- a/themes/mathlib.cpp
+++ b/themes/mathlib.cpp
@@ -80,10 +80,14 @@ Vector2 Vector2::rotate(float angle) {
};
}
-Vector2 Vector2::rotateAbout(float angle, Vector2 p) {
- Vector2 prev = { x - p.x, y - p.y }; // Translate the point back to the origin
- Vector2 rot = prev.rotate(angle); // Do the rotation
- return { rot.x + p.x, rot.y + p.y }; // Translate back to original position
+Vector2 Vector2::rotateAround(float angle, const Vector2& other) {
+ Vector2 point = { x - other.x, y - other.y };
+ point = {
+ point.x * cosf(angle) - point.y * sinf(angle),
+ point.x * sinf(angle) + point.y * cosf(angle)
+ };
+ point = point + other;
+ return point;
}
void Vector2::printDebug(const char* name) {
@@ -216,6 +220,10 @@ float Vector3::operator [](int index) {
}
}
+void Vector2::operator=(const Vector4& other) {
+ x = other.x;
+ y = other.y;
+}
void Vector3::printDebug(const char* name) {
printf("%s=Vector3(%f, %f, %f)\n", name, x, y, z);
@@ -240,6 +248,20 @@ Vector4::Vector4(float inX, float inY, float inZ, float inW) {
w = inW;
}
+Vector4::Vector4(Vector2& v) {
+ x = v.x;
+ y = v.y;
+ z = 0;
+ w = 1;
+}
+
+Vector4::Vector4(Vector3& v) {
+ x = v.x;
+ y = v.y;
+ z = v.z;
+ w = 1;
+}
+
Vector4 Vector4::fromColor(float r, float g, float b, float a) {
float scale = 1.f / 255.f;
return { r * scale, g * scale, b * scale, a * scale };
@@ -304,6 +326,24 @@ Vector4 Vector4::cross(const Vector4& other) {
};
}
+Vector4 lerp(Vector4 start, Vector4 end, float t) {
+ return (end - start) * t + start;
+}
+
+void Vector4::operator=(const Vector2& v2) {
+ x = v2.x;
+ y = v2.y;
+ z = 0;
+ w = 1;
+}
+
+void Vector4::operator=(const Vector3& v2) {
+ x = v2.x;
+ y = v2.y;
+ z = v2.z;
+ w = 1;
+}
+
Vector4 Vector4::operator+(const Vector4& v2) {
return add(v2);
}
@@ -348,6 +388,7 @@ void Vector4::printDebug(const char* name) {
printf("%s=Vector4(%f, %f, %f, %f)\n", name, x, y, z, w);
}
+
// ***************************************
// Mat4x4
Mat4x4 Mat4x4::copy() {
@@ -533,6 +574,14 @@ void Mat4x4::print() {
// ***************************************
// Quaternion
+Quaternion::Quaternion() { };
+
+Quaternion::Quaternion(float inW, float inX, float inY, float inZ) {
+ w = inW;
+ x = inX;
+ y = inY;
+ z = inZ;
+}
float Quaternion::operator [](int index) {
switch (index) {
@@ -624,6 +673,32 @@ Quaternion Quaternion::normalize() const {
};
}
+/*Mat4x4 Quaternion::toMatrix() const {
+ return {
+ {
+ 1 - 2 * (y * y - z * z),
+ 2 * (x * y - z * w),
+ 2 * (x * z + w * y),
+ 0,
+
+ 2 * (x * y + w * z),
+ 1 - 2 * (x * x - z * z),
+ 2 * (y * z - w * x),
+ 0,
+
+ 2 * (x * z - w * y),
+ 2 * (y * z + w * x),
+ 1 - 2 * (x * x - y * y),
+ 0,
+
+ 0,
+ 0,
+ 0,
+ 1
+ }
+ };
+}*/
+
Mat4x4 Quaternion::toMatrix() const {
return {
{
@@ -663,3 +738,23 @@ Quaternion quaternionFromRotation(Vector3 axis, float angleRadians) {
axis.z * sinHalfAngRad
};
}
+
+Quaternion quaternionFromEulerAngle(float yaw, float pitch, float roll) {
+ float cy = cosf(yaw * 0.5f);
+ float sy = sinf(yaw * 0.5f);
+ float cp = cosf(pitch * 0.5f);
+ float sp = sinf(pitch * 0.5f);
+ float cr = cosf(roll * 0.5f);
+ float sr = sinf(roll * 0.5f);
+
+ return {
+ cr * cp * cy + sr * sp * sy,
+ sr * cp * cy - cr * sp * sy,
+ cr * sp * cy + sr * cp * sy,
+ cr * cp * sy - sr * sp * cy
+ };
+}
+
+void Quaternion::printDebug(const char* name) {
+ printf("%s=Quaternion(%f, %f, %f, %f)\n", name, x, y, z, w);
+}
diff --git a/themes/mathlib.h b/themes/mathlib.h
index 82f85a2..f89addc 100644
--- a/themes/mathlib.h
+++ b/themes/mathlib.h
@@ -18,9 +18,13 @@
#define ABS(x) (x < 0 ? -x : x)
#define SIGN(x) (x < 0 ? -1 : 1)
#define PI 3.141592653589793238463
+#define E 2.71828182845904523536
#define DEG_TO_RAD(x) (x * (PI / 180.f))
#define RAD_TO_DEG(x) (x * (180.f / PI))
+struct Vector4;
+
+
// -- Random
inline float randomFloatBetween(float min, float max) {
float random = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
@@ -36,19 +40,20 @@ struct Vector2 {
float y = 0;
Vector2();
- Vector2(float x, float y);
+ Vector2(float inX, float inY);
Vector2 operator+(Vector2 other);
Vector2& operator+=(Vector2 other);
Vector2 operator-(Vector2 other);
Vector2 operator*(float s);
Vector2 operator/(float s);
+ void operator=(const Vector4& other);
float dot(Vector2 other);
float length();
Vector2 normalize();
Vector2 negate();
Vector2 getPerp();
Vector2 rotate(float angle);
- Vector2 rotateAbout(float angle, Vector2 p);
+ Vector2 rotateAround(float angle, const Vector2& other);
float determinant(Vector2 other);
void printDebug(const char* name);
@@ -95,6 +100,8 @@ struct Vector4 {
Vector4(float inX, float inY, float inZ, float inW);
Vector4 fromColor(float r, float g, float b, float a);
Vector4 toNormalizedColor();
+ Vector4(Vector2& v);
+ Vector4(Vector3& v);
float length();
Vector4 normalize();
@@ -105,6 +112,8 @@ struct Vector4 {
Vector4 negate();
Vector4 cross(const Vector4& other);
+ void operator=(const Vector2& v2);
+ void operator=(const Vector3& v2);
Vector4 operator+(const Vector4& v2);
Vector4 operator-(const Vector4& v2);
Vector4 operator-();
@@ -115,6 +124,8 @@ struct Vector4 {
void printDebug(const char* name);
};
+Vector4 lerp(Vector4 start, Vector4 end, float t);
+
struct Mat4x4 {
float m[16] = {
1, 0, 0, 0,
@@ -143,11 +154,13 @@ struct Mat4x4 {
};
struct Quaternion {
- float w = 0;
+ float w = 1;
float x = 0;
float y = 0;
float z = 0;
+ Quaternion();
+ Quaternion(float inW, float inX, float inY, float inZ);
float operator [](int index);
Quaternion operator*(const Quaternion& other) const;
Quaternion operator*(const float& scale) const;
@@ -158,6 +171,9 @@ struct Quaternion {
Quaternion normalize() const;
float length() const;
float dot(const Quaternion& other) const;
+
+ void printDebug(const char* name);
};
Quaternion quaternionFromRotation(Vector3 axis, float angleRadians);
+Quaternion quaternionFromEulerAngle(float yaw, float pitch, float roll);