templated vec2. updated a bunch of stuff.

This commit is contained in:
Yggdrasil75
2026-01-09 08:42:05 -05:00
parent 4a98b10189
commit 1a73679f4e
5 changed files with 345 additions and 136 deletions

View File

@@ -1,5 +1,7 @@
#include <iostream> #include <iostream>
#include <vector> #include <vector>
#include <chrono>
#include <thread>
#include "../util/grid/grid3.hpp" #include "../util/grid/grid3.hpp"
#include "../util/output/bmpwriter.hpp" #include "../util/output/bmpwriter.hpp"
#include "../util/output/frame.hpp" #include "../util/output/frame.hpp"
@@ -53,10 +55,10 @@ void setup(defaults config, VoxelGrid& grid) {
std::cout << "Noise grid generation complete!" << std::endl; std::cout << "Noise grid generation complete!" << std::endl;
} }
void livePreview(VoxelGrid& grid, defaults config, Camera cam) { void livePreview(VoxelGrid& grid, defaults& config, const Camera& cam) {
std::lock_guard<std::mutex> lock(PreviewMutex); std::lock_guard<std::mutex> lock(PreviewMutex);
updatePreview = true; updatePreview = true;
frame currentPreviewFrame = grid.renderFrame(cam.posfor.origin, cam.posfor.direction, cam.up, cam.fov, config.outWidth, config.outHeight, frame::colormap::BGR); frame currentPreviewFrame = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB);
glGenTextures(1, &textu); glGenTextures(1, &textu);
glBindTexture(GL_TEXTURE_2D, textu); glBindTexture(GL_TEXTURE_2D, textu);
@@ -68,13 +70,11 @@ void livePreview(VoxelGrid& grid, defaults config, Camera cam) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(), glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(),
0, GL_RGB, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data()); 0, GL_RGB, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data());
std::cout << "freeing previous frame" << std::endl;
//currentPreviewFrame.free();
updatePreview = false; updatePreview = false;
textureInitialized = true; textureInitialized = true;
} }
bool savePreview(VoxelGrid& grid, defaults config, Camera cam) { bool savePreview(VoxelGrid& grid, defaults& config, const Camera& cam) {
TIME_FUNCTION; TIME_FUNCTION;
std::vector<uint8_t> renderBuffer; std::vector<uint8_t> renderBuffer;
@@ -82,7 +82,7 @@ bool savePreview(VoxelGrid& grid, defaults config, Camera cam) {
size_t height = config.outHeight; size_t height = config.outHeight;
// Render the view // Render the view
frame output = grid.renderFrame(cam.posfor.origin, cam.posfor.direction, cam.up, cam.fov, config.outWidth, config.outHeight, frame::colormap::RGB); frame output = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB);
//grid.renderOut(renderBuffer, width, height, cam); //grid.renderOut(renderBuffer, width, height, cam);
// Save to BMP // Save to BMP
@@ -104,6 +104,64 @@ static void glfw_error_callback(int error, const char* description)
fprintf(stderr, "GLFW Error %d: %s\n", error, description); fprintf(stderr, "GLFW Error %d: %s\n", error, description);
} }
// Camera movement function
void handleCameraMovement(GLFWwindow* window, Camera& cam, float deltaTime) {
float moveSpeed = 50.0f * deltaTime; // Adjust speed as needed
float rotateSpeed = 50.0f * deltaTime; // Rotation speed
// Get camera vectors
Vec3f forward = cam.posfor.direction.normalized();
Vec3f up = cam.up.normalized();
Vec3f right = forward.cross(up).normalized();
// Position movement
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
cam.posfor.origin = cam.posfor.origin + forward * moveSpeed;
}
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
cam.posfor.origin = cam.posfor.origin - forward * moveSpeed;
}
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
cam.posfor.origin = cam.posfor.origin - right * moveSpeed;
}
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
cam.posfor.origin = cam.posfor.origin + right * moveSpeed;
}
// Vertical movement (optional - add with PageUp/PageDown or other keys)
if (glfwGetKey(window, GLFW_KEY_PAGE_UP) == GLFW_PRESS) {
cam.posfor.origin = cam.posfor.origin + up * moveSpeed;
}
if (glfwGetKey(window, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS) {
cam.posfor.origin = cam.posfor.origin - up * moveSpeed;
}
// Camera rotation (using WASD or other keys for rotation)
// For simplicity, let's add rotation with Q/E for yaw and R/F for pitch
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
// Rotate left (yaw)
float yaw = -rotateSpeed * deltaTime;
// You'll need to add rotation logic to your Camera class
// For now, let's assume Camera has a rotateYaw method
cam.rotateYaw(yaw);
}
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
// Rotate right (yaw)
float yaw = rotateSpeed * deltaTime;
cam.rotateYaw(yaw);
}
if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
// Look up (pitch)
float pitch = rotateSpeed * deltaTime;
cam.rotatePitch(pitch);
}
if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
// Look down (pitch)
float pitch = -rotateSpeed * deltaTime;
cam.rotatePitch(pitch);
}
}
int main() { int main() {
glfwSetErrorCallback(glfw_error_callback); glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) { if (!glfwInit()) {
@@ -147,7 +205,7 @@ int main() {
return 1; return 1;
} }
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSwapInterval(1); glfwSwapInterval(1);
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@@ -171,14 +229,58 @@ int main() {
bool gridInitialized = false; bool gridInitialized = false;
Camera cam(config.gridWidth, Vec3f(0,0,0), Vec3f(0,1,0), 80); Camera cam(config.gridWidth, Vec3f(0,0,0), Vec3f(0,1,0), 80);
// Variables for framerate limiting
const double targetFrameTime = 1.0 / config.fps; // 30 FPS
double lastFrameTime = glfwGetTime();
double accumulator = 0.0;
// For camera movement
bool cameraMoved = false;
double lastUpdateTime = glfwGetTime();
while (!glfwWindowShouldClose(window)) { while (!glfwWindowShouldClose(window)) {
double currentTime = glfwGetTime();
double deltaTime = currentTime - lastFrameTime;
lastFrameTime = currentTime;
// Accumulate time
accumulator += deltaTime;
// Limit framerate
if (accumulator < targetFrameTime) {
std::this_thread::sleep_for(std::chrono::duration<double>(targetFrameTime - accumulator));
currentTime = glfwGetTime();
accumulator = targetFrameTime;
}
// Handle camera movement
if (gridInitialized) {
float frameDeltaTime = static_cast<float>(targetFrameTime); // Use fixed delta for consistent movement
handleCameraMovement(window, cam, frameDeltaTime);
// Check if any camera movement keys are pressed
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_PAGE_UP) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS ||
glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
cameraMoved = true;
}
}
glfwPollEvents(); glfwPollEvents();
// Start the Dear ImGui frame // Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame(); ImGui::NewFrame();
{ {
ImGui::Begin("settings"); ImGui::Begin("settings");
@@ -199,6 +301,22 @@ int main() {
setup(config, grid); setup(config, grid);
gridInitialized = true; gridInitialized = true;
savePreview(grid, config, cam); savePreview(grid, config, cam);
cameraMoved = true; // Force preview update after generation
}
// Display camera position
if (gridInitialized) {
ImGui::Separator();
ImGui::Text("Camera Position:");
ImGui::Text("X: %.2f, Y: %.2f, Z: %.2f",
cam.posfor.origin.x,
cam.posfor.origin.y,
cam.posfor.origin.z);
ImGui::Text("Controls:");
ImGui::BulletText("Arrow Keys: Move camera");
ImGui::BulletText("Page Up/Down: Move vertically");
ImGui::BulletText("Q/E: Rotate left/right");
ImGui::BulletText("R/F: Rotate up/down");
} }
ImGui::End(); ImGui::End();
@@ -208,7 +326,7 @@ int main() {
ImGui::Begin("Preview"); ImGui::Begin("Preview");
if (gridInitialized && textureInitialized) { if (gridInitialized && textureInitialized) {
ImGui::Image((void*)(intptr_t)textu,ImVec2(config.outWidth, config.outHeight)); ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight));
} else if (gridInitialized) { } else if (gridInitialized) {
ImGui::Text("Preview not generated yet"); ImGui::Text("Preview not generated yet");
} else { } else {
@@ -218,11 +336,19 @@ int main() {
ImGui::End(); ImGui::End();
} }
if (gridInitialized && updatePreview == false) { // Update preview if camera moved or enough time has passed
livePreview(grid, config, cam); if (gridInitialized && !updatePreview) {
double timeSinceLastUpdate = currentTime - lastUpdateTime;
if (cameraMoved || timeSinceLastUpdate > 0.1) { // Update at least every 0.1 seconds
livePreview(grid, config, cam);
lastUpdateTime = currentTime;
cameraMoved = false;
}
} }
// Reset accumulator for next frame
accumulator -= targetFrameTime;
// std::cout << "ending frame" << std::endl;
ImGui::Render(); ImGui::Render();
int display_w, display_h; int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h); glfwGetFramebufferSize(window, &display_w, &display_h);

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@@ -2,6 +2,7 @@
#define GRID3_HPP #define GRID3_HPP
#include <unordered_map> #include <unordered_map>
#include "../vectorlogic/vec2.hpp"
#include "../vectorlogic/vec3.hpp" #include "../vectorlogic/vec3.hpp"
#include "../vectorlogic/vec4.hpp" #include "../vectorlogic/vec4.hpp"
#include "../timing_decorator.hpp" #include "../timing_decorator.hpp"
@@ -24,6 +25,38 @@ struct Camera {
Vec3f up; Vec3f up;
float fov; float fov;
Camera(Vec3f pos, Vec3f viewdir, Vec3f up, float fov = 80) : posfor(Ray3f(pos, viewdir)), up(up), fov(fov) {} Camera(Vec3f pos, Vec3f viewdir, Vec3f up, float fov = 80) : posfor(Ray3f(pos, viewdir)), up(up), fov(fov) {}
void rotateYaw(float angle) {
float cosA = cos(angle);
float sinA = sin(angle);
Vec3f right = posfor.direction.cross(up).normalized();
posfor.direction = posfor.direction * cosA + right * sinA;
posfor.direction = posfor.direction.normalized();
}
void rotatePitch(float angle) {
float cosA = cos(angle);
float sinA = sin(angle);
Vec3f right = posfor.direction.cross(up).normalized();
posfor.direction = posfor.direction * cosA + up * sinA;
posfor.direction = posfor.direction.normalized();
up = right.cross(posfor.direction).normalized();
}
Vec3f forward() const {
return (posfor.direction - posfor.origin).normalized();
}
Vec3f right() const {
return forward().cross(up).normalized();
}
float fovRad() const {
return fov * (M_PI / 180);
}
}; };
class VoxelGrid { class VoxelGrid {
@@ -207,30 +240,28 @@ public:
int getDepth() const { int getDepth() const {
return gridSize.z; return gridSize.z;
} }
frame renderFrame(const Vec3f& CamPos, const Vec3f& dir, const Vec3f& up, float fov, int outW, int outH, frame::colormap colorformat = frame::colormap::RGB) { frame renderFrame(const Camera& cam, Vec2i resolution, frame::colormap colorformat = frame::colormap::RGB) {
TIME_FUNCTION; TIME_FUNCTION;
Vec3f forward = (dir - CamPos).normalized(); Vec3f forward = cam.forward();
Vec3f right = forward.cross(up).normalized(); Vec3f right = cam.right();
Vec3f upCor = right.cross(forward).normalized(); Vec3f upCor = right.cross(forward).normalized();
float aspect = static_cast<float>(outW) / static_cast<float>(outH); float aspect = resolution.aspect();
float fovRad = radians(fov); float fovRad = cam.fovRad();
float viewH = 2 * tan(fovRad / 2); float viewH = 2 * tan(fovRad / 2);
float viewW = viewH * aspect; float viewW = viewH * aspect;
float maxDist = std::sqrt(gridSize.lengthSquared()) * binSize; float maxDist = std::sqrt(gridSize.lengthSquared()) * binSize;
frame outFrame(outH, outW, frame::colormap::RGB); frame outFrame(resolution.x, resolution.y, frame::colormap::RGB);
std::vector<uint8_t> colorBuffer(outW * outH * 3); std::vector<uint8_t> colorBuffer(resolution.x * resolution.y * 3);
std::cout << "a" << std::endl;
#pragma omp parallel for #pragma omp parallel for
for (int y = 0; y < outH; y++) { for (int y = 0; y < resolution.x; y++) {
float v = (static_cast<float>(y) / static_cast<float>(outH - 1)) - 0.5f; float v = (static_cast<float>(y) / static_cast<float>(resolution.x - 1)) - 0.5f;
std::cout << "b"; for (int x = 0; x < resolution.y; x++) {
for (int x = 0; x < outW; x++) {
std::vector<Vec3i> hitVoxels; std::vector<Vec3i> hitVoxels;
float u = (static_cast<float>(x) / static_cast<float>(outW - 1)) - 0.5f; float u = (static_cast<float>(x) / static_cast<float>(resolution.y - 1)) - 0.5f;
Vec3f rayDirWorld = (forward + right * (u * viewW) + upCor * (v * viewH)).normalized(); Vec3f rayDirWorld = (forward + right * (u * viewW) + upCor * (v * viewH)).normalized();
Vec3f rayEnd = CamPos + rayDirWorld * maxDist; Vec3f rayEnd = cam.posfor.origin + rayDirWorld * maxDist;
Vec3d rayStartGrid = CamPos.toDouble() / binSize; Vec3d rayStartGrid = cam.posfor.origin.toDouble() / binSize;
Vec3d rayEndGrid = rayEnd.toDouble() / binSize; Vec3d rayEndGrid = rayEnd.toDouble() / binSize;
voxelTraverse(rayStartGrid, rayEndGrid, hitVoxels); voxelTraverse(rayStartGrid, rayEndGrid, hitVoxels);
Vec3ui8 hitColor(10, 10, 255); Vec3ui8 hitColor(10, 10, 255);
@@ -244,34 +275,31 @@ public:
} }
} }
} }
std::cout << "c";
hitVoxels.clear(); hitVoxels.clear();
hitVoxels.shrink_to_fit(); hitVoxels.shrink_to_fit();
// Set pixel color in buffer // Set pixel color in buffer
switch (colorformat) { switch (colorformat) {
case frame::colormap::RGB: {
int idx = (y * outW + x) * 3;
colorBuffer[idx + 0] = hitColor.x;
colorBuffer[idx + 1] = hitColor.y;
colorBuffer[idx + 2] = hitColor.z;
break;
}
case frame::colormap::BGRA: { case frame::colormap::BGRA: {
int idx = (y * outW + x) * 4; int idx = (y * resolution.y + x) * 4;
colorBuffer[idx + 3] = hitColor.x; colorBuffer[idx + 3] = hitColor.x;
colorBuffer[idx + 2] = hitColor.y; colorBuffer[idx + 2] = hitColor.y;
colorBuffer[idx + 1] = hitColor.z; colorBuffer[idx + 1] = hitColor.z;
colorBuffer[idx + 0] = 255; colorBuffer[idx + 0] = 255;
break; break;
} }
case frame::colormap::RGB:
default: {
int idx = (y * resolution.y + x) * 3;
colorBuffer[idx + 0] = hitColor.x;
colorBuffer[idx + 1] = hitColor.y;
colorBuffer[idx + 2] = hitColor.z;
break;
}
} }
} }
std::cout << "b" << std::endl;
} }
outFrame.setData(colorBuffer); outFrame.setData(colorBuffer);
std::cout << "d" << std::endl;
return outFrame; return outFrame;
} }
}; };

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@@ -23,12 +23,12 @@ private:
return t * t * t * (t * (t * 6 - 15) + 10); return t * t * t * (t * (t * 6 - 15) + 10);
} }
Vec2 GetConstantVector(int v) { Vec2f GetConstantVector(int v) {
int h = v & 3; int h = v & 3;
if (h == 0) return Vec2(1,1); if (h == 0) return Vec2f(1,1);
else if (h == 1) return Vec2(-1,1); else if (h == 1) return Vec2f(-1,1);
else if (h == 2) return Vec2(-1,-1); else if (h == 2) return Vec2f(-1,-1);
else return Vec2(1,-1); else return Vec2f(1,-1);
} }
Vec3ui8 GetConstantVector3(int v) { Vec3ui8 GetConstantVector3(int v) {
@@ -70,7 +70,8 @@ public:
initializePermutation(); initializePermutation();
} }
float permute(Vec2 point) { template<typename T>
float permute(Vec2<T> point) {
TIME_FUNCTION; TIME_FUNCTION;
float x = point.x; float x = point.x;
float y = point.y; float y = point.y;

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@@ -5,12 +5,17 @@
#include <algorithm> #include <algorithm>
#include <string> #include <string>
template<typename T>
class Vec2 { class Vec2 {
public: public:
float x, y; T x, y;
Vec2() : x(0), y(0) {} Vec2() : x(0), y(0) {}
Vec2(float x, float y) : x(x), y(y) {} Vec2(T x, T y) : x(x), y(y) {}
template<typename U>
explicit Vec2(const Vec2<U>& other) : x(static_cast<T>(other.x)), y(static_cast<T>(other.y)) {}
Vec2& move(const Vec2 newpos) { Vec2& move(const Vec2 newpos) {
x = newpos.x; x = newpos.x;
y = newpos.y; y = newpos.y;
@@ -32,29 +37,34 @@ class Vec2 {
Vec2 operator/(const Vec2& other) const { Vec2 operator/(const Vec2& other) const {
return Vec2(x / other.x, y / other.y); return Vec2(x / other.x, y / other.y);
} }
Vec2 operator+(float scalar) const { template<typename U>
Vec2 operator+(U scalar) const {
return Vec2(x + scalar, y + scalar); return Vec2(x + scalar, y + scalar);
} }
Vec2 operator-(float scalar) const { template<typename U>
Vec2 operator-(U scalar) const {
return Vec2(x - scalar, y - scalar); return Vec2(x - scalar, y - scalar);
} }
Vec2 operator-() const { Vec2 operator-() const {
return Vec2(-x, -y); return Vec2(-x, -y);
} }
Vec2 operator*(float scalar) const { template<typename U>
Vec2 operator*(U scalar) const {
return Vec2(x * scalar, y * scalar); return Vec2(x * scalar, y * scalar);
} }
Vec2 operator/(float scalar) const { template<typename U>
Vec2 operator/(U scalar) const {
return Vec2(x / scalar, y / scalar); return Vec2(x / scalar, y / scalar);
} }
Vec2& operator=(float scalar) { template<typename U>
x = y = scalar; Vec2& operator=(U scalar) {
x = y = static_cast<T>(scalar);
return *this; return *this;
} }
@@ -82,57 +92,64 @@ class Vec2 {
return *this; return *this;
} }
Vec2& operator+=(float scalar) { template<typename U>
Vec2& operator+=(U scalar) {
x += scalar; x += scalar;
y += scalar; y += scalar;
return *this; return *this;
} }
Vec2& operator-=(float scalar) { template<typename U>
Vec2& operator-=(U scalar) {
x -= scalar; x -= scalar;
y -= scalar; y -= scalar;
return *this; return *this;
} }
Vec2& operator*=(float scalar) { template<typename U>
Vec2& operator*=(U scalar) {
x *= scalar; x *= scalar;
y *= scalar; y *= scalar;
return *this; return *this;
} }
Vec2& operator/=(float scalar) { template<typename U>
Vec2& operator/=(U scalar) {
x /= scalar; x /= scalar;
y /= scalar; y /= scalar;
return *this; return *this;
} }
float dot(const Vec2& other) const { T dot(const Vec2& other) const {
return x * other.x + y * other.y; return x * other.x + y * other.y;
} }
float length() const { template<typename U = float>
return std::sqrt(x * x + y * y); U length() const {
return std::sqrt(static_cast<U>(x * x + y * y));
} }
float lengthSquared() const { T lengthSquared() const {
return x * x + y * y; return x * x + y * y;
} }
float distance(const Vec2& other) const { template<typename U = float>
return (*this - other).length(); U distance(const Vec2& other) const {
return (*this - other).template length<U>();
} }
float distanceSquared(const Vec2& other) const { T distanceSquared(const Vec2& other) const {
Vec2 diff = *this - other; Vec2 diff = *this - other;
return diff.x * diff.x + diff.y * diff.y; return diff.x * diff.x + diff.y * diff.y;
} }
Vec2 normalized() const { template<typename U = float>
float len = length(); Vec2<U> normalized() const {
auto len = length<U>();
if (len > 0) { if (len > 0) {
return *this / len; return Vec2<U>(static_cast<U>(x) / len, static_cast<U>(y) / len);
} }
return *this; return Vec2<U>(static_cast<U>(x), static_cast<U>(y));
} }
bool operator==(const Vec2& other) const { bool operator==(const Vec2& other) const {
@@ -190,118 +207,155 @@ class Vec2 {
); );
} }
Vec2 clamp(float minVal, float maxVal) const { template<typename U>
Vec2 clamp(U minVal, U maxVal) const {
return Vec2( return Vec2(
std::clamp(x, minVal, maxVal), std::clamp(x, static_cast<T>(minVal), static_cast<T>(maxVal)),
std::clamp(y, minVal, maxVal) std::clamp(y, static_cast<T>(minVal), static_cast<T>(maxVal))
); );
} }
bool isZero(float epsilon = 1e-10f) const { template<typename U = float>
return std::abs(x) < epsilon && std::abs(y) < epsilon; bool isZero(U epsilon = static_cast<U>(1e-10)) const {
return std::abs(static_cast<U>(x)) < epsilon &&
std::abs(static_cast<U>(y)) < epsilon;
} }
bool equals(const Vec2& other, float epsilon = 1e-10f) const { template<typename U = float>
return std::abs(x - other.x) < epsilon && bool equals(const Vec2& other, U epsilon = static_cast<U>(1e-10)) const {
std::abs(y - other.y) < epsilon; return std::abs(static_cast<U>(x - other.x)) < epsilon &&
std::abs(static_cast<U>(y - other.y)) < epsilon;
} }
friend Vec2 operator+(float scalar, const Vec2& vec) {
return Vec2(scalar + vec.x, scalar + vec.y);
}
friend Vec2 operator-(float scalar, const Vec2& vec) {
return Vec2(scalar - vec.x, scalar - vec.y);
}
friend Vec2 operator*(float scalar, const Vec2& vec) {
return Vec2(scalar * vec.x, scalar * vec.y);
}
friend Vec2 operator/(float scalar, const Vec2& vec) {
return Vec2(scalar / vec.x, scalar / vec.y);
}
Vec2 perpendicular() const { Vec2 perpendicular() const {
return Vec2(-y, x); return Vec2(-y, x);
} }
Vec2 reflect(const Vec2& normal) const { template<typename U = float>
return *this - 2.0f * this->dot(normal) * normal; Vec2<U> reflect(const Vec2<U>& normal) const {
auto this_f = Vec2<U>(static_cast<U>(x), static_cast<U>(y));
return this_f - static_cast<U>(2.0) * this_f.dot(normal) * normal;
} }
Vec2 lerp(const Vec2& other, float t) const { template<typename U = float>
t = std::clamp(t, 0.0f, 1.0f); Vec2<U> lerp(const Vec2<U>& other, U t) const {
return *this + (other - *this) * t; t = std::clamp(t, static_cast<U>(0.0), static_cast<U>(1.0));
auto this_f = Vec2<U>(static_cast<U>(x), static_cast<U>(y));
return this_f + (other - this_f) * t;
} }
Vec2 slerp(const Vec2& other, float t) const { template<typename U = float>
t = std::clamp(t, 0.0f, 1.0f); Vec2<U> slerp(const Vec2<U>& other, U t) const {
float dot = this->dot(other); t = std::clamp(t, static_cast<U>(0.0), static_cast<U>(1.0));
dot = std::clamp(dot, -1.0f, 1.0f); auto this_f = Vec2<U>(static_cast<U>(x), static_cast<U>(y));
U dot = this_f.dot(other);
dot = std::clamp(dot, static_cast<U>(-1.0), static_cast<U>(1.0));
float theta = std::acos(dot) * t; U theta = std::acos(dot) * t;
Vec2 relative = other - *this * dot; auto relative = other - this_f * dot;
relative = relative.normalized(); relative = relative.normalized();
return (*this * std::cos(theta)) + (relative * std::sin(theta)); return (this_f * std::cos(theta)) + (relative * std::sin(theta));
} }
Vec2 rotate(float angle) const { template<typename U = float>
float cosA = std::cos(angle); Vec2<U> rotate(U angle) const {
float sinA = std::sin(angle); U cosA = std::cos(angle);
return Vec2(x * cosA - y * sinA, x * sinA + y * cosA); U sinA = std::sin(angle);
return Vec2<U>(
static_cast<U>(x) * cosA - static_cast<U>(y) * sinA,
static_cast<U>(x) * sinA + static_cast<U>(y) * cosA
);
} }
float angle() const { template<typename U = float>
return std::atan2(y, x); U angle() const {
return std::atan2(static_cast<U>(y), static_cast<U>(x));
} }
float angleTo(const Vec2& other) const { template<typename U = float>
return std::acos(this->dot(other) / (this->length() * other.length())); U angleTo(const Vec2<U>& other) const {
auto this_f = Vec2<U>(static_cast<U>(x), static_cast<U>(y));
return std::acos(this_f.dot(other) / (this_f.length() * other.length()));
} }
float directionTo(const Vec2& other) const { template<typename U = float>
Vec2 direction = other - *this; U directionTo(const Vec2<U>& other) const {
auto this_f = Vec2<U>(static_cast<U>(x), static_cast<U>(y));
auto direction = other - this_f;
return direction.angle(); return direction.angle();
} }
float& operator[](int index) { T& operator[](int index) {
return (&x)[index]; return (&x)[index];
} }
const float& operator[](int index) const { const T& operator[](int index) const {
return (&x)[index]; return (&x)[index];
} }
std::string toString() const { std::string toString() const {
return "(" + std::to_string(x) + ", " + std::to_string(y) + ")"; return "(" + std::to_string(x) + ", " + std::to_string(y) + ")";
} }
std::ostream& operator<<(std::ostream& os) { std::ostream& operator<<(std::ostream& os) {
os << toString(); os << toString();
return os; return os;
} }
struct Hash { struct Hash {
std::size_t operator()(const Vec2& v) const { std::size_t operator()(const Vec2& v) const {
return std::hash<float>()(v.x) ^ (std::hash<float>()(v.y) << 1); return std::hash<T>()(v.x) ^ (std::hash<T>()(v.y) << 1);
} }
}; };
float aspect() {
return static_cast<float>(x) / static_cast<float>(y);
}
}; };
inline std::ostream& operator<<(std::ostream& os, const Vec2& vec) { template<typename T>
inline std::ostream& operator<<(std::ostream& os, const Vec2<T>& vec) {
os << vec.toString(); os << vec.toString();
return os; return os;
} }
template<typename T, typename U>
auto operator+(U scalar, const Vec2<T>& vec) -> Vec2<decltype(scalar + vec.x)> {
using ResultType = decltype(scalar + vec.x);
return Vec2<ResultType>(scalar + vec.x, scalar + vec.y);
}
template<typename T, typename U>
auto operator-(U scalar, const Vec2<T>& vec) -> Vec2<decltype(scalar - vec.x)> {
using ResultType = decltype(scalar - vec.x);
return Vec2<ResultType>(scalar - vec.x, scalar - vec.y);
}
template<typename T, typename U>
auto operator*(U scalar, const Vec2<T>& vec) -> Vec2<decltype(scalar * vec.x)> {
using ResultType = decltype(scalar * vec.x);
return Vec2<ResultType>(scalar * vec.x, scalar * vec.y);
}
template<typename T, typename U>
auto operator/(U scalar, const Vec2<T>& vec) -> Vec2<decltype(scalar / vec.x)> {
using ResultType = decltype(scalar / vec.x);
return Vec2<ResultType>(scalar / vec.x, scalar / vec.y);
}
namespace std { namespace std {
template<> template<typename T>
struct hash<Vec2> { struct hash<Vec2<T>> {
size_t operator()(const Vec2& v) const { size_t operator()(const Vec2<T>& v) const {
return hash<float>()(v.x) ^ (hash<float>()(v.y) << 1); return hash<T>()(v.x) ^ (hash<T>()(v.y) << 1);
} }
}; };
} }
using Vec2f = Vec2<float>;
using Vec2d = Vec2<double>;
using Vec2i = Vec2<int>;
using Vec2u = Vec2<unsigned int>;
#endif #endif

View File

@@ -17,7 +17,7 @@ public:
Vec3(T scalar) : x(scalar), y(scalar), z(scalar) {} Vec3(T scalar) : x(scalar), y(scalar), z(scalar) {}
Vec3(float acd[3]) : x(acd[0]), y(acd[1]), z(acd[2]) {} Vec3(float acd[3]) : x(acd[0]), y(acd[1]), z(acd[2]) {}
Vec3(const class Vec2& vec2, T z = 0); Vec3(const class Vec2<T>& vec2, T z = 0);
Vec3& move(const Vec3& newpos) { Vec3& move(const Vec3& newpos) {
x = newpos.x; x = newpos.x;