templated vec2. updated a bunch of stuff.
This commit is contained in:
@@ -1,5 +1,7 @@
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#include <iostream>
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#include <vector>
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#include <chrono>
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#include <thread>
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#include "../util/grid/grid3.hpp"
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#include "../util/output/bmpwriter.hpp"
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#include "../util/output/frame.hpp"
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@@ -53,10 +55,10 @@ void setup(defaults config, VoxelGrid& grid) {
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std::cout << "Noise grid generation complete!" << std::endl;
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}
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void livePreview(VoxelGrid& grid, defaults config, Camera cam) {
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void livePreview(VoxelGrid& grid, defaults& config, const Camera& cam) {
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std::lock_guard<std::mutex> lock(PreviewMutex);
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updatePreview = true;
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frame currentPreviewFrame = grid.renderFrame(cam.posfor.origin, cam.posfor.direction, cam.up, cam.fov, config.outWidth, config.outHeight, frame::colormap::BGR);
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frame currentPreviewFrame = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB);
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glGenTextures(1, &textu);
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glBindTexture(GL_TEXTURE_2D, textu);
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@@ -68,13 +70,11 @@ void livePreview(VoxelGrid& grid, defaults config, Camera cam) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(),
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0, GL_RGB, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data());
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std::cout << "freeing previous frame" << std::endl;
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//currentPreviewFrame.free();
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updatePreview = false;
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textureInitialized = true;
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}
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bool savePreview(VoxelGrid& grid, defaults config, Camera cam) {
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bool savePreview(VoxelGrid& grid, defaults& config, const Camera& cam) {
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TIME_FUNCTION;
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std::vector<uint8_t> renderBuffer;
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@@ -82,7 +82,7 @@ bool savePreview(VoxelGrid& grid, defaults config, Camera cam) {
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size_t height = config.outHeight;
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// Render the view
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frame output = grid.renderFrame(cam.posfor.origin, cam.posfor.direction, cam.up, cam.fov, config.outWidth, config.outHeight, frame::colormap::RGB);
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frame output = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB);
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//grid.renderOut(renderBuffer, width, height, cam);
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// Save to BMP
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@@ -104,6 +104,64 @@ static void glfw_error_callback(int error, const char* description)
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fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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}
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// Camera movement function
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void handleCameraMovement(GLFWwindow* window, Camera& cam, float deltaTime) {
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float moveSpeed = 50.0f * deltaTime; // Adjust speed as needed
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float rotateSpeed = 50.0f * deltaTime; // Rotation speed
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// Get camera vectors
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Vec3f forward = cam.posfor.direction.normalized();
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Vec3f up = cam.up.normalized();
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Vec3f right = forward.cross(up).normalized();
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// Position movement
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if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin + forward * moveSpeed;
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}
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if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin - forward * moveSpeed;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin - right * moveSpeed;
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}
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if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin + right * moveSpeed;
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}
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// Vertical movement (optional - add with PageUp/PageDown or other keys)
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if (glfwGetKey(window, GLFW_KEY_PAGE_UP) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin + up * moveSpeed;
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}
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if (glfwGetKey(window, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin - up * moveSpeed;
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}
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// Camera rotation (using WASD or other keys for rotation)
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// For simplicity, let's add rotation with Q/E for yaw and R/F for pitch
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
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// Rotate left (yaw)
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float yaw = -rotateSpeed * deltaTime;
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// You'll need to add rotation logic to your Camera class
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// For now, let's assume Camera has a rotateYaw method
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cam.rotateYaw(yaw);
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}
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
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// Rotate right (yaw)
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float yaw = rotateSpeed * deltaTime;
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cam.rotateYaw(yaw);
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}
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if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
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// Look up (pitch)
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float pitch = rotateSpeed * deltaTime;
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cam.rotatePitch(pitch);
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}
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if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
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// Look down (pitch)
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float pitch = -rotateSpeed * deltaTime;
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cam.rotatePitch(pitch);
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}
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}
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int main() {
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit()) {
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@@ -172,13 +230,57 @@ int main() {
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Camera cam(config.gridWidth, Vec3f(0,0,0), Vec3f(0,1,0), 80);
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// Variables for framerate limiting
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const double targetFrameTime = 1.0 / config.fps; // 30 FPS
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double lastFrameTime = glfwGetTime();
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double accumulator = 0.0;
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// For camera movement
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bool cameraMoved = false;
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double lastUpdateTime = glfwGetTime();
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while (!glfwWindowShouldClose(window)) {
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double currentTime = glfwGetTime();
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double deltaTime = currentTime - lastFrameTime;
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lastFrameTime = currentTime;
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// Accumulate time
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accumulator += deltaTime;
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// Limit framerate
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if (accumulator < targetFrameTime) {
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std::this_thread::sleep_for(std::chrono::duration<double>(targetFrameTime - accumulator));
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currentTime = glfwGetTime();
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accumulator = targetFrameTime;
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}
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// Handle camera movement
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if (gridInitialized) {
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float frameDeltaTime = static_cast<float>(targetFrameTime); // Use fixed delta for consistent movement
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handleCameraMovement(window, cam, frameDeltaTime);
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// Check if any camera movement keys are pressed
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if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_PAGE_UP) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
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cameraMoved = true;
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}
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}
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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{
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ImGui::Begin("settings");
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@@ -199,6 +301,22 @@ int main() {
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setup(config, grid);
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gridInitialized = true;
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savePreview(grid, config, cam);
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cameraMoved = true; // Force preview update after generation
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}
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// Display camera position
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if (gridInitialized) {
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ImGui::Separator();
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ImGui::Text("Camera Position:");
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ImGui::Text("X: %.2f, Y: %.2f, Z: %.2f",
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cam.posfor.origin.x,
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cam.posfor.origin.y,
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cam.posfor.origin.z);
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ImGui::Text("Controls:");
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ImGui::BulletText("Arrow Keys: Move camera");
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ImGui::BulletText("Page Up/Down: Move vertically");
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ImGui::BulletText("Q/E: Rotate left/right");
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ImGui::BulletText("R/F: Rotate up/down");
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}
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ImGui::End();
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@@ -208,7 +326,7 @@ int main() {
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ImGui::Begin("Preview");
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if (gridInitialized && textureInitialized) {
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ImGui::Image((void*)(intptr_t)textu,ImVec2(config.outWidth, config.outHeight));
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ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight));
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} else if (gridInitialized) {
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ImGui::Text("Preview not generated yet");
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} else {
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@@ -218,11 +336,19 @@ int main() {
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ImGui::End();
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}
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if (gridInitialized && updatePreview == false) {
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livePreview(grid, config, cam);
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// Update preview if camera moved or enough time has passed
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if (gridInitialized && !updatePreview) {
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double timeSinceLastUpdate = currentTime - lastUpdateTime;
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if (cameraMoved || timeSinceLastUpdate > 0.1) { // Update at least every 0.1 seconds
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livePreview(grid, config, cam);
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lastUpdateTime = currentTime;
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cameraMoved = false;
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}
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}
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// std::cout << "ending frame" << std::endl;
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// Reset accumulator for next frame
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accumulator -= targetFrameTime;
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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@@ -2,6 +2,7 @@
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#define GRID3_HPP
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#include <unordered_map>
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#include "../vectorlogic/vec2.hpp"
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#include "../vectorlogic/vec3.hpp"
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#include "../vectorlogic/vec4.hpp"
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#include "../timing_decorator.hpp"
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@@ -24,6 +25,38 @@ struct Camera {
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Vec3f up;
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float fov;
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Camera(Vec3f pos, Vec3f viewdir, Vec3f up, float fov = 80) : posfor(Ray3f(pos, viewdir)), up(up), fov(fov) {}
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void rotateYaw(float angle) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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Vec3f right = posfor.direction.cross(up).normalized();
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posfor.direction = posfor.direction * cosA + right * sinA;
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posfor.direction = posfor.direction.normalized();
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}
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void rotatePitch(float angle) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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Vec3f right = posfor.direction.cross(up).normalized();
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posfor.direction = posfor.direction * cosA + up * sinA;
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posfor.direction = posfor.direction.normalized();
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up = right.cross(posfor.direction).normalized();
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}
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Vec3f forward() const {
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return (posfor.direction - posfor.origin).normalized();
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}
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Vec3f right() const {
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return forward().cross(up).normalized();
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}
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float fovRad() const {
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return fov * (M_PI / 180);
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}
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};
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class VoxelGrid {
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@@ -208,29 +241,27 @@ public:
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return gridSize.z;
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}
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frame renderFrame(const Vec3f& CamPos, const Vec3f& dir, const Vec3f& up, float fov, int outW, int outH, frame::colormap colorformat = frame::colormap::RGB) {
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frame renderFrame(const Camera& cam, Vec2i resolution, frame::colormap colorformat = frame::colormap::RGB) {
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TIME_FUNCTION;
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Vec3f forward = (dir - CamPos).normalized();
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Vec3f right = forward.cross(up).normalized();
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Vec3f forward = cam.forward();
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Vec3f right = cam.right();
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Vec3f upCor = right.cross(forward).normalized();
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float aspect = static_cast<float>(outW) / static_cast<float>(outH);
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float fovRad = radians(fov);
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float aspect = resolution.aspect();
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float fovRad = cam.fovRad();
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float viewH = 2 * tan(fovRad / 2);
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float viewW = viewH * aspect;
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float maxDist = std::sqrt(gridSize.lengthSquared()) * binSize;
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frame outFrame(outH, outW, frame::colormap::RGB);
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std::vector<uint8_t> colorBuffer(outW * outH * 3);
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std::cout << "a" << std::endl;
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frame outFrame(resolution.x, resolution.y, frame::colormap::RGB);
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std::vector<uint8_t> colorBuffer(resolution.x * resolution.y * 3);
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#pragma omp parallel for
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for (int y = 0; y < outH; y++) {
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float v = (static_cast<float>(y) / static_cast<float>(outH - 1)) - 0.5f;
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std::cout << "b";
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for (int x = 0; x < outW; x++) {
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for (int y = 0; y < resolution.x; y++) {
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float v = (static_cast<float>(y) / static_cast<float>(resolution.x - 1)) - 0.5f;
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for (int x = 0; x < resolution.y; x++) {
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std::vector<Vec3i> hitVoxels;
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float u = (static_cast<float>(x) / static_cast<float>(outW - 1)) - 0.5f;
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float u = (static_cast<float>(x) / static_cast<float>(resolution.y - 1)) - 0.5f;
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Vec3f rayDirWorld = (forward + right * (u * viewW) + upCor * (v * viewH)).normalized();
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Vec3f rayEnd = CamPos + rayDirWorld * maxDist;
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Vec3d rayStartGrid = CamPos.toDouble() / binSize;
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Vec3f rayEnd = cam.posfor.origin + rayDirWorld * maxDist;
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Vec3d rayStartGrid = cam.posfor.origin.toDouble() / binSize;
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Vec3d rayEndGrid = rayEnd.toDouble() / binSize;
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voxelTraverse(rayStartGrid, rayEndGrid, hitVoxels);
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Vec3ui8 hitColor(10, 10, 255);
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@@ -244,34 +275,31 @@ public:
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}
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}
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}
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std::cout << "c";
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hitVoxels.clear();
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hitVoxels.shrink_to_fit();
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// Set pixel color in buffer
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switch (colorformat) {
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case frame::colormap::RGB: {
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int idx = (y * outW + x) * 3;
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colorBuffer[idx + 0] = hitColor.x;
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colorBuffer[idx + 1] = hitColor.y;
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colorBuffer[idx + 2] = hitColor.z;
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break;
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}
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case frame::colormap::BGRA: {
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int idx = (y * outW + x) * 4;
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int idx = (y * resolution.y + x) * 4;
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colorBuffer[idx + 3] = hitColor.x;
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colorBuffer[idx + 2] = hitColor.y;
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colorBuffer[idx + 1] = hitColor.z;
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colorBuffer[idx + 0] = 255;
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break;
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}
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case frame::colormap::RGB:
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default: {
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int idx = (y * resolution.y + x) * 3;
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colorBuffer[idx + 0] = hitColor.x;
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colorBuffer[idx + 1] = hitColor.y;
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colorBuffer[idx + 2] = hitColor.z;
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break;
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}
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}
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}
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std::cout << "b" << std::endl;
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}
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outFrame.setData(colorBuffer);
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std::cout << "d" << std::endl;
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return outFrame;
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}
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};
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@@ -23,12 +23,12 @@ private:
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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Vec2 GetConstantVector(int v) {
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Vec2f GetConstantVector(int v) {
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int h = v & 3;
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if (h == 0) return Vec2(1,1);
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else if (h == 1) return Vec2(-1,1);
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else if (h == 2) return Vec2(-1,-1);
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else return Vec2(1,-1);
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if (h == 0) return Vec2f(1,1);
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else if (h == 1) return Vec2f(-1,1);
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else if (h == 2) return Vec2f(-1,-1);
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else return Vec2f(1,-1);
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}
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Vec3ui8 GetConstantVector3(int v) {
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@@ -70,7 +70,8 @@ public:
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initializePermutation();
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}
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float permute(Vec2 point) {
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template<typename T>
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float permute(Vec2<T> point) {
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TIME_FUNCTION;
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float x = point.x;
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float y = point.y;
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@@ -5,11 +5,16 @@
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#include <algorithm>
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#include <string>
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template<typename T>
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class Vec2 {
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public:
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float x, y;
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public:
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T x, y;
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Vec2() : x(0), y(0) {}
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Vec2(float x, float y) : x(x), y(y) {}
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Vec2(T x, T y) : x(x), y(y) {}
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template<typename U>
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explicit Vec2(const Vec2<U>& other) : x(static_cast<T>(other.x)), y(static_cast<T>(other.y)) {}
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Vec2& move(const Vec2 newpos) {
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x = newpos.x;
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@@ -33,11 +38,13 @@ class Vec2 {
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return Vec2(x / other.x, y / other.y);
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}
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Vec2 operator+(float scalar) const {
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template<typename U>
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Vec2 operator+(U scalar) const {
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return Vec2(x + scalar, y + scalar);
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}
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Vec2 operator-(float scalar) const {
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template<typename U>
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Vec2 operator-(U scalar) const {
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return Vec2(x - scalar, y - scalar);
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}
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@@ -45,16 +52,19 @@ class Vec2 {
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return Vec2(-x, -y);
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}
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Vec2 operator*(float scalar) const {
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template<typename U>
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Vec2 operator*(U scalar) const {
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return Vec2(x * scalar, y * scalar);
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}
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Vec2 operator/(float scalar) const {
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template<typename U>
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Vec2 operator/(U scalar) const {
|
||||
return Vec2(x / scalar, y / scalar);
|
||||
}
|
||||
|
||||
Vec2& operator=(float scalar) {
|
||||
x = y = scalar;
|
||||
template<typename U>
|
||||
Vec2& operator=(U scalar) {
|
||||
x = y = static_cast<T>(scalar);
|
||||
return *this;
|
||||
}
|
||||
|
||||
@@ -82,57 +92,64 @@ class Vec2 {
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vec2& operator+=(float scalar) {
|
||||
template<typename U>
|
||||
Vec2& operator+=(U scalar) {
|
||||
x += scalar;
|
||||
y += scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vec2& operator-=(float scalar) {
|
||||
template<typename U>
|
||||
Vec2& operator-=(U scalar) {
|
||||
x -= scalar;
|
||||
y -= scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vec2& operator*=(float scalar) {
|
||||
template<typename U>
|
||||
Vec2& operator*=(U scalar) {
|
||||
x *= scalar;
|
||||
y *= scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vec2& operator/=(float scalar) {
|
||||
template<typename U>
|
||||
Vec2& operator/=(U scalar) {
|
||||
x /= scalar;
|
||||
y /= scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
float dot(const Vec2& other) const {
|
||||
T dot(const Vec2& other) const {
|
||||
return x * other.x + y * other.y;
|
||||
}
|
||||
|
||||
float length() const {
|
||||
return std::sqrt(x * x + y * y);
|
||||
template<typename U = float>
|
||||
U length() const {
|
||||
return std::sqrt(static_cast<U>(x * x + y * y));
|
||||
}
|
||||
|
||||
float lengthSquared() const {
|
||||
T lengthSquared() const {
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
float distance(const Vec2& other) const {
|
||||
return (*this - other).length();
|
||||
template<typename U = float>
|
||||
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;
|
||||
return diff.x * diff.x + diff.y * diff.y;
|
||||
}
|
||||
|
||||
Vec2 normalized() const {
|
||||
float len = length();
|
||||
template<typename U = float>
|
||||
Vec2<U> normalized() const {
|
||||
auto len = length<U>();
|
||||
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 {
|
||||
@@ -190,87 +207,90 @@ class Vec2 {
|
||||
);
|
||||
}
|
||||
|
||||
Vec2 clamp(float minVal, float maxVal) const {
|
||||
template<typename U>
|
||||
Vec2 clamp(U minVal, U maxVal) const {
|
||||
return Vec2(
|
||||
std::clamp(x, minVal, maxVal),
|
||||
std::clamp(y, minVal, maxVal)
|
||||
std::clamp(x, static_cast<T>(minVal), static_cast<T>(maxVal)),
|
||||
std::clamp(y, static_cast<T>(minVal), static_cast<T>(maxVal))
|
||||
);
|
||||
}
|
||||
|
||||
bool isZero(float epsilon = 1e-10f) const {
|
||||
return std::abs(x) < epsilon && std::abs(y) < epsilon;
|
||||
template<typename U = float>
|
||||
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 {
|
||||
return std::abs(x - other.x) < epsilon &&
|
||||
std::abs(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);
|
||||
template<typename U = float>
|
||||
bool equals(const Vec2& other, U epsilon = static_cast<U>(1e-10)) const {
|
||||
return std::abs(static_cast<U>(x - other.x)) < epsilon &&
|
||||
std::abs(static_cast<U>(y - other.y)) < epsilon;
|
||||
}
|
||||
|
||||
Vec2 perpendicular() const {
|
||||
return Vec2(-y, x);
|
||||
}
|
||||
|
||||
Vec2 reflect(const Vec2& normal) const {
|
||||
return *this - 2.0f * this->dot(normal) * normal;
|
||||
template<typename U = float>
|
||||
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 {
|
||||
t = std::clamp(t, 0.0f, 1.0f);
|
||||
return *this + (other - *this) * t;
|
||||
template<typename U = float>
|
||||
Vec2<U> lerp(const Vec2<U>& other, U t) const {
|
||||
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 {
|
||||
t = std::clamp(t, 0.0f, 1.0f);
|
||||
float dot = this->dot(other);
|
||||
dot = std::clamp(dot, -1.0f, 1.0f);
|
||||
template<typename U = float>
|
||||
Vec2<U> slerp(const Vec2<U>& other, U t) const {
|
||||
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));
|
||||
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;
|
||||
Vec2 relative = other - *this * dot;
|
||||
U theta = std::acos(dot) * t;
|
||||
auto relative = other - this_f * dot;
|
||||
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 {
|
||||
float cosA = std::cos(angle);
|
||||
float sinA = std::sin(angle);
|
||||
return Vec2(x * cosA - y * sinA, x * sinA + y * cosA);
|
||||
template<typename U = float>
|
||||
Vec2<U> rotate(U angle) const {
|
||||
U cosA = std::cos(angle);
|
||||
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 {
|
||||
return std::atan2(y, x);
|
||||
template<typename U = float>
|
||||
U angle() const {
|
||||
return std::atan2(static_cast<U>(y), static_cast<U>(x));
|
||||
}
|
||||
|
||||
float angleTo(const Vec2& other) const {
|
||||
return std::acos(this->dot(other) / (this->length() * other.length()));
|
||||
template<typename U = float>
|
||||
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 {
|
||||
Vec2 direction = other - *this;
|
||||
template<typename U = float>
|
||||
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();
|
||||
}
|
||||
|
||||
float& operator[](int index) {
|
||||
T& operator[](int index) {
|
||||
return (&x)[index];
|
||||
}
|
||||
|
||||
const float& operator[](int index) const {
|
||||
const T& operator[](int index) const {
|
||||
return (&x)[index];
|
||||
}
|
||||
|
||||
@@ -285,23 +305,57 @@ class Vec2 {
|
||||
|
||||
struct Hash {
|
||||
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();
|
||||
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 {
|
||||
template<>
|
||||
struct hash<Vec2> {
|
||||
size_t operator()(const Vec2& v) const {
|
||||
return hash<float>()(v.x) ^ (hash<float>()(v.y) << 1);
|
||||
template<typename T>
|
||||
struct hash<Vec2<T>> {
|
||||
size_t operator()(const Vec2<T>& v) const {
|
||||
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
|
||||
@@ -17,7 +17,7 @@ public:
|
||||
Vec3(T scalar) : x(scalar), y(scalar), z(scalar) {}
|
||||
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) {
|
||||
x = newpos.x;
|
||||
|
||||
Reference in New Issue
Block a user