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vec.h
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vec.h
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#pragma once
//Based on the work of: Mat Buckland ([email protected])
#include <iosfwd>
#include <limits>
#include <string>
#include <fstream>
#include <sstream>
#include <iomanip>
#ifndef _USE_MATH_DEFINES
#define _USE_MATH_DEFINES
#endif
#include <math.h>
#include "angles.h"
struct veci {
int x, y;
constexpr veci(int a, int b) : x(a), y(b) {}
};
struct vec
{
float x, y;
explicit consteval vec() : x(0.f), y(0.f) {}
explicit constexpr vec(float xy) : x(xy), y(xy) {}
constexpr vec(float x, float y) : x(x), y(y) {}
constexpr vec(veci v) : x(v.x), y(v.y) {}
static const vec Zero;
//Angle to direction
[[nodiscard]] static vec FromAngleRads(float rads, float len=1.0f) {
return vec(cos(rads)*len,sin(rads)*len);
}
//Angle to direction
[[nodiscard]] static vec FromAngleDegs(float degs, float len = 1.0f) {
return FromAngleRads(Angles::DegsToRads(degs), len);
}
//returns the length of the vector
[[nodiscard]] inline float Length() const;
//returns the squared length of the vector (thereby avoiding the sqrt)
[[nodiscard]] inline float LengthSq() const;
inline void Normalize();
[[nodiscard]] inline vec Normalized() const;
// Dot product: returns the length of the projection of one vector onto the other (order doesn't matter, it's symmetrical)
// It can be used to know how alligned the directions of both vectors are, assuming they are normalized:
// Perpendicular -> dot product = 0
// Parallel, same direction -> dot product = 1
// Parallel, opposite direction -> dot product = -1
[[nodiscard]] inline float Dot(vec v2) const;
[[nodiscard]] inline float Cross(vec v2) const;
void Clamp(vec minv, vec maxv)
{
if (x > maxv.x) x = maxv.x;
else if (x < minv.x) x = minv.x;
if (y > maxv.y) y = maxv.y;
else if (y < minv.y) y = minv.y;
}
[[nodiscard]] vec Clamped(vec minv, vec maxv)
{
vec ret = *this;
ret.Clamp(minv, maxv);
return ret;
}
[[nodiscard]] std::string ToString() const {
std::stringstream stream;
stream << std::fixed << std::setprecision(2) << x << "," << y;
return stream.str();
}
[[nodiscard]] vec Mirrored(bool mirror_x, bool mirror_y) const {
return vec(mirror_x ? -x : x, mirror_y ? -y : y);
}
//returns positive if v2 is clockwise of this vector,
//negative if anticlockwise (assuming the Y axis is pointing down,
//X axis to right like a Window app)
[[nodiscard]] inline int Sign(vec v2) const;
// Angle in Rads between the lines (origin to point a) and (origin to point b)
// In range [-Pi,Pi]
[[nodiscard]] float AngleRads(vec other = vec::Zero) const
{
float deltaY = other.y - y;
float deltaX = other.x - x;
return atan2(deltaY, deltaX);
}
// Angle in Degrees between the lines (origin to point a) and (origin to point b)
// In range [-180,180]
[[nodiscard]] float AngleDegs(vec other = vec::Zero) const
{
return Angles::RadsToDegs(AngleRads(other));
}
[[nodiscard]] vec RotatedAroundOriginRads(float rads) const
{
float cs = cos(rads);
float sn = sin(rads);
return vec(x * cs - y * sn, x * sn + y * cs);
}
[[nodiscard]] vec RotatedAroundOriginDegs(float degrees) const
{
return RotatedAroundOriginRads(Angles::DegsToRads(degrees));
}
// Note: If specified, maxTurnRate should to be multiplied by dt
[[nodiscard]] vec RotatedToFacePositionRads(vec target, float maxTurnRateRads = std::numeric_limits<float>::max()) const;
[[nodiscard]] inline vec RotatedToFacePositionDegs(vec target) const {
return RotatedToFacePositionRads(target);
}
[[nodiscard]] inline vec RotatedToFacePositionDegs(vec target, float maxTurnRateDegs) const {
return RotatedToFacePositionRads(target, Angles::DegsToRads(maxTurnRateDegs));
}
//returns the vector that is perpendicular to this one.
[[nodiscard]] inline vec Perp() const;
//adjusts x and y so that the length of the vector does not exceed max
inline bool Truncate(float max); // affects in-place
[[nodiscard]] inline vec Truncated(float max); // returns a new vec
//returns the distance between this vector and th one passed as a parameter
[[nodiscard]] inline float Distance(vec v2) const;
//squared version of above.
[[nodiscard]] inline float DistanceSq(vec v2) const;
[[nodiscard]] inline vec ManhattanDistance(vec v2) const;
constexpr vec operator+=(vec rhs)
{
x += rhs.x;
y += rhs.y;
return *this;
}
constexpr vec operator-=(vec rhs)
{
x -= rhs.x;
y -= rhs.y;
return *this;
}
constexpr vec operator*=(const float& rhs)
{
x *= rhs;
y *= rhs;
return *this;
}
// Component-wise product (like in GLSL)
constexpr vec operator*=(const vec& rhs)
{
x *= rhs.x;
y *= rhs.y;
return *this;
}
constexpr vec operator/=(const float& rhs)
{
x /= rhs;
y /= rhs;
return *this;
}
constexpr vec operator/=(const vec& rhs)
{
x /= rhs.x;
y /= rhs.y;
return *this;
}
constexpr bool operator==(vec rhs) const
{
return (x == rhs.x) && (y == rhs.y);
}
constexpr bool operator!=(vec rhs) const
{
return (x != rhs.x) || (y != rhs.y);
}
constexpr vec operator-() const
{
return vec(-x, -y);
}
void DebugDrawAsArrow(vec from, uint8_t r = 255, uint8_t g = 255, uint8_t b = 255) const
#ifdef _DEBUG
;
#else
{}
#endif
void DebugDraw(uint8_t r = 255, uint8_t g = 255, uint8_t b = 255) const
#ifdef _DEBUG
;
#else
{}
#endif
};
inline constexpr vec vec::Zero = vec(0,0);
inline float vec::Length() const
{
return sqrt(x * x + y * y);
}
inline float vec::LengthSq() const
{
return (x * x + y * y);
}
inline float vec::Dot(vec v2) const
{
return x*v2.x + y*v2.y;
}
inline float vec::Cross(vec v2) const
{
return x*v2.y - y*v2.x;
}
// returns positive if v2 is clockwise of this vector,
// minus if anticlockwise (Y axis pointing down, X axis to right)
enum {clockwise = 1, anticlockwise = -1};
inline int vec::Sign(vec v2) const
{
if (y*v2.x > x*v2.y)
{
return anticlockwise;
}
else
{
return clockwise;
}
}
// Returns a vector perpendicular to this vector
inline vec vec::Perp() const
{
return vec(-y, x);
}
// calculates the euclidean distance between two vectors
inline float vec::Distance(vec v2) const
{
float ySeparation = v2.y - y;
float xSeparation = v2.x - x;
return sqrt(ySeparation*ySeparation + xSeparation*xSeparation);
}
// calculates the euclidean distance squared between two vectors
inline float vec::DistanceSq(vec v2) const
{
float ySeparation = v2.y - y;
float xSeparation = v2.x - x;
return ySeparation*ySeparation + xSeparation*xSeparation;
}
inline vec vec::ManhattanDistance(vec v2) const
{
return vec(
fabs(v2.x - x),
fabs(v2.y - y)
);
}
// truncates a vector so that its length does not exceed max
inline bool vec::Truncate(float max)
{
if (this->Length() > max)
{
this->Normalize();
*this *= max;
return true;
}
return false;
}
inline vec vec::Truncated(float max)
{
if (this->Length() > max)
{
vec ret = this->Normalized();
ret *= max;
return ret;
}
return *this;
}
// normalizes a 2D Vector
inline void vec::Normalize()
{
float vector_length = this->Length();
if (vector_length > std::numeric_limits<float>::epsilon())
{
this->x /= vector_length;
this->y /= vector_length;
}
}
inline vec vec::Normalized() const
{
float vector_length = this->Length();
vec res;
if (vector_length > std::numeric_limits<float>::epsilon())
{
res.x = this->x / vector_length;
res.y = this->y / vector_length;
}
return res;
}
//------------------------------------------------------------------------non member functions
inline float Distance(vec v1, vec v2)
{
float ySeparation = v2.y - v1.y;
float xSeparation = v2.x - v1.x;
return sqrt(ySeparation*ySeparation + xSeparation*xSeparation);
}
inline float DistanceSq(vec v1, vec v2)
{
float ySeparation = v2.y - v1.y;
float xSeparation = v2.x - v1.x;
return ySeparation*ySeparation + xSeparation*xSeparation;
}
//------------------------------------------------------------------------operator overloads
inline constexpr vec operator*(vec lhs, float rhs)
{
vec result(lhs);
result *= rhs;
return result;
}
inline constexpr vec operator*(float lhs, vec rhs)
{
vec result(rhs);
result *= lhs;
return result;
}
// Component-wise product (like in GLSL)
inline constexpr vec operator*(vec lhs, vec rhs)
{
return vec(lhs.x * rhs.x, lhs.y * rhs.y);
}
inline constexpr vec operator-(vec lhs, vec rhs)
{
vec result(lhs);
result -= rhs;
return result;
}
inline constexpr vec operator+(vec lhs, vec rhs)
{
vec result(lhs);
result += rhs;
return result;
}
inline constexpr vec operator/(vec lhs, float rhs)
{
vec result(lhs);
result /= rhs;
return result;
}
inline constexpr vec operator/(vec lhs, vec rhs)
{
vec result(lhs);
result /= rhs;
return result;
}
///////////////////////////////////////////////////////////////////////////////
inline constexpr veci operator+(veci lhs, veci rhs)
{
veci result(lhs);
result.x += rhs.x;
result.y += rhs.y;
return result;
}
inline constexpr veci operator-(veci lhs, veci rhs)
{
veci result(lhs);
result.x -= rhs.x;
result.y -= rhs.y;
return result;
}
///////////////////////////////////////////////////////////////////////////////
//treats a window as a toroid
inline void WrapAround(vec &pos, float MaxX, float MaxY)
{
if (pos.x > MaxX) {pos.x = 0.f;}
if (pos.x < 0.f) {pos.x = MaxX;}
if (pos.y < 0.f) {pos.y = MaxY;}
if (pos.y > MaxY) {pos.y = 0.f;}
}
// returns true if the target position is in the field of view of the entity
// positioned at posFirst facing in facingFirst
inline bool IsSecondInFOVOfFirst(vec posFirst,
vec facingFirst,
vec posSecond,
float fov)
{
vec toTarget = (posSecond - posFirst);
toTarget.Normalize();
return facingFirst.Dot(toTarget) >= cos(fov/2.0f);
}
//-------------------- LineIntersection2D-------------------------
//
// Given 2 lines in 2D space AB, CD this returns true if an
// intersection occurs and sets dist to the distance the intersection
// occurs along AB. Also sets the 2d vector point to the point of
// intersection
//-----------------------------------------------------------------
inline bool LineIntersection2D(vec A, vec B, vec C, vec D, float& dist, vec& point)
{
float rTop = (A.y-C.y)*(D.x-C.x)-(A.x-C.x)*(D.y-C.y);
float rBot = (B.x-A.x)*(D.y-C.y)-(B.y-A.y)*(D.x-C.x);
float sTop = (A.y-C.y)*(B.x-A.x)-(A.x-C.x)*(B.y-A.y);
float sBot = (B.x-A.x)*(D.y-C.y)-(B.y-A.y)*(D.x-C.x);
if ( (rBot == 0) || (sBot == 0))
{
//lines are parallel
return false;
}
float r = rTop/rBot;
float s = sTop/sBot;
if( (r > 0) && (r < 1) && (s > 0) && (s < 1) )
{
dist = A.Distance(B) * r;
point = A + r * (B - A);
return true;
}
else
{
dist = 0;
return false;
}
}
// Lerp for vecs
namespace Mates {
[[nodiscard]] inline vec Lerp(vec from, vec to, float t)
{
return vec(Lerp(from.x, to.x, t), Lerp(from.y, to.y, t));
}
}
//-----------------------------------------------------------------------------
// printing
//-----------------------------------------------------------------------------
inline std::ostream& operator<<(std::ostream& os, vec rhs)
{
os << rhs.x << "," << rhs.y;
return os;
}
struct Transform : public vec {
constexpr Transform(vec pos, float rotationDegs) : vec(pos), rotationDegs(rotationDegs) { Angles::ClampDegsBetween0and360(rotationDegs); }
constexpr Transform(float x, float y, float rotationDegs) : Transform(vec(x, y), rotationDegs) { }
float rotationDegs;
constexpr Transform operator-() const
{
return Transform(-x, -y, 360-rotationDegs);
}
constexpr Transform operator+=(Transform rhs)
{
x += rhs.x;
y += rhs.y;
rotationDegs += rhs.rotationDegs;
Angles::ClampDegsBetween0and360(rotationDegs);
return *this;
}
constexpr Transform operator+=(vec rhs)
{
x += rhs.x;
y += rhs.y;
return *this;
}
constexpr Transform operator-=(Transform rhs)
{
x -= rhs.x;
y -= rhs.y;
rotationDegs -= rhs.rotationDegs;
Angles::ClampDegsBetween0and360(rotationDegs);
return *this;
}
constexpr Transform operator*=(const float& rhs)
{
x *= rhs;
y *= rhs;
rotationDegs *= rhs;
Angles::ClampDegsBetween0and360(rotationDegs);
return *this;
}
constexpr Transform operator/=(const float& rhs)
{
x /= rhs;
y /= rhs;
rotationDegs /= rhs;
Angles::ClampDegsBetween0and360(rotationDegs);
return *this;
}
constexpr bool operator==(Transform rhs) const
{
return (x == rhs.x) && (y == rhs.y) && (rotationDegs == rhs.rotationDegs);
}
constexpr bool operator!=(Transform rhs) const
{
return (x != rhs.x) || (y != rhs.y) || (rotationDegs == rhs.rotationDegs);
}
};
//------------------------------------------------------------------------operator overloads
inline constexpr Transform operator*(Transform lhs, float rhs)
{
Transform result(lhs);
result *= rhs;
return result;
}
inline constexpr Transform operator*(float lhs, Transform rhs)
{
Transform result(rhs);
result *= lhs;
return result;
}
inline constexpr Transform operator-(Transform lhs, Transform rhs)
{
Transform result(lhs);
result -= rhs;
return result;
}
inline constexpr Transform operator+(Transform lhs, Transform rhs)
{
Transform result(lhs);
result += rhs;
return result;
}
inline constexpr Transform operator+(Transform lhs, vec rhs)
{
Transform result(lhs);
result += rhs;
return result;
}
inline constexpr Transform operator/(Transform lhs, float rhs)
{
Transform result(lhs);
result /= rhs;
return result;
}