Files
dxdesktop/src/dxd_math.cpp

154 lines
2.6 KiB
C++

#include "dxd_math.hpp"
#include <SDL3/SDL.h>
vec2 operator+(vec2 const &v)
{
return { .x = v.x, .y = v.y };
}
vec2 operator-(vec2 const &v)
{
return { .x = -v.x, .y = -v.y };
}
vec2 operator+(vec2 const &a, vec2 const &b)
{
return { .x = a.x + b.x, .y = a.y + b.y };
}
vec2 operator-(vec2 const &a, vec2 const &b)
{
return { .x = a.x - b.x, .y = a.y - b.y };
}
vec2 operator*(vec2 const &a, float const &b)
{
return { .x = a.x * b, .y = a.y * b };
}
vec2 operator/(vec2 const &a, float const &b)
{
return { .x = a.x / b, .y = a.y / b };
}
bool operator<(vec2 const &a, vec2 const &b)
{
return a.x < b.x && a.y < b.y;
}
bool operator>(vec2 const &a, vec2 const &b)
{
return a.x > b.x && a.y > b.y;
}
bool operator<(vec2i const &a, vec2i const &b)
{
return a.x < b.x && a.y < b.y;
}
bool operator>(vec2i const &a, vec2i const &b)
{
return a.x > b.x && a.y > b.y;
}
float dot(vec2 const &a, vec2 const &b)
{
return a.x * b.x + a.y * b.y;
}
float norm2(vec2 const &v)
{
return v.x * v.x + v.y * v.y;
}
float norm(vec2 const &v)
{
return std::sqrtf(v.x * v.x + v.y * v.y);
}
vec2 normalize(vec2 const &v)
{
return v / std::sqrt(v.x * v.x + v.y * v.y);
}
vec2 min2(vec2 const &a, vec2 const &b)
{
return {
.x = a.x < b.x ? a.x : b.x,
.y = a.y < b.y ? a.y : b.y,
};
}
vec2 max2(vec2 const &a, vec2 const &b)
{
return {
.x = a.x > b.x ? a.x : b.x,
.y = a.y > b.y ? a.y : b.y,
};
}
vec2 polar_to_vec2(float const angle, float const len)
{
return {
.x = len * sinf(angle),
.y = len * cosf(angle)
};
}
float vec2_angle(vec2 const v)
{
return atan2f(v.x, v.y);
}
vec2 v2i_to_v2(vec2i const v)
{
return { (float)v.x, (float)v.y };
}
float normalize_angle(const float angle)
{
float a = angle;
while (a > 2*M_PIf) a -= 2*M_PIf;
while (a < 0) a += 2*M_PIf;
return a;
}
float normalize_angle_diff(const float diff)
{
float d = diff;
while (d > M_PIf) d -= 2*M_PIf;
while (d < -M_PIf) d += 2*M_PIf;
return d;
}
float angle_to_heading(float const angle)
{
return normalize_angle(angle) * 180.0f / M_PIf;
}
int rand_int(int const min, int const max)
{
return SDL_rand(max - min) + min;
}
float rand_float(float const min, float const max)
{
return SDL_randf() * (max - min) + min;
}
float rand_angle()
{
return rand_float(0, 2*M_PIf);
}
vec2i rand_v2i(vec2i const min, vec2i const max)
{
return { rand_int(min.x, max.x), rand_int(min.y, max.y) };
}
vec2 rand_v2(vec2 const min, vec2 const max)
{
return { rand_float(min.x, max.x), rand_float(min.y, max.y) };
}