287 lines
6.3 KiB
C++
287 lines
6.3 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file math/func.h
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* \brief Common math functions
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*/
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#pragma once
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#include "math/const.h"
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#include <glm/glm.hpp>
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#include <cmath>
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#include <cstdlib>
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#include <sstream>
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#include <string>
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// Math module namespace
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namespace Math
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{
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//! Compares \a a and \a b within \a tolerance
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inline bool IsEqual(float a, float b, float tolerance = Math::TOLERANCE)
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{
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return fabs(a - b) < tolerance;
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}
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//! Compares \a a to zero within \a tolerance
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inline bool IsZero(float a, float tolerance = Math::TOLERANCE)
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{
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return Math::IsEqual(a, 0.0f, tolerance);
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}
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//! Minimum
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inline float Min(float a, float b)
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{
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if ( a <= b ) return a;
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else return b;
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}
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inline float Min(float a, float b, float c)
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{
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return Min( Min(a, b), c );
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}
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inline float Min(float a, float b, float c, float d)
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{
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return Math::Min( Math::Min(a, b), Math::Min(c, d) );
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}
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inline float Min(float a, float b, float c, float d, float e)
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{
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return Math::Min( Math::Min(a, b), Math::Min(c, d), e );
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}
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//! Maximum
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inline float Max(float a, float b)
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{
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if ( a >= b ) return a;
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else return b;
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}
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inline float Max(float a, float b, float c)
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{
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return Math::Max( Math::Max(a, b), c );
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}
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inline float Max(float a, float b, float c, float d)
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{
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return Math::Max( Math::Max(a, b), Math::Max(c, d) );
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}
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inline float Max(float a, float b, float c, float d, float e)
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{
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return Math::Max( Math::Max(a, b), Math::Max(c, d), e );
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}
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//! Returns the normalized value (0 .. 1)
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inline float Norm(float a)
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{
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if ( a < 0.0f ) return 0.0f;
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if ( a > 1.0f ) return 1.0f;
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return a;
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}
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//! Swaps two integers
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inline void Swap(int &a, int &b)
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{
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int c = a;
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a = b;
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b = c;
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}
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//! Swaps two real numbers
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inline void Swap(float &a, float &b)
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{
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float c = a;
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a = b;
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b = c;
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}
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//! Returns the modulo of a floating point number
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/** Mod(8.1, 4) = 0.1
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Mod(n, 1) = fractional part of n */
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inline float Mod(float a, float m)
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{
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return a - ( static_cast<int>(a / m) ) * m;
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}
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//! Returns a random value between 0 and 1.
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inline float Rand()
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{
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return static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
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}
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//! Returns whether \a x is an even power of 2
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inline bool IsPowerOfTwo(unsigned int x)
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{
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return x && !(x & (x - 1));
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}
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//! Returns the next nearest power of two to \a x
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inline int NextPowerOfTwo(int x)
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{
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double logbase2 = log(static_cast<float>(x)) / Math::LOG_2;
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return static_cast<int>(pow(2, ceil(logbase2)) + 0.5);
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}
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//! Returns a normalized angle, that is in other words between 0 and 2 * PI
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inline float NormAngle(float angle)
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{
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angle = Math::Mod(angle, PI*2.0f);
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if ( angle < 0.0f )
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return PI*2.0f + angle;
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return angle;
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}
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//! Test if a angle is between two terminals
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inline bool TestAngle(float angle, float min, float max)
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{
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angle = Math::NormAngle(angle);
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min = Math::NormAngle(min);
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max = Math::NormAngle(max);
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if ( min > max )
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return ( angle <= max || angle >= min );
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return ( angle >= min && angle <= max );
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}
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//! Calculates a value (radians) proportional between a and b (degrees)
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inline float PropAngle(float a, float b, float p)
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{
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float aa = a * DEG_TO_RAD;
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float bb = b * DEG_TO_RAD;
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return aa + p * (bb - aa);
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}
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//! Calculates the angle to rotate the angle \a a to the angle \a g
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/** A positive angle is counterclockwise (CCW). */
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inline float Direction(float a, float g)
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{
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a = Math::NormAngle(a);
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g = Math::NormAngle(g);
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if ( a < g )
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{
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if ( a+PI*2.0f-g < g-a ) a += PI*2.0f;
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}
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else
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{
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if ( g+PI*2.0f-a < a-g ) g += PI*2.0f;
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}
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return g-a;
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}
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//! Managing the dead zone of a joystick.
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/**
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\verbatim
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in: -1 0 1
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--|-------|----o----|-------|-->
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<---->
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dead
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out: -1 0 0 1
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\endverbatim */
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inline float Neutral(float value, float dead)
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{
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if ( fabs(value) <= dead )
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{
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return 0.0f;
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}
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else
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{
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if ( value > 0.0f ) return (value-dead)/(1.0f-dead);
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else return (value+dead)/(1.0f-dead);
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}
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}
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//! Gently advances a desired value from its current value
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/** Over time, the progression is more rapid. */
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inline float Smooth(float actual, float hope, float time)
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{
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float future = actual + (hope-actual)*time;
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if ( hope > actual )
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{
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if ( future > hope ) future = hope;
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}
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if ( hope < actual )
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{
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if ( future < hope ) future = hope;
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}
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return future;
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}
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//! Bounces any movement
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/**
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\verbatim
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out
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1+------o-------o---
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| o | o o | | bounce
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| o | o---|---
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| o | |
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| o | |
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-o------|-------+----> progress
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0| | 1
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|<---->|middle
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\endverbatim */
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inline float Bounce(float progress, float middle = 0.3f, float bounce = 0.4f)
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{
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if ( progress < middle )
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{
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progress = progress/middle; // 0..1
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return 0.5f+sinf(progress*PI-PI/2.0f)/2.0f;
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}
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else
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{
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progress = (progress-middle)/(1.0f-middle); // 0..1
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return (1.0f-bounce/2.0f)+sinf((0.5f+progress*2.0f)*PI)*(bounce/2.0f);
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}
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}
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//! Convenience function for calculating angle (in radians) between two vectors
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inline float Angle(const glm::vec3& a, const glm::vec3& b)
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{
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return acosf(glm::dot(a, b) / (glm::length(a) * glm::length(b)));
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}
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inline std::string ToString(const glm::vec3& vector)
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{
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std::stringstream s;
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s.precision(3);
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s << "[" << vector.x << ", " << vector.y << ", " << vector.z << "]";
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return s.str();
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}
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} // namespace Math
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