gb.hpp - Angle

This commit is contained in:
gingerBill 2015-11-15 19:30:24 +00:00
parent 915845b0dc
commit 9be05386ac
2 changed files with 176 additions and 54 deletions

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@ -6,7 +6,7 @@ library | latest version | category | languages | description
----------------|----------------|----------|-----------|-------------
**gb_string.h** | 0.93 | strings | C, C++ | A better string library for C & C++
**gb_ini.h** | 0.91 | misc | C, C++ | A simple ini file loader library for C & C++
**gb.hpp** | 0.19 | misc | C++11 | (Experimental) A C++11 helper library without STL geared towards game development
**gb.hpp** | 0.20 | misc | C++11 | (Experimental) A C++11 helper library without STL geared towards game development
## FAQ

228
gb.hpp
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@ -1,8 +1,9 @@
// gb.hpp - v0.19 - public domain C++11 helper library - no warranty implied; use at your own risk
// gb.hpp - v0.20 - public domain C++11 helper library - no warranty implied; use at your own risk
// (Experimental) A C++11 helper library without STL geared towards game development
/*
Version History:
0.20 - Angle
0.19 - Cache friendly Transform and String fixes
0.18 - Hash_Table bug fixes
0.17 - Death to OOP
@ -2063,10 +2064,14 @@ struct Matrix4
inline Vector4& operator[](usize index) { return columns[index]; }
};
struct Angle
{
f32 radians;
};
struct Euler_Angles
{
// NOTE(bill): All angles in radians
f32 pitch, yaw, roll;
Angle pitch, yaw, roll;
};
struct Transform
@ -2101,6 +2106,16 @@ struct Plane
f32 distance; // negative distance to origin
};
namespace angle
{
Angle radians(f32 radians);
Angle degrees(f32 degrees);
f32 as_radians(Angle angle);
f32 as_degrees(Angle angle);
} // namespace angle
////////////////////////////////
/// ///
/// Math Type Op Overloads ///
@ -2259,6 +2274,27 @@ Matrix4& operator+=(Matrix4& a, const Matrix4& b);
Matrix4& operator-=(Matrix4& a, const Matrix4& b);
Matrix4& operator*=(Matrix4& a, const Matrix4& b);
// Angle Operators
bool operator==(Angle a, Angle b);
bool operator!=(Angle a, Angle b);
Angle operator-(Angle a);
Angle operator+(Angle a, Angle b);
Angle operator-(Angle a, Angle b);
Angle operator*(Angle a, f32 scalar);
Angle operator*(f32 scalar, Angle a);
Angle operator/(Angle a, f32 scalar);
f32 operator/(Angle a, Angle b);
Angle& operator+=(Angle& a, Angle b);
Angle& operator-=(Angle& a, Angle b);
Angle& operator*=(Angle& a, f32 scalar);
Angle& operator/=(Angle& a, f32 scalar);
// Transform Operators
// World = Parent * Local
Transform operator*(const Transform& ps, const Transform& ls);
@ -2305,17 +2341,14 @@ f32 cbrt(f32 x);
f32 fast_inv_sqrt(f32 x);
// Trigonometric
f32 sin(f32 radians);
f32 cos(f32 radians);
f32 tan(f32 radians);
f32 sin(Angle a);
f32 cos(Angle a);
f32 tan(Angle a);
f32 arcsin(f32 x);
f32 arccos(f32 x);
f32 arctan(f32 x);
f32 arctan2(f32 y, f32 x);
f32 radians(f32 degrees);
f32 degrees(f32 radians);
Angle arcsin(f32 x);
Angle arccos(f32 x);
Angle arctan(f32 x);
Angle arctan2(f32 y, f32 x);
// Hyperbolic
f32 sinh(f32 x);
@ -2413,8 +2446,8 @@ Complex inverse(const Complex& a);
f32 complex_angle(const Complex& a);
inline f32 complex_argument(const Complex& a) { return complex_angle(a); }
Complex magnitude_angle(f32 magnitude, f32 radians);
inline Complex complex_polar(f32 magnitude, f32 radians) { return magnitude_angle(magnitude, radians); }
Complex magnitude_angle(f32 magnitude, Angle a);
inline Complex complex_polar(f32 magnitude, Angle a) { return magnitude_angle(magnitude, a); }
// Quaternion functions
f32 dot(const Quaternion& a, const Quaternion& b);
@ -2427,13 +2460,13 @@ Quaternion normalize(const Quaternion& a);
Quaternion conjugate(const Quaternion& a);
Quaternion inverse(const Quaternion& a);
f32 quaternion_angle(const Quaternion& a);
Angle quaternion_angle(const Quaternion& a);
Vector3 quaternion_axis(const Quaternion& a);
Quaternion axis_angle(const Vector3& axis, f32 radians);
Quaternion axis_angle(const Vector3& axis, Angle a);
f32 quaternion_roll(const Quaternion& a);
f32 quaternion_pitch(const Quaternion& a);
f32 quaternion_yaw(const Quaternion& a);
Angle quaternion_roll(const Quaternion& a);
Angle quaternion_pitch(const Quaternion& a);
Angle quaternion_yaw(const Quaternion& a);
Euler_Angles quaternion_to_euler_angles(const Quaternion& a);
Quaternion euler_angles_to_quaternion(const Euler_Angles& e,
@ -2476,12 +2509,12 @@ Matrix4 quaternion_to_matrix4(const Quaternion& a);
Quaternion matrix4_to_quaternion(const Matrix4& m);
Matrix4 translate(const Vector3& v);
Matrix4 rotate(const Vector3& v, f32 radians);
Matrix4 rotate(const Vector3& v, Angle angle);
Matrix4 scale(const Vector3& v);
Matrix4 ortho(f32 left, f32 right, f32 bottom, f32 top);
Matrix4 ortho(f32 left, f32 right, f32 bottom, f32 top, f32 z_near, f32 z_far);
Matrix4 perspective(f32 fovy_radians, f32 aspect, f32 z_near, f32 z_far);
Matrix4 infinite_perspective(f32 fovy_radians, f32 aspect, f32 z_near);
Matrix4 perspective(Angle fovy, f32 aspect, f32 z_near, f32 z_far);
Matrix4 infinite_perspective(Angle fovy, f32 aspect, f32 z_near);
Matrix4
look_at_matrix4(const Vector3& eye, const Vector3& center, const Vector3& up = {0, 1, 0});
@ -4968,6 +5001,73 @@ Matrix4& operator*=(Matrix4& a, const Matrix4& b)
return (a = a * b);
}
// Angle Operators
bool operator==(Angle a, Angle b)
{
return a.radians == b.radians;
}
bool operator!=(Angle a, Angle b)
{
return !operator==(a, b);
}
Angle operator-(Angle a)
{
return {-a.radians};
}
Angle operator+(Angle a, Angle b)
{
return {a.radians + b.radians};
}
Angle operator-(Angle a, Angle b)
{
return {a.radians - b.radians};
}
Angle operator*(Angle a, f32 scalar)
{
return {a.radians * scalar};
}
Angle operator*(f32 scalar, Angle a)
{
return {a.radians * scalar};
}
Angle operator/(Angle a, f32 scalar)
{
return {a.radians / scalar};
}
f32 operator/(Angle a, Angle b)
{
return a.radians / b.radians;
}
Angle& operator+=(Angle& a, Angle b)
{
return (a = a + b);
}
Angle& operator-=(Angle& a, Angle b)
{
return (a = a - b);
}
Angle& operator*=(Angle& a, f32 scalar)
{
return (a = a * scalar);
}
Angle& operator/=(Angle& a, f32 scalar)
{
return (a = a / scalar);
}
// Transform Operators
// World = Parent * Local
Transform operator*(const Transform& ps, const Transform& ls)
@ -5008,7 +5108,32 @@ Transform& operator/=(Transform& ws, const Transform& ps)
}
namespace angle
{
inline Angle
radians(f32 r)
{
return {r};
}
inline Angle
degrees(f32 d)
{
return {d * math::TAU / 360.0f};
}
inline f32
as_radians(Angle angle)
{
return angle.radians;
}
inline f32
as_degrees(Angle angle)
{
return angle.radians * 360.0f / math::TAU;
}
} // namespace angle
////////////////////////////////
/// ///
@ -5055,17 +5180,14 @@ fast_inv_sqrt(f32 x)
}
// Trigonometric
inline f32 sin(f32 radians) { return ::sinf(radians); }
inline f32 cos(f32 radians) { return ::cosf(radians); }
inline f32 tan(f32 radians) { return ::tanf(radians); }
inline f32 sin(Angle a) { return ::sinf(angle::as_radians(a)); }
inline f32 cos(Angle a) { return ::cosf(angle::as_radians(a)); }
inline f32 tan(Angle a) { return ::tanf(angle::as_radians(a)); }
inline f32 arcsin(f32 x) { return ::asinf(x); }
inline f32 arccos(f32 x) { return ::acosf(x); }
inline f32 arctan(f32 x) { return ::atanf(x); }
inline f32 arctan2(f32 y, f32 x) { return ::atan2f(y, x); }
inline f32 radians(f32 degrees) { return TAU * degrees / 360.0f; }
inline f32 degrees(f32 radians) { return 360.0f * radians / TAU; }
inline Angle arcsin(f32 x) { return angle::radians(::asinf(x)); }
inline Angle arccos(f32 x) { return angle::radians(::acosf(x)); }
inline Angle arctan(f32 x) { return angle::radians(::atanf(x)); }
inline Angle arctan2(f32 y, f32 x) { return angle::radians(::atan2f(y, x)); }
// Hyperbolic
inline f32 sinh(f32 x) { return ::sinhf(x); }
@ -5392,10 +5514,10 @@ complex_angle(const Complex& a)
}
inline Complex
magnitude_angle(f32 magnitude, f32 radians)
magnitude_angle(f32 magnitude, Angle a)
{
f32 real = magnitude * cos(radians);
f32 imag = magnitude * sin(radians);
f32 real = magnitude * math::cos(a);
f32 imag = magnitude * math::sin(a);
return {real, imag};
}
@ -5449,7 +5571,7 @@ inverse(const Quaternion& a)
return math::conjugate(a) * m;
}
inline f32
inline Angle
quaternion_angle(const Quaternion& a)
{
return 2.0f * math::arccos(a.w);
@ -5469,33 +5591,33 @@ quaternion_axis(const Quaternion& a)
}
inline Quaternion
axis_angle(const Vector3& axis, f32 radians)
axis_angle(const Vector3& axis, Angle angle)
{
Vector3 a = math::normalize(axis);
f32 s = math::sin(0.5f * radians);
f32 s = math::sin(0.5f * angle);
Quaternion q;
q.xyz = a * s;
q.w = math::cos(0.5f * radians);
q.w = math::cos(0.5f * angle);
return q;
}
inline f32
inline Angle
quaternion_roll(const Quaternion& a)
{
return math::arctan2(2.0f * a.x * a.y + a.z * a.w,
a.x * a.x + a.w * a.w - a.y * a.y - a.z * a.z);
}
inline f32
inline Angle
quaternion_pitch(const Quaternion& a)
{
return math::arctan2(2.0f * a.y * a.z + a.w * a.x,
a.w * a.w - a.x * a.x - a.y * a.y + a.z * a.z);
}
inline f32
inline Angle
quaternion_yaw(const Quaternion& a)
{
return math::arcsin(-2.0f * (a.x * a.z - a.w * a.y));
@ -5544,9 +5666,9 @@ slerp(const Quaternion& x, const Quaternion& y, f32 t)
lerp(x.w, y.w, t)};
}
f32 angle = math::arccos(cos_theta);
Angle angle = math::arccos(cos_theta);
Quaternion result = math::sin(1.0f - (t * angle)) * x + math::sin(t * angle) * z;
Quaternion result = math::sin(angle::radians(1.0f) - (t * angle)) * x + math::sin(t * angle) * z;
return result * (1.0f / math::sin(angle));
}
@ -5921,10 +6043,10 @@ translate(const Vector3& v)
}
inline Matrix4
rotate(const Vector3& v, f32 radians)
rotate(const Vector3& v, Angle angle)
{
const f32 c = math::cos(radians);
const f32 s = math::sin(radians);
const f32 c = math::cos(angle);
const f32 s = math::sin(angle);
const Vector3 axis = math::normalize(v);
const Vector3 t = (1.0f - c) * axis;
@ -5980,12 +6102,12 @@ ortho(f32 left, f32 right, f32 bottom, f32 top, f32 z_near, f32 z_far)
}
inline Matrix4
perspective(f32 fovy_radians, f32 aspect, f32 z_near, f32 z_far)
perspective(Angle fovy, f32 aspect, f32 z_near, f32 z_far)
{
GB_ASSERT(math::abs(aspect) > 0.0f,
"math::perspective `fovy_radians` is %f", fovy_radians);
"math::perspective `fovy` is %f rad", angle::as_radians(fovy));
f32 tan_half_fovy = math::tan(0.5f * fovy_radians);
f32 tan_half_fovy = math::tan(0.5f * fovy);
Matrix4 result = {};
result[0][0] = 1.0f / (aspect * tan_half_fovy);
@ -5998,9 +6120,9 @@ perspective(f32 fovy_radians, f32 aspect, f32 z_near, f32 z_far)
}
inline Matrix4
infinite_perspective(f32 fovy_radians, f32 aspect, f32 z_near)
infinite_perspective(Angle fovy, f32 aspect, f32 z_near)
{
f32 range = math::tan(0.5f * fovy_radians) * z_near;
f32 range = math::tan(0.5f * fovy) * z_near;
f32 left = -range * aspect;
f32 right = range * aspect;
f32 bottom = -range;