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Copy pathMath.cpp
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802 lines (621 loc) · 13.2 KB
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#include "Math.hpp"
#include "../Core/Core.hpp"
#include <sstream>
#include <stdexcept>
using namespace alce;
#pragma region Random
int RANDOM::Range(int min, int max)
{
static std::random_device rd;
static std::mt19937 gen(rd());
std::uniform_int_distribution<int> dis(min, max);
return dis(gen);
}
float RANDOM::Range(float min, float max)
{
static std::random_device rd;
static std::mt19937 gen(rd());
std::uniform_real_distribution<float> dis(min, max);
return dis(gen);
}
#pragma endregion
#pragma region Vector2
Vector2::Vector2()
{
x = 0;
y = 0;
}
Vector2::Vector2(float x, float y)
{
this->x = x;
this->y = y;
}
Vector2::Vector2(sf::Vector2f v)
{
x = v.x;
y = v.y;
}
Vector2::Vector2(sf::Vector2i v)
{
x = (float) v.x;
y = (float) v.y;
}
Vector2::Vector2(sf::Vector2u v)
{
x = (float) v.x;
y = (float) v.y;
}
Vector2::Vector2(b2Vec2 v)
{
x = v.x;
y = v.y;
}
Vector2& Vector2::operator=(const Vector2& v)
{
x = v.x;
y = v.y;
return *this;
}
bool Vector2::operator!=(const Vector2& v)
{
return !(x == v.x && y == v.y);
}
Vector2 Vector2::operator+(const Vector2& v)
{
Vector2 z;
z.x = x + v.x;
z.y = y + v.y;
return z;
}
Vector2 Vector2::operator+(const float& s)
{
Vector2 z;
z.x = x + s;
z.y = y + s;
return z;
}
Vector2 Vector2::operator-(const Vector2& v)
{
Vector2 z;
z.x = x - v.x;
z.y = y - v.y;
return z;
}
Vector2 Vector2::operator-(const float& s)
{
Vector2 z;
z.x = x - s;
z.y = y - s;
return z;
}
void Vector2::operator+=(const Vector2& v)
{
x += v.x;
y += v.y;
}
void Vector2::operator+=(const float& s)
{
x += s;
y += s;
}
void Vector2::operator-=(const Vector2& v)
{
x -= v.x;
y -= v.y;
}
void Vector2::operator-=(const float& s)
{
x -= s;
y -= s;
}
void Vector2::operator*=(const float s)
{
x *= s;
y *= s;
}
Vector2 Vector2::operator*(const float s)
{
Vector2 v;
v.x = x * s;
v.y = y * s;
return v;
}
void Vector2::operator/=(const float s)
{
x /= s;
y /= s;
}
Vector2 Vector2::operator/(const float s)
{
Vector2 v;
v.x = x / s;
v.y = y / s;
return v;
}
float Vector2::operator*(const Vector2& v)
{
return (x * v.x) + (y * v.y);
}
float Vector2::Magnitude()
{
return std::sqrt((x * x) + (y * y));
}
Vector2 Vector2::Normalized()
{
Vector2 out;
out.x = (x / std::sqrt((x * x) + (y * y)));
out.y = (y / std::sqrt((x * x) + (y * y)));
return out;
}
sf::Vector2f Vector2::ToVector2f()
{
return sf::Vector2f(x, y);
}
sf::Vector2i Vector2::ToVector2i()
{
return sf::Vector2i((int)x, (int)y);
}
sf::Vector2u Vector2::ToVector2u()
{
return sf::Vector2u((unsigned int)x, (unsigned int)y);
}
b2Vec2 Vector2::Tob2Vec2()
{
return b2Vec2(x, y);
}
Vector2 Vector2::ToMeters()
{
return Vector2(x / PPM, y / PPM);
}
void Vector2::FromString(String _str)
{
std::string str = _str.ToAnsiString();
size_t start = str.find('(');
size_t end = str.find(')');
if (start == std::string::npos || end == std::string::npos || start >= end)
{
Debug.Warning("Vector2::FromString -> Invalid Format");
return;
}
std::string coordinates = str.substr(start + 1, end - start - 1);
size_t comma = coordinates.find(',');
if (comma == std::string::npos)
{
Debug.Warning("Vector2::FromString -> Invalid Format");
return;
}
std::string xStr = coordinates.substr(0, comma);
std::string yStr = coordinates.substr(comma + 1);
this->x = std::stof(xStr);
this->y = std::stof(yStr);
}
String Vector2::ToString()
{
String str = "(x, y)";
return str.Replace("x", String(x)).Replace("y", String(y));
}
void Vector2::ConvertToMeters()
{
x /= PPM;
y /= PPM;
}
Vector2 Vector2::ToPixels()
{
float pixelX = std::round(x * PPM);
float pixelY = std::round(Alce.GetScreenResolution().y - y * PPM);
return Vector2(pixelX, pixelY);
}
void Vector2::ConvertToPixels()
{
x *= PPM;
y = Alce.GetScreenResolution().y - y * PPM;
}
float Vector2::Distance(Vector2 other)
{
float cx, cy, d;
cx = (other.x - x) * (other.x - x);
cy = (other.y - y) * (other.y - y);
d = std::sqrt(cx + cy);
return d;
}
void Vector2::SetRound()
{
x = int(x);
y = int(y);
}
Vector2 Vector2::GetRound()
{
return Vector2(int(x), int(y));
}
String Vector2::operator~()
{
return ToString();
}
#pragma region Vector3
Vector3::Vector3() : x(0), y(0), z(0) {}
Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z)
{
}
Vector3::Vector3(sf::Vector2f v) : x(v.x), y(v.y), z(0)
{
}
Vector3::Vector3(sf::Vector2i v) : x((float)v.x), y((float)v.y), z(0)
{
}
Vector3::Vector3(sf::Vector2u v) : x((float)v.x), y((float)v.y), z(0)
{
}
Vector3::Vector3(Vector2 v) : x(v.x), y(v.y), z(0)
{
}
Vector3::Vector3(b2Vec3 v) : x(v.x), y(v.y), z(v.z) {}
Vector3& Vector3::operator=(const Vector3& v)
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
Vector3& Vector3::operator=(const Vector2& v)
{
x = v.x;
y = v.y;
z = 0;
return *this;
}
bool Vector3::operator!=(const Vector3& v)
{
return !(x == v.x && y == v.y && z == v.z);
}
Vector3 Vector3::operator+(const Vector3& v)
{
return Vector3(x + v.x, y + v.y, z + v.z);
}
Vector2 Vector3::operator+(const Vector2& v)
{
return Vector2(x + v.x, y + v.y);
}
Vector3 Vector3::operator+(const float& s)
{
return Vector3(x + s, y + s, z + s);
}
Vector3 Vector3::operator-(const Vector3& v)
{
return Vector3(x - v.x, y - v.y, z - v.z);
}
Vector2 Vector3::operator-(const Vector2& v)
{
return Vector2(x - v.x, y - v.y);
}
Vector3 Vector3::operator-(const float& s)
{
return Vector3(x - s, y - s, z - s);
}
void Vector3::operator+=(const Vector3& v)
{
x += v.x; y += v.y; z += v.z;
}
void Vector3::operator+=(const Vector2& v)
{
x += v.x; y += v.y;
}
void Vector3::operator+=(const float& s)
{
x += s; y += s; z += s;
}
void Vector3::operator-=(const Vector3& v)
{
x -= v.x; y -= v.y; z -= v.z;
}
void Vector3::operator-=(const Vector2& v)
{
x -= v.x; y -= v.y;
}
void Vector3::operator-=(const float& s)
{
x -= s; y -= s; z -= s;
}
void Vector3::operator*=(const float s)
{
x *= s; y *= s; z *= s;
}
Vector3 Vector3::operator*(const float s)
{
return Vector3(x * s, y * s, z * s);
}
void Vector3::operator/=(const float s)
{
x /= s; y /= s; z /= s;
}
Vector3 Vector3::operator/(const float s)
{
return Vector3(x / s, y / s, z / s);
}
float Vector3::operator*(const Vector3& v)
{
return x * v.x + y * v.y + z * v.z;
}
float Vector3::Magnitude()
{
return std::sqrt(x * x + y * y + z * z);
}
Vector3 Vector3::Normalized()
{
float m = Magnitude();
if(m == 0) return Vector3(0,0,0);
return Vector3(x / m, y / m, z / m);
}
sf::Vector2f Vector3::ToVector2f()
{
return sf::Vector2f(x, y);
}
sf::Vector2i Vector3::ToVector2i()
{
return sf::Vector2i((int)x, (int)y);
}
sf::Vector2u Vector3::ToVector2u()
{
return sf::Vector2u((unsigned int)x, (unsigned int)y);
}
Vector2 Vector3::ToVector2()
{
return Vector2(x, y);
}
b2Vec3 Vector3::Tob2Vec3()
{
return b2Vec3(x, y, z);
}
Vector2 Vector3::ToMeters()
{
return Vector2(x / PPM, y / PPM);
}
Vector2 Vector3::ToPixels()
{
float pixelX = std::round(x * PPM);
float pixelY = std::round(Alce.GetScreenResolution().y - y * PPM);
return Vector2(pixelX, pixelY);
}
void Vector3::FromString(String _str)
{
std::string str = _str.ToAnsiString();
size_t start = str.find('(');
size_t end = str.find(')');
if(start == std::string::npos || end == std::string::npos || start >= end) throw std::invalid_argument("Formato invalido");
std::string coords = str.substr(start + 1, end - start - 1);
size_t comma1 = coords.find(',');
size_t comma2 = coords.rfind(',');
if(comma1 == std::string::npos || comma2 == std::string::npos || comma1 == comma2) throw std::invalid_argument("Formato invalido");
x = std::stof(coords.substr(0, comma1));
y = std::stof(coords.substr(comma1 + 1, comma2 - comma1 - 1));
z = std::stof(coords.substr(comma2 + 1));
}
String Vector3::ToString()
{
String str = "(x, y, z)";
return str.Replace("x", String(x)).Replace("y", String(y)).Replace("z", String(z));
}
float Vector3::Distance(Vector3 other)
{
float dx = other.x - x;
float dy = other.y - y;
float dz = other.z - z;
return std::sqrt(dx*dx + dy*dy + dz*dz);
}
void Vector3::SetRound()
{
x = int(x); y = int(y); z = int(z);
}
Vector3 Vector3::GetRound()
{
return Vector3(int(x), int(y), int(z));
}
String Vector3::operator~()
{
return ToString();
}
#pragma endregion
#pragma endregion
#pragma region Math
float MATH::Sqrt(float x)
{
return std::sqrt(x);
}
float MATH::Pow(float x, float exp)
{
return std::pow(x, exp);
}
float MATH::Abs(float x)
{
return std::fabs(x);
}
float MATH::Sin(float a)
{
return std::sin(a);
}
float MATH::Cos(float a)
{
return std::cos(a);
}
Vector2 MATH::Lerp(Vector2 start, Vector2 end, float t)
{
Vector2 result;
result.x = start.x + (end.x - start.x) * t;
result.y = start.y + (end.y - start.y) * t;
return result;
}
#pragma endregion
#pragma region Shape
Shape::Shape(ShapeType type)
{
this->type = type;
}
ShapeType Shape::GetType()
{
return type;
}
#pragma endregion
#pragma region RectShape
RectShape::RectShape() : Shape(ShapeType::rect)
{
position = Vector2(0.0f, 0.0f);
width = 0;
height = 0;
}
RectShape::RectShape(float width, float height) : Shape(ShapeType::rect)
{
this->width = width;
this->height = height;
}
RectShape::RectShape(Vector2 bounds) : Shape(ShapeType::rect)
{
width = bounds.x;
height = bounds.y;
}
RectShape::RectShape(Vector2 position, float width, float height) : Shape(ShapeType::rect)
{
this->position = position;
this->width = width;
this->height = height;
}
RectShape::RectShape(float x, float y, float width, float height) : Shape(ShapeType::rect)
{
position.x = x;
position.y = y;
this->width = width;
this->height = height;
}
RectShape::RectShape(sf::FloatRect fr) : Shape(ShapeType::rect)
{
position.x = fr.left;
position.y = fr.top;
width = fr.width;
height = fr.height;
}
RectShape::RectShape(sf::IntRect fr) : Shape(ShapeType::rect)
{
position.x = (float)fr.left;
position.y = (float)fr.top;
width = (float)fr.width;
height = (float)fr.height;
}
sf::FloatRect RectShape::ToFloatRect()
{
return sf::FloatRect(position.x, position.y, width, height);
}
sf::IntRect RectShape::ToIntRect()
{
return sf::IntRect(position.x, position.y, width, height);
}
Vector2 RectShape::GetBounds()
{
return Vector2(width, height);
}
bool RectShape::InArea(Vector2 point)
{
return point.x >= position.x && point.x <= (position.x + width) && point.y >= position.y && point.y <= (position.y + height);
}
bool RectShape::Intersects(RectShape other)
{
return !(position.x + width < other.position.x ||
position.x > other.position.x + other.width ||
position.y + height < other.position.y ||
position.y > other.position.y + other.height);
}
String RectShape::ToString()
{
return alce::FormatString("width: {}, height: {}, x: {}, y: {}", {width, height, position.x, position.y});
}
String RectShape::operator~()
{
return ToString();
}
#pragma endregion
#pragma region PolygonShape
PolygonShape::PolygonShape(List<Vector2> vertexArray) : Shape(ShapeType::polygon)
{
this->vertexArray = vertexArray;
std::vector<b2Vec2> b2_vertex_vector;
for (auto& v : ~vertexArray)
{
b2_vertex_vector.push_back(v.Tob2Vec2());
}
b2vertexArray = b2_vertex_vector.data();
}
int PolygonShape::GetVertexCount()
{
return vertexArray.Length();
}
List<Vector2> PolygonShape::GetVertexList()
{
return vertexArray;
}
b2Vec2* PolygonShape::GetB2VertexArray()
{
return b2vertexArray;
}
bool PolygonShape::InArea(Vector2 point)
{
int i, j;
bool c = false;
int n = vertexArray.Length();
for (i = 0, j = n - 1; i < n; j = i++)
{
if (((vertexArray[i].y > point.y) != (vertexArray[j].y > point.y)) &&
(point.x < (vertexArray[j].x - vertexArray[i].x) * (point.y - vertexArray[i].y) / (vertexArray[j].y - vertexArray[i].y) + vertexArray[i].x))
{
c = !c;
}
}
return c;
}
float PolygonShape::GetAverageEdgeLength()
{
float totalEdgeLength = 0.0f;
int edgeCount = vertexArray.Length();
for(int i = 0; i < edgeCount; i++)
{
int nextIndex = (i + 1) % edgeCount;
Vector2 currentVertex = vertexArray[i];
Vector2 nextVertex = vertexArray[nextIndex];
float edgeLength = (nextVertex - currentVertex).Magnitude();
totalEdgeLength += edgeLength;
}
return totalEdgeLength / edgeCount;
}
#pragma endregion
#pragma region CircleShape
CircleShape::CircleShape() : Shape(ShapeType::circle)
{
radius = 1.0f;
}
CircleShape::CircleShape(Vector2 position) : Shape(ShapeType::circle)
{
this->position = position;
radius = 1.0f;
}
CircleShape::CircleShape(float x, float y) : Shape(ShapeType::circle)
{
this->position.x = x;
this->position.y = y;
radius = 1.0f;
}
CircleShape::CircleShape(float x, float y, float radius) : Shape(ShapeType::circle)
{
this->position.x = x;
this->position.y = y;
this->radius = radius;
}
CircleShape::CircleShape(float radius) : Shape(ShapeType::circle)
{
this->radius = radius;
}
CircleShape::CircleShape(Vector2 position, float radius) : Shape(ShapeType::circle)
{
this->position = position;
this->radius = radius;
}
bool CircleShape::InArea(Vector2 point)
{
return position.Distance(point) <= radius;
}
#pragma endregion