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MitchellHansen
2017-03-30 23:28:25 -07:00
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////////////////////////////////////////////////////////////
//
// This is a small addition to the SFML sf::Vector templates which
// adds a sf::Vector4(f, i, u)
//
////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2016 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_VECTOR4_H
#define SFML_VECTOR4_H
namespace sf {
////////////////////////////////////////////////////////////
/// \brief Utility template class for manipulating
/// 2-dimensional vectors
///
////////////////////////////////////////////////////////////
template <typename T>
class Vector4 {
public:
////////////////////////////////////////////////////////////
/// \brief Default constructor
///
/// Creates a Vector4(0, 0).
///
////////////////////////////////////////////////////////////
Vector4();
////////////////////////////////////////////////////////////
/// \brief Construct the vector from its coordinates
///
/// \param X X coordinate
/// \param Y Y coordinate
///
////////////////////////////////////////////////////////////
Vector4(T X, T Y, T Z, T W);
////////////////////////////////////////////////////////////
/// \brief Construct the vector from another type of vector
///
/// This constructor doesn't replace the copy constructor,
/// it's called only when U != T.
/// A call to this constructor will fail to compile if U
/// is not convertible to T.
///
/// \param vector Vector to convert
///
////////////////////////////////////////////////////////////
template <typename U>
explicit Vector4(const Vector4<U>& vector);
////////////////////////////////////////////////////////////
// Member data
////////////////////////////////////////////////////////////
T x; ///< X coordinate of the vector
T y; ///< Y coordinate of the vector
T z; ///< Z coordinate of the vector
T w; ///< W coordinate of the vector
};
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of unary operator -
///
/// \param right Vector to negate
///
/// \return Memberwise opposite of the vector
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T> operator -(const Vector4<T>& right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator +=
///
/// This operator performs a memberwise addition of both vectors,
/// and assigns the result to \a left.
///
/// \param left Left operand (a vector)
/// \param right Right operand (a vector)
///
/// \return Reference to \a left
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator -=
///
/// This operator performs a memberwise subtraction of both vectors,
/// and assigns the result to \a left.
///
/// \param left Left operand (a vector)
/// \param right Right operand (a vector)
///
/// \return Reference to \a left
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator +
///
/// \param left Left operand (a vector)
/// \param right Right operand (a vector)
///
/// \return Memberwise addition of both vectors
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator -
///
/// \param left Left operand (a vector)
/// \param right Right operand (a vector)
///
/// \return Memberwise subtraction of both vectors
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator *
///
/// \param left Left operand (a vector)
/// \param right Right operand (a scalar value)
///
/// \return Memberwise multiplication by \a right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T> operator *(const Vector4<T>& left, T right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator *
///
/// \param left Left operand (a scalar value)
/// \param right Right operand (a vector)
///
/// \return Memberwise multiplication by \a left
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T> operator *(T left, const Vector4<T>& right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator *=
///
/// This operator performs a memberwise multiplication by \a right,
/// and assigns the result to \a left.
///
/// \param left Left operand (a vector)
/// \param right Right operand (a scalar value)
///
/// \return Reference to \a left
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T>& operator *=(Vector4<T>& left, T right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator /
///
/// \param left Left operand (a vector)
/// \param right Right operand (a scalar value)
///
/// \return Memberwise division by \a right
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T> operator /(const Vector4<T>& left, T right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator /=
///
/// This operator performs a memberwise division by \a right,
/// and assigns the result to \a left.
///
/// \param left Left operand (a vector)
/// \param right Right operand (a scalar value)
///
/// \return Reference to \a left
///
////////////////////////////////////////////////////////////
template <typename T>
Vector4<T>& operator /=(Vector4<T>& left, T right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator ==
///
/// This operator compares strict equality between two vectors.
///
/// \param left Left operand (a vector)
/// \param right Right operand (a vector)
///
/// \return True if \a left is equal to \a right
///
////////////////////////////////////////////////////////////
template <typename T>
bool operator ==(const Vector4<T>& left, const Vector4<T>& right);
////////////////////////////////////////////////////////////
/// \relates Vector4
/// \brief Overload of binary operator !=
///
/// This operator compares strict difference between two vectors.
///
/// \param left Left operand (a vector)
/// \param right Right operand (a vector)
///
/// \return True if \a left is not equal to \a right
///
////////////////////////////////////////////////////////////
template <typename T>
bool operator !=(const Vector4<T>& left, const Vector4<T>& right);
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T>::Vector4() :
x(0),
y(0),
z(0),
w(0){
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T>::Vector4(T X, T Y, T Z, T W) :
x(X),
y(Y),
z(Z),
w(W) {
}
////////////////////////////////////////////////////////////
template <typename T>
template <typename U>
inline Vector4<T>::Vector4(const Vector4<U>& vector) :
x(static_cast<T>(vector.x)),
y(static_cast<T>(vector.y)),
z(static_cast<T>(vector.z)),
w(static_cast<T>(vector.w)) {
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T> operator -(const Vector4<T>& right) {
return Vector4<T>(
-right.x,
-right.y,
-right.z,
-right.w
);
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right) {
left.x += right.x;
left.y += right.y;
left.z += right.z;
left.w += right.w;
return left;
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right) {
left.x -= right.x;
left.y -= right.y;
left.z -= right.z;
left.w -= right.w;
return left;
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right) {
return Vector4<T>(
left.x + right.x,
left.y + right.y,
left.z + right.z,
left.w + right.w
);
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right) {
return Vector4<T>(
left.x - right.x,
left.y - right.y,
left.z - right.z,
left.w - right.w
);
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T> operator *(const Vector4<T>& left, T right) {
return Vector4<T>(
left.x * right,
left.y * right,
left.z * right,
left.w * right
);
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T> operator *(T left, const Vector4<T>& right) {
return Vector4<T>(
right.x * left,
right.y * left,
right.z * left,
right.w * left
);
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T>& operator *=(Vector4<T>& left, T right) {
left.x *= right;
left.y *= right;
left.z *= right;
left.w *= right;
return left;
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T> operator /(const Vector4<T>& left, T right) {
return Vector4<T>(
left.x / right,
left.y / right,
left.z / right,
left.w / right
);
}
////////////////////////////////////////////////////////////
template <typename T>
inline Vector4<T>& operator /=(Vector4<T>& left, T right) {
left.x /= right;
left.y /= right;
left.z /= right;
left.w /= right;
return left;
}
////////////////////////////////////////////////////////////
template <typename T>
inline bool operator ==(const Vector4<T>& left, const Vector4<T>& right) {
return
(left.x == right.x) &&
(left.y == right.y) &&
(left.z == right.z) &&
(left.w == right.w);;
}
////////////////////////////////////////////////////////////
template <typename T>
inline bool operator !=(const Vector4<T>& left, const Vector4<T>& right) {
return
(left.x != right.x) ||
(left.y != right.y) ||
(left.z != right.z) ||
(left.w != right.w);
}
// Define the most common types
typedef Vector4<int> Vector4i;
typedef Vector4<unsigned int> Vector4u;
typedef Vector4<float> Vector4f;
} // namespace sf
#endif // SFML_Vector4_HPP
////////////////////////////////////////////////////////////
/// \class sf::Vector4
/// \ingroup system
///
/// sf::Vector4 is a simple class that defines a mathematical
/// vector with two coordinates (x and y). It can be used to
/// represent anything that has two dimensions: a size, a point,
/// a velocity, etc.
///
/// The template parameter T is the type of the coordinates. It
/// can be any type that supports arithmetic operations (+, -, /, *)
/// and comparisons (==, !=), for example int or float.
///
/// You generally don't have to care about the templated form (sf::Vector4<T>),
/// the most common specializations have special typedefs:
/// \li sf::Vector4<float> is sf::Vector4f
/// \li sf::Vector4<int> is sf::Vector4i
/// \li sf::Vector4<unsigned int> is sf::Vector4u
///
/// The sf::Vector4 class has a small and simple interface, its x and y members
/// can be accessed directly (there are no accessors like setX(), getX()) and it
/// contains no mathematical function like dot product, cross product, length, etc.
///
/// Usage example:
/// \code
/// sf::Vector4f v1(16.5f, 24.f);
/// v1.x = 18.2f;
/// float y = v1.y;
///
/// sf::Vector4f v2 = v1 * 5.f;
/// sf::Vector4
/// v3 = v1 + v2;
///
/// bool different = (v2 != v3);
/// \endcode
///
/// Note: for 3-dimensional vectors, see sf::Vector3.
///
////////////////////////////////////////////////////////////

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#pragma once
#include <SFML/Graphics.hpp>
#include <SFML/Graphics/VertexArray.hpp>
#include "Vector4.hpp"
#include <math.h>
#include <bitset>
#include <iostream>
#include <fstream>
#include <sstream>
#include <string>
#include <iterator>
#include <list>
#include <algorithm>
const double PI = 3.141592653589793238463;
const float PI_F = 3.14159265358979f;
struct fps_counter {
public:
fps_counter() :
backdrop(sf::Vector2f(200, 100)), vertex_array(sf::LinesStrip) {
backdrop.setFillColor(sf::Color(0x0000003F));
if(!f.loadFromFile("../assets/fonts/Arial.ttf")){
std::cout << "couldn't find the fall back Arial font in ../assets/fonts/" << std::endl;
} else {
t.setFont(f);
t.setCharacterSize(18);
t.setColor(sf::Color::White);
}
}
void frame(double delta_time){
// Apply 100 units of smoothing
if (frame_count == 100){
frame_count = 0;
fps_average = 0;
}
frame_count++;
fps_average += (delta_time - fps_average) / frame_count;
}
void flip_units() {
if (milliseconds)
milliseconds = false;
else
milliseconds = true;
}
void draw(sf::RenderWindow *r){
r->draw(backdrop);
if (vertex_position == 200)
vertex_position = 0;
sf::Vector2f origin = backdrop.getPosition();
sf::Vector2f point = origin + sf::Vector2f(vertex_position, backdrop.getSize().y - (1.0/fps_average));
if (vertex_array.getVertexCount() < 200)
vertex_array.append(sf::Vertex(point, sf::Color::Red));
else
vertex_array[vertex_position] = sf::Vertex(point, sf::Color::Red);
r->draw(vertex_array);
vertex_position++;
std::string out;
if (milliseconds)
out = std::to_string(fps_average);
else
out = std::to_string(floor(1 / fps_average));
t.setString(out);
r->draw(t);
}
private:
sf::RectangleShape backdrop;
sf::VertexArray vertex_array;
sf::Font f;
sf::Text t;
int frame_count = 0;
double fps_average = 0;
bool milliseconds = false;
int vertex_position = 0;
};
struct debug_text {
public:
debug_text(int slot, int pixel_spacing, void* data_, std::string prefix_) : data(data_), prefix(prefix_) {
if (!f.loadFromFile("../assets/fonts/Arial.ttf")) {
std::cout << "couldn't find the fall back Arial font in ../assets/fonts/" << std::endl;
}
else {
t.setFont(f);
t.setCharacterSize(20);
t.setPosition(static_cast<float>(20), static_cast<float>(slot * pixel_spacing));
}
}
void draw(sf::RenderWindow *r) {
t.setString(prefix + std::to_string(*(float*)data));
r->draw(t);
}
private:
void* data;
std::string prefix;
sf::Font f;
sf::Text t;
};
inline sf::Vector3f SphereToCart(sf::Vector2f i) {
auto r = sf::Vector3f(
(1 * sin(i.y) * cos(i.x)),
(1 * sin(i.y) * sin(i.x)),
(1 * cos(i.y))
);
return r;
};
inline sf::Vector3f SphereToCart(sf::Vector3f i) {
auto r = sf::Vector3f(
(i.x * sin(i.z) * cos(i.y)),
(i.x * sin(i.z) * sin(i.y)),
(i.x * cos(i.z))
);
return r;
};
inline sf::Vector3f CartToSphere(sf::Vector3f in) {
auto r = sf::Vector3f(
sqrt(in.x * in.x + in.y * in.y + in.z * in.z),
atan(in.y / in.x),
atan(sqrt(in.x * in.x + in.y * in.y) / in.z)
);
return r;
};
inline sf::Vector2f CartToNormalizedSphere(sf::Vector3f in) {
auto r = sf::Vector2f(
atan2(sqrt(in.x * in.x + in.y * in.y), in.z),
atan2(in.y, in.x)
);
return r;
}
inline sf::Vector3f FixOrigin(sf::Vector3f base, sf::Vector3f head) {
return head - base;
}
inline sf::Vector3f Normalize(sf::Vector3f in) {
float multiplier = sqrt(in.x * in.x + in.y * in.y + in.z * in.z);
auto r = sf::Vector3f(
in.x / multiplier,
in.y / multiplier,
in.z / multiplier
);
return r;
}
inline float DotProduct(sf::Vector3f a, sf::Vector3f b){
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline float Magnitude(sf::Vector3f in){
return sqrt(in.x * in.x + in.y * in.y + in.z * in.z);
}
inline float AngleBetweenVectors(sf::Vector3f a, sf::Vector3f b){
return acos(DotProduct(a, b) / (Magnitude(a) * Magnitude(b)));
}
inline float DistanceBetweenPoints(sf::Vector3f a, sf::Vector3f b) {
return sqrt(DotProduct(a, b));
}
inline float DegreesToRadians(float in) {
return static_cast<float>(in * PI / 180.0f);
}
inline float RadiansToDegrees(float in) {
return static_cast<float>(in * 180.0f / PI);
}
inline std::string read_file(std::string file_name){
std::ifstream input_file(file_name);
if (!input_file.is_open()){
std::cout << file_name << " could not be opened" << std::endl;
return "";
}
std::stringstream buf;
buf << input_file.rdbuf();
input_file.close();
return buf.str();
}
inline void PrettyPrintUINT64(uint64_t i, std::stringstream* ss) {
*ss << "[" << std::bitset<15>(i) << "]";
*ss << "[" << std::bitset<1>(i >> 15) << "]";
*ss << "[" << std::bitset<8>(i >> 16) << "]";
*ss << "[" << std::bitset<8>(i >> 24) << "]";
*ss << "[" << std::bitset<32>(i >> 32) << "]";
}
inline void PrettyPrintUINT64(uint64_t i) {
std::cout << "[" << std::bitset<15>(i) << "]";
std::cout << "[" << std::bitset<1>(i >> 15) << "]";
std::cout << "[" << std::bitset<8>(i >> 16) << "]";
std::cout << "[" << std::bitset<8>(i >> 24) << "]";
std::cout << "[" << std::bitset<32>(i >> 32) << "]" << std::endl;
}
inline void DumpLog(std::stringstream* ss, std::string file_name) {
std::ofstream log_file;
log_file.open(file_name);
log_file << ss->str();
log_file.close();
}
inline std::string sfml_get_input(sf::RenderWindow *window) {
std::stringstream ss;
sf::Event event;
while (window->pollEvent(event)) {
if (event.type == sf::Event::TextEntered) {
ss << event.text.unicode;
}
else if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::Return) {
return ss.str();
}
}
}
}
inline std::vector<float> sfml_get_float_input(sf::RenderWindow *window) {
std::stringstream ss;
sf::Event event;
while (true) {
if (window->pollEvent(event)) {
if (event.type == sf::Event::TextEntered) {
if (event.text.unicode > 47 && event.text.unicode < 58 || event.text.unicode == 32)
ss << static_cast<char>(event.text.unicode);
}
else if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::Return) {
break;
}
}
}
}
std::istream_iterator<std::string> begin(ss);
std::istream_iterator<std::string> end;
std::vector<std::string> vstrings(begin, end);
std::vector<float> ret;
for (auto i: vstrings) {
ret.push_back(std::stof(i));
}
return ret;
}
inline int count_bits(int32_t v) {
v = v - ((v >> 1) & 0x55555555); // reuse input as temporary
v = (v & 0x33333333) + ((v >> 2) & 0x33333333); // temp
return (((v + (v >> 4)) & 0xF0F0F0F) * 0x1010101) >> 24; // count
}
inline int count_bits(int64_t v) {
int32_t left = (int32_t)(v);
int32_t right = (int32_t)(v >> 32);
left = left - ((left >> 1) & 0x55555555); // reuse input as temporary
left = (left & 0x33333333) + ((left >> 2) & 0x33333333); // temp
left = ((left + (left >> 4) & 0xF0F0F0F) * 0x1010101) >> 24; // count
right = right - ((right >> 1) & 0x55555555); // reuse input as temporary
right = (right & 0x33333333) + ((right >> 2) & 0x33333333); // temp
right = ((right + (right >> 4) & 0xF0F0F0F) * 0x1010101) >> 24; // count
return left + right;
}