init
This commit is contained in:
479
include/Vector4.hpp
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479
include/Vector4.hpp
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////////////////////////////////////////////////////////////
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//
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// This is a small addition to the SFML sf::Vector templates which
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// adds a sf::Vector4(f, i, u)
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//
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2016 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_VECTOR4_H
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#define SFML_VECTOR4_H
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namespace sf {
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////////////////////////////////////////////////////////////
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/// \brief Utility template class for manipulating
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/// 2-dimensional vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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class Vector4 {
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// Creates a Vector4(0, 0).
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///
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////////////////////////////////////////////////////////////
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Vector4();
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////////////////////////////////////////////////////////////
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/// \brief Construct the vector from its coordinates
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///
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/// \param X X coordinate
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/// \param Y Y coordinate
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///
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////////////////////////////////////////////////////////////
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Vector4(T X, T Y, T Z, T W);
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////////////////////////////////////////////////////////////
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/// \brief Construct the vector from another type of vector
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///
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/// This constructor doesn't replace the copy constructor,
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/// it's called only when U != T.
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/// A call to this constructor will fail to compile if U
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/// is not convertible to T.
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///
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/// \param vector Vector to convert
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///
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////////////////////////////////////////////////////////////
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template <typename U>
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explicit Vector4(const Vector4<U>& vector);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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T x; ///< X coordinate of the vector
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T y; ///< Y coordinate of the vector
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T z; ///< Z coordinate of the vector
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T w; ///< W coordinate of the vector
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};
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of unary operator -
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///
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/// \param right Vector to negate
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///
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/// \return Memberwise opposite of the vector
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator -(const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator +=
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///
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/// This operator performs a memberwise addition of both vectors,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator -=
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///
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/// This operator performs a memberwise subtraction of both vectors,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator +
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise addition of both vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator -
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise subtraction of both vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise multiplication by \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator *(const Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *
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///
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/// \param left Left operand (a scalar value)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise multiplication by \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator *(T left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *=
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///
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/// This operator performs a memberwise multiplication by \a right,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator *=(Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator /
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise division by \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator /(const Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator /=
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///
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/// This operator performs a memberwise division by \a right,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator /=(Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator ==
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///
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/// This operator compares strict equality between two vectors.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator ==(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator !=
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///
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/// This operator compares strict difference between two vectors.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is not equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator !=(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>::Vector4() :
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x(0),
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y(0),
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z(0),
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w(0){
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>::Vector4(T X, T Y, T Z, T W) :
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x(X),
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y(Y),
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z(Z),
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w(W) {
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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template <typename U>
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inline Vector4<T>::Vector4(const Vector4<U>& vector) :
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x(static_cast<T>(vector.x)),
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y(static_cast<T>(vector.y)),
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z(static_cast<T>(vector.z)),
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w(static_cast<T>(vector.w)) {
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator -(const Vector4<T>& right) {
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return Vector4<T>(
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-right.x,
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-right.y,
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-right.z,
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-right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right) {
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left.x += right.x;
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left.y += right.y;
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left.z += right.z;
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left.w += right.w;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right) {
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left.x -= right.x;
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left.y -= right.y;
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left.z -= right.z;
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left.w -= right.w;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right) {
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return Vector4<T>(
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left.x + right.x,
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left.y + right.y,
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left.z + right.z,
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left.w + right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right) {
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return Vector4<T>(
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left.x - right.x,
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left.y - right.y,
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left.z - right.z,
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left.w - right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator *(const Vector4<T>& left, T right) {
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return Vector4<T>(
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left.x * right,
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left.y * right,
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left.z * right,
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left.w * right
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator *(T left, const Vector4<T>& right) {
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return Vector4<T>(
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right.x * left,
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right.y * left,
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right.z * left,
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right.w * left
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator *=(Vector4<T>& left, T right) {
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left.x *= right;
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left.y *= right;
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left.z *= right;
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left.w *= right;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator /(const Vector4<T>& left, T right) {
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return Vector4<T>(
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left.x / right,
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left.y / right,
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left.z / right,
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left.w / right
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator /=(Vector4<T>& left, T right) {
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left.x /= right;
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left.y /= right;
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left.z /= right;
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left.w /= right;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline bool operator ==(const Vector4<T>& left, const Vector4<T>& right) {
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return
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(left.x == right.x) &&
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(left.y == right.y) &&
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(left.z == right.z) &&
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(left.w == right.w);;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline bool operator !=(const Vector4<T>& left, const Vector4<T>& right) {
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return
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(left.x != right.x) ||
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(left.y != right.y) ||
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(left.z != right.z) ||
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(left.w != right.w);
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}
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// Define the most common types
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typedef Vector4<int> Vector4i;
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typedef Vector4<unsigned int> Vector4u;
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typedef Vector4<float> Vector4f;
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} // namespace sf
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#endif // SFML_Vector4_HPP
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||||
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||||
////////////////////////////////////////////////////////////
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/// \class sf::Vector4
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/// \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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||||
////////////////////////////////////////////////////////////
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||||
331
include/util.hpp
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331
include/util.hpp
Normal file
@@ -0,0 +1,331 @@
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||||
#pragma once
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/Graphics/VertexArray.hpp>
|
||||
#include "Vector4.hpp"
|
||||
#include <math.h>
|
||||
#include <bitset>
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||||
#include <iostream>
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||||
#include <fstream>
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||||
#include <sstream>
|
||||
#include <string>
|
||||
#include <iterator>
|
||||
#include <list>
|
||||
#include <algorithm>
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||||
|
||||
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user