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spectre/source/Math/Math.cpp

93 lines
1.9 KiB
C++

#include <cstdlib>
#include <Spectre/Math/Transform.h>
#include <Spectre/Math/Math.h>
namespace sp { namespace math
{
float rand(float min, float max) {
float r = ((float) ::rand()) / RAND_MAX;
return ((max - min) * r) + min;
}
float deg2rad(float deg) {
return deg * 3.141592654f / 180.0f;
}
unsigned int nextPowerOfTwo(unsigned int value) {
if (value == 0) {
return 1;
}
unsigned int exp = static_cast<unsigned int>(::ceil(log2(value)));
return ::pow(2.0f, exp);
}
Matrix4f orthoProjection(float left, float right,
float bottom, float top,
float zNear, float zFar) {
float rl = (right - left),
tb = (top - bottom),
fn = (zFar - zNear),
rl2 = 2.0f / rl,
tb2 = 2.0f / tb,
fn2 = 2.0f / fn,
x = (right + left) / rl,
y = (top + bottom) / tb,
z = (zFar + zNear) / fn;
return Matrix4f(
rl2 , 0.0f, 0.0f, -x,
0.0f, tb2 , 0.0f, -y,
0.0f, 0.0f, -fn2, -z,
0.0f, 0.0f, 0.0f, 1.0f
);
}
Vector2f Vector2UnProject(Vector2f point, Transform InverseMVP, Vector4u screen) {
// Convert to NDC from pixel cordinates first using screen size
point.x = -1.f + 2.f * (point.x - screen.x) / screen.z;
point.y = 1.f - 2.f * (point.y - screen.y) / screen.w;
// Then transform the point using the inverse MVP matrix.
return InverseMVP.transformPoint(point);
}
Matrix4f rotation(float theta) {
float r = deg2rad(theta);
float s = ::std::sin(r);
float c = ::std::cos(r);
return Matrix4f(
c, -s, 0.0f, 0.0f,
s, c, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
}
Matrix4f translate(float x, float y) {
return Matrix4f(
1.0f, 0.0f, 0.0f, x,
0.0f, 1.0f, 0.0f, y,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
}
Matrix4f scale(float x, float y) {
return Matrix4f(
x , 0.0f, 0.0f, 0.0f,
0.0f, y , 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f);
}
} } // namespace sp::math