summaryrefslogtreecommitdiff
path: root/src/util
diff options
context:
space:
mode:
Diffstat (limited to 'src/util')
-rw-r--r--src/util/asset_manager.cc2
-rw-r--r--src/util/mini_math.h349
2 files changed, 238 insertions, 113 deletions
diff --git a/src/util/asset_manager.cc b/src/util/asset_manager.cc
index 80f8f85..1aa2ef6 100644
--- a/src/util/asset_manager.cc
+++ b/src/util/asset_manager.cc
@@ -10,7 +10,7 @@ extern const AssetRecord g_assets[];
extern const size_t g_assets_count;
const uint8_t *GetAsset(AssetId asset_id, size_t *out_size) {
- uint16_t index = static_cast<uint16_t>(asset_id);
+ uint16_t index = (uint16_t)asset_id;
if (index >= g_assets_count) {
if (out_size)
*out_size = 0;
diff --git a/src/util/mini_math.h b/src/util/mini_math.h
index 1a87e0f..b809323 100644
--- a/src/util/mini_math.h
+++ b/src/util/mini_math.h
@@ -17,164 +17,289 @@
// --- Operator Macro ---
// T: Class Name (e.g., vec3)
// N: Number of active components for math (e.g., 3)
-#define VEC_OPERATORS(T, N) \
- float& operator[](int i) { return v[i]; } \
- const float& operator[](int i) const { return v[i]; } \
- T& operator+=(const T& r) { for(int i=0; i<N; ++i) v[i]+=r.v[i]; return *this; } \
- T& operator-=(const T& r) { for(int i=0; i<N; ++i) v[i]-=r.v[i]; return *this; } \
- T& operator*=(float s) { for(int i=0; i<N; ++i) v[i]*=s; return *this; } \
- T operator+(const T& r) const { T res(*this); res += r; return res; } \
- T operator-(const T& r) const { T res(*this); res -= r; return res; } \
- T operator*(float s) const { T res(*this); res *= s; return res; } \
- T operator-() const { T res; for(int i=0; i<N; ++i) res.v[i] = -v[i]; return res; } \
- static float dot(const T& a, const T& b) { float s=0; for(int i=0; i<N; ++i) s+=a.v[i]*b.v[i]; return s; } \
- float dot(const T& a) const { return dot(*this, a); } \
- float norm() const { return std::sqrt(dot(*this, *this)); } \
- float len() const { return norm(); } \
- float inv_norm() const { float l2 = dot(*this, *this); return l2 > 0 ? 1.0f/std::sqrt(l2) : 0; } \
- T normalize() const { return (*this) * inv_norm(); }
+#define VEC_OPERATORS(T, N) \
+ float &operator[](int i) { \
+ return v[i]; \
+ } \
+ const float &operator[](int i) const { \
+ return v[i]; \
+ } \
+ T &operator+=(const T &r) { \
+ for (int i = 0; i < N; ++i) \
+ v[i] += r.v[i]; \
+ return *this; \
+ } \
+ T &operator-=(const T &r) { \
+ for (int i = 0; i < N; ++i) \
+ v[i] -= r.v[i]; \
+ return *this; \
+ } \
+ T &operator*=(float s) { \
+ for (int i = 0; i < N; ++i) \
+ v[i] *= s; \
+ return *this; \
+ } \
+ T operator+(const T &r) const { \
+ T res(*this); \
+ res += r; \
+ return res; \
+ } \
+ T operator-(const T &r) const { \
+ T res(*this); \
+ res -= r; \
+ return res; \
+ } \
+ T operator*(float s) const { \
+ T res(*this); \
+ res *= s; \
+ return res; \
+ } \
+ T operator-() const { \
+ T res; \
+ for (int i = 0; i < N; ++i) \
+ res.v[i] = -v[i]; \
+ return res; \
+ } \
+ static float dot(const T &a, const T &b) { \
+ float s = 0; \
+ for (int i = 0; i < N; ++i) \
+ s += a.v[i] * b.v[i]; \
+ return s; \
+ } \
+ float dot(const T &a) const { \
+ return dot(*this, a); \
+ } \
+ float norm() const { \
+ return std::sqrt(dot(*this, *this)); \
+ } \
+ float len() const { \
+ return norm(); \
+ } \
+ float inv_norm() const { \
+ float l2 = dot(*this, *this); \
+ return l2 > 0 ? 1.0f / std::sqrt(l2) : 0; \
+ } \
+ T normalize() const { \
+ return (*this) * inv_norm(); \
+ }
#ifdef USE_VEC2
struct vec2 {
- union { struct { float x, y; }; float v[2]; };
- vec2(float x=0, float y=0) : x(x), y(y) {}
- VEC_OPERATORS(vec2, 2)
+ union {
+ struct {
+ float x, y;
+ };
+ float v[2];
+ };
+ vec2(float x = 0, float y = 0) : x(x), y(y) {
+ }
+ VEC_OPERATORS(vec2, 2)
};
#endif
#ifdef USE_VEC3
struct vec3 {
- union {
- struct { float x, y, z; float _; }; // _ is padding for 16-byte alignment
- float v[4]; // Size 4 to match alignment
- };
- vec3(float x=0, float y=0, float z=0) : x(x), y(y), z(z), _(0) {}
- VEC_OPERATORS(vec3, 3) // Operators only touch x,y,z (indices 0,1,2)
+ union {
+ struct {
+ float x, y, z;
+ float _;
+ }; // _ is padding for 16-byte alignment
+ float v[4]; // Size 4 to match alignment
+ };
+ vec3(float x = 0, float y = 0, float z = 0) : x(x), y(y), z(z), _(0) {
+ }
+ VEC_OPERATORS(vec3, 3) // Operators only touch x,y,z (indices 0,1,2)
- static vec3 cross(vec3 a, vec3 b) { return {a.y*b.z-a.z*b.y, a.z*b.x-a.x*b.z, a.x*b.y-a.y*b.x}; }
+ static vec3 cross(vec3 a, vec3 b) {
+ return {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z,
+ a.x * b.y - a.y * b.x};
+ }
};
#endif
#ifdef USE_VEC4
struct vec4 {
- union { struct { float x, y, z, w; }; float v[4]; };
- vec4(float x=0, float y=0, float z=0, float w=0) : x(x), y(y), z(z), w(w) {}
- VEC_OPERATORS(vec4, 4)
+ union {
+ struct {
+ float x, y, z, w;
+ };
+ float v[4];
+ };
+ vec4(float x = 0, float y = 0, float z = 0, float w = 0)
+ : x(x), y(y), z(z), w(w) {
+ }
+ VEC_OPERATORS(vec4, 4)
};
#endif
#ifdef USE_MAT4
struct mat4 {
- float m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; // Identity (Column-Major)
+ float m[16] = {1, 0, 0, 0, 0, 1, 0, 0,
+ 0, 0, 1, 0, 0, 0, 0, 1}; // Identity (Column-Major)
- static mat4 perspective(float fov, float asp, float n, float f) {
- mat4 r = {}; float t = 1.0f/std::tan(fov*0.5f);
- r.m[0]=t/asp; r.m[5]=t; r.m[10]=f/(n-f); r.m[11]=-1; r.m[14]=(n*f)/(n-f);
- return r;
- }
+ static mat4 perspective(float fov, float asp, float n, float f) {
+ mat4 r = {};
+ float t = 1.0f / std::tan(fov * 0.5f);
+ r.m[0] = t / asp;
+ r.m[5] = t;
+ r.m[10] = f / (n - f);
+ r.m[11] = -1;
+ r.m[14] = (n * f) / (n - f);
+ return r;
+ }
- static mat4 look_at(vec3 eye, vec3 center, vec3 up) {
- vec3 f = (center - eye).normalize();
- vec3 s = vec3::cross(f, up).normalize();
- vec3 u = vec3::cross(s, f);
- mat4 res;
- res.m[0] = s.x; res.m[4] = s.y; res.m[8] = s.z;
- res.m[1] = u.x; res.m[5] = u.y; res.m[9] = u.z;
- res.m[2] =-f.x; res.m[6] =-f.y; res.m[10]=-f.z;
- res.m[12]=-vec3::dot(s, eye); res.m[13]=-vec3::dot(u, eye); res.m[14]= vec3::dot(f, eye);
- return res;
- }
+ static mat4 look_at(vec3 eye, vec3 center, vec3 up) {
+ vec3 f = (center - eye).normalize();
+ vec3 s = vec3::cross(f, up).normalize();
+ vec3 u = vec3::cross(s, f);
+ mat4 res;
+ res.m[0] = s.x;
+ res.m[4] = s.y;
+ res.m[8] = s.z;
+ res.m[1] = u.x;
+ res.m[5] = u.y;
+ res.m[9] = u.z;
+ res.m[2] = -f.x;
+ res.m[6] = -f.y;
+ res.m[10] = -f.z;
+ res.m[12] = -vec3::dot(s, eye);
+ res.m[13] = -vec3::dot(u, eye);
+ res.m[14] = vec3::dot(f, eye);
+ return res;
+ }
};
#endif
#ifdef USE_QUAT
struct quat {
- union { struct { float x, y, z, w; }; float v[4]; };
- quat(float x=0, float y=0, float z=0, float w=1) : x(x), y(y), z(z), w(w) {}
- VEC_OPERATORS(quat, 4)
+ union {
+ struct {
+ float x, y, z, w;
+ };
+ float v[4];
+ };
+ quat(float x = 0, float y = 0, float z = 0, float w = 1)
+ : x(x), y(y), z(z), w(w) {
+ }
+ VEC_OPERATORS(quat, 4)
- quat operator*(const quat& q) const {
- return { w*q.x + x*q.w + y*q.z - z*q.y, w*q.y - x*q.z + y*q.w + z*q.x,
- w*q.z + x*q.y - y*q.x + z*q.w, w*q.w - x*q.x - y*q.y - z*q.z };
- }
+ quat operator*(const quat &q) const {
+ return {w * q.x + x * q.w + y * q.z - z * q.y,
+ w * q.y - x * q.z + y * q.w + z * q.x,
+ w * q.z + x * q.y - y * q.x + z * q.w,
+ w * q.w - x * q.x - y * q.y - z * q.z};
+ }
- static quat from_axis(vec3 a, float ang) {
- float s = std::sin(ang*0.5f); return {a.x*s, a.y*s, a.z*s, std::cos(ang*0.5f)};
- }
+ static quat from_axis(vec3 a, float ang) {
+ float s = std::sin(ang * 0.5f);
+ return {a.x * s, a.y * s, a.z * s, std::cos(ang * 0.5f)};
+ }
- static quat from_to(vec3 a, vec3 b) {
- float d = vec3::dot(a, b); vec3 axis = vec3::cross(a, b);
- if (d < -0.9999f) return {0, 1, 0, 0};
- float s = std::sqrt((1.0f + d) * 2.0f), inv_s = 1.0f/s;
- return {axis.x*inv_s, axis.y*inv_s, axis.z*inv_s, s*0.5f};
- }
+ static quat from_to(vec3 a, vec3 b) {
+ float d = vec3::dot(a, b);
+ vec3 axis = vec3::cross(a, b);
+ if (d < -0.9999f)
+ return {0, 1, 0, 0};
+ float s = std::sqrt((1.0f + d) * 2.0f), inv_s = 1.0f / s;
+ return {axis.x * inv_s, axis.y * inv_s, axis.z * inv_s, s * 0.5f};
+ }
- static quat look_at(vec3 eye, vec3 target, vec3 up) {
- vec3 f = (target - eye).normalize();
- vec3 r = vec3::cross(f, up).normalize();
- vec3 u = vec3::cross(r, f);
- float m00 = r.x, m11 = u.y, m22 = -f.z, tr = m00 + m11 + m22;
- if (tr > 0) {
- float s = std::sqrt(tr + 1.0f) * 2.0f;
- return { (u.z - (-f.y)) / s, ((-f.x) - r.z) / s, (r.y - u.x) / s, 0.25f * s };
- } else if ((m00 > m11) && (m00 > m22)) {
- float s = std::sqrt(1.0f + m00 - m11 - m22) * 2.0f;
- return { 0.25f * s, (r.y + u.x) / s, ((-f.x) + r.z) / s, (u.z - (-f.y)) / s };
- } else if (m11 > m22) {
- float s = std::sqrt(1.0f + m11 - m00 - m22) * 2.0f;
- return { (r.y + u.x) / s, 0.25f * s, (u.z + (-f.y)) / s, ((-f.x) - r.z) / s };
- } else {
- float s = std::sqrt(1.0f + m22 - m00 - m11) * 2.0f;
- return { ((-f.x) + r.z) / s, (u.z + (-f.y)) / s, 0.25f * s, (r.y - u.x) / s };
- }
+ static quat look_at(vec3 eye, vec3 target, vec3 up) {
+ vec3 f = (target - eye).normalize();
+ vec3 r = vec3::cross(f, up).normalize();
+ vec3 u = vec3::cross(r, f);
+ float m00 = r.x, m11 = u.y, m22 = -f.z, tr = m00 + m11 + m22;
+ if (tr > 0) {
+ float s = std::sqrt(tr + 1.0f) * 2.0f;
+ return {(u.z - (-f.y)) / s, ((-f.x) - r.z) / s, (r.y - u.x) / s,
+ 0.25f * s};
+ } else if ((m00 > m11) && (m00 > m22)) {
+ float s = std::sqrt(1.0f + m00 - m11 - m22) * 2.0f;
+ return {0.25f * s, (r.y + u.x) / s, ((-f.x) + r.z) / s,
+ (u.z - (-f.y)) / s};
+ } else if (m11 > m22) {
+ float s = std::sqrt(1.0f + m11 - m00 - m22) * 2.0f;
+ return {(r.y + u.x) / s, 0.25f * s, (u.z + (-f.y)) / s,
+ ((-f.x) - r.z) / s};
+ } else {
+ float s = std::sqrt(1.0f + m22 - m00 - m11) * 2.0f;
+ return {((-f.x) + r.z) / s, (u.z + (-f.y)) / s, 0.25f * s,
+ (r.y - u.x) / s};
}
+ }
- vec3 rotate(vec3 v_in) const {
- vec3 qv(x, y, z), t = vec3::cross(qv, v_in) * 2.0f;
- return v_in + t * w + vec3::cross(qv, t);
- }
+ vec3 rotate(vec3 v_in) const {
+ vec3 qv(x, y, z), t = vec3::cross(qv, v_in) * 2.0f;
+ return v_in + t * w + vec3::cross(qv, t);
+ }
- mat4 to_mat() const {
- mat4 r; float x2=x+x, y2=y+y, z2=z+z, xx=x*x2, xy=x*y2, xz=x*z2, yy=y*y2, yz=y*z2, zz=z*z2, wx=w*x2, wy=w*y2, wz=w*z2;
- r.m[0]=1-(yy+zz); r.m[4]=xy-wz; r.m[8]=xz+wy; r.m[1]=xy+wz; r.m[5]=1-(xx+zz); r.m[9]=yz-wx; r.m[2]=xz-wy; r.m[6]=yz+wx; r.m[10]=1-(xx+yy);
- return r;
- }
+ mat4 to_mat() const {
+ mat4 r;
+ float x2 = x + x, y2 = y + y, z2 = z + z, xx = x * x2, xy = x * y2,
+ xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2, wx = w * x2,
+ wy = w * y2, wz = w * z2;
+ r.m[0] = 1 - (yy + zz);
+ r.m[4] = xy - wz;
+ r.m[8] = xz + wy;
+ r.m[1] = xy + wz;
+ r.m[5] = 1 - (xx + zz);
+ r.m[9] = yz - wx;
+ r.m[2] = xz - wy;
+ r.m[6] = yz + wx;
+ r.m[10] = 1 - (xx + yy);
+ return r;
+ }
};
inline quat slerp(quat a, quat b, float t) {
- float d = a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
- if (d < 0) { b = b * -1.0f; d = -d; }
- if (d > 0.9995f) { // Linear fall-back
- quat r; for(int i=0;i<4;++i) r.v[i] = a.v[i] + (b.v[i] - a.v[i])*t;
- return r;
- }
- float th0 = std::acos(d), th = th0*t, s0 = std::sin(th0), s1 = std::sin(th)/s0, s2 = std::sin(th0-th)/s0;
- return a * s2 + b * s1;
+ float d = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
+ if (d < 0) {
+ b = b * -1.0f;
+ d = -d;
+ }
+ if (d > 0.9995f) { // Linear fall-back
+ quat r;
+ for (int i = 0; i < 4; ++i)
+ r.v[i] = a.v[i] + (b.v[i] - a.v[i]) * t;
+ return r;
+ }
+ float th0 = std::acos(d), th = th0 * t, s0 = std::sin(th0),
+ s1 = std::sin(th) / s0, s2 = std::sin(th0 - th) / s0;
+ return a * s2 + b * s1;
}
#endif
-template<typename T>
-inline T lerp(const T& a, const T& b, float t) { return a + (b - a) * t; }
+template <typename T> inline T lerp(const T &a, const T &b, float t) {
+ return a + (b - a) * t;
+}
#ifdef USE_EASING
namespace ease {
- inline float out_cubic(float t) { return 1.0f - std::pow(1.0f - t, 3.0f); }
- inline float in_out_quad(float t) { return t < 0.5f ? 2.0f*t*t : 1.0f - std::pow(-2.0f*t + 2.0f, 2.0f) / 2.0f; }
- inline float out_expo(float t) { return t == 1.0f ? 1.0f : 1.0f - std::pow(2.0f, -10.0f * t); }
+inline float out_cubic(float t) {
+ return 1.0f - std::pow(1.0f - t, 3.0f);
+}
+inline float in_out_quad(float t) {
+ return t < 0.5f ? 2.0f * t * t
+ : 1.0f - std::pow(-2.0f * t + 2.0f, 2.0f) / 2.0f;
+}
+inline float out_expo(float t) {
+ return t == 1.0f ? 1.0f : 1.0f - std::pow(2.0f, -10.0f * t);
+}
}
#endif
#ifdef USE_SPRING
namespace spring {
- template<typename T>
- void solve(T& current, T& velocity, const T& target, float smooth_time, float dt) {
- float omega = 2.0f / smooth_time;
- float x = omega * dt;
- float exp = 1.0f / (1.0f + x + 0.48f*x*x + 0.235f*x*x*x);
- T change = current - target;
- T temp = (velocity + change * omega) * dt;
- velocity = (velocity - temp * omega) * exp;
- current = target + (change + temp) * exp;
- }
+template <typename T>
+void solve(T &current, T &velocity, const T &target, float smooth_time,
+ float dt) {
+ float omega = 2.0f / smooth_time;
+ float x = omega * dt;
+ float exp = 1.0f / (1.0f + x + 0.48f * x * x + 0.235f * x * x * x);
+ T change = current - target;
+ T temp = (velocity + change * omega) * dt;
+ velocity = (velocity - temp * omega) * exp;
+ current = target + (change + temp) * exp;
+}
}
#endif