-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathbasic.h
More file actions
309 lines (248 loc) · 6.44 KB
/
Copy pathbasic.h
File metadata and controls
309 lines (248 loc) · 6.44 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
#ifndef BASIC_H
#define BASIC_H
#include <stdint.h>
#include <math.h>
#include <stdlib.h>
#include <assert.h>
//
// Primitive type aliases
//
typedef uint8_t u8;
typedef uint16_t u16;
typedef uint32_t u32;
typedef uint64_t u64;
typedef int8_t i8;
typedef int16_t i16;
typedef int32_t i32;
typedef int64_t i64;
typedef float f32;
typedef double f64;
//
// Pair types
//
template< typename T0, typename T1 >
struct Pair {
T0 first;
T1 second;
};
template< typename T >
struct Result {
T value;
bool ok;
};
//
// Math types
//
inline float random_float(float min, float max) {
float w = max - min;
return (rand()/float(RAND_MAX)) * w + min;
}
// generates random float between -1 and 1
inline float random_float() {
return random_float(-1.0f, 1.0f);
}
// Returns a random integer in the range [min, max)
// Make sure that min < max
inline int random_int(int min, int max) {
assert(min < max && "min must be less than max");
return min + rand() % (max - min);
}
template <int N>
struct Vec {
float v[N] {};
Vec() {
for (int i = 0; i < N; ++i) {
v[i] = 0.0f;
}
}
float& operator[](int index) {
assert(index < N);
return v[index];
}
const float& operator[](int index) const {
assert(index < N);
return v[index];
}
Vec operator+(const Vec& other) const {
Vec result;
for (int i = 0; i < N; ++i) {
result.v[i] = v[i] + other.v[i];
}
return result;
}
Vec operator-(const Vec& other) const {
Vec result;
for (int i = 0; i < N; ++i) {
result.v[i] = v[i] - other.v[i];
}
return result;
}
Vec operator*(float s) const {
Vec result;
for (int i = 0; i < N; ++i) {
result[i] = v[i] * s;
}
return result;
}
Vec operator/(float s) const {
Vec result;
for (int i = 0; i < N; ++i) {
result[i] = v[i] / s;
}
return result;
}
Vec operator-() const {
return *this * -1.0f;
}
Vec& operator+=(const Vec& other) {
*this = *this + other;
return *this;
}
Vec& operator-=(const Vec& other) {
*this = *this - other;
return *this;
}
Vec& operator*=(float s) {
*this = *this * s;
return *this;
}
Vec& operator/=(float s) {
*this = *this / s;
return *this;
}
};
template< int N >
inline Vec<N> operator*(float s, const Vec<N> &v) {
return v * s;
}
template< int N >
inline float dot(const Vec<N> &v, const Vec<N> &w) {
float result = 0;
for (int i = 0; i < N; ++i) {
result += v[i] * w[i];
}
return result;
}
template< int N >
inline float length(const Vec<N> &v) {
return sqrtf(dot(v, v));
}
template< int N >
inline Vec<N> normalize(const Vec<N> &v) {
// float len = length(v);
// assert(len > 1e-6f && "Cannot normalize a near-zero vector");
return v / length(v);
}
template< int N >
inline Vec<N> random_unit_vec() {
while (true) {
Vec<N> v;
for (int i = 0; i < N; ++i) {
v[i] = random_float();
}
float len = length(v);
if (len <= 1.0f && len > 0.01) {
return normalize(v);
}
}
}
struct Vec2 : public Vec<2> {
Vec2() : Vec<2>{} {}
Vec2(float x, float y) : Vec<2>{} {
v[0] = x;
v[1] = y;
}
Vec2(const Vec<2> &other) : Vec<2>{other} {}
Vec2 &operator=(const Vec<2> &other) {
if (this != &other) { // check for self-assignment.
Vec<2>::operator=(other);
}
return *this;
}
float &x() { return this->v[0]; }
const float &x() const { return this->v[0]; }
float &y() { return this->v[1]; }
const float &y() const { return this->v[1]; }
};
inline Vec2 rotate(Vec2 v, float angle_rad) {
float cos_angle = cosf(angle_rad);
float sin_angle = sinf(angle_rad);
return {v.x() * cos_angle - v.y() * sin_angle, v.x() * sin_angle + v.y() * cos_angle};
}
struct Vec3 : public Vec<3> {
Vec3() : Vec<3>{} {}
Vec3(float x, float y, float z) : Vec<3>{} {
v[0] = x;
v[1] = y;
v[2] = z;
}
Vec3(const Vec<3> &other) : Vec<3>{other} {}
Vec3 &operator=(const Vec<3> &other) {
if (this != &other) { // check for self-assignment.
Vec<3>::operator=(other);
}
return *this;
}
float &x() { return this->v[0]; }
const float &x() const { return this->v[0]; }
float &y() { return this->v[1]; }
const float &y() const { return this->v[1]; }
float &z() { return this->v[2]; }
const float &z() const { return this->v[2]; }
float &r() { return this->v[0]; }
const float &r() const { return this->v[0]; }
float &g() { return this->v[1]; }
const float &g() const { return this->v[1]; }
float &b() { return this->v[2]; }
const float &b() const { return this->v[2]; }
};
struct Vec4 : public Vec<4> {
Vec4() : Vec<4>{} {}
Vec4(float x, float y, float z, float w) : Vec<4>{} {
v[0] = x;
v[1] = y;
v[2] = z;
v[3] = w;
}
Vec4(const Vec<4> &other) : Vec<4>{other} {}
Vec4 &operator=(const Vec<4> &other) {
if (this != &other) { // check for self-assignment.
Vec<4>::operator=(other);
}
return *this;
}
float &x() { return this->v[0]; }
const float &x() const { return this->v[0]; }
float &y() { return this->v[1]; }
const float &y() const { return this->v[1]; }
float &z() { return this->v[2]; }
const float &z() const { return this->v[2]; }
float &w() { return this->v[3]; }
const float &w() const { return this->v[3]; }
float &r() { return this->v[0]; }
const float &r() const { return this->v[0]; }
float &g() { return this->v[1]; }
const float &g() const { return this->v[1]; }
float &b() { return this->v[2]; }
const float &b() const { return this->v[2]; }
float &a() { return this->v[3]; }
const float &a() const { return this->v[3]; }
};
//
// Defer
//
template <typename F>
struct privDefer {
F f;
privDefer(F f) : f(f) {}
~privDefer() { f(); }
};
template <typename F>
inline privDefer<F> defer_func(F f) {
return privDefer<F>(f);
}
#define DEFER_1(x, y) x##y
#define DEFER_2(x, y) DEFER_1(x, y)
#define DEFER_3(x) DEFER_2(x, __COUNTER__)
#define defer(code) auto DEFER_3(_defer_) = defer_func([&](){code;})
#endif