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mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00

Implementa Vector2

This commit is contained in:
Danilo 2024-04-18 20:13:42 -03:00
parent 1a521799f9
commit c112e25331
7 changed files with 337 additions and 24 deletions

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@ -3,7 +3,7 @@
#
# Add source to this project's executable.
add_executable (xna WIN32 "xna.cpp" "xna.h" "platform/window-dx.cpp" "platform/device-dx.cpp" "platform/adapter-dx.cpp" "platform/swapchain-dx.cpp" "platform/rendertarget-dx.cpp" "platform/texture-dx.cpp" "platform/blendstate-dx.cpp" "platform/game-dx.cpp" "platform/clock-dx.cpp" "csharp/stream.cpp" "platform/gdevicemanager-dx.cpp" "platform/vertexinput-dx.cpp" "platform/shader-dx.cpp" "platform/rasterizerstate-dx.cpp" "platform/vertexbuffer-dx.cpp" "platform/indexbuffer-dx.cpp" "common/matrix.cpp" "platform/constbuffer-dx.cpp" "platform/databuffer-dx.cpp" "platform/samplerstate-dx.cpp" "platform/spritebatch-dx.cpp" "platform/spritefont-dx.cpp" "platform/depthstencilstate-dx.cpp" "platform/keyboard-dx.cpp" "platform/mouse-dx.cpp" "platform/gamepad-dx.cpp")
add_executable (xna WIN32 "xna.cpp" "xna.h" "platform/window-dx.cpp" "platform/device-dx.cpp" "platform/adapter-dx.cpp" "platform/swapchain-dx.cpp" "platform/rendertarget-dx.cpp" "platform/texture-dx.cpp" "platform/blendstate-dx.cpp" "platform/game-dx.cpp" "platform/clock-dx.cpp" "csharp/stream.cpp" "platform/gdevicemanager-dx.cpp" "platform/vertexinput-dx.cpp" "platform/shader-dx.cpp" "platform/rasterizerstate-dx.cpp" "platform/vertexbuffer-dx.cpp" "platform/indexbuffer-dx.cpp" "common/matrix.cpp" "platform/constbuffer-dx.cpp" "platform/databuffer-dx.cpp" "platform/samplerstate-dx.cpp" "platform/spritebatch-dx.cpp" "platform/spritefont-dx.cpp" "platform/depthstencilstate-dx.cpp" "platform/keyboard-dx.cpp" "platform/mouse-dx.cpp" "platform/gamepad-dx.cpp" "common/vectors.cpp")
if (CMAKE_VERSION VERSION_GREATER 3.12)
set_property(TARGET xna PROPERTY CXX_STANDARD 20)

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@ -283,5 +283,5 @@ namespace xna {
world.M44 = 1.0f;
return world;
}
}
}

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@ -587,6 +587,19 @@ namespace xna {
return Matrix::Divide(matrix, divider);
}
};
constexpr Vector2 Vector2::Transform(Vector2 const& position, Matrix const& matrix) {
const auto posx = (position.X * matrix.M11 + position.Y * matrix.M21) + matrix.M41;
const auto posy = (position.X * matrix.M12 + position.Y * matrix.M22) + matrix.M42;
return{ posx, posy };
}
constexpr Vector2 Vector2::TransformNormal(Vector2 const& normal, Matrix const& matrix) {
const auto posx = normal.X * matrix.M11 + normal.Y * matrix.M21;
const auto posy = normal.X * matrix.M12 + normal.Y * matrix.M22;
return { posx, posy };
}
}
#endif

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@ -1,6 +1,8 @@
#ifndef XNA_COMMON_QUATERNION_HPP
#define XNA_COMMON_QUATERNION_HPP
#include "vectors.hpp"
namespace xna {
struct Quaternion {
float X{ 0 };
@ -17,6 +19,22 @@ namespace xna {
return X == other.X && Y == other.Y && Z == other.Z && W == other.W;
}
};
constexpr Vector2 Vector2::Transform(Vector2 const& value, Quaternion const& rotation) {
const auto rx = rotation.X + rotation.X;
const auto ry = rotation.Y + rotation.Y;
const auto rz = rotation.Z + rotation.Z;
const auto rwz = rotation.W * rz;
const auto rxx = rotation.X * rx;
const auto rxy = rotation.X * ry;
const auto ryy = rotation.Y * ry;
const auto rzz = rotation.Z * rz;
const auto x = value.X * (1.0F - ryy - rzz) + value.Y * (rxy - rwz);
const auto y = value.X * (rxy + rwz) + value.Y * (1.0F - rxx - rzz);
return{ x,y };
}
}
#endif

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@ -0,0 +1,115 @@
#include "vectors.hpp"
#include "matrix.hpp"
#include "quaternion.hpp"
namespace xna {
bool Vector2::Transform(Vector2 const* sourceArray, size_t sourceArrayLength, Matrix const& matrix, Vector2* destinationArray, size_t destinationArrayLength) {
if (!sourceArray || !destinationArray || destinationArrayLength < sourceArrayLength)
return false;
for (size_t index = 0; index < sourceArrayLength; ++index)
{
const auto& source = sourceArray[index];
destinationArray[index].X = (source.X * matrix.M11 + source.Y * matrix.M21) + matrix.M41;
destinationArray[index].Y = (source.X * matrix.M12 + source.Y * matrix.M22) + matrix.M42;
}
return true;
}
bool Vector2::Transform(Vector2 const* sourceArray, size_t sourceArrayLength, size_t sourceIndex, Matrix const& matrix,
Vector2* destinationArray, size_t destinationArrayLength, size_t destinationIndex, size_t length) {
if (!sourceArray || !destinationArray || destinationArrayLength < sourceArrayLength
|| sourceArrayLength < sourceIndex + length || destinationArrayLength < destinationIndex + length)
return false;
for (size_t i = 0; i < length; ++i) {
const auto& source = sourceArray[sourceIndex + i];
destinationArray[destinationIndex + i].X = (source.X * matrix.M11 + source.Y * matrix.M21) + matrix.M41;
destinationArray[destinationIndex + i].Y = (source.X * matrix.M12 + source.Y * matrix.M22) + matrix.M42;
}
return true;
}
bool Vector2::TransformNormal(Vector2 const* sourceArray, size_t sourceArrayLength, Matrix const& matrix, Vector2* destinationArray, size_t destinationArrayLength) {
if (!sourceArray || !destinationArray || destinationArrayLength < sourceArrayLength)
return false;
for (size_t index = 0; index < sourceArrayLength; ++index) {
const auto& source = sourceArray[index];
destinationArray[index].X = source.X * matrix.M11 + source.Y * matrix.M21;
destinationArray[index].Y = source.X * matrix.M12 + source.Y * matrix.M22;
}
return true;
}
bool Vector2::TransformNormal(Vector2 const* sourceArray, size_t sourceArrayLength, size_t sourceIndex, Matrix const& matrix, Vector2* destinationArray, size_t destinationArrayLength, size_t destinationIndex, size_t length) {
if (!sourceArray || !destinationArray || destinationArrayLength < sourceArrayLength
|| sourceArrayLength < sourceIndex + length || destinationArrayLength < destinationIndex + length)
return false;
for (size_t i = 0; i < length; ++i)
{
const auto& source = sourceArray[sourceIndex + i];
destinationArray[destinationIndex].X = (source.X * matrix.M11 + source.Y * matrix.M21);
destinationArray[destinationIndex].Y = (source.X * matrix.M12 + source.Y * matrix.M22);
}
}
bool Vector2::Transform(Vector2 const* sourceArray, size_t sourceArrayLength, Quaternion const& rotation, Vector2* destinationArray, size_t destinationArrayLength) {
if (!sourceArray || !destinationArray || destinationArrayLength < sourceArrayLength)
return false;
const auto rx = rotation.X + rotation.X;
const auto ry = rotation.Y + rotation.Y;
const auto rz = rotation.Z + rotation.Z;
const auto rwz = rotation.W * rz;
const auto rxx = rotation.X * rx;
const auto rxy = rotation.X * ry;
const auto ryy = rotation.Y * ry;
const auto rzz = rotation.Z * rz;
const auto a = 1.0f - ryy - rzz;
const auto b = rxy - rwz;
const auto c = rxy + rwz;
const auto d = 1.0f - rxx - rzz;
for (size_t index = 0; index < sourceArrayLength; ++index) {
const auto& source = sourceArray[index];
destinationArray[index].X = source.X * a + source.Y * b;
destinationArray[index].Y = source.X * c + source.Y * d;
}
return true;
}
bool Vector2::Transform(Vector2 const* sourceArray, size_t sourceArrayLength, size_t sourceIndex, Quaternion const& rotation,
Vector2* destinationArray, size_t destinationArrayLength, size_t destinationIndex, size_t length) {
if (!sourceArray || !destinationArray || destinationArrayLength < sourceArrayLength
|| sourceArrayLength < sourceIndex + length || destinationArrayLength < destinationIndex + length)
return false;
const auto rx = rotation.X + rotation.X;
const auto ry = rotation.Y + rotation.Y;
const auto rz = rotation.Z + rotation.Z;
const auto rwz = rotation.W * rz;
const auto rxx = rotation.X * rx;
const auto rxy = rotation.X * ry;
const auto ryy = rotation.Y * ry;
const auto rzz = rotation.Z * rz;
const auto a = 1.0f - ryy - rzz;
const auto b = rxy - rwz;
const auto c = rxy + rwz;
const auto d = 1.0f - rxx - rzz;
for (size_t i = 0; i < length; ++i) {
const auto& source = sourceArray[sourceIndex = i];
destinationArray[destinationIndex].X = source.X * a + source.Y* b;
destinationArray[destinationIndex].Y = source.X * c +source.Y * d;
++sourceIndex;
++destinationIndex;
}
}
}

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@ -1,12 +1,16 @@
#ifndef XNA_COMMON_VECTORS_HPP
#define XNA_COMMON_VECTORS_HPP
#include <cmath>
#include "../default.hpp"
namespace xna {
struct Vector2 {
float X{ 0 };
float Y{ 0 };
constexpr Vector2() = default;
constexpr Vector2(float value) : X(value), Y(value) {}
constexpr Vector2(float X, float Y)
: X(X), Y(Y) {}
@ -15,26 +19,194 @@ namespace xna {
return X == other.X && Y == other.Y;
}
static constexpr Vector2 One() {
return Vector2(1, 1);
static constexpr Vector2 Zero() { return {}; }
static constexpr Vector2 One() { return { 1 }; }
static constexpr Vector2 UnitX() { return { 1, 0 }; }
static constexpr Vector2 UnitY() { return { 0, 1 }; }
inline float Length() const {
return sqrt(LengthSquared());
}
constexpr float LengthSquared() const {
return (X * X + Y * Y);
}
static inline float Distance(Vector2 const& value1, Vector2 const& value2) {
return sqrt(DistanceSquared(value1, value2));
}
static constexpr float DistanceSquared(Vector2 const& value1, Vector2 const& value2) {
const auto x = value1.X - value2.X;
const auto y = value1.Y - value2.Y;
return x * x + y * y;
}
static constexpr float Dot(Vector2 const& value1, Vector2 const& value2) {
return value1.X * value2.X + value1.Y * value2.Y;
}
inline void Normalize() {
const auto normal = 1.0f / Length();
X *= normal;
Y *= normal;
}
static inline Vector2 Normalize(Vector2 const& value) {
const auto normal = 1.0F / value.Length();
return { value.X * normal, value.Y * normal };
}
static constexpr Vector2 Reflect(Vector2 const& vector, Vector2 const& normal) {
const auto num = vector.X * normal.X + vector.Y * normal.Y;
return { vector.X - 2.0f * num * normal.X , vector.Y - 2.0f * num * normal.Y };
}
static constexpr Vector2 Min(Vector2 const& value1, Vector2 const& value2) {
Vector2 vector2;
vector2.X = value1.X < value2.X ? value1.X : value2.X;
vector2.Y = value1.Y < value2.Y ? value1.Y : value2.Y;
return vector2;
return {
value1.X < value2.X ? value1.X : value2.X,
value1.Y < value2.Y ? value1.Y : value2.Y
};
}
static constexpr Vector2 Max(Vector2 const& value1, Vector2 const& value2) {
return {
value1.X > value2.X ? value1.X : value2.X,
value1.Y > value2.Y ? value1.Y : value2.Y
};
}
static constexpr Vector2 Clamp(Vector2 const& value1, Vector2 const& min, Vector2 const& max) {
const auto _maxx = value1.X > max.X ? max.X : value1.X;
const auto _x = _maxx < min.X ? min.X : _maxx;
const auto _maxy = value1.Y > max.Y ? max.Y : value1.Y;
const auto _y = _maxy < min.Y ? min.Y : _maxy;
return { _x, _y };
}
static constexpr Vector2 Lerp(Vector2 const& value1, Vector2 const& value2, float amount) {
return{
value1.X + (value2.X - value1.X) * amount,
value1.Y + (value2.Y - value1.Y) * amount
};
}
static constexpr Vector2 Barycentric(Vector2 const& value1, Vector2 const& value2, Vector2 const& value3, float amount1, float amount2) {
return {
value1.X + amount1 * (value2.X - value1.X) + amount2 * (value3.X - value1.X),
value1.Y + amount1 * (value2.Y - value1.Y) + amount2 * (value3.Y - value1.Y)
};
}
static constexpr Vector2 SmoothStep(Vector2 const& value1, Vector2 const& value2, float amount) {
amount = amount > 1.0F ? 1.0f : (amount < 0.0F ? 0.0f : amount);
amount = amount * amount * (3.0F - 2.0F * amount);
return {
value1.X + (value2.X - value1.X) * amount,
value1.Y + (value2.Y - value1.Y) * amount
};
}
static constexpr Vector2 CatmullRom(Vector2 const& value1, Vector2 const& value2, Vector2 const& value3, Vector2 const& value4, float amount) {
const auto am2 = amount * amount;
const auto am3 = amount * am2;
Vector2 vector2;
vector2.X = value1.X > value2.X ? value1.X : value2.X;
vector2.Y = value1.Y > value2.Y ? value1.Y : value2.Y;
vector2.X = 0.5F * (2.0F * value2.X + (-value1.X + value3.X) * amount + (2.0F * value1.X - 5.0F * value2.X + 4.0F * value3.X - value4.X) * am2 + (-value1.X + 3.0F * value2.X - 3.0F * value3.X + value4.X) * am3);
vector2.Y = 0.5F * (2.0F * value2.Y + (-value1.Y + value3.Y) * amount + (2.0F * value1.Y - 5.0F * value2.Y + 4.0F * value3.Y - value4.Y) * am2 + (-value1.Y + 3.0F * value2.Y - 3.0F * value3.Y + value4.Y) * am3);
return vector2;
}
static constexpr Vector2 Hermite(Vector2 const& value1, Vector2 const& tangent1, Vector2 const& value2, Vector2 const& tangent2, float amount) {
const auto am2 = amount * amount;
const auto am3 = amount * am2;
const auto num3 = (2.0F * am3 - 3.0F * am2 + 1.0F);
const auto num4 = (-2.0F * am3 + 3.0F * am2);
const auto num5 = am3 - 2.0F * am2 + amount;
const auto am4 = am3 - am2;
return{
value1.X * num3 + value2.X * num4 + tangent1.X * num5 + tangent2.X * am4,
value1.Y * num3 + value2.Y * num4 + tangent1.Y * num5 + tangent2.Y * am4
};
}
static constexpr Vector2 Transform(Vector2 const& position, Matrix const& matrix);
static constexpr Vector2 TransformNormal(Vector2 const& normal, Matrix const& matrix);
static constexpr Vector2 Transform(Vector2 const& value, Quaternion const& rotation);
static bool Transform(Vector2 const* sourceArray, size_t sourceArrayLength, Matrix const& matrix, Vector2* destinationArray, size_t destinationArrayLength);
static bool Transform(Vector2 const* sourceArray, size_t sourceArrayLength, size_t sourceIndex, Matrix const& matrix,
Vector2* destinationArray, size_t destinationArrayLength, size_t destinationIndex, size_t length);
static bool TransformNormal(Vector2 const* sourceArray, size_t sourceArrayLength, Matrix const& matrix, Vector2* destinationArray, size_t destinationArrayLength);
static bool TransformNormal(Vector2 const* sourceArray, size_t sourceArrayLength, size_t sourceIndex, Matrix const& matrix,
Vector2* destinationArray, size_t destinationArrayLength, size_t destinationIndex, size_t length);
static bool Transform(Vector2 const* sourceArray, size_t sourceArrayLength, Quaternion const& rotation, Vector2* destinationArray, size_t destinationArrayLength);
static bool Transform(Vector2 const* sourceArray, size_t sourceArrayLength, size_t sourceIndex, Quaternion const& rotation,
Vector2* destinationArray, size_t destinationArrayLength, size_t destinationIndex, size_t length);
static constexpr Vector2 Negate(Vector2 const& value) {
return { -value.X, -value.Y };
}
static constexpr Vector2 Add(Vector2 const& value1, Vector2 const& value2) {
return { value1.X + value2.X, value1.Y + value2.Y };
}
static constexpr Vector2 Subtract(Vector2 const& value1, Vector2 const& value2) {
return { value1.X - value2.X, value1.Y - value2.Y };
}
static constexpr Vector2 Multiply(Vector2 const& value1, Vector2 const& value2) {
return { value1.X * value2.X, value1.Y * value2.Y };
}
static constexpr Vector2 Multiply(Vector2 const& value1, float scaleFactor) {
return { value1.X * scaleFactor, value1.Y * scaleFactor };
}
static constexpr Vector2 Divide(Vector2 const& value1, Vector2 const& value2) {
return { value1.X / value2.X, value1.Y / value2.Y };
}
static constexpr Vector2 Divide(Vector2 const& value1, float divider) {
return { value1.X / divider, value1.Y / divider };
}
constexpr Vector2 operator-() const {
return Vector2(-X, -Y);
return Negate(*this);
}
friend constexpr Vector2 operator+(Vector2 const& value1, Vector2 const& value2) {
return Vector2::Add(value1, value2);
}
friend constexpr Vector2 operator-(Vector2 const& value1, Vector2 const& value2) {
return Vector2::Subtract(value1, value2);
}
friend constexpr Vector2 operator*(Vector2 const& value1, Vector2 const& value2) {
return Vector2::Multiply(value1, value2);
}
friend constexpr Vector2 operator/(Vector2 const& value1, Vector2 const& value2) {
return Vector2::Divide(value1, value2);
}
friend constexpr Vector2 operator*(Vector2 const& value1, float factor) {
return Vector2::Multiply(value1, factor);
}
friend constexpr Vector2 operator/(Vector2 const& value1, float divider) {
return Vector2::Divide(value1, divider);
}
friend constexpr Vector2 operator*(float factor, Vector2 const& value1) {
return Vector2::Multiply(value1, factor);
}
friend constexpr Vector2 operator/(float divider, Vector2 const& value1) {
return Vector2::Divide(value1, divider);
}
};
@ -61,7 +233,7 @@ namespace xna {
static Vector3 Multiply(Vector3 value1, Vector3 value2) { return {}; }
static Vector3 Subtract(Vector3 value1, Vector3 value2) { return {}; }
static Vector3 Multiply(Vector3 value1, float value) { return {}; }
void Normalize(){}
void Normalize() {}
constexpr Vector3 operator-() const {
return Vector3();

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@ -37,24 +37,19 @@ namespace xna {
using PPlane = std::shared_ptr<Plane>;
struct Point;
using PPoint = std::shared_ptr<Point>;
class Quaternion;
struct Quaternion;
using PQuaternion = std::shared_ptr<Quaternion>;
class Ray;
using PRay = std::shared_ptr<Ray>;
struct Rectangle;
using PRectangle = std::shared_ptr<Rectangle>;
struct Vector2;
using Vec2 = Vector2;
using PVector2 = std::shared_ptr<Vector2>;
using PVec2 = std::shared_ptr<Vector2>;
struct Vector3;
using Vec3 = Vector3;
using PVector3 = std::shared_ptr<Vector3>;
using PVec3 = std::shared_ptr<Vector3>;
struct Vector4;
using Vec4 = Vector4;
struct Vector2;
using PVector2 = std::shared_ptr<Vector2>;
struct Vector3;
using PVector3 = std::shared_ptr<Vector3>;
struct Vector4;
using PVector4 = std::shared_ptr<Vector4>;
using PVec4 = std::shared_ptr<Vector4>;
//Game
class DrawableGameComponent;