mediapipe/mediapipe/render/core/math/vec2.cpp
2022-07-27 11:49:47 +08:00

175 lines
4.0 KiB
C++

//
// vec2.cpp
// Opipe
//
// Created by Wang,Renzhu on 2018/11/20.
// Copyright © 2018年 Wang,Renzhu. All rights reserved.
//
#include "vec2.hpp"
#include "math_utils.hpp"
namespace Opipe {
float Vec2::angle(const Vec2& v1, const Vec2& v2)
{
float dz = v1.x * v2.y - v1.y * v2.x;
return atan2f(fabsf(dz) + MATH_FLOAT_SMALL, dot(v1, v2));
}
void Vec2::add(const Vec2& v1, const Vec2& v2, Vec2* dst)
{
if (dst) {
dst->x = v1.x + v2.x;
dst->y = v1.y + v2.y;
}
}
void Vec2::clamp(const Vec2& min, const Vec2& max)
{
// Clamp the x value.
if (x < min.x)
x = min.x;
if (x > max.x)
x = max.x;
// Clamp the y value.
if (y < min.y)
y = min.y;
if (y > max.y)
y = max.y;
}
void Vec2::clamp(const Vec2& v, const Vec2& min, const Vec2& max, Vec2* dst)
{
if (dst) {
// Clamp the x value.
dst->x = v.x;
if (dst->x < min.x)
dst->x = min.x;
if (dst->x > max.x)
dst->x = max.x;
// Clamp the y value.
dst->y = v.y;
if (dst->y < min.y)
dst->y = min.y;
if (dst->y > max.y)
dst->y = max.y;
}
}
float Vec2::distance(const Vec2& v) const
{
float dx = v.x - x;
float dy = v.y - y;
return std::sqrt(dx * dx + dy * dy);
}
float Vec2::dot(const Vec2& v1, const Vec2& v2)
{
return (v1.x * v2.x + v1.y * v2.y);
}
float Vec2::length() const
{
return std::sqrt(x * x + y * y);
}
void Vec2::normalize()
{
float n = x * x + y * y;
// Already normalized.
if (n == 1.0f)
return;
n = std::sqrt(n);
// Too close to zero.
if (n < MATH_TOLERANCE)
return;
n = 1.0f / n;
x *= n;
y *= n;
}
Vec2 Vec2::get_normalized() const
{
Vec2 v(*this);
v.normalize();
return v;
}
void Vec2::rotate(const Vec2& point, float angle)
{
float sinAngle = std::sin(angle);
float cosAngle = std::cos(angle);
if (point.is_zero())
{
float tempX = x * cosAngle - y * sinAngle;
y = y * cosAngle + x * sinAngle;
x = tempX;
}
else
{
float tempX = x - point.x;
float tempY = y - point.y;
x = tempX * cosAngle - tempY * sinAngle + point.x;
y = tempY * cosAngle + tempX * sinAngle + point.y;
}
}
void Vec2::set(const float* array)
{
if (array) {
x = array[0];
y = array[1];
}
}
void Vec2::subtract(const Vec2& v1, const Vec2& v2, Vec2* dst)
{
if (dst) {
dst->x = v1.x - v2.x;
dst->y = v1.y - v2.y;
}
}
bool Vec2::equals(const Vec2& target) const
{
return (std::abs(this->x - target.x) < MATH_EPSILON)
&& (std::abs(this->y - target.y) < MATH_EPSILON);
}
float Vec2::get_angle(const Vec2& other) const
{
Vec2 a2 = get_normalized();
Vec2 b2 = other.get_normalized();
float angle = atan2f(a2.cross(b2), a2.dot(b2));
if (std::abs(angle) < MATH_EPSILON) return 0.f;
return angle;
}
Vec2 Vec2::rotate_by_angle(const Vec2& pivot, float angle) const
{
return pivot + (*this - pivot).rotate(Vec2::for_angle(angle));
}
const Vec2 Vec2::ZERO(0.0f, 0.0f);
const Vec2 Vec2::ONE(1.0f, 1.0f);
const Vec2 Vec2::UNIT_X(1.0f, 0.0f);
const Vec2 Vec2::UNIT_Y(0.0f, 1.0f);
const Vec2 Vec2::ANCHOR_MIDDLE(0.5f, 0.5f);
const Vec2 Vec2::ANCHOR_BOTTOM_LEFT(0.0f, 0.0f);
const Vec2 Vec2::ANCHOR_TOP_LEFT(0.0f, 1.0f);
const Vec2 Vec2::ANCHOR_BOTTOM_RIGHT(1.0f, 0.0f);
const Vec2 Vec2::ANCHOR_TOP_RIGHT(1.0f, 1.0f);
const Vec2 Vec2::ANCHOR_MIDDLE_RIGHT(1.0f, 0.5f);
const Vec2 Vec2::ANCHOR_MIDDLE_LEFT(0.0f, 0.5f);
const Vec2 Vec2::ANCHOR_MIDDLE_TOP(0.5f, 1.0f);
const Vec2 Vec2::ANCHOR_MIDDLE_BOTTOM(0.5f, 0.0f);
}