mediapipe/mediapipe/render/core/math/vec3.cpp
2022-07-13 10:42:20 +08:00

191 lines
4.8 KiB
C++

//
// vec3.cpp
// Quaramera
//
// Created by Wang,Renzhu on 2018/11/20.
// Copyright © 2018年 Wang,Renzhu. All rights reserved.
//
// #include "vec3.hpp"
#include "vec3.hpp"
#include "math_utils.hpp"
namespace Quaramera {
Vec3::Vec3() : x(0.0f), y(0.0f), z(0.0f) {
}
Vec3::Vec3(float xx, float yy, float zz) : x(xx), y(yy), z(zz) {
}
Vec3::Vec3(const float* array) {
set(array);
}
Vec3::Vec3(const Vec3& p1, const Vec3& p2) {
set(p1, p2);
}
Vec3::Vec3(const Vec3& copy) {
set(copy);
}
Vec3 Vec3::from_color(unsigned int color) {
float components[3];
int componentIndex = 0;
for (int i = 2; i >= 0; --i)
{
int component = (color >> i*8) & 0x0000ff;
components[componentIndex++] = static_cast<float>(component) / 255.0f;
}
Vec3 value(components);
return value;
}
float Vec3::angle(const Vec3& v1, const Vec3& v2) {
float dx = v1.y * v2.z - v1.z * v2.y;
float dy = v1.z * v2.x - v1.x * v2.z;
float dz = v1.x * v2.y - v1.y * v2.x;
return std::atan2(std::sqrt(dx * dx + dy * dy + dz * dz) + MATH_FLOAT_SMALL, dot(v1, v2));
}
void Vec3::add(const Vec3& v1, const Vec3& v2, Vec3* dst) {
if (dst) {
dst->x = v1.x + v2.x;
dst->y = v1.y + v2.y;
dst->z = v1.z + v2.z;
}
}
void Vec3::clamp(const Vec3& min, const Vec3& 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;
// Clamp the z value.
if (z < min.z)
z = min.z;
if (z > max.z)
z = max.z;
}
void Vec3::clamp(const Vec3& v, const Vec3& min, const Vec3& max, Vec3* 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;
// Clamp the z value.
dst->z = v.z;
if (dst->z < min.z)
dst->z = min.z;
if (dst->z > max.z)
dst->z = max.z;
}
}
void Vec3::cross(const Vec3& v) {
cross(*this, v, this);
}
void Vec3::cross(const Vec3& v1, const Vec3& v2, Vec3* dst) {
if (dst) {
// NOTE: This code assumes Vec3 struct members are contiguous floats in memory.
// We might want to revisit this (and other areas of code that make this assumption)
// later to guarantee 100% safety/compatibility.
MathUtils::cross_vec3(&v1.x, &v2.x, &dst->x);
}
}
float Vec3::distance(const Vec3& v) const {
float dx = v.x - x;
float dy = v.y - y;
float dz = v.z - z;
return std::sqrt(dx * dx + dy * dy + dz * dz);
}
float Vec3::distance_squared(const Vec3& v) const {
float dx = v.x - x;
float dy = v.y - y;
float dz = v.z - z;
return (dx * dx + dy * dy + dz * dz);
}
float Vec3::dot(const Vec3& v) const {
return (x * v.x + y * v.y + z * v.z);
}
float Vec3::dot(const Vec3& v1, const Vec3& v2) {
return (v1.x * v2.x + v1.y * v2.y + v1.z * v2.z);
}
void Vec3::normalize() {
float n = x * x + y * y + z * z;
// 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;
z *= n;
}
Vec3 Vec3::get_normalized() const {
Vec3 v(*this);
v.normalize();
return v;
}
void Vec3::subtract(const Vec3& v1, const Vec3& v2, Vec3* dst) {
if (dst) {
dst->x = v1.x - v2.x;
dst->y = v1.y - v2.y;
dst->z = v1.z - v2.z;
}
}
void Vec3::smooth(const Vec3& target, float elapsedTime, float responseTime) {
if (elapsedTime > 0)
{
*this += (target - *this) * (elapsedTime / (elapsedTime + responseTime));
}
}
const Vec3 Vec3::ZERO(0.0f, 0.0f, 0.0f);
const Vec3 Vec3::ONE(1.0f, 1.0f, 1.0f);
const Vec3 Vec3::UNIT_X(1.0f, 0.0f, 0.0f);
const Vec3 Vec3::UNIT_Y(0.0f, 1.0f, 0.0f);
const Vec3 Vec3::UNIT_Z(0.0f, 0.0f, 1.0f);
}