Math.cpp 7.7 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "../../Include/RmlUi/Core/Math.h"
  29. #include "../../Include/RmlUi/Core/Types.h"
  30. #include <time.h>
  31. #include <math.h>
  32. #include <stdlib.h>
  33. namespace Rml {
  34. namespace Math {
  35. const float RMLUI_PI = 3.141592653f;
  36. static constexpr float FZERO = 0.0001f;
  37. // Evaluates if a number is, or close to, zero.
  38. RMLUICORE_API bool IsZero(float value)
  39. {
  40. return AbsoluteValue(value) < FZERO;
  41. }
  42. // Evaluates if two floating-point numbers are equal, or so similar that they could be considered
  43. // so.
  44. RMLUICORE_API bool AreEqual(float value_0, float value_1)
  45. {
  46. return IsZero(value_1 - value_0);
  47. }
  48. // Calculates the absolute value of a number.
  49. RMLUICORE_API float AbsoluteValue(float value)
  50. {
  51. return fabsf(value);
  52. }
  53. RMLUICORE_API int AbsoluteValue(int value)
  54. {
  55. return abs(value);
  56. }
  57. RMLUICORE_API Vector2f AbsoluteValue(Vector2f value)
  58. {
  59. return {fabsf(value.x), fabsf(value.y)};
  60. }
  61. // Calculates the cosine of an angle.
  62. RMLUICORE_API float Cos(float angle)
  63. {
  64. return cosf(angle);
  65. }
  66. // Calculates the arc-cosine of an value.
  67. RMLUICORE_API float ACos(float value)
  68. {
  69. return acosf(value);
  70. }
  71. // Calculates the sine of an angle.
  72. RMLUICORE_API float Sin(float angle)
  73. {
  74. return sinf(angle);
  75. }
  76. // Calculates the arc-sine of an value.
  77. RMLUICORE_API float ASin(float angle)
  78. {
  79. return asinf(angle);
  80. }
  81. // Calculates the tangent of an angle.
  82. RMLUICORE_API float Tan(float angle)
  83. {
  84. return tanf(angle);
  85. }
  86. // Calculates the angle of a two-dimensional line.
  87. RMLUICORE_API float ATan2(float y, float x)
  88. {
  89. return atan2f(y, x);
  90. }
  91. // Evaluates the natural exponential function on a value.
  92. RMLUICORE_API float Exp(float value)
  93. {
  94. return expf(value);
  95. }
  96. // Converts an angle from radians to degrees.
  97. RMLUICORE_API float RadiansToDegrees(float angle)
  98. {
  99. return angle * (180.0f / RMLUI_PI);
  100. }
  101. // Converts an angle from degrees to radians.
  102. RMLUICORE_API float DegreesToRadians(float angle)
  103. {
  104. return angle * (RMLUI_PI / 180.0f);
  105. }
  106. // Normalises an angle in radians
  107. RMLUICORE_API float NormaliseAngle(float angle)
  108. {
  109. return fmodf(angle, RMLUI_PI * 2.0f);
  110. }
  111. // Calculates the square root of a value.
  112. RMLUICORE_API float SquareRoot(float value)
  113. {
  114. return sqrtf(value);
  115. }
  116. // Rounds a floating-point value to the nearest integer.
  117. RMLUICORE_API float RoundFloat(float value)
  118. {
  119. return roundf(value);
  120. }
  121. // Rounds a floating-point value to the nearest integer.
  122. RMLUICORE_API double RoundFloat(double value)
  123. {
  124. return round(value);
  125. }
  126. RMLUICORE_API float RoundUpFloat(float value)
  127. {
  128. return ceilf(value);
  129. }
  130. RMLUICORE_API float RoundDownFloat(float value)
  131. {
  132. return floorf(value);
  133. }
  134. // Rounds a floating-point value to the nearest integer.
  135. RMLUICORE_API int RoundToInteger(float value)
  136. {
  137. if (value > 0.0f)
  138. return RealToInteger(value + 0.5f);
  139. return RealToInteger(value - 0.5f);
  140. }
  141. // Rounds a floating-point value up to the nearest integer.
  142. RMLUICORE_API int RoundUpToInteger(float value)
  143. {
  144. return RealToInteger(ceilf(value));
  145. }
  146. // Rounds a floating-point value down to the nearest integer.
  147. RMLUICORE_API int RoundDownToInteger(float value)
  148. {
  149. return RealToInteger(floorf(value));
  150. }
  151. RMLUICORE_API float DecomposeFractionalIntegral(float value, float* integral)
  152. {
  153. return modff(value, integral);
  154. }
  155. // Efficiently truncates a floating-point value into an integer.
  156. RMLUICORE_API int RealToInteger(float value)
  157. {
  158. return int(value);
  159. }
  160. RMLUICORE_API void SnapToPixelGrid(float& offset, float& width)
  161. {
  162. const float right_edge = offset + width;
  163. offset = Math::RoundFloat(offset);
  164. width = Math::RoundFloat(right_edge) - offset;
  165. }
  166. RMLUICORE_API void SnapToPixelGrid(Vector2f& position, Vector2f& size)
  167. {
  168. const Vector2f bottom_right = position + size;
  169. position = position.Round();
  170. size = bottom_right.Round() - position;
  171. }
  172. RMLUICORE_API void ExpandToPixelGrid(Vector2f& position, Vector2f& size)
  173. {
  174. const Vector2f bottom_right = position + size;
  175. position = Vector2f(std::floor(position.x), std::floor(position.y));
  176. size = Vector2f(std::ceil(bottom_right.x), std::ceil(bottom_right.y)) - position;
  177. }
  178. // Converts the given number to a power of two, rounding up if necessary.
  179. RMLUICORE_API int ToPowerOfTwo(int number)
  180. {
  181. // Check if the number is already a power of two.
  182. if ((number & (number - 1)) == 0)
  183. return number;
  184. // Assuming 31 useful bits in an int here ... !
  185. for (int i = 31; i >= 0; i--)
  186. {
  187. if (number & (1 << i))
  188. {
  189. if (i == 31)
  190. return 1 << 31;
  191. else
  192. return 1 << (i + 1);
  193. }
  194. }
  195. return 0;
  196. }
  197. // Converts from a hexadecimal digit to decimal.
  198. RMLUICORE_API int HexToDecimal(char hex_digit)
  199. {
  200. if (hex_digit >= '0' && hex_digit <= '9')
  201. return hex_digit - '0';
  202. else if (hex_digit >= 'a' && hex_digit <= 'f')
  203. return 10 + (hex_digit - 'a');
  204. else if (hex_digit >= 'A' && hex_digit <= 'F')
  205. return 10 + (hex_digit - 'A');
  206. return -1;
  207. }
  208. // Generates a random floating-point value between 0 and a user-specified value.
  209. RMLUICORE_API float RandomReal(float max_value)
  210. {
  211. return (rand() / (float) RAND_MAX) * max_value;
  212. }
  213. // Generates a random integer value between 0 and a user-specified value.
  214. RMLUICORE_API int RandomInteger(int max_value)
  215. {
  216. return (rand() % max_value);
  217. }
  218. // Generates a random boolean value, with equal chance of true or false.
  219. RMLUICORE_API bool RandomBool()
  220. {
  221. return RandomInteger(2) == 1;
  222. }
  223. template <>
  224. Vector2f Max<Vector2f>(Vector2f a, Vector2f b)
  225. {
  226. return Vector2f(Max(a.x, b.x), Max(a.y, b.y));
  227. }
  228. template <>
  229. Vector2i Max<Vector2i>(Vector2i a, Vector2i b)
  230. {
  231. return Vector2i(Max(a.x, b.x), Max(a.y, b.y));
  232. }
  233. template <>
  234. Vector2f Min<Vector2f>(Vector2f a, Vector2f b)
  235. {
  236. return Vector2f(Min(a.x, b.x), Min(a.y, b.y));
  237. }
  238. template <>
  239. Vector2i Min<Vector2i>(Vector2i a, Vector2i b)
  240. {
  241. return Vector2i(Min(a.x, b.x), Min(a.y, b.y));
  242. }
  243. template <>
  244. Vector2f Clamp(Vector2f value, Vector2f min, Vector2f max)
  245. {
  246. return Vector2f(Clamp(value.x, min.x, max.x), Clamp(value.y, min.y, max.y));
  247. }
  248. template <>
  249. Vector2i Clamp(Vector2i value, Vector2i min, Vector2i max)
  250. {
  251. return Vector2i(Clamp(value.x, min.x, max.x), Clamp(value.y, min.y, max.y));
  252. }
  253. Colourb RoundedLerp(float t, Colourb v0, Colourb v1)
  254. {
  255. return Colourb{
  256. static_cast<unsigned char>(RoundToInteger(Lerp(t,
  257. static_cast<float>(v0[0]), static_cast<float>(v1[0])))),
  258. static_cast<unsigned char>(RoundToInteger(Lerp(t,
  259. static_cast<float>(v0[1]), static_cast<float>(v1[1])))),
  260. static_cast<unsigned char>(RoundToInteger(Lerp(t,
  261. static_cast<float>(v0[2]), static_cast<float>(v1[2])))),
  262. static_cast<unsigned char>(RoundToInteger(Lerp(t,
  263. static_cast<float>(v0[3]), static_cast<float>(v1[3]))))
  264. };
  265. }
  266. }
  267. } // namespace Rml