[core] Privatize math.hpp and vec.hpp

This commit is contained in:
John Firebaugh
2016-05-04 17:32:30 -07:00
parent a818917714
commit ce2a06e677
23 changed files with 120 additions and 65 deletions

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@@ -4,11 +4,11 @@
#include <mbgl/annotation/annotation_manager.hpp>
#include <mbgl/annotation/annotation_tile.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/layer/line_layer.hpp>
#include <mbgl/layer/fill_layer.hpp>
#include <mbgl/math/clamp.hpp>
namespace mbgl {

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@@ -1,11 +1,12 @@
#include <mbgl/geometry/feature_index.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/style/style.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/layer/symbol_layer.hpp>
#include <mbgl/util/get_geometries.hpp>
#include <mbgl/text/collision_tile.hpp>
#include <mbgl/util/get_geometries.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/math/minmax.hpp>
#include <cassert>
#include <string>

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@@ -6,9 +6,10 @@
#include <mbgl/util/math.hpp>
#include <mbgl/util/unitbezier.hpp>
#include <mbgl/util/interpolate.hpp>
#include <mbgl/util/chrono.hpp>
#include <mbgl/math/clamp.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/platform/platform.hpp>
#include <mbgl/util/chrono.hpp>
#include <cstdio>
#include <cmath>

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@@ -3,6 +3,7 @@
#include <mbgl/util/constants.hpp>
#include <mbgl/util/interpolate.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/math/clamp.hpp>
namespace mbgl {

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@@ -1,5 +1,5 @@
#include <mbgl/renderer/frame_history.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/math/minmax.hpp>
using namespace mbgl;

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@@ -28,6 +28,7 @@
#include <mbgl/util/get_geometries.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/math/minmax.hpp>
namespace mbgl {

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@@ -9,12 +9,12 @@
#include <mbgl/util/constants.hpp>
#include <mbgl/storage/resource.hpp>
#include <mbgl/storage/response.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/storage/file_source.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/style/style_update_parameters.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/math/minmax.hpp>
#include <mbgl/math/clamp.hpp>
#include <mbgl/util/std.hpp>
#include <mbgl/util/token.hpp>
#include <mbgl/util/string.hpp>

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@@ -19,6 +19,7 @@
#include <mbgl/util/string.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/layer/background_layer.hpp>
#include <mbgl/math/minmax.hpp>
#include <csscolorparser/csscolorparser.hpp>

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@@ -1,6 +1,6 @@
#include <mbgl/text/glyph_set.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/math/minmax.hpp>
#include <cassert>

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@@ -1,4 +1,4 @@
#include <mbgl/util/math.hpp>
#include <mbgl/math/clamp.hpp>
#include <mbgl/util/geo.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/map/tile_id.hpp>

117
src/mbgl/util/math.hpp Normal file
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@@ -0,0 +1,117 @@
#ifndef MBGL_UTIL_MATH
#define MBGL_UTIL_MATH
#include <cmath>
#include <array>
#include <limits>
#include <mbgl/util/vec.hpp>
namespace mbgl {
namespace util {
// TODO: split this file up into individual headers, following mbgl/math/*.hpp.
// Find the angle of the two vectors, solving the formula for the cross product
// a x b = |a||b|sin(θ) for θ.
template <typename T = double, typename S>
inline T angle_between(S ax, S ay, S bx, S by) {
return std::atan2((ax * by - ay * bx), ax * bx + ay * by);
}
template <typename T = double, typename S>
inline T angle_between(const vec2<S>& a, const vec2<S>& b) {
return angle_between(a.x, a.y, b.x, b.y);
}
template <typename T = double, typename S>
inline T angle_to(const vec2<S>& a, const vec2<S>& b) {
return std::atan2(a.y - b.y, a.x - b.x);
}
// Reflect an angle around 0 degrees
template <typename T>
inline std::array<T, 2> flip(const std::array<T, 2>& c) {
return {{
static_cast<T>(2 * M_PI - c[0]),
static_cast<T>(2 * M_PI - c[1])
}};
}
template <typename T, typename S1, typename S2>
inline vec2<T> normal(const S1& a, const S2& b) {
T dx = b.x - a.x;
T dy = b.y - a.y;
T c = std::sqrt(dx * dx + dy * dy);
return { dx / c, dy / c };
}
template <typename T>
inline T perp(const T& a) {
return T(-a.y, a.x);
}
template <typename T, typename S1, typename S2>
inline T dist(const S1& a, const S2& b) {
T dx = b.x - a.x;
T dy = b.y - a.y;
T c = std::sqrt(dx * dx + dy * dy);
return c;
}
template <typename T, typename S1, typename S2>
inline T distSqr(const S1& a, const S2& b) {
T dx = b.x - a.x;
T dy = b.y - a.y;
T c = dx * dx + dy * dy;
return c;
}
template <typename T>
inline T round(const T& a) {
return T(::round(a.x), ::round(a.y));
}
template <typename T>
inline T length(T a, T b) {
return std::sqrt(a * a + b * b);
}
// Take the magnitude of vector a.
template <typename T = double, typename S>
inline T mag(const S& a) {
return std::sqrt(a.x * a.x + a.y * a.y);
}
template <typename S>
inline S unit(const S& a) {
auto magnitude = mag(a);
if (magnitude == 0) {
return a;
}
return a * (1 / magnitude);
}
template <typename T, typename S = double>
inline T rotate(const T& a, S angle) {
S cos = std::cos(angle);
S sin = std::sin(angle);
S x = cos * a.x - sin * a.y;
S y = sin * a.x + cos * a.y;
return T(x, y);
}
template <typename T>
T smoothstep(T edge0, T edge1, T x) {
T t = clamp((x - edge0) / (edge1 - edge0), T(0), T(1));
return t * t * (T(3) - T(2) * t);
}
// Computes the log2(x) rounded up to the next integer.
// (== number of bits required to store x)
uint32_t ceil_log2(uint64_t x);
} // namespace util
} // namespace mbgl
#endif

126
src/mbgl/util/vec.hpp Normal file
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@@ -0,0 +1,126 @@
#ifndef MBGL_UTIL_VEC
#define MBGL_UTIL_VEC
#include <limits>
#include <type_traits>
#include <cmath>
#include <cstdint>
#include <array>
namespace mbgl {
template <typename T = double>
struct vec2 {
struct null {};
typedef T Type;
T x, y;
inline vec2() = default;
template<typename U = T, typename std::enable_if<std::numeric_limits<U>::has_quiet_NaN, int>::type = 0>
inline vec2(null) : x(std::numeric_limits<T>::quiet_NaN()), y(std::numeric_limits<T>::quiet_NaN()) {}
template<typename U = T, typename std::enable_if<!std::numeric_limits<U>::has_quiet_NaN, int>::type = 0>
inline vec2(null) : x(std::numeric_limits<T>::min()), y(std::numeric_limits<T>::min()) {}
inline vec2(const vec2& o) = default;
template<typename U>
inline vec2(const U& u) : x(u.x), y(u.y) {}
inline vec2(T x_, T y_) : x(x_), y(y_) {}
inline bool operator==(const vec2& rhs) const {
return x == rhs.x && y == rhs.y;
}
template <typename O>
inline typename std::enable_if<std::is_arithmetic<O>::value, vec2>::type
operator*(O o) const {
return {x * o, y * o};
}
inline void operator*=(T o) {
x *= o;
y *= o;
}
template <typename O>
inline typename std::enable_if<std::is_arithmetic<O>::value, vec2>::type
operator/(O o) const {
return {x / o, y / o};
}
inline void operator/=(T o) {
x /= o;
y /= o;
}
inline vec2<T> operator *(const std::array<float, 16>& matrix) {
return { x * matrix[0] + y * matrix[4] + matrix[12], x * matrix[1] + y * matrix[5] + matrix[13] };
}
template <typename O>
inline typename std::enable_if<std::is_arithmetic<O>::value, vec2>::type
operator-(O o) const {
return {x - o, y - o};
}
template <typename O>
inline typename std::enable_if<!std::is_arithmetic<O>::value, vec2>::type
operator-(const O &o) const {
return vec2<T>(x - o.x, y - o.y);
}
template <typename O>
inline typename std::enable_if<!std::is_arithmetic<O>::value, vec2>::type
operator+(const O &o) const {
return vec2<T>(x + o.x, y + o.y);
}
template <typename M>
inline vec2 matMul(const M &m) const {
return {m[0] * x + m[1] * y, m[2] * x + m[3] * y};
}
template<typename U = T, typename std::enable_if<std::numeric_limits<U>::has_quiet_NaN, int>::type = 0>
explicit operator bool() const {
return !std::isnan(x) && !std::isnan(y);
}
template<typename U = T, typename std::enable_if<!std::numeric_limits<U>::has_quiet_NaN, int>::type = 0>
explicit operator bool() const {
return x != std::numeric_limits<T>::min() && y != std::numeric_limits<T>::min();
}
};
template <typename T = double>
struct vec4 {
T x, y, z, w;
inline vec4() = default;
inline vec4(const vec4& o) : x(o.x), y(o.y), z(o.z), w(o.w) {}
inline vec4(T x_, T y_, T z_, T w_) : x(x_), y(y_), z(z_), w(w_) {}
inline bool operator==(const vec4& rhs) const {
return x == rhs.x && y == rhs.y && z == rhs.z && w == rhs.w;
}
template<typename U = T, typename std::enable_if<std::numeric_limits<U>::has_quiet_NaN, int>::type = 0>
explicit operator bool() const {
return !std::isnan(x) && !std::isnan(y) && !std::isnan(z) && !std::isnan(w);
}
template<typename U = T, typename std::enable_if<!std::numeric_limits<U>::has_quiet_NaN, int>::type = 0>
explicit operator bool() const {
return x != std::numeric_limits<T>::min()
&& y != std::numeric_limits<T>::min()
&& z != std::numeric_limits<T>::min()
&& w != std::numeric_limits<T>::min();
}
};
} // namespace mbgl
#endif // MBGL_UTIL_VEC