Big refactor, shuffling a lot of files around

This commit is contained in:
2025-11-01 19:51:19 -04:00
parent 99b7d9f49d
commit 62cd94ca78
125 changed files with 4073 additions and 3011 deletions

81
src/util/math_.cpp Normal file
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#include "math.h"
#include <glm/ext/matrix_transform.hpp>
#include <string>
using namespace glm;
namespace anm2ed::util::math
{
constexpr auto FLOAT_FORMAT_MAX_DECIMALS = 7;
constexpr auto FLOAT_FORMAT_EPSILON = 1e-7f;
constexpr float FLOAT_FORMAT_POW10[] = {1.f, 10.f, 100.f, 1000.f, 10000.f, 100000.f, 1000000.f, 10000000.f};
float round_nearest_multiple(float value, float multiple)
{
return (roundf((value) / (multiple)) * (multiple));
}
int float_decimals_needed(float value)
{
for (int decimalCount = 0; decimalCount <= FLOAT_FORMAT_MAX_DECIMALS; ++decimalCount)
{
auto scale = FLOAT_FORMAT_POW10[decimalCount];
auto rounded = roundf(value * scale) / scale;
if (fabsf(value - rounded) < FLOAT_FORMAT_EPSILON) return decimalCount;
}
return FLOAT_FORMAT_MAX_DECIMALS;
}
const char* float_format_get(float value)
{
static std::string formatString{};
int decimalCount = float_decimals_needed(value);
formatString = (decimalCount == 0) ? "%.0f" : ("%." + std::to_string(decimalCount) + "f");
return formatString.c_str();
}
const char* vec2_format_get(vec2& value)
{
static std::string formatString{};
int decimalCountX = float_decimals_needed(value.x);
int decimalCountY = float_decimals_needed(value.y);
int decimalCount = (decimalCountX > decimalCountY) ? decimalCountX : decimalCountY;
formatString = (decimalCount == 0) ? "%.0f" : ("%." + std::to_string(decimalCount) + "f");
return formatString.c_str();
}
mat4 quad_model_get(vec2 size, vec2 position, vec2 pivot, vec2 scale, float rotation)
{
vec2 scaleAbsolute = glm::abs(scale);
vec2 scaleSign = glm::sign(scale);
vec2 pivotScaled = pivot * scaleAbsolute;
vec2 sizeScaled = size * scaleAbsolute;
mat4 model(1.0f);
model = glm::translate(model, vec3(position - pivotScaled, 0.0f));
model = glm::translate(model, vec3(pivotScaled, 0.0f));
model = glm::scale(model, vec3(scaleSign, 1.0f));
model = glm::rotate(model, glm::radians(rotation), vec3(0, 0, 1));
model = glm::translate(model, vec3(-pivotScaled, 0.0f));
model = glm::scale(model, vec3(sizeScaled, 1.0f));
return model;
}
mat4 quad_model_parent_get(vec2 position, vec2 pivot, vec2 scale, float rotation)
{
vec2 scaleSign = glm::sign(scale);
vec2 scaleAbsolute = glm::abs(scale);
float handedness = (scaleSign.x * scaleSign.y) < 0.0f ? -1.0f : 1.0f;
mat4 local(1.0f);
local = glm::translate(local, vec3(pivot, 0.0f));
local = glm::scale(local, vec3(scaleSign, 1.0f));
local = glm::rotate(local, glm::radians(rotation) * handedness, vec3(0, 0, 1));
local = glm::translate(local, vec3(-pivot, 0.0f));
local = glm::scale(local, vec3(scaleAbsolute, 1.0f));
return glm::translate(mat4(1.0f), vec3(position, 0.0f)) * local;
}
}