#include "math.h" #include #include 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; float handedness = (scaleSign.x * scaleSign.y) < 0.0f ? -1.0f : 1.0f; 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) * handedness, 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; } }