Adding nlohmanns json library

This commit is contained in:
Dynamitos
2020-05-05 01:52:07 +02:00
parent 3ef8342247
commit bb5b48698a
83 changed files with 2426 additions and 646 deletions
+23
View File
@@ -1,5 +1,6 @@
#include "Vector.h"
#include "Matrix.h"
#include "EngineTypes.h"
namespace Seele
{
@@ -24,6 +25,28 @@ struct Rect
Vector2 size;
Vector2 offset;
};
//Unsigned int
struct URect
{
URect()
: size(0, 0), offset(0, 0)
{
}
URect(uint32 sizeX, uint32 sizeY, uint32 offsetX, uint32 offsetY)
: size(sizeX, sizeY), offset(offsetX, offsetY)
{
}
URect(UVector2 size, UVector2 offset)
: size(size), offset(offset)
{
}
bool isEmpty() const
{
return size.x == 0 || size.y == 0;
}
UVector2 size;
UVector2 offset;
};
struct Rect3D
{
Vector size;
+111 -6
View File
@@ -7,6 +7,19 @@ Transform::Transform()
{
}
Transform::Transform(Transform &&other)
: position(other.position), rotation(other.rotation), scale(scale)
{
other.position = Vector4(0, 0, 0, 0);
other.rotation = Quaternion(0, 0, 0, 0);
other.scale = Vector4(0, 0, 0, 0);
}
Transform::Transform(const Transform &other)
: position(other.position), rotation(other.rotation), scale(scale)
{
}
Transform::Transform(Vector position)
: position(Vector4(position, 0)), rotation(Quaternion(0, 0, 0, 0)), scale(Vector4(1, 1, 1, 0))
{
@@ -26,12 +39,61 @@ Transform::Transform(Quaternion rotation, Vector scale)
Transform::~Transform()
{
}
Vector Transform::inverseTransformPosition(const Vector& v) const
Vector Transform::inverseTransformPosition(const Vector &v) const
{
return (unrotateVector(rotation, v - Vector(position))) * getSafeScaleReciprocal(scale);
}
Matrix4 Transform::toMatrix()
{
Matrix4 mat;
Vector Transform::getSafeScaleReciprocal(const Vector4& inScale, float tolerance)
mat[3][0] = position.x;
mat[3][1] = position.y;
mat[3][2] = position.z;
const float x2 = rotation.x + rotation.x;
const float y2 = rotation.y + rotation.y;
const float z2 = rotation.z + rotation.z;
{
const float xx2 = rotation.x * x2;
const float yy2 = rotation.y * y2;
const float zz2 = rotation.z * z2;
mat[0][0] = (1.0f - (yy2 + zz2)) * scale.x;
mat[1][1] = (1.0f - (xx2 + zz2)) * scale.y;
mat[2][2] = (1.0f - (xx2 + yy2)) * scale.z;
}
{
const float yz2 = rotation.y * z2;
const float wx2 = rotation.w * x2;
mat[2][1] = (yz2 - wx2) * scale.z;
mat[1][2] = (yz2 + wx2) * scale.y;
}
{
const float xy2 = rotation.x * y2;
const float wz2 = rotation.w * z2;
mat[1][0] = (xy2 - wz2) * scale.y;
mat[0][1] = (xy2 + wz2) * scale.x;
}
{
const float xz2 = rotation.x * z2;
const float wy2 = rotation.w * y2;
mat[2][0] = (xz2 + wy2) * scale.z;
mat[0][2] = (xz2 - wy2) * scale.x;
}
mat[0][3] = 0.0f;
mat[1][3] = 0.0f;
mat[2][3] = 0.0f;
mat[3][3] = 1.0f;
return mat;
}
Vector Transform::getSafeScaleReciprocal(const Vector4 &inScale, float tolerance)
{
Vector safeReciprocalScale;
if (abs(inScale.x) <= tolerance)
@@ -61,24 +123,67 @@ Vector Transform::getSafeScaleReciprocal(const Vector4& inScale, float tolerance
return safeReciprocalScale;
}
inline Vector Transform::getPosition() const
Vector Transform::getPosition() const
{
return Vector(position);
}
inline Quaternion Transform::getRotation() const
Quaternion Transform::getRotation() const
{
return rotation;
}
inline Vector Transform::getScale() const
Vector Transform::getScale() const
{
return Vector(scale);
}
inline void Transform::multiply(Transform* outTransform, const Transform* a, const Transform* b)
bool Transform::equals(const Transform &other, float tolerance)
{
if (abs(position - other.position).length() > tolerance)
{
return false;
}
if (abs(rotation.x - other.rotation.x) <= tolerance && abs(rotation.y - other.rotation.y) <= tolerance && abs(rotation.z - other.rotation.z) <= tolerance && abs(rotation.w - other.rotation.w) <= tolerance || abs(rotation.x + other.rotation.x) <= tolerance && abs(rotation.y + other.rotation.y) <= tolerance && abs(rotation.z + other.rotation.z) <= tolerance && abs(rotation.w - other.rotation.w) <= tolerance)
{
return false;
}
if (abs(scale - other.scale).length() > tolerance)
{
return false;
}
return true;
}
void Transform::multiply(Transform *outTransform, const Transform *a, const Transform *b)
{
outTransform->rotation = b->rotation * a->rotation;
outTransform->position = b->position * (b->scale * a->position) + b->position;
outTransform->scale = b->scale * a->scale;
}
Transform &Transform::operator=(const Transform &other)
{
position = other.position;
rotation = other.rotation;
scale = other.scale;
return *this;
}
Transform &Transform::operator=(Transform &&other)
{
position = other.position;
rotation = other.rotation;
scale = other.scale;
other.position = Vector4(0, 0, 0, 0);
other.rotation = Quaternion(0, 0, 0, 0);
other.scale = Vector4(0, 0, 0, 0);
return *this;
}
Transform &Transform::operator*(const Transform &other) const
{
Transform outTransform;
multiply(&outTransform, this, &other);
return outTransform;
}
+13 -11
View File
@@ -1,5 +1,6 @@
#pragma once
#include "Vector.h"
#include "Matrix.h"
namespace Seele
{
@@ -7,26 +8,27 @@ class Transform
{
public:
Transform();
Transform(const Transform &other);
Transform(Transform &&other);
Transform(Vector position);
Transform(Vector position, Quaternion rotation);
Transform(Vector position, Quaternion rotation, Vector scale);
Transform(Quaternion rotation, Vector scale);
~Transform();
Vector inverseTransformPosition(const Vector &v) const;
static Vector getSafeScaleReciprocal(const Vector4 &inScale, float tolerance = 0.00001f);
Matrix4 toMatrix();
static Vector getSafeScaleReciprocal(const Vector4 &inScale, float tolerance = 0.000000001f);
inline Vector getPosition() const;
inline Quaternion getRotation() const;
inline Vector getScale() const;
Vector getPosition() const;
Quaternion getRotation() const;
Vector getScale() const;
inline static void multiply(Transform* outTransform, const Transform* a, const Transform* b);
bool equals(const Transform &other, float tolerance = 0.000000001f);
static void multiply(Transform *outTransform, const Transform *a, const Transform *b);
Transform& operator*(const Transform& other) const
{
Transform outTransform;
multiply(&outTransform, this, &other);
return outTransform;
}
Transform &operator=(const Transform &other);
Transform &operator=(Transform &&other);
Transform &operator*(const Transform &other) const;
private:
Vector4 position;
+10 -8
View File
@@ -2,7 +2,10 @@
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#pragma warning(disable : 4201)
#include <glm/gtc/quaternion.hpp>
#pragma warning(default : 4201)
namespace Seele
{
typedef glm::vec2 Vector2;
@@ -21,7 +24,7 @@ typedef glm::quat Quaternion;
static inline float square(float x)
{
return x * x;
return x * x;
}
static inline Vector unrotateVector(Quaternion quaternion, Vector v)
@@ -32,10 +35,9 @@ static inline Vector unrotateVector(Quaternion quaternion, Vector v)
return result;
}
static inline bool equalsQuaternion(const Quaternion& right, const Quaternion& left, float tolerance)
static inline bool equalsQuaternion(const Quaternion &right, const Quaternion &left, float tolerance)
{
return (abs(right.x - left.x) <= tolerance && abs(right.y - left.y) <= tolerance && abs(right.z - left.z) <= tolerance && abs(right.w - left.w) <= tolerance)
|| (abs(right.x + left.x) <= tolerance && abs(right.y + left.y) <= tolerance && abs(right.z + left.z) <= tolerance && abs(right.w + left.w) <= tolerance);
return (abs(right.x - left.x) <= tolerance && abs(right.y - left.y) <= tolerance && abs(right.z - left.z) <= tolerance && abs(right.w - left.w) <= tolerance) || (abs(right.x + left.x) <= tolerance && abs(right.y + left.y) <= tolerance && abs(right.z + left.z) <= tolerance && abs(right.w + left.w) <= tolerance);
}
static inline float clampRotatorAxis(float angle)
@@ -58,7 +60,7 @@ static inline float normalizeRotatorAxis(float angle)
return angle;
}
static inline Quaternion toQuaternion(const Vector& other)
static inline Quaternion toQuaternion(const Vector &other)
{
Quaternion result;
const float DEG_TO_RAD = glm::pi<float>() / (180.f);
@@ -71,7 +73,7 @@ static inline Quaternion toQuaternion(const Vector& other)
const float SP = sin(PitchNoWinding * RADS_DIVIDED_BY_2);
const float SY = sin(YawNoWinding * RADS_DIVIDED_BY_2);
const float SR = sin(RollNoWinding * RADS_DIVIDED_BY_2);
const float CP = cos(PitchNoWinding * RADS_DIVIDED_BY_2);
const float CY = cos(YawNoWinding * RADS_DIVIDED_BY_2);
const float CR = cos(RollNoWinding * RADS_DIVIDED_BY_2);
@@ -83,12 +85,12 @@ static inline Quaternion toQuaternion(const Vector& other)
return result;
}
static inline Vector toRotator(const Quaternion& other)
static inline Vector toRotator(const Quaternion &other)
{
const float singularityTest = other.z * other.x - other.w * other.y;
const float yawY = 2.f * (other.w * other.z + other.x * other.y);
const float yawX = (1.f - 2.f * (square(other.y) + square(other.z)));
const float SINGULARITY_THRESHOLD = 0.4999995f;
const float RAD_TO_DEG = (180.f) / glm::pi<float>();
Vector rotatorFromQuat;