KlassischeKeplerKriege/game/util.cpp

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C++
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#include "util.hpp"
#include <cmath>
#include <cstdlib>
#include <sstream>
namespace util {
float randf_m1_1()
{
return 2.0f*randf_0_1() - 1.0f;
}
float randf_0_1()
{
return static_cast<float>(static_cast<double>(rand()) / (double) RAND_MAX);
}
glm::vec2 randv2_m1_1()
{
return glm::vec2(randf_m1_1(), randf_m1_1());
}
glm::vec2 randv2_0_1()
{
return glm::vec2(randf_0_1(), randf_0_1());
}
float deg2rad(float deg)
{
return M_PI*deg/180.0;
}
float rad2deg(float rad)
{
return 180.0 * rad / M_PI;
}
IntersectionTest::IntersectionTest() : m_valid(false), m_distance(INFINITY)
{
}
IntersectionTest::IntersectionTest(float d) : m_valid(true), m_distance(d)
{
}
float IntersectionTest::distance() const { assert(m_valid); return m_distance; }
bool IntersectionTest::valid() const { return m_valid; }
glm::vec3 IntersectionTest::pointAtDistance(float d)
{
assert(m_valid);
return m_rayPos + m_rayDir * d;
}
bool IntersectionTest::raySphere(
const glm::vec3 &rayPos, const glm::vec3 &rayDir,
const glm::vec3 &spherePos, float sphereRadius)
{
m_valid = false;
(void) spherePos;
(void) sphereRadius;
// TODO: save if hit.
m_valid = true;
m_rayPos = rayPos;
m_rayDir = rayDir;
m_distance = 0.5;
// TODO: get code
return m_valid;
#if 0
const glm::vec3 &o = ray.pos();
const glm::vec3 &l = ray.dir();
const glm::vec3 &c = m_pos;
const float &r = m_radius;
const glm::vec3 omc = o-c;
const float dot = glm::dot(l, omc);
const float s = dot*dot - util::dotSelf(omc) + r*r;
if (s < 0.001) {
return RayIntersection();
}
const float t = -dot;
#if 0
// TODO: is that meant as t?
if (s == 0) {
// not interested in touch point
return RayIntersection();
//d1 = t;
//return RayTouchesOnePoint;
}
#endif
const float sr = sqrt(s);
d1 = t - sr;
d2 = t + sr;
// if end intersection lies behind it, this is completely uninteresting for us
// 0.01 because to get rid of rounding/precision errors
if (d2 <= 0.01) {
return RayIntersection();
}
// if the start of the interval lies behind us, make it 0 because we just
// want to know whats before us.
// 0.01 because to get rid of rounding/precision errors
if (d1 < 0.0) {
d1 = 0.0;
}
#endif
}
bool splitIntoTokenAndRest(const std::string &str, std::string &token, std::string &rest)
{
std::istringstream iss(str);
iss >> token;
if (token.size() == 0) {
return false;
}
// skip token + next whitespace
rest = str.substr(std::min(str.size(), token.size()+1));
return true;
}
}