#pragma once #include "config/types.h" #include #include #include #include #include #include struct Arc : public std::pair { template requires(Lc >= 2, Le >= 2) Arc(const glm::vec & centre, const glm::vec & e0p, const glm::vec & e1p) : Arc {RelativePosition2D {e0p.xy() - centre.xy()}, RelativePosition2D {e1p.xy() - centre.xy()}} { } Arc(const RelativePosition2D & dir0, const RelativePosition2D & dir1); Arc(const Angle angb, const Angle anga); auto operator[](bool i) const { return i ? second : first; } [[nodiscard]] constexpr inline float length() const { return second - first; } }; constexpr const RelativePosition3D up {0, 0, 1}; constexpr const RelativePosition3D down {0, 0, -1}; constexpr const RelativePosition3D north {0, 1, 0}; constexpr const RelativePosition3D south {0, -1, 0}; constexpr const RelativePosition3D east {1, 0, 0}; constexpr const RelativePosition3D west {-1, 0, 0}; constexpr auto half_pi {glm::half_pi()}; constexpr auto quarter_pi {half_pi / 2}; constexpr auto pi {glm::pi()}; constexpr auto two_pi {glm::two_pi()}; template constexpr inline GlobalPosition operator+(const GlobalPosition & g, const RelativePosition & r) { return g + GlobalPosition(glm::round(r)); } template constexpr inline GlobalPosition operator+(const GlobalPosition & g, const CalcPosition & r) { return g + GlobalPosition(r); } template constexpr inline GlobalPosition operator-(const GlobalPosition & g, const RelativePosition & r) { return g - GlobalPosition(glm::round(r)); } template constexpr inline GlobalPosition operator-(const GlobalPosition & g, const CalcPosition & r) { return g - GlobalPosition(r); } glm::mat4 flat_orientation(const Rotation3D & diff); // C++ wrapper for C's sincosf, but with references, not pointers inline auto sincosf(float a, float & s, float & c) { return sincosf(a, &s, &c); } inline Rotation2D sincosf(float a) { Rotation2D sc; sincosf(a, sc.x, sc.y); return sc; } glm::mat2 rotate_flat(float); glm::mat4 rotate_roll(float); glm::mat4 rotate_yaw(float); glm::mat4 rotate_pitch(float); glm::mat4 rotate_yp(Rotation2D); glm::mat4 rotate_ypr(Rotation3D); float vector_yaw(const Direction2D & diff); float vector_pitch(const Direction3D & diff); template glm::vec<2, T, Q> vector_normal(const glm::vec<2, T, Q> & v) { return {-v.y, v.x}; }; float round_frac(const float & v, const float & frac); template inline constexpr auto sq(T v) { return v * v; } template inline constexpr glm::vec<3, int64_t, Q> crossProduct(const glm::vec<3, int64_t, Q> a, const glm::vec<3, int64_t, Q> b) { return { (a.y * b.z) - (a.z * b.y), (a.z * b.x) - (a.x * b.z), (a.x * b.y) - (a.y * b.x), }; } template inline constexpr glm::vec<3, T, Q> crossProduct(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b) { return crossProduct(a, b); } template inline constexpr glm::vec<3, T, Q> crossProduct(const glm::vec<3, T, Q> a, const glm::vec<3, T, Q> b) { return glm::cross(a, b); } template inline constexpr auto ratio(Ta a, Tb b) { return (static_cast(a) / static_cast(b)); } template inline constexpr auto ratio(glm::vec<2, T, Q> v) { return ratio(v.x, v.y); } template inline constexpr glm::vec perspective_divide(glm::vec<4, T, Q> v) { return v / v.w; } template inline constexpr glm::vec operator||(const glm::vec v1, const glm::vec v2) { return {v1, v2}; } template inline constexpr glm::vec operator||(const glm::vec v1, const T v2) { return {v1, v2}; } template inline constexpr glm::vec perspectiveMultiply(const glm::vec & p, const glm::mat & mutation) { const auto p2 = mutation * (p || T(1)); return p2 / p2.w; } template inline constexpr glm::vec perspectiveApply(glm::vec & p, const glm::mat & mutation) { return p = perspectiveMultiply(p, mutation); } float normalize(float ang); template std::pair, bool> find_arc_centre(glm::vec<2, T, Q> start, Rotation2D startDir, glm::vec<2, T, Q> end, Rotation2D endDir) { const auto det = endDir.x * startDir.y - endDir.y * startDir.x; if (det != 0) { // near parallel line will yield noisy results const glm::vec<2, RelativeDistance, Q> d = end - start; const auto u = (d.y * endDir.x - d.x * endDir.y) / det; return {start + glm::vec<2, T, Q>(startDir * u), u < 0}; } throw std::runtime_error("no intersection"); } template std::pair, bool> find_arc_centre(glm::vec<2, T, Q> start, Angle entrys, glm::vec<2, T, Q> end, Angle entrye) { if (start == end) { return {start, false}; } return find_arc_centre(start, sincosf(entrys + half_pi), end, sincosf(entrye - half_pi)); } template Angle find_arcs_radius(glm::vec<2, T, Q> start, Rotation2D ad, glm::vec<2, T, Q> end, Rotation2D bd) { using std::sqrt; // Calculates path across both arcs along the normals... pythagorean theorem... for some known radius r // (2r)^2 = ((m + (X*r)) - (o + (Z*r)))^2 + ((n + (Y*r)) - (p + (W*r)))^2 // According to symbolabs.com equation tool, that solves for r to give: // r=(-2 m X+2 X o+2 m Z-2 o Z-2 n Y+2 Y p+2 n W-2 p W-sqrt((2 m X-2 X o-2 m Z+2 o Z+2 n Y-2 Y p-2 n W+2 p W)^(2)-4 // (X^(2)-2 X Z+Z^(2)+Y^(2)-2 Y W+W^(2)-4) (m^(2)-2 m o+o^(2)+n^(2)-2 n p+p^(2))))/(2 (X^(2)-2 X Z+Z^(2)+Y^(2)-2 Y // W+W^(2)-4)) // Locally simplified to work relative, removing one half of the problem and operating on relative positions. // These exist cos limitations of online formula rearrangement, and I'm OK with that. const RelativePosition2D diff {end - start}; const auto &o {diff.x}, &p {diff.y}; const auto &X {ad.x}, &Y {ad.y}, &Z {bd.x}, &W {bd.y}; return (-2 * X * o + 2 * o * Z - 2 * Y * p + 2 * p * W - sqrt(sq(2 * X * o - 2 * o * Z + 2 * Y * p - 2 * p * W) - (4 * (sq(X) - 2 * X * Z + sq(Z) + sq(Y) - 2 * Y * W + sq(W) - 4) * (sq(o) + sq(p))))) / (2 * (sq(X) - 2 * X * Z + sq(Z) + sq(Y) - 2 * Y * W + sq(W) - 4)); } template std::pair find_arcs_radius(glm::vec<2, T, Q> start, Angle entrys, glm::vec<2, T, Q> end, Angle entrye) { const auto getrad = [&](auto leftOrRight) { return find_arcs_radius(start, sincosf(entrys + leftOrRight), end, sincosf(entrye + leftOrRight)); }; return {getrad(-half_pi), getrad(half_pi)}; } template auto midpoint(const std::pair & v) { return std::midpoint(v.first, v.second); } // Conversions template inline constexpr auto mph_to_ms(T v) { return v / 2.237L; } template inline constexpr auto kph_to_ms(T v) { return v / 3.6L; } // ... literals are handy for now, probably go away when we load stuff externally float operator"" _mph(const long double v); float operator"" _kph(const long double v);