#pragma once #include #include #include namespace rack { //////////////////// // Math //////////////////// /** Limits a value between a minimum and maximum If min > max for some reason, returns min; */ inline float clampf(float x, float min, float max) { if (x > max) x = max; if (x < min) x = min; return x; } inline float mapf(float x, float xMin, float xMax, float yMin, float yMax) { return yMin + (x - xMin) / (xMax - xMin) * (yMax - yMin); } inline float crossf(float a, float b, float frac) { return (1.0 - frac) * a + frac * b; } inline int mini(int a, int b) { return a < b ? a : b; } inline int maxi(int a, int b) { return a > b ? a : b; } inline float quadraticBipolar(float x) { float x2 = x*x; return x >= 0.0 ? x2 : -x2; } inline float quarticBipolar(float x) { float x2 = x*x; float x4 = x2*x2; return x >= 0.0 ? x4 : -x4; } // Euclidean modulus, always returns 0 <= mod < base for positive base // Assumes this architecture's division is non-Euclidean inline int eucMod(int a, int base) { int mod = a % base; return mod < 0 ? mod + base : mod; } inline float getf(const float *p, float v = 0.0) { return p ? *p : v; } inline void setf(float *p, float v) { if (p) *p = v; } /** Linearly interpolate an array `p` with index `x` Assumes that the array at `p` is of length at least ceil(x)+1. */ inline float interpf(float *p, float x) { int i = x; x -= i; return crossf(p[i], p[i+1], x); } //////////////////// // RNG //////////////////// extern std::mt19937 rng; //////////////////// // 2D float vector //////////////////// struct Vec { float x, y; Vec() : x(0.0), y(0.0) {} Vec(float x, float y) : x(x), y(y) {} Vec neg() { return Vec(-x, -y); } Vec plus(Vec b) { return Vec(x + b.x, y + b.y); } Vec minus(Vec b) { return Vec(x - b.x, y - b.y); } Vec mult(float s) { return Vec(x * s, y * s); } Vec div(float s) { return Vec(x / s, y / s); } float dot(Vec b) { return x * b.x + y * b.y; } float norm() { return hypotf(x, y); } Vec min(Vec b) { return Vec(fminf(x, b.x), fminf(y, b.y)); } Vec max(Vec b) { return Vec(fmaxf(x, b.x), fmaxf(y, b.y)); } Vec round() { return Vec(roundf(x), roundf(y)); } }; struct Rect { Vec pos; Vec size; Rect() {} Rect(Vec pos, Vec size) : pos(pos), size(size) {} /** Returns whether this Rect contains another Rect, inclusive on the top/left, non-inclusive on the bottom/right */ bool contains(Vec v) { return pos.x <= v.x && v.x < pos.x + size.x && pos.y <= v.y && v.y < pos.y + size.y; } /** Returns whether this Rect overlaps with another Rect */ bool intersects(Rect r) { return (pos.x + size.x > r.pos.x && r.pos.x + r.size.x > pos.x) && (pos.y + size.y > r.pos.y && r.pos.y + r.size.y > pos.y); } Vec getCenter() { return pos.plus(size.mult(0.5)); } Vec getTopRight() { return pos.plus(Vec(size.x, 0.0)); } Vec getBottomLeft() { return pos.plus(Vec(0.0, size.y)); } Vec getBottomRight() { return pos.plus(size); } /** Clamps the position to fix inside a bounding box */ Rect clamp(Rect bound) { Rect r; r.size = size; r.pos.x = clampf(pos.x, bound.pos.x, bound.pos.x + bound.size.x - size.x); r.pos.y = clampf(pos.y, bound.pos.y, bound.pos.y + bound.size.y - size.y); return r; } }; } // namespace rack