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toddcox-visualize-v0/cosets/src/util/numeric.hpp

80 lines
1.9 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include <vector>
#include <algorithm>
glm::vec4 round(glm::vec4 f, int prec) {
auto dec = (float) pow(10, prec);
auto res = glm::trunc(f * dec + 0.5f) / dec;
return res;
}
float dot(int n, glm::vec4 a, glm::vec4 b) {
float sum = 0;
for (int i = 0; i < n; ++i) {
sum += a[i] * b[i];
}
return sum;
}
glm::vec4 project(glm::vec4 vec, glm::vec4 target) {
return glm::dot(vec, target) / glm::dot(target, target) * target;
}
glm::vec4 reflect(glm::vec4 vec, glm::vec4 axis) {
return vec - 2.0f * project(vec, axis);
}
glm::vec4 gram_schmidt_last(std::vector<glm::vec4> vecs) {
int N = vecs.size();
for (int i = 0; i < N; ++i) {
for (int j = 0; j < i; ++j) {
vecs[i] -= project(vecs[i], vecs[j]);
}
}
return glm::normalize(vecs[N - 1]);
}
glm::vec4 barycentric(std::vector<glm::vec4> basis, std::vector<float> coords) {
glm::vec4 res{};
int N = std::min(basis.size(), coords.size());
for (int i = 0; i < N; ++i) {
res += basis[i] * coords[i];
}
return glm::normalize(res);
}
std::vector<glm::vec4> plane_intersections(std::vector<glm::vec4> normals) {
int N = normals.size();
std::vector<glm::vec4> results(N);
for (int i = 0; i < N; ++i) {
std::rotate(normals.begin(), normals.begin() + 1, normals.end());
results[i] = gram_schmidt_last(normals);
}
return results;
}
std::vector<std::vector<int>> combinations(int N, int K) {
std::string bitmask(K, 1); // K leading 1's
bitmask.resize(N, 0); // N-K trailing 0's
std::vector<std::vector<int>> combos{};
do {
std::vector<int> combo{};
for (int i = 0; i < N; ++i) // [0..N-1] integers
{
if (bitmask[i]) {
combo.push_back(i);
}
}
combos.push_back(combo);
} while (std::prev_permutation(bitmask.begin(), bitmask.end()));
return combos;
}