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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 00:49:19 +02:00

Remove dumb3d

This commit is contained in:
docentYT
2026-04-27 23:03:47 +02:00
parent 0fcdf98392
commit d5d1825e38
9 changed files with 26 additions and 1108 deletions

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@@ -104,7 +104,6 @@ set(SOURCES
"vehicle/Camera.cpp" "vehicle/Camera.cpp"
"vehicle/Driver.cpp" "vehicle/Driver.cpp"
"application/driverhints.cpp" "application/driverhints.cpp"
"utilities/dumb3d.cpp"
"vehicle/DynObj.cpp" "vehicle/DynObj.cpp"
"EU07.cpp" "EU07.cpp"
"export_e3d_standalone.cpp" "export_e3d_standalone.cpp"

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@@ -78,7 +78,6 @@ zwiekszenie nacisku przy duzych predkosciach w hamulcach Oerlikona
... ...
*/ */
#include "utilities/dumb3d.h"
#include "utilities/utilities.h" #include "utilities/utilities.h"
extern int ConversionError; extern int ConversionError;

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@@ -10,7 +10,6 @@ http://mozilla.org/MPL/2.0/.
#pragma once #pragma once
#include "utilities/Float3d.h" #include "utilities/Float3d.h"
#include "utilities/dumb3d.h"
inline std::vector<glm::vec4> const ndcfrustumshapepoints // inline std::vector<glm::vec4> const ndcfrustumshapepoints //
{ {

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@@ -1,430 +0,0 @@
/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "utilities/dumb3d.h"
#include <cassert>
namespace Math3D
{
void vector3::RotateX(double angle)
{
double ty = y;
y = (cos(angle) * y - z * sin(angle));
z = (z * cos(angle) + sin(angle) * ty);
};
void vector3::RotateY(double angle)
{
double tx = x;
x = (cos(angle) * x + z * sin(angle));
z = (z * cos(angle) - sin(angle) * tx);
};
glm::vec3 RotateY(glm::vec3 v, float angle)
{
float s = sin(angle);
float c = cos(angle);
return glm::vec3(c * v.x + s * v.z, v.y, c * v.z - s * v.x);
}
glm::dvec3 RotateY(glm::dvec3 v, double angle)
{
double s = sin(angle);
double c = cos(angle);
return glm::vec3(c * v.x + s * v.z, v.y, c * v.z - s * v.x);
}
void vector3::RotateZ(double angle)
{
double ty = y;
y = (cos(angle) * y + x * sin(angle));
x = (x * cos(angle) - sin(angle) * ty);
};
void inline vector3::SafeNormalize()
{
double l = Length();
if (l == 0)
{
x = y = z = 0;
}
else
{
x /= l;
y /= l;
z /= l;
}
}
// From code in Graphics Gems; p. 766
inline scalar_t det2x2(scalar_t a, scalar_t b, scalar_t c, scalar_t d)
{
return a * d - b * c;
}
inline scalar_t det3x3(scalar_t a1, scalar_t a2, scalar_t a3, scalar_t b1, scalar_t b2, scalar_t b3,
scalar_t c1, scalar_t c2, scalar_t c3)
{
return a1 * det2x2(b2, b3, c2, c3) - b1 * det2x2(a2, a3, c2, c3) + c1 * det2x2(a2, a3, b2, b3);
}
scalar_t Determinant(const matrix4x4 &m)
{
scalar_t a1 = m[0][0];
scalar_t a2 = m[1][0];
scalar_t a3 = m[2][0];
scalar_t a4 = m[3][0];
scalar_t b1 = m[0][1];
scalar_t b2 = m[1][1];
scalar_t b3 = m[2][1];
scalar_t b4 = m[3][1];
scalar_t c1 = m[0][2];
scalar_t c2 = m[1][2];
scalar_t c3 = m[2][2];
scalar_t c4 = m[3][2];
scalar_t d1 = m[0][3];
scalar_t d2 = m[1][3];
scalar_t d3 = m[2][3];
scalar_t d4 = m[3][3];
return a1 * det3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4) -
b1 * det3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4) +
c1 * det3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4) -
d1 * det3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
}
matrix4x4 Adjoint(const matrix4x4 &m)
{
scalar_t a1 = m[0][0];
scalar_t a2 = m[0][1];
scalar_t a3 = m[0][2];
scalar_t a4 = m[0][3];
scalar_t b1 = m[1][0];
scalar_t b2 = m[1][1];
scalar_t b3 = m[1][2];
scalar_t b4 = m[1][3];
scalar_t c1 = m[2][0];
scalar_t c2 = m[2][1];
scalar_t c3 = m[2][2];
scalar_t c4 = m[2][3];
scalar_t d1 = m[3][0];
scalar_t d2 = m[3][1];
scalar_t d3 = m[3][2];
scalar_t d4 = m[3][3];
// Adjoint(x,y) = -1^(x+y) * a(y,x)
// Where a(i,j) is the 3x3 determinant of m with row i and col j removed
matrix4x4 retVal;
retVal(0)[0] = det3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4);
retVal(0)[1] = -det3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4);
retVal(0)[2] = det3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4);
retVal(0)[3] = -det3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
retVal(1)[0] = -det3x3(b1, b3, b4, c1, c3, c4, d1, d3, d4);
retVal(1)[1] = det3x3(a1, a3, a4, c1, c3, c4, d1, d3, d4);
retVal(1)[2] = -det3x3(a1, a3, a4, b1, b3, b4, d1, d3, d4);
retVal(1)[3] = det3x3(a1, a3, a4, b1, b3, b4, c1, c3, c4);
retVal(2)[0] = det3x3(b1, b2, b4, c1, c2, c4, d1, d2, d4);
retVal(2)[1] = -det3x3(a1, a2, a4, c1, c2, c4, d1, d2, d4);
retVal(2)[2] = det3x3(a1, a2, a4, b1, b2, b4, d1, d2, d4);
retVal(2)[3] = -det3x3(a1, a2, a4, b1, b2, b4, c1, c2, c4);
retVal(3)[0] = -det3x3(b1, b2, b3, c1, c2, c3, d1, d2, d3);
retVal(3)[1] = det3x3(a1, a2, a3, c1, c2, c3, d1, d2, d3);
retVal(3)[2] = -det3x3(a1, a2, a3, b1, b2, b3, d1, d2, d3);
retVal(3)[3] = det3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
return retVal;
}
matrix4x4 Inverse(const matrix4x4 &m)
{
matrix4x4 retVal = Adjoint(m);
scalar_t det = Determinant(m);
assert(det);
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
retVal(i)[j] /= det;
}
}
return retVal;
}
}
//**************************************
// Testing from here on.
//**************************************
#ifdef TEST_MATH3D
#include <iostream>
using namespace Math3D;
using namespace std;
static int failures = 0;
void ReportFailure(const char *className, const char *testName, bool passed)
{
cout << className;
if (passed)
cout << " passed test ";
else
{
cout << " FAILED test ";
++failures;
}
cout << testName << "." << endl;
}
const char *vector3Name = "vector3";
const char *matrix4x4Name = "matrix4x4";
void Testvector3Constructors(void)
{
// Default ctor... just make sure it compiles
vector3 defaultCtorTest;
// Initializer ctor test (3 param)
vector3 initCtorTest(1, 2, 3);
ReportFailure(vector3Name, "initialized ctor (3 parameter version)",
(initCtorTest[0] == 1 && initCtorTest[1] == 2 && initCtorTest[2] == 3 &&
initCtorTest[3] == 1));
// Initializer ctor test (4 param)
vector3 initCtorTest2(1, 2, 3, 4);
ReportFailure(vector3Name, "initialized ctor (4 parameter version)",
(initCtorTest2[0] == 1 && initCtorTest2[1] == 2 && initCtorTest2[2] == 3 &&
initCtorTest2[3] == 4));
scalar_t initArray[] = {1, 2, 3, 4};
vector3 initCtorArrayTest3(initArray);
ReportFailure(vector3Name, "array initialized ctor (3 parameter version)",
(initCtorArrayTest3[0] == 1 && initCtorArrayTest3[1] == 2 &&
initCtorArrayTest3[2] == 3 && initCtorArrayTest3[3] == 1));
vector3 initCtorArrayTest4(initArray, 4);
ReportFailure(vector3Name, "array initialized ctor (4 parameter version)",
(initCtorArrayTest4[0] == 1 && initCtorArrayTest4[1] == 2 &&
initCtorArrayTest4[2] == 3 && initCtorArrayTest4[3] == 4));
// Copy ctor test
vector3 copyCtorTest(initCtorTest2);
ReportFailure(vector3Name, "copy ctor", (copyCtorTest[0] == 1 && copyCtorTest[1] == 2 &&
copyCtorTest[2] == 3 && copyCtorTest[3] == 4));
}
void Testvector3Comparison(void)
{
vector3 alpha(1, 1, 1);
vector3 beta(alpha);
vector3 gamma(2, 3, 4);
ReportFailure(vector3Name, "equivalence operator test 1", (alpha == beta));
ReportFailure(vector3Name, "equivalence operator test 2", (!(alpha == gamma)));
ReportFailure(vector3Name, "comparison operator test 1", !(alpha < beta));
ReportFailure(vector3Name, "comparison operator test 2", (alpha < gamma));
ReportFailure(vector3Name, "comparison operator test 3", !(gamma < beta));
}
void Testvector3Assignment(void)
{
vector3 alpha(1, 1, 1, 1);
vector3 beta(10, 10, 10, 10);
alpha = beta;
ReportFailure(vector3Name, "assignment operator", (alpha == beta));
}
void Testvector3UnaryOps(void)
{
vector3 alpha(10, 10, 10, 10);
vector3 beta(-10, -10, -10, -10);
alpha = -alpha;
ReportFailure(vector3Name, "negation operator", (alpha == beta));
ReportFailure(vector3Name, "length squared 3 element version", LengthSquared3(alpha) == 300);
ReportFailure(vector3Name, "length 3 element version", Length3(alpha) == SQRT_FUNCTION(300));
ReportFailure(vector3Name, "length squared 4 element version", LengthSquared4(alpha) == 400);
ReportFailure(vector3Name, "length 4 element version", Length4(alpha) == SQRT_FUNCTION(400));
// Manually normalize beta
// Done without /= on vector3, as we want to be independant of failure of /=
// Earlier failures should be resolved before later ones (just like C++)
beta = alpha;
for (int i = 0; i < 3; ++i)
beta(i) /= SQRT_FUNCTION(300);
beta(3) = 1;
ReportFailure(vector3Name, "normalize 3 element version", Normalize3(alpha) == beta);
beta = alpha;
for (int i = 0; i < 4; ++i)
beta(i) /= SQRT_FUNCTION(400);
ReportFailure(vector3Name, "normalize 4 element version", Normalize4(alpha) == beta);
}
void Testvector3BinaryOps(void)
{
// Vector * Matrix is tested in Testmatrix4x4BinaryOps
vector3 testVec(1, 1, 1, 1);
vector3 deltaVec(1, 2, 3, 4);
vector3 crossVec(1, -2, 1, 1); // testVec x deltaVec
vector3 factorVec(10, 10, 10, 10);
vector3 sumVec(2, 3, 4, 5);
vector3 difVec(0, -1, -2, -3);
vector3 testVec2;
ReportFailure(vector3Name, "scalar multiply 1", (testVec * 10) == factorVec);
ReportFailure(vector3Name, "scalar multiply 2", (10 * testVec) == factorVec);
testVec2 = testVec;
ReportFailure(vector3Name, "scalar multiply and store", (testVec2 *= 10) == factorVec);
ReportFailure(vector3Name, "scalar divide", (factorVec / 10) == testVec);
testVec2 = factorVec;
ReportFailure(vector3Name, "scalar divide and store", (testVec2 /= 10) == testVec);
ReportFailure(vector3Name, "vector addition", (testVec + deltaVec) == sumVec);
testVec2 = testVec;
ReportFailure(vector3Name, "vector addition and store", (testVec2 += deltaVec) == sumVec);
ReportFailure(vector3Name, "vector subtraction", (testVec - deltaVec) == difVec);
testVec2 = testVec;
ReportFailure(vector3Name, "vector subtraction and store", (testVec2 -= deltaVec) == difVec);
ReportFailure(vector3Name, "3 element dot product", 6 == DotProduct3(testVec, deltaVec));
ReportFailure(vector3Name, "4 element dot product", 10 == DotProduct4(testVec, deltaVec));
ReportFailure(vector3Name, "cross product", crossVec == CrossProduct(testVec, deltaVec));
}
void Testvector3(void)
{
// Accessors cannot be tested effectively...
// They are really trivial, and so don't really need testing,
// but more importantly, how do you test the ctors without assuming
// the accessors work? Conversely, how do you test the acccessors
// without assuming the ctors work? Chicken and egg problem, and I
// decided on testing the ctors, not the accessors.
Testvector3Constructors();
Testvector3Comparison();
Testvector3Assignment();
Testvector3UnaryOps();
Testvector3BinaryOps();
}
void Testmatrix4x4Constructors(void)
{
// Check if default ctor compiles
matrix4x4 defaultTest;
scalar_t initArray[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
matrix4x4 arrayTest;
arrayTest.C_Matrix(initArray);
bool passedTest = true;
for (int x = 0; x < 4; ++x)
for (int y = 0; y < 4; ++y)
if (arrayTest[x][y] != initArray[(y << 2) + x])
passedTest = false;
ReportFailure(matrix4x4Name, "array constructor", passedTest);
matrix4x4 copyTest(arrayTest);
passedTest = true;
for (int x = 0; x < 4; ++x)
for (int y = 0; y < 4; ++y)
if (arrayTest[x][y] != copyTest[x][y])
passedTest = false;
ReportFailure(matrix4x4Name, "copy constructor", passedTest);
}
void Testmatrix4x4Comparison(void)
{
scalar_t initArray[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
scalar_t initArray2[] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
matrix4x4 alpha, beta, gamma;
alpha.C_Matrix(initArray);
beta.C_Matrix(initArray);
gamma.C_Matrix(initArray2);
ReportFailure(matrix4x4Name, "equality test 1", alpha == beta);
ReportFailure(matrix4x4Name, "equality test 2", !(alpha == gamma));
ReportFailure(matrix4x4Name, "comparison test 1", alpha < gamma);
ReportFailure(matrix4x4Name, "comparison test 2", !(gamma < alpha));
ReportFailure(matrix4x4Name, "comparison test 3", !(alpha < beta));
}
void Testmatrix4x4BinaryOps(void)
{
scalar_t initVector[] = {0, 1, 2, 3};
scalar_t initMatrix[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
scalar_t resultVector[] = {0 * 0 + 1 * 1 + 2 * 2 + 3 * 3, 0 * 4 + 1 * 5 + 2 * 6 + 3 * 7,
0 * 8 + 1 * 9 + 2 * 10 + 3 * 11, 0 * 12 + 1 * 13 + 2 * 14 + 3 * 15};
vector3 vector1(initVector, 4);
matrix4x4 matrix1;
matrix1.C_Matrix(initMatrix);
vector3 vectorTest(resultVector, 4);
ReportFailure(matrix4x4Name, "matrix * vector", vectorTest == matrix1 * vector1);
scalar_t initMatrix2[] = {15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0};
matrix4x4 matrix2;
matrix2.C_Matrix(initMatrix2);
matrix4x4 resultMatrix;
for (int x = 0; x < 4; ++x)
for (int y = 0; y < 4; ++y)
{
resultMatrix(x)[y] = 0;
for (int i = 0; i < 4; ++i)
resultMatrix(x)[y] += matrix1[i][y] * matrix2[x][i];
}
ReportFailure(matrix4x4Name, "matrix * matrix", resultMatrix == matrix1 * matrix2);
}
void Testmatrix4x4(void)
{
Testmatrix4x4Constructors();
Testmatrix4x4Comparison();
Testmatrix4x4BinaryOps();
}
int main(int, char *[])
{
int vectorFailures = 0;
int matrixFailures = 0;
Testvector3();
vectorFailures = failures;
failures = 0;
Testmatrix4x4();
matrixFailures = failures;
cout << endl
<< "****************************************" << endl;
cout << "* *" << endl;
if (vectorFailures + matrixFailures == 0)
cout << "* No failures detected in Math3D *" << endl;
else
{
cout << "* FAILURES DETECTED IN MATH3D! *" << endl;
cout << "* Total vector3 failures: " << vectorFailures << " *" << endl;
cout << "* Total matrix4x4 failures: " << matrixFailures << " *" << endl;
cout << "* Total Failures in Math3D: " << vectorFailures + matrixFailures << " *"
<< endl;
}
cout << "* *" << endl;
cout << "****************************************" << endl;
return 0;
}
#endif

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@@ -1,671 +0,0 @@
/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <cmath>
namespace Math3D
{
glm::vec3 RotateY(glm::vec3 v, float angle);
glm::dvec3 RotateY(glm::dvec3 v, double angle);
inline glm::dmat4 BasisChange(glm::dvec3 u, glm::dvec3 v, glm::dvec3 n)
{
return glm::dmat4{glm::dvec4(u.x, v.x, n.x, 0.0), glm::dvec4(u.y, v.y, n.y, 0.0), glm::dvec4(u.z, v.z, n.z, 0.0), glm::dvec4(0.0, 0.0, 0.0, 1.0)}; // 4 columns; first rows: u, v, n
}
inline glm::dmat4 BasisChange(glm::dvec3 v, glm::dvec3 n)
{
glm::dvec3 u = glm::cross(v, n);
return BasisChange(u, v, n);
}
// Define this to have Math3D.cp generate a main which tests these classes
//#define TEST_MATH3D
// Define this to allow streaming output of vectors and matrices
// Automatically enabled by TEST_MATH3D
//#define OSTREAM_MATH3D
// definition of the scalar type
typedef double scalar_t;
// inline pass-throughs to various basic math functions
// written in this style to allow for easy substitution with more efficient versions
inline scalar_t SINE_FUNCTION(scalar_t x)
{
return std::sin(x);
}
inline scalar_t COSINE_FUNCTION(scalar_t x)
{
return std::cos(x);
}
inline scalar_t SQRT_FUNCTION(scalar_t x)
{
return std::sqrt(x);
}
// 2 element vector
class vector2
{
public:
vector2(void) :
x(0.0), y(0.0)
{
}
vector2(scalar_t a, scalar_t b)
{
x = a;
y = b;
}
double x;
union
{
double y;
double z;
};
};
// 3 element vector
class vector3
{
public:
vector3(void) :
x(0.0), y(0.0), z(0.0)
{}
vector3( scalar_t X, scalar_t Y, scalar_t Z ) :
x( X ), y( Y ), z( Z )
{}
template <typename Type_, glm::precision Precision_>
vector3( glm::tvec3<Type_, Precision_> const &Vector ) :
x( Vector.x ), y( Vector.y ), z( Vector.z )
{}
template <typename Type_, glm::precision Precision_>
operator glm::tvec3<Type_, Precision_>() const {
return glm::tvec3<Type_, Precision_>{ x, y, z }; }
// The int parameter is the number of elements to copy from initArray (3 or 4)
// explicit vector3(scalar_t* initArray, int arraySize = 3)
// { for (int i = 0;i<arraySize;++i) e[i] = initArray[i]; }
void RotateX(double angle);
void RotateY(double angle);
void RotateZ(double angle);
void inline Normalize();
void inline SafeNormalize();
double inline Length() const;
double inline LengthSquared() const;
void inline Zero()
{
x = y = z = 0.0;
};
// [] is to read, () is to write (const correctness)
// const scalar_t& operator[] (int i) const { return e[i]; }
// scalar_t& operator() (int i) { return e[i]; }
// Provides access to the underlying array; useful for passing this class off to C APIs
const scalar_t *readArray(void)
{
return &x;
}
scalar_t *getArray(void)
{
return &x;
}
double x, y, z;
bool inline Equal(vector3 *v)
{ // sprawdzenie odległości punktów
if (std::fabs(x - v->x) > 0.02)
return false; // sześcian zamiast kuli
if (std::fabs(z - v->z) > 0.02)
return false;
if (std::fabs(y - v->y) > 0.02)
return false;
return true;
};
operator glm::dvec3() const
{
return glm::dvec3(x, y, z);
}
private:
};
// 4 element matrix
class matrix4x4
{
public:
matrix4x4(void)
{
memset( e, 0, sizeof( e ) );
}
// When defining matrices in C arrays, it is easiest to define them with
// the column increasing fastest. However, some APIs (OpenGL in particular) do this
// backwards, hence the "constructor" from C matrices, or from OpenGL matrices.
// Note that matrices are stored internally in OpenGL format.
void C_Matrix(scalar_t const *initArray)
{
int i = 0;
for (int y = 0; y < 4; ++y)
for (int x = 0; x < 4; ++x)
(*this)(x)[y] = initArray[i++];
}
template <typename Type_>
void OpenGL_Matrix(Type_ const *initArray)
{
int i = 0;
for (int x = 0; x < 4; ++x)
for (int y = 0; y < 4; ++y)
(*this)(x)[y] = initArray[i++];
}
// [] is to read, () is to write (const correctness)
// m[x][y] or m(x)[y] is the correct form
const scalar_t *operator[](int i) const
{
return &e[i << 2];
}
scalar_t *operator()(int i)
{
return &e[i << 2];
}
// Low-level access to the array.
const scalar_t *readArray(void) const
{
return e;
}
scalar_t *getArray(void)
{
return e;
}
// Construct various matrices; REPLACES CURRENT CONTENTS OF THE MATRIX!
// Written this way to work in-place and hence be somewhat more efficient
void Identity(void)
{
for (int i = 0; i < 16; ++i)
e[i] = 0;
e[0] = 1;
e[5] = 1;
e[10] = 1;
e[15] = 1;
}
inline matrix4x4 &Rotation(scalar_t angle, vector3 axis);
inline matrix4x4 &Translation(const vector3 &translation);
inline matrix4x4 &Scale(scalar_t x, scalar_t y, scalar_t z);
inline matrix4x4 &BasisChange(const vector3 &v, const vector3 &n);
inline matrix4x4 &BasisChange(const vector3 &u, const vector3 &v, const vector3 &n);
inline matrix4x4 &ProjectionMatrix(bool perspective, scalar_t l, scalar_t r, scalar_t t,
scalar_t b, scalar_t n, scalar_t f);
void InitialRotate()
{ // taka specjalna rotacja, nie ma co ciągać trygonometrii
double f;
for (int i = 0; i < 16; i += 4)
{
e[i] = -e[i]; // zmiana znaku X
f = e[i + 1];
e[i + 1] = e[i + 2];
e[i + 2] = f; // zamiana Y i Z
}
};
inline bool IdentityIs()
{ // sprawdzenie jednostkowości
for (int i = 0; i < 16; ++i)
if (e[i] != ((i % 5) ? 0.0 : 1.0)) // jedynki tylko na 0, 5, 10 i 15
return false;
return true;
}
operator glm::dmat4() const
{
return glm::make_mat4(e);
}
private:
scalar_t e[16];
};
// Scalar operations
// Returns false if there are 0 solutions
inline bool SolveQuadratic(scalar_t a, scalar_t b, scalar_t c, scalar_t *x1, scalar_t *x2);
// Vector operations
inline bool operator==(const vector3 &, const vector3 &);
inline bool operator<(const vector3 &, const vector3 &);
inline vector3 operator-(const vector3 &);
inline vector3 operator*(const vector3 &, scalar_t);
inline vector3 operator*(scalar_t, const vector3 &);
inline vector3 &operator*=(vector3 &, scalar_t);
inline vector3 operator/(const vector3 &, scalar_t);
inline vector3 &operator/=(vector3 &, scalar_t);
inline vector3 operator+(const vector3 &, const vector3 &);
inline vector3 &operator+=(vector3 &, const vector3 &);
inline vector3 operator-(const vector3 &, const vector3 &);
inline vector3 &operator-=(vector3 &, const vector3 &);
// X3 is the 3 element version of a function, X4 is four element
inline scalar_t LengthSquared3(const vector3 &);
inline scalar_t LengthSquared4(const vector3 &);
inline scalar_t Length3(const vector3 &);
inline scalar_t Length4(const vector3 &);
inline vector3 Normalize(const vector3 &);
inline vector3 Normalize4(const vector3 &);
inline scalar_t DotProduct(const vector3 &, const vector3 &);
inline scalar_t DotProduct4(const vector3 &, const vector3 &);
// Cross product is only defined for 3 elements
inline vector3 CrossProduct(const vector3 &, const vector3 &);
inline vector3 operator*(const matrix4x4 &, const vector3 &);
// Matrix operations
inline bool operator==(const matrix4x4 &, const matrix4x4 &);
inline bool operator<(const matrix4x4 &, const matrix4x4 &);
inline matrix4x4 operator*(const matrix4x4 &, const matrix4x4 &);
inline matrix4x4 Transpose(const matrix4x4 &);
scalar_t Determinant(const matrix4x4 &);
matrix4x4 Adjoint(const matrix4x4 &);
matrix4x4 Inverse(const matrix4x4 &);
// Inline implementations follow
inline bool SolveQuadratic(scalar_t a, scalar_t b, scalar_t c, scalar_t *x1, scalar_t *x2)
{
// If a == 0, solve a linear equation
if (a == 0)
{
if (b == 0)
return false;
*x1 = c / b;
*x2 = *x1;
return true;
}
else
{
scalar_t det = b * b - 4 * a * c;
if (det < 0)
return false;
det = SQRT_FUNCTION(det) / (2 * a);
scalar_t prefix = -b / (2 * a);
*x1 = prefix + det;
*x2 = prefix - det;
return true;
}
}
inline bool operator==(const vector3 &v1, const vector3 &v2)
{
return (v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
}
inline bool operator<(const vector3 &v1, const vector3 &v2)
{
// for (int i=0;i<4;++i)
// if (v1[i] < v2[i]) return true;
// else if (v1[i] > v2[i]) return false;
return false;
}
inline vector3 operator-(const vector3 &v)
{
return vector3(-v.x, -v.y, -v.z);
}
inline vector3 operator*(const vector3 &v, scalar_t k)
{
return vector3(k * v.x, k * v.y, k * v.z);
}
inline vector3 operator*(scalar_t k, const vector3 &v)
{
return v * k;
}
inline vector3 &operator*=(vector3 &v, scalar_t k)
{
v.x *= k;
v.y *= k;
v.z *= k;
return v;
};
inline vector3 operator/(const vector3 &v, scalar_t k)
{
return vector3(v.x / k, v.y / k, v.z / k);
}
inline vector3 &operator/=(vector3 &v, scalar_t k)
{
v.x /= k;
v.y /= k;
v.z /= k;
return v;
}
inline scalar_t LengthSquared3(const vector3 &v)
{
return DotProduct(v, v);
}
inline scalar_t LengthSquared4(const vector3 &v)
{
return DotProduct4(v, v);
}
inline scalar_t Length3(const vector3 &v)
{
return SQRT_FUNCTION(LengthSquared3(v));
}
inline scalar_t Length4(const vector3 &v)
{
return SQRT_FUNCTION(LengthSquared4(v));
}
inline vector3 Normalize(const vector3 &v)
{
vector3 retVal = v / Length3(v);
return retVal;
}
inline vector3 SafeNormalize(const vector3 &v)
{
double l = Length3(v);
vector3 retVal;
if (l == 0)
retVal.x = retVal.y = retVal.z = 0;
else
retVal = v / l;
return retVal;
}
inline vector3 Normalize4(const vector3 &v)
{
return v / Length4(v);
}
inline vector3 operator+(const vector3 &v1, const vector3 &v2)
{
return vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
inline vector3 &operator+=(vector3 &v1, const vector3 &v2)
{
v1.x += v2.x;
v1.y += v2.y;
v1.z += v2.z;
return v1;
}
inline vector3 operator-(const vector3 &v1, const vector3 &v2)
{
return vector3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
inline vector3 &operator-=(vector3 &v1, const vector3 &v2)
{
v1.x -= v2.x;
v1.y -= v2.y;
v1.z -= v2.z;
return v1;
}
inline scalar_t DotProduct(const vector3 &v1, const vector3 &v2)
{
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
inline scalar_t DotProduct4(const vector3 &v1, const vector3 &v2)
{
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
inline vector3 CrossProduct(const vector3 &v1, const vector3 &v2)
{
return vector3(v1.y * v2.z - v1.z * v2.y, v2.x * v1.z - v2.z * v1.x, v1.x * v2.y - v1.y * v2.x);
}
inline vector3 Interpolate( vector3 const &First, vector3 const &Second, float const Factor ) {
return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
}
inline vector3 operator*(const matrix4x4 &m, const vector3 &v)
{
return vector3(v.x * m[0][0] + v.y * m[1][0] + v.z * m[2][0] + m[3][0],
v.x * m[0][1] + v.y * m[1][1] + v.z * m[2][1] + m[3][1],
v.x * m[0][2] + v.y * m[1][2] + v.z * m[2][2] + m[3][2]);
}
void inline vector3::Normalize()
{
double il = 1 / Length();
x *= il;
y *= il;
z *= il;
}
double inline vector3::Length() const
{
return SQRT_FUNCTION(x * x + y * y + z * z);
}
double inline vector3::LengthSquared() const {
return ( x * x + y * y + z * z );
}
inline bool operator==(const matrix4x4 &m1, const matrix4x4 &m2)
{
for (int x = 0; x < 4; ++x)
for (int y = 0; y < 4; ++y)
if (m1[x][y] != m2[x][y])
return false;
return true;
}
inline bool operator<(const matrix4x4 &m1, const matrix4x4 &m2)
{
for (int x = 0; x < 4; ++x)
for (int y = 0; y < 4; ++y)
if (m1[x][y] < m2[x][y])
return true;
else if (m1[x][y] > m2[x][y])
return false;
return false;
}
inline matrix4x4 operator*(const matrix4x4 &m1, const matrix4x4 &m2)
{
matrix4x4 retVal;
for (int x = 0; x < 4; ++x)
for (int y = 0; y < 4; ++y)
{
retVal(x)[y] = 0;
for (int i = 0; i < 4; ++i)
retVal(x)[y] += m1[i][y] * m2[x][i];
}
return retVal;
}
inline matrix4x4 Transpose(const matrix4x4 &m)
{
matrix4x4 retVal;
for (int x = 0; x < 4; ++x)
for (int y = 0; y < 4; ++y)
retVal(x)[y] = m[y][x];
return retVal;
}
inline matrix4x4 &matrix4x4::Rotation(scalar_t angle, vector3 axis)
{
scalar_t c = COSINE_FUNCTION(angle);
scalar_t s = SINE_FUNCTION(angle);
// One minus c (short name for legibility of formulai)
scalar_t omc = (1 - c);
if (LengthSquared3(axis) != 1)
axis = Normalize(axis);
scalar_t x = axis.x;
scalar_t y = axis.y;
scalar_t z = axis.z;
scalar_t xs = x * s;
scalar_t ys = y * s;
scalar_t zs = z * s;
scalar_t xyomc = x * y * omc;
scalar_t xzomc = x * z * omc;
scalar_t yzomc = y * z * omc;
e[0] = x * x * omc + c;
e[1] = xyomc + zs;
e[2] = xzomc - ys;
e[3] = 0;
e[4] = xyomc - zs;
e[5] = y * y * omc + c;
e[6] = yzomc + xs;
e[7] = 0;
e[8] = xzomc + ys;
e[9] = yzomc - xs;
e[10] = z * z * omc + c;
e[11] = 0;
e[12] = 0;
e[13] = 0;
e[14] = 0;
e[15] = 1;
return *this;
}
inline matrix4x4 &matrix4x4::Translation(const vector3 &translation)
{
Identity();
e[12] = translation.x;
e[13] = translation.y;
e[14] = translation.z;
return *this;
}
inline matrix4x4 &matrix4x4::Scale(scalar_t x, scalar_t y, scalar_t z)
{
Identity();
e[0] = x;
e[5] = y;
e[10] = z;
return *this;
}
inline matrix4x4 &matrix4x4::BasisChange(const vector3 &u, const vector3 &v, const vector3 &n)
{
e[0] = u.x;
e[1] = v.x;
e[2] = n.x;
e[3] = 0;
e[4] = u.y;
e[5] = v.y;
e[6] = n.y;
e[7] = 0;
e[8] = u.z;
e[9] = v.z;
e[10] = n.z;
e[11] = 0;
e[12] = 0;
e[13] = 0;
e[14] = 0;
e[15] = 1;
return *this;
}
inline matrix4x4 &matrix4x4::BasisChange(const vector3 &v, const vector3 &n)
{
vector3 u = CrossProduct(v, n);
return BasisChange(u, v, n);
}
inline matrix4x4 &matrix4x4::ProjectionMatrix(bool perspective, scalar_t left_plane,
scalar_t right_plane, scalar_t top_plane,
scalar_t bottom_plane, scalar_t near_plane,
scalar_t far_plane)
{
scalar_t A = (right_plane + left_plane) / (right_plane - left_plane);
scalar_t B = (top_plane + bottom_plane) / (top_plane - bottom_plane);
scalar_t C = (far_plane + near_plane) / (far_plane - near_plane);
Identity();
if (perspective)
{
e[0] = 2 * near_plane / (right_plane - left_plane);
e[5] = 2 * near_plane / (top_plane - bottom_plane);
e[8] = A;
e[9] = B;
e[10] = C;
e[11] = -1;
e[14] = 2 * far_plane * near_plane / (far_plane - near_plane);
}
else
{
e[0] = 2 / (right_plane - left_plane);
e[5] = 2 / (top_plane - bottom_plane);
e[10] = -2 / (far_plane - near_plane);
e[12] = A;
e[13] = B;
e[14] = C;
}
return *this;
}
double inline SquareMagnitude(const vector3 &v)
{
return v.x * v.x + v.y * v.y + v.z * v.z;
}
} // close namespace
// If we're testing, then we need OSTREAM support
#ifdef TEST_MATH3D
#define OSTREAM_MATH3D
#endif
#ifdef OSTREAM_MATH3D
#include <ostream>
// Streaming support
std::ostream &operator<<(std::ostream &os, const Math3D::vector3 &v)
{
os << '[';
for (int i = 0; i < 4; ++i)
os << ' ' << v[i];
return os << ']';
}
std::ostream &operator<<(std::ostream &os, const Math3D::matrix4x4 &m)
{
for (int y = 0; y < 4; ++y)
{
os << '[';
for (int x = 0; x < 4; ++x)
os << ' ' << m[x][y];
os << " ]" << std::endl;
}
return os;
}
#endif // OSTREAM_MATH3D

21
utilities/glmHelpers.h Normal file
View File

@@ -0,0 +1,21 @@
#pragma once
#include <glm/glm.hpp>
inline glm::dmat4 BasisChange(glm::dvec3 u, glm::dvec3 v, glm::dvec3 n)
{
return glm::dmat4{glm::dvec4(u.x, v.x, n.x, 0.0), glm::dvec4(u.y, v.y, n.y, 0.0), glm::dvec4(u.z, v.z, n.z, 0.0), glm::dvec4(0.0, 0.0, 0.0, 1.0)}; // 4 columns; first rows: u, v, n
}
inline glm::dmat4 BasisChange(glm::dvec3 v, glm::dvec3 n)
{
glm::dvec3 u = glm::cross(v, n);
return BasisChange(u, v, n);
}
template <typename T> inline glm::vec<3, T> RotateY(const glm::vec<3, T> &v, T angle)
{
T s = std::sin(angle);
T c = std::cos(angle);
return glm::vec<3, T>(c * v.x + s * v.z, v.y, c * v.z - s * v.x);
}

View File

@@ -12,6 +12,7 @@ http://mozilla.org/MPL/2.0/.
#include "utilities/Globals.h" #include "utilities/Globals.h"
#include "utilities/utilities.h" #include "utilities/utilities.h"
#include "utilities/glmHelpers.h"
#include "Console.h" #include "Console.h"
#include "utilities/Timer.h" #include "utilities/Timer.h"
#include "vehicle/Driver.h" #include "vehicle/Driver.h"
@@ -171,7 +172,7 @@ void TCamera::Update()
|| ( true == DebugCameraFlag ) ) { || ( true == DebugCameraFlag ) ) {
// free movement position update // free movement position update
auto movement { Velocity }; auto movement { Velocity };
movement = Math3D::RotateY(movement, Angle.y); movement = RotateY(movement, Angle.y);
Pos += movement * 5.0 * deltatime; Pos += movement * 5.0 * deltatime;
} }
else { else {
@@ -194,7 +195,7 @@ void TCamera::Update()
movement.y = -movement.y; movement.y = -movement.y;
} }
*/ */
movement = Math3D::RotateY(movement, Angle.y); movement = RotateY(movement, Angle.y);
m_owneroffset += movement * deltatime; m_owneroffset += movement * deltatime;
} }

View File

@@ -23,6 +23,7 @@ http://mozilla.org/MPL/2.0/.
#include "utilities/Globals.h" #include "utilities/Globals.h"
#include "utilities/Timer.h" #include "utilities/Timer.h"
#include "utilities/Logs.h" #include "utilities/Logs.h"
#include "utilities/glmHelpers.h"
#include "Console.h" #include "Console.h"
#include "world/Traction.h" #include "world/Traction.h"
#include "audio/sound.h" #include "audio/sound.h"
@@ -2695,7 +2696,7 @@ void TDynamicObject::Move(double fDistance)
vLeft = glm::normalize(glm::cross(vUp, vFront)); // wektor w lewo vLeft = glm::normalize(glm::cross(vUp, vFront)); // wektor w lewo
// vUp=CrossProduct(vFront,vLeft); //wektor w górę // vUp=CrossProduct(vFront,vLeft); //wektor w górę
} }
mMatrix = Math3D::BasisChange(vLeft, vUp, vFront); // to też można by od razu policzyć, ale potrzebne jest do wyświetlania // przesuwanie jest jednak rzadziej niż renderowanie mMatrix = BasisChange(vLeft, vUp, vFront); // to też można by od razu policzyć, ale potrzebne jest do wyświetlania // przesuwanie jest jednak rzadziej niż renderowanie
mMatrix = glm::inverse(mMatrix); // wyliczenie macierzy dla pojazdu (potrzebna tylko do wyświetlania?) mMatrix = glm::inverse(mMatrix); // wyliczenie macierzy dla pojazdu (potrzebna tylko do wyświetlania?)
// if (MoverParameters->CategoryFlag&2) // if (MoverParameters->CategoryFlag&2)
{ // przesunięcia są używane po wyrzuceniu pociągu z toru { // przesunięcia są używane po wyrzuceniu pociągu z toru

View File

@@ -23,7 +23,6 @@ http://mozilla.org/MPL/2.0/.
#include "utilities/Logs.h" #include "utilities/Logs.h"
#include "model/MdlMngr.h" #include "model/MdlMngr.h"
#include "model/Model3d.h" #include "model/Model3d.h"
#include "utilities/dumb3d.h"
#include "utilities/Timer.h" #include "utilities/Timer.h"
#include "vehicle/Driver.h" #include "vehicle/Driver.h"
#include "vehicle/DynObj.h" #include "vehicle/DynObj.h"