#include "dumb3d.h" #include "fastmath.h" #include namespace Math3D { void __fastcall vector3::RotateX(double angle) { double ty= y; y= (cos(angle)*y-z*sin(angle)); z= (z*cos(angle)+sin(angle)*ty); }; void __fastcall vector3::RotateY(double angle) { double tx= x; x= (cos(angle)*x+z*sin(angle)); z= (z*cos(angle)-sin(angle)*tx); }; void __fastcall vector3::RotateZ(double angle) { double ty= y; y= (cos(angle)*y+x*sin(angle)); x= (x*cos(angle)-sin(angle)*ty); }; void inline __fastcall 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 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