/* 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/. */ //--------------------------------------------------------------------------- module; #include #include #include export module eu07.utilities.float3d; import eu07.glm; // Deklaracje klas export class float3 { public: float x, y, z; float3(void) : x(0), y(0), z(0) {}; float3(float a, float b, float c) : x(a), y(b), z(c) {}; float Length() const; float LengthSquared() const; operator glm::vec3() const { return glm::vec3(x, y, z); } }; export class float4 { public: float x, y, z, w; float4() : x(0), y(0), z(0), w(1) {}; float4(float a, float b, float c, float d) : x(a), y(b), z(c), w(d) {}; float inline LengthSquared() const { return x * x + y * y + z * z + w * w; }; float inline Length() const { return sqrt(x * x + y * y + z * z + w * w); }; }; export struct float8 { float3 Point; float3 Normal; float tu, tv; }; export class float4x4 { public: float e[16]; void deserialize_float32(std::istream&); void deserialize_float64(std::istream&); void serialize_float32(std::ostream&); float4x4(void) { Identity(); }; float4x4(const float f[16]) { for (int i = 0; i < 16; ++i) e[i] = f[i]; }; float * operator()(int i) { return &e[i << 2]; } const float * readArray(void) const { return e; } void Identity() { for (int i = 0; i < 16; ++i) e[i] = 0; e[0] = e[5] = e[10] = e[15] = 1.0f; } const float *operator[](int i) const { return &e[i << 2]; }; void InitialRotate() { float f; for (int i = 0; i < 16; i += 4) { e[i] = -e[i]; f = e[i + 1]; e[i + 1] = e[i + 2]; e[i + 2] = f; } }; float4x4 &Rotation(float const angle, float3 const &axis); bool IdentityIs() { for (int i = 0; i < 16; ++i) if (e[i] != (i % 5 ? 0.0 : 1.0)) return false; return true; } void Quaternion(float4 *q); float3 *TranslationGet() { return (float3 *)(e + 12); } }; // Funkcje globalne - każda z osobnym export export inline bool operator==(const float3 &v1, const float3 &v2); export inline float3 &operator+=(float3 &v1, const float3 &v2); export inline float3 operator-(const float3 &v); export inline float3 operator-(const float3 &v1, const float3 &v2); export inline float3 operator+(const float3 &v1, const float3 &v2); export inline float3 operator*(float3 const &v, float const k); export inline float3 operator/(float3 const &v, float const k); export inline float3 SafeNormalize(const float3 &v); export inline float3 CrossProduct(float3 const &v1, float3 const &v2); export inline float DotProduct(float3 const &v1, float3 const &v2); export inline float3 Interpolate(float3 const &First, float3 const &Second, float const Factor); export inline float4 operator*(const float4 &q1, const float4 &q2); export inline float4 operator-(const float4 &q); export inline float4 operator-(const float4 &q1, const float4 &q2); export inline float4 operator+(const float4 &v1, const float4 &v2); export inline float4 operator/(const float4 &v, float const k); export inline float4 Normalize(const float4 &v); export inline float Dot(const float4 &q1, const float4 &q2); export inline float4 &operator*=(float4 &v1, float const d); export inline float4 Slerp(const float4 &q0, const float4 &q1, float t); export inline float3 operator*(const float4x4 &m, const float3 &v); export inline glm::vec3 operator*(const float4x4 &m, const glm::vec3 &v); export inline float4x4 operator*(const float4x4 &m1, const float4x4 &m2); export inline float Det2x2(float a, float b, float c, float d); export inline float Det3x3(float a1, float a2, float a3, float b1, float b2, float b3, float c1, float c2, float c3); export inline float Det(const float4x4 &m); export inline bool operator==(const float4x4& v1, const float4x4& v2); // Definicje funkcji składowych inline float float3::Length() const { return std::sqrt(LengthSquared()); }; inline float float3::LengthSquared() const { return x * x + y * y + z * z; } inline float4x4 &float4x4::Rotation(float const Angle, float3 const &Axis) { auto const c = std::cos(Angle); auto const s = std::sin(Angle); auto const omc = 1.f - c; auto const axis = SafeNormalize(Axis); auto const xs = axis.x * s; auto const ys = axis.y * s; auto const zs = axis.z * s; auto const xyomc = axis.x * axis.y * omc; auto const xzomc = axis.x * axis.z * omc; auto const yzomc = axis.y * axis.z * omc; e[0] = axis.x * axis.x * omc + c; e[1] = xyomc + zs; e[2] = xzomc - ys; e[3] = 0; e[4] = xyomc - zs; e[5] = axis.y * axis.y * omc + c; e[6] = yzomc + xs; e[7] = 0; e[8] = xzomc + ys; e[9] = yzomc - xs; e[10] = axis.z * axis.z * omc + c; e[11] = 0; e[12] = 0; e[13] = 0; e[14] = 0; e[15] = 1; return *this; }; // Definicje funkcji globalnych export inline bool operator==(const float3 &v1, const float3 &v2) { return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z; } export inline float3 &operator+=(float3 &v1, const float3 &v2) { v1.x += v2.x; v1.y += v2.y; v1.z += v2.z; return v1; } export inline float3 operator-(const float3 &v) { return float3(-v.x, -v.y, -v.z); } export inline float3 operator-(const float3 &v1, const float3 &v2) { return float3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); } export inline float3 operator+(const float3 &v1, const float3 &v2) { return float3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); } export inline float3 operator*(float3 const &v, float const k) { return float3(v.x * k, v.y * k, v.z * k); } export inline float3 operator/(float3 const &v, float const k) { return float3(v.x / k, v.y / k, v.z / k); } export inline float3 SafeNormalize(const float3 &v) { auto const l = v.Length(); float3 retVal; if (l == 0) retVal.x = retVal.y = retVal.z = 0; else retVal = v / l; return retVal; } export inline float3 CrossProduct(float3 const &v1, float3 const &v2) { return float3(v1.y * v2.z - v1.z * v2.y, v2.x * v1.z - v2.z * v1.x, v1.x * v2.y - v1.y * v2.x); } export inline float DotProduct(float3 const &v1, float3 const &v2) { return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; } export inline float3 Interpolate(float3 const &First, float3 const &Second, float const Factor) { return First * (1.0f - Factor) + Second * Factor; } export inline float4 operator*(const float4 &q1, const float4 &q2) { return float4(q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y, q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z, q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x, q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z); } export inline float4 operator-(const float4 &q) { return float4(-q.x, -q.y, -q.z, q.w); } export inline float4 operator-(const float4 &q1, const float4 &q2) { return -q1 * q2; } export inline float4 operator+(const float4 &v1, const float4 &v2) { return float4(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z, v1.w + v2.w); } export inline float4 operator/(const float4 &v, float const k) { return float4(v.x / k, v.y / k, v.z / k, v.w / k); } export inline float4 Normalize(const float4 &v) { auto const lengthsquared = v.LengthSquared(); if (lengthsquared == 1.0) return v; if (lengthsquared == 0.0) return float4(); else return v / std::sqrt(lengthsquared); } export inline float Dot(const float4 &q1, const float4 &q2) { return q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w; } export inline float4 &operator*=(float4 &v1, float const d) { v1.x *= d; v1.y *= d; v1.z *= d; v1.w *= d; return v1; } export inline float4 Slerp(const float4 &q0, const float4 &q1, float t) { float cosOmega = Dot(q0, q1); float4 new_q1(q1); if (cosOmega < 0.0f) { new_q1.x = -new_q1.x; new_q1.y = -new_q1.y; new_q1.z = -new_q1.z; new_q1.w = -new_q1.w; cosOmega = -cosOmega; } float k0, k1; if (cosOmega > 0.9999f) { k0 = 1.0f - t; k1 = t; } else { auto const sinOmega = std::sqrt(1.0f - cosOmega * cosOmega); auto const omega = std::atan2(sinOmega, cosOmega); auto const oneOverSinOmega = 1.0f / sinOmega; k0 = sin((1.0f - t) * omega) * oneOverSinOmega; k1 = sin(t * omega) * oneOverSinOmega; } return float4(q0.x * k0 + new_q1.x * k1, q0.y * k0 + new_q1.y * k1, q0.z * k0 + new_q1.z * k1, q0.w * k0 + new_q1.w * k1); } export inline float3 operator*(const float4x4 &m, const float3 &v) { return float3(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]); } export inline glm::vec3 operator*(const float4x4 &m, const glm::vec3 &v) { return glm::vec3( 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]); } export inline bool operator==(const float4x4& v1, const float4x4& v2) { for (size_t i = 0; i < 16; i++) { if (v1.e[i] != v2.e[i]) return false; } return true; } export inline float4x4 operator*(const float4x4 &m1, const float4x4 &m2) { float4x4 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; } export inline float Det2x2(float a, float b, float c, float d) { return a * d - b * c; } export inline float Det3x3(float a1, float a2, float a3, float b1, float b2, float b3, float c1, float c2, float c3) { return +a1 * Det2x2(b2, b3, c2, c3) - b1 * Det2x2(a2, a3, c2, c3) + c1 * Det2x2(a2, a3, b2, b3); } export inline float Det(const float4x4 &m) { float a1 = m[0][0], a2 = m[1][0], a3 = m[2][0], a4 = m[3][0]; float b1 = m[0][1], b2 = m[1][1], b3 = m[2][1], b4 = m[3][1]; float c1 = m[0][2], c2 = m[1][2], c3 = m[2][2], c4 = m[3][2]; float d1 = m[0][3], d2 = m[1][3], d3 = m[2][3], 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); }