mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 06:55:02 +01:00
656 lines
16 KiB
C++
656 lines
16 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <cmath>
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namespace Math3D
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{
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// Define this to have Math3D.cp generate a main which tests these classes
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//#define TEST_MATH3D
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// Define this to allow streaming output of vectors and matrices
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// Automatically enabled by TEST_MATH3D
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//#define OSTREAM_MATH3D
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// definition of the scalar type
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typedef double scalar_t;
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// inline pass-throughs to various basic math functions
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// written in this style to allow for easy substitution with more efficient versions
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inline scalar_t SINE_FUNCTION(scalar_t x)
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{
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return std::sin(x);
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}
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inline scalar_t COSINE_FUNCTION(scalar_t x)
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{
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return std::cos(x);
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}
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inline scalar_t SQRT_FUNCTION(scalar_t x)
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{
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return std::sqrt(x);
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}
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// 2 element vector
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class vector2
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{
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public:
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vector2(void) :
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x(0.0), y(0.0)
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{
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}
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vector2(scalar_t a, scalar_t b)
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{
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x = a;
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y = b;
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}
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double x;
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union
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{
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double y;
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double z;
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};
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};
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// 3 element vector
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class vector3
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{
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public:
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vector3(void) :
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x(0.0), y(0.0), z(0.0)
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{}
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vector3( scalar_t X, scalar_t Y, scalar_t Z ) :
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x( X ), y( Y ), z( Z )
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{}
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template <typename Type_, glm::precision Precision_>
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vector3( glm::tvec3<Type_, Precision_> const &Vector ) :
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x( Vector.x ), y( Vector.y ), z( Vector.z )
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{}
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template <typename Type_, glm::precision Precision_>
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operator glm::tvec3<Type_, Precision_>() const {
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return glm::tvec3<Type_, Precision_>{ x, y, z }; }
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// The int parameter is the number of elements to copy from initArray (3 or 4)
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// explicit vector3(scalar_t* initArray, int arraySize = 3)
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// { for (int i = 0;i<arraySize;++i) e[i] = initArray[i]; }
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void RotateX(double angle);
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void RotateY(double angle);
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void RotateZ(double angle);
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void inline Normalize();
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void inline SafeNormalize();
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double inline Length() const;
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double inline LengthSquared() const;
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void inline Zero()
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{
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x = y = z = 0.0;
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};
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// [] is to read, () is to write (const correctness)
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// const scalar_t& operator[] (int i) const { return e[i]; }
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// scalar_t& operator() (int i) { return e[i]; }
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// Provides access to the underlying array; useful for passing this class off to C APIs
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const scalar_t *readArray(void)
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{
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return &x;
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}
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scalar_t *getArray(void)
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{
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return &x;
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}
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double x, y, z;
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bool inline Equal(vector3 *v)
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{ // sprawdzenie odległości punktów
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if (std::fabs(x - v->x) > 0.02)
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return false; // sześcian zamiast kuli
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if (std::fabs(z - v->z) > 0.02)
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return false;
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if (std::fabs(y - v->y) > 0.02)
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return false;
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return true;
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};
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operator glm::dvec3() const
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{
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return glm::dvec3(x, y, z);
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}
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private:
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};
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// 4 element matrix
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class matrix4x4
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{
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public:
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matrix4x4(void)
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{
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memset( e, 0, sizeof( e ) );
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}
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// When defining matrices in C arrays, it is easiest to define them with
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// the column increasing fastest. However, some APIs (OpenGL in particular) do this
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// backwards, hence the "constructor" from C matrices, or from OpenGL matrices.
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// Note that matrices are stored internally in OpenGL format.
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void C_Matrix(scalar_t const *initArray)
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{
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int i = 0;
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for (int y = 0; y < 4; ++y)
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for (int x = 0; x < 4; ++x)
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(*this)(x)[y] = initArray[i++];
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}
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template <typename Type_>
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void OpenGL_Matrix(Type_ const *initArray)
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{
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int i = 0;
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for (int x = 0; x < 4; ++x)
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for (int y = 0; y < 4; ++y)
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(*this)(x)[y] = initArray[i++];
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}
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// [] is to read, () is to write (const correctness)
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// m[x][y] or m(x)[y] is the correct form
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const scalar_t *operator[](int i) const
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{
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return &e[i << 2];
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}
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scalar_t *operator()(int i)
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{
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return &e[i << 2];
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}
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// Low-level access to the array.
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const scalar_t *readArray(void) const
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{
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return e;
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}
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scalar_t *getArray(void)
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{
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return e;
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}
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// Construct various matrices; REPLACES CURRENT CONTENTS OF THE MATRIX!
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// Written this way to work in-place and hence be somewhat more efficient
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void Identity(void)
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{
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for (int i = 0; i < 16; ++i)
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e[i] = 0;
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e[0] = 1;
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e[5] = 1;
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e[10] = 1;
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e[15] = 1;
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}
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inline matrix4x4 &Rotation(scalar_t angle, vector3 axis);
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inline matrix4x4 &Translation(const vector3 &translation);
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inline matrix4x4 &Scale(scalar_t x, scalar_t y, scalar_t z);
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inline matrix4x4 &BasisChange(const vector3 &v, const vector3 &n);
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inline matrix4x4 &BasisChange(const vector3 &u, const vector3 &v, const vector3 &n);
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inline matrix4x4 &ProjectionMatrix(bool perspective, scalar_t l, scalar_t r, scalar_t t,
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scalar_t b, scalar_t n, scalar_t f);
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void InitialRotate()
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{ // taka specjalna rotacja, nie ma co ciągać trygonometrii
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double f;
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for (int i = 0; i < 16; i += 4)
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{
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e[i] = -e[i]; // zmiana znaku X
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f = e[i + 1];
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e[i + 1] = e[i + 2];
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e[i + 2] = f; // zamiana Y i Z
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}
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};
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inline bool IdentityIs()
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{ // sprawdzenie jednostkowości
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for (int i = 0; i < 16; ++i)
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if (e[i] != ((i % 5) ? 0.0 : 1.0)) // jedynki tylko na 0, 5, 10 i 15
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return false;
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return true;
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}
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operator glm::dmat4() const
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{
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return glm::make_mat4(e);
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}
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private:
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scalar_t e[16];
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};
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// Scalar operations
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// Returns false if there are 0 solutions
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inline bool SolveQuadratic(scalar_t a, scalar_t b, scalar_t c, scalar_t *x1, scalar_t *x2);
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// Vector operations
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inline bool operator==(const vector3 &, const vector3 &);
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inline bool operator<(const vector3 &, const vector3 &);
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inline vector3 operator-(const vector3 &);
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inline vector3 operator*(const vector3 &, scalar_t);
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inline vector3 operator*(scalar_t, const vector3 &);
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inline vector3 &operator*=(vector3 &, scalar_t);
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inline vector3 operator/(const vector3 &, scalar_t);
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inline vector3 &operator/=(vector3 &, scalar_t);
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inline vector3 operator+(const vector3 &, const vector3 &);
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inline vector3 &operator+=(vector3 &, const vector3 &);
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inline vector3 operator-(const vector3 &, const vector3 &);
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inline vector3 &operator-=(vector3 &, const vector3 &);
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// X3 is the 3 element version of a function, X4 is four element
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inline scalar_t LengthSquared3(const vector3 &);
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inline scalar_t LengthSquared4(const vector3 &);
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inline scalar_t Length3(const vector3 &);
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inline scalar_t Length4(const vector3 &);
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inline vector3 Normalize(const vector3 &);
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inline vector3 Normalize4(const vector3 &);
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inline scalar_t DotProduct(const vector3 &, const vector3 &);
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inline scalar_t DotProduct4(const vector3 &, const vector3 &);
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// Cross product is only defined for 3 elements
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inline vector3 CrossProduct(const vector3 &, const vector3 &);
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inline vector3 operator*(const matrix4x4 &, const vector3 &);
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// Matrix operations
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inline bool operator==(const matrix4x4 &, const matrix4x4 &);
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inline bool operator<(const matrix4x4 &, const matrix4x4 &);
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inline matrix4x4 operator*(const matrix4x4 &, const matrix4x4 &);
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inline matrix4x4 Transpose(const matrix4x4 &);
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scalar_t Determinant(const matrix4x4 &);
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matrix4x4 Adjoint(const matrix4x4 &);
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matrix4x4 Inverse(const matrix4x4 &);
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// Inline implementations follow
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inline bool SolveQuadratic(scalar_t a, scalar_t b, scalar_t c, scalar_t *x1, scalar_t *x2)
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{
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// If a == 0, solve a linear equation
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if (a == 0)
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{
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if (b == 0)
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return false;
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*x1 = c / b;
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*x2 = *x1;
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return true;
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}
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else
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{
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scalar_t det = b * b - 4 * a * c;
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if (det < 0)
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return false;
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det = SQRT_FUNCTION(det) / (2 * a);
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scalar_t prefix = -b / (2 * a);
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*x1 = prefix + det;
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*x2 = prefix - det;
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return true;
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}
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}
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inline bool operator==(const vector3 &v1, const vector3 &v2)
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{
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return (v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
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}
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inline bool operator<(const vector3 &v1, const vector3 &v2)
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{
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// for (int i=0;i<4;++i)
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// if (v1[i] < v2[i]) return true;
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// else if (v1[i] > v2[i]) return false;
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return false;
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}
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inline vector3 operator-(const vector3 &v)
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{
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return vector3(-v.x, -v.y, -v.z);
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}
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inline vector3 operator*(const vector3 &v, scalar_t k)
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{
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return vector3(k * v.x, k * v.y, k * v.z);
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}
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inline vector3 operator*(scalar_t k, const vector3 &v)
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{
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return v * k;
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}
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inline vector3 &operator*=(vector3 &v, scalar_t k)
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{
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v.x *= k;
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v.y *= k;
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v.z *= k;
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return v;
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};
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inline vector3 operator/(const vector3 &v, scalar_t k)
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{
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return vector3(v.x / k, v.y / k, v.z / k);
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}
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inline vector3 &operator/=(vector3 &v, scalar_t k)
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{
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v.x /= k;
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v.y /= k;
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v.z /= k;
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return v;
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}
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inline scalar_t LengthSquared3(const vector3 &v)
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{
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return DotProduct(v, v);
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}
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inline scalar_t LengthSquared4(const vector3 &v)
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{
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return DotProduct4(v, v);
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}
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inline scalar_t Length3(const vector3 &v)
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{
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return SQRT_FUNCTION(LengthSquared3(v));
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}
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inline scalar_t Length4(const vector3 &v)
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{
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return SQRT_FUNCTION(LengthSquared4(v));
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}
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inline vector3 Normalize(const vector3 &v)
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{
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vector3 retVal = v / Length3(v);
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return retVal;
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}
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inline vector3 SafeNormalize(const vector3 &v)
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{
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double l = Length3(v);
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vector3 retVal;
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if (l == 0)
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retVal.x = retVal.y = retVal.z = 0;
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else
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retVal = v / l;
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return retVal;
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}
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inline vector3 Normalize4(const vector3 &v)
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{
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return v / Length4(v);
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}
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inline vector3 operator+(const vector3 &v1, const vector3 &v2)
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{
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return vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
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}
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inline vector3 &operator+=(vector3 &v1, const vector3 &v2)
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{
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v1.x += v2.x;
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v1.y += v2.y;
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v1.z += v2.z;
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return v1;
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}
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inline vector3 operator-(const vector3 &v1, const vector3 &v2)
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{
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return vector3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
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}
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inline vector3 &operator-=(vector3 &v1, const vector3 &v2)
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{
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v1.x -= v2.x;
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v1.y -= v2.y;
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v1.z -= v2.z;
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return v1;
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}
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inline scalar_t DotProduct(const vector3 &v1, const vector3 &v2)
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{
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return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
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}
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inline scalar_t DotProduct4(const vector3 &v1, const vector3 &v2)
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{
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return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
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}
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inline vector3 CrossProduct(const vector3 &v1, const vector3 &v2)
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{
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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);
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}
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inline vector3 Interpolate( vector3 const &First, vector3 const &Second, float const Factor ) {
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return ( First * ( 1.0f - Factor ) ) + ( Second * Factor );
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}
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inline vector3 operator*(const matrix4x4 &m, const vector3 &v)
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{
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return vector3(v.x * m[0][0] + v.y * m[1][0] + v.z * m[2][0] + m[3][0],
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v.x * m[0][1] + v.y * m[1][1] + v.z * m[2][1] + m[3][1],
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v.x * m[0][2] + v.y * m[1][2] + v.z * m[2][2] + m[3][2]);
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}
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void inline vector3::Normalize()
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{
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double il = 1 / Length();
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x *= il;
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y *= il;
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z *= il;
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}
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double inline vector3::Length() const
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{
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return SQRT_FUNCTION(x * x + y * y + z * z);
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}
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double inline vector3::LengthSquared() const {
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return ( x * x + y * y + z * z );
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}
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inline bool operator==(const matrix4x4 &m1, const matrix4x4 &m2)
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{
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for (int x = 0; x < 4; ++x)
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for (int y = 0; y < 4; ++y)
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if (m1[x][y] != m2[x][y])
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return false;
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return true;
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}
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inline bool operator<(const matrix4x4 &m1, const matrix4x4 &m2)
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{
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for (int x = 0; x < 4; ++x)
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for (int y = 0; y < 4; ++y)
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if (m1[x][y] < m2[x][y])
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return true;
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else if (m1[x][y] > m2[x][y])
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return false;
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return false;
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}
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inline matrix4x4 operator*(const matrix4x4 &m1, const matrix4x4 &m2)
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{
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matrix4x4 retVal;
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for (int x = 0; x < 4; ++x)
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for (int y = 0; y < 4; ++y)
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{
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retVal(x)[y] = 0;
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for (int i = 0; i < 4; ++i)
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retVal(x)[y] += m1[i][y] * m2[x][i];
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}
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return retVal;
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}
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inline matrix4x4 Transpose(const matrix4x4 &m)
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{
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matrix4x4 retVal;
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for (int x = 0; x < 4; ++x)
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for (int y = 0; y < 4; ++y)
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retVal(x)[y] = m[y][x];
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return retVal;
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}
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inline matrix4x4 &matrix4x4::Rotation(scalar_t angle, vector3 axis)
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{
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scalar_t c = COSINE_FUNCTION(angle);
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scalar_t s = SINE_FUNCTION(angle);
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// One minus c (short name for legibility of formulai)
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scalar_t omc = (1 - c);
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if (LengthSquared3(axis) != 1)
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axis = Normalize(axis);
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scalar_t x = axis.x;
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scalar_t y = axis.y;
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scalar_t z = axis.z;
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scalar_t xs = x * s;
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scalar_t ys = y * s;
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scalar_t zs = z * s;
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scalar_t xyomc = x * y * omc;
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scalar_t xzomc = x * z * omc;
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scalar_t yzomc = y * z * omc;
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e[0] = x * x * omc + c;
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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
|