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maszyna/dumb3d.h
Firleju cd571c71ea Change clang format
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2015-04-29 12:55:45 +02:00

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C++

/*
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/.
*/
#ifndef MATH3D_H
#define MATH3D_H
//#include <cmath>
#include <fastmath.h>
namespace Math3D
{
// 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 sin(x);
}
inline scalar_t COSINE_FUNCTION(scalar_t x)
{
return cos(x);
}
inline scalar_t SQRT_FUNCTION(scalar_t x)
{
return sqrt(x);
}
// 2 element vector
class vector2
{
public:
vector2(void)
{
}
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)
{
}
vector3(scalar_t a, scalar_t b, scalar_t c)
{
x = a;
y = b;
z = c;
}
// 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();
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;
}
// union
// {
// struct
// {
double x, y, z;
// };
// scalar_t e[3];
// };
bool inline Equal(vector3 *v)
{ // sprawdzenie odleg³oœci punktów
if (fabs(x - v->x) > 0.02)
return false; // szeœcian zamiast kuli
if (fabs(z - v->z) > 0.02)
return false;
if (fabs(y - v->y) > 0.02)
return false;
return true;
};
private:
};
// 4 element matrix
class matrix4x4
{
public:
matrix4x4(void)
{
}
// 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 *initArray)
{
int i = 0;
for (int y = 0; y < 4; ++y)
for (int x = 0; x < 4; ++x)
(*this)(x)[y] = initArray[i++];
}
void OpenGL_Matrix(scalar_t *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)
{
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 ci¹gaæ 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 jednostkowoœci
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;
}
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 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()
{
return SQRT_FUNCTION(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
#endif