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maszyna/dumb3d.h
2015-04-03 13:34:06 +00:00

476 lines
14 KiB
C++

#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) {}
__fastcall 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) {}
__fastcall 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 __fastcall RotateX(double angle);
void __fastcall RotateY(double angle);
void __fastcall RotateZ(double angle);
void inline __fastcall Normalize();
void inline __fastcall SafeNormalize();
double inline __fastcall Length();
void inline __fastcall 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 __fastcall 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 __fastcall vector3::Normalize()
{
double il= 1/Length();
x*= il;
y*= il;
z*= il;
}
double inline __fastcall 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 __fastcall 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