| /* | |
| algebra3.cpp, algebra3.h - C++ Vector and Matrix Algebra routines | |
| GLUI User Interface Toolkit (LGPL) | |
| Copyright (c) 1998 Paul Rademacher | |
| WWW: http://sourceforge.net/projects/glui/ | |
| Forums: http://sourceforge.net/forum/?group_id=92496 | |
| This library is free software; you can redistribute it and/or | |
| modify it under the terms of the GNU Lesser General Public | |
| License as published by the Free Software Foundation; either | |
| version 2.1 of the License, or (at your option) any later version. | |
| This library is distributed in the hope that it will be useful, | |
| but WITHOUT ANY WARRANTY; without even the implied warranty of | |
| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
| Lesser General Public License for more details. | |
| You should have received a copy of the GNU Lesser General Public | |
| License along with this library; if not, write to the Free Software | |
| Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA | |
| */ | |
| /************************************************************************** | |
| There are three vector classes and two matrix classes: vec2, vec3, | |
| vec4, mat3, and mat4. | |
| All the standard arithmetic operations are defined, with '*' | |
| for dot product of two vectors and multiplication of two matrices, | |
| and '^' for cross product of two vectors. | |
| Additional functions include length(), normalize(), homogenize for | |
| vectors, and print(), set(), apply() for all classes. | |
| There is a function transpose() for matrices, but note that it | |
| does not actually change the matrix, | |
| When multiplied with a matrix, a vector is treated as a row vector | |
| if it precedes the matrix (v*M), and as a column vector if it | |
| follows the matrix (M*v). | |
| Matrices are stored in row-major form. | |
| A vector of one dimension (2d, 3d, or 4d) can be cast to a vector | |
| of a higher or lower dimension. If casting to a higher dimension, | |
| the new component is set by default to 1.0, unless a value is | |
| specified: | |
| vec3 a(1.0, 2.0, 3.0 ); | |
| vec4 b( a, 4.0 ); // now b == {1.0, 2.0, 3.0, 4.0}; | |
| When casting to a lower dimension, the vector is homogenized in | |
| the lower dimension. E.g., if a 4d {X,Y,Z,W} is cast to 3d, the | |
| resulting vector is {X/W, Y/W, Z/W}. It is up to the user to | |
| insure the fourth component is not zero before casting. | |
| There are also the following function for building matrices: | |
| identity2D(), translation2D(), rotation2D(), | |
| scaling2D(), identity3D(), translation3D(), | |
| rotation3D(), rotation3Drad(), scaling3D(), | |
| perspective3D() | |
| --------------------------------------------------------------------- | |
| Author: Jean-Francois DOUEg | |
| Revised: Paul Rademacher | |
| Version 3.2 - Feb 1998 | |
| Revised: Nigel Stewart (GLUI Code Cleaning) | |
| **************************************************************************/ | |
| #include "algebra3.h" | |
| #include "glui_internal.h" | |
| #include <cmath> | |
| #ifdef VEC_ERROR_FATAL | |
| #ifndef VEC_ERROR | |
| #define VEC_ERROR(E) { printf( "VERROR %s\n", E ); exit(1); } | |
| #endif | |
| #else | |
| #ifndef VEC_ERROR | |
| #define VEC_ERROR(E) { printf( "VERROR %s\n", E ); } | |
| #endif | |
| #endif | |
| /**************************************************************** | |
| * * | |
| * vec2 Member functions * | |
| * * | |
| ****************************************************************/ | |
| /******************** vec2 CONSTRUCTORS ********************/ | |
| vec2::vec2() | |
| { | |
| n[VX] = n[VY] = 0.0; | |
| } | |
| vec2::vec2(float x, float y) | |
| { | |
| n[VX] = x; | |
| n[VY] = y; | |
| } | |
| vec2::vec2(const vec2 &v) | |
| { | |
| n[VX] = v.n[VX]; | |
| n[VY] = v.n[VY]; | |
| } | |
| vec2::vec2(const vec3 &v) // it is up to caller to avoid divide-by-zero | |
| { | |
| n[VX] = v.n[VX]/v.n[VZ]; | |
| n[VY] = v.n[VY]/v.n[VZ]; | |
| } | |
| vec2::vec2(const vec3 &v, int dropAxis) | |
| { | |
| switch (dropAxis) | |
| { | |
| case VX: n[VX] = v.n[VY]; n[VY] = v.n[VZ]; break; | |
| case VY: n[VX] = v.n[VX]; n[VY] = v.n[VZ]; break; | |
| default: n[VX] = v.n[VX]; n[VY] = v.n[VY]; break; | |
| } | |
| } | |
| /******************** vec2 ASSIGNMENT OPERATORS ******************/ | |
| vec2 & vec2::operator=(const vec2 &v) | |
| { | |
| n[VX] = v.n[VX]; | |
| n[VY] = v.n[VY]; | |
| return *this; | |
| } | |
| vec2 & vec2::operator+=(const vec2 &v) | |
| { | |
| n[VX] += v.n[VX]; | |
| n[VY] += v.n[VY]; | |
| return *this; | |
| } | |
| vec2 & vec2::operator-=(const vec2 &v) | |
| { | |
| n[VX] -= v.n[VX]; | |
| n[VY] -= v.n[VY]; | |
| return *this; | |
| } | |
| vec2 &vec2::operator*=(float d) | |
| { | |
| n[VX] *= d; | |
| n[VY] *= d; | |
| return *this; | |
| } | |
| vec2 &vec2::operator/=(float d) | |
| { | |
| float d_inv = 1.0f/d; | |
| n[VX] *= d_inv; | |
| n[VY] *= d_inv; | |
| return *this; | |
| } | |
| float &vec2::operator[](int i) | |
| { | |
| if (i < VX || i > VY) | |
| //VEC_ERROR("vec2 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("vec2 [] operator: illegal access" ); | |
| return n[i]; | |
| } | |
| const float &vec2::operator[](int i) const | |
| { | |
| if (i < VX || i > VY) | |
| //VEC_ERROR("vec2 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("vec2 [] operator: illegal access" ); | |
| return n[i]; | |
| } | |
| /******************** vec2 SPECIAL FUNCTIONS ********************/ | |
| float vec2::length() const | |
| { | |
| return (float) sqrt(length2()); | |
| } | |
| float vec2::length2() const | |
| { | |
| return n[VX]*n[VX] + n[VY]*n[VY]; | |
| } | |
| vec2 &vec2::normalize() // it is up to caller to avoid divide-by-zero | |
| { | |
| *this /= length(); | |
| return *this; | |
| } | |
| vec2 &vec2::apply(V_FCT_PTR fct) | |
| { | |
| n[VX] = (*fct)(n[VX]); | |
| n[VY] = (*fct)(n[VY]); | |
| return *this; | |
| } | |
| void vec2::set( float x, float y ) | |
| { | |
| n[VX] = x; n[VY] = y; | |
| } | |
| /******************** vec2 FRIENDS *****************************/ | |
| vec2 operator-(const vec2 &a) | |
| { | |
| return vec2(-a.n[VX],-a.n[VY]); | |
| } | |
| vec2 operator+(const vec2 &a, const vec2& b) | |
| { | |
| return vec2(a.n[VX]+b.n[VX], a.n[VY]+b.n[VY]); | |
| } | |
| vec2 operator-(const vec2 &a, const vec2& b) | |
| { | |
| return vec2(a.n[VX]-b.n[VX], a.n[VY]-b.n[VY]); | |
| } | |
| vec2 operator*(const vec2 &a, float d) | |
| { | |
| return vec2(d*a.n[VX], d*a.n[VY]); | |
| } | |
| vec2 operator*(float d, const vec2 &a) | |
| { | |
| return a*d; | |
| } | |
| vec2 operator*(const mat3 &a, const vec2 &v) | |
| { | |
| vec3 av; | |
| av.n[VX] = a.v[0].n[VX]*v.n[VX] + a.v[0].n[VY]*v.n[VY] + a.v[0].n[VZ]; | |
| av.n[VY] = a.v[1].n[VX]*v.n[VX] + a.v[1].n[VY]*v.n[VY] + a.v[1].n[VZ]; | |
| av.n[VZ] = a.v[2].n[VX]*v.n[VX] + a.v[2].n[VY]*v.n[VY] + a.v[2].n[VZ]; | |
| return av; | |
| } | |
| vec2 operator*(const vec2 &v, const mat3 &a) | |
| { | |
| return a.transpose() * v; | |
| } | |
| vec3 operator*(const mat3 &a, const vec3 &v) | |
| { | |
| vec3 av; | |
| av.n[VX] = a.v[0].n[VX]*v.n[VX] + a.v[0].n[VY]*v.n[VY] + a.v[0].n[VZ]*v.n[VZ]; | |
| av.n[VY] = a.v[1].n[VX]*v.n[VX] + a.v[1].n[VY]*v.n[VY] + a.v[1].n[VZ]*v.n[VZ]; | |
| av.n[VZ] = a.v[2].n[VX]*v.n[VX] + a.v[2].n[VY]*v.n[VY] + a.v[2].n[VZ]*v.n[VZ]; | |
| return av; | |
| } | |
| vec3 operator*(const vec3 &v, const mat3 &a) | |
| { | |
| return a.transpose() * v; | |
| } | |
| float operator*(const vec2 &a, const vec2 &b) | |
| { | |
| return a.n[VX]*b.n[VX] + a.n[VY]*b.n[VY]; | |
| } | |
| vec2 operator/(const vec2 &a, float d) | |
| { | |
| float d_inv = 1.0f/d; | |
| return vec2(a.n[VX]*d_inv, a.n[VY]*d_inv); | |
| } | |
| vec3 operator^(const vec2 &a, const vec2 &b) | |
| { | |
| return vec3(0.0, 0.0, a.n[VX] * b.n[VY] - b.n[VX] * a.n[VY]); | |
| } | |
| int operator==(const vec2 &a, const vec2 &b) | |
| { | |
| return (a.n[VX] == b.n[VX]) && (a.n[VY] == b.n[VY]); | |
| } | |
| int operator!=(const vec2 &a, const vec2 &b) | |
| { | |
| return !(a == b); | |
| } | |
| /*ostream& operator << (ostream& s, vec2& v) | |
| { return s << "| " << v.n[VX] << ' ' << v.n[VY] << " |"; } | |
| */ | |
| /*istream& operator >> (istream& s, vec2& v) { | |
| vec2 v_tmp; | |
| char c = ' '; | |
| while (isspace(c)) | |
| s >> c; | |
| // The vectors can be formatted either as x y or | x y | | |
| if (c == '|') { | |
| s >> v_tmp[VX] >> v_tmp[VY]; | |
| while (s >> c && isspace(c)) ; | |
| if (c != '|') | |
| ;//s.set(_bad); | |
| } | |
| else { | |
| s.putback(c); | |
| s >> v_tmp[VX] >> v_tmp[VY]; | |
| } | |
| if (s) | |
| v = v_tmp; | |
| return s; | |
| } | |
| */ | |
| void swap(vec2 &a, vec2 &b) | |
| { | |
| vec2 tmp(a); | |
| a = b; | |
| b = tmp; | |
| } | |
| vec2 min_vec(const vec2 &a, const vec2 &b) | |
| { | |
| return vec2(MIN(a.n[VX], b.n[VX]), MIN(a.n[VY], b.n[VY])); | |
| } | |
| vec2 max_vec(const vec2 &a, const vec2 &b) | |
| { | |
| return vec2(MAX(a.n[VX], b.n[VX]), MAX(a.n[VY], b.n[VY])); | |
| } | |
| vec2 prod(const vec2 &a, const vec2 &b) | |
| { | |
| return vec2(a.n[VX] * b.n[VX], a.n[VY] * b.n[VY]); | |
| } | |
| /**************************************************************** | |
| * * | |
| * vec3 Member functions * | |
| * * | |
| ****************************************************************/ | |
| // CONSTRUCTORS | |
| vec3::vec3() | |
| { | |
| n[VX] = n[VY] = n[VZ] = 0.0; | |
| } | |
| vec3::vec3(float x, float y, float z) | |
| { | |
| n[VX] = x; | |
| n[VY] = y; | |
| n[VZ] = z; | |
| } | |
| vec3::vec3(const vec3 &v) | |
| { | |
| n[VX] = v.n[VX]; n[VY] = v.n[VY]; n[VZ] = v.n[VZ]; | |
| } | |
| vec3::vec3(const vec2 &v) | |
| { | |
| n[VX] = v.n[VX]; | |
| n[VY] = v.n[VY]; | |
| n[VZ] = 1.0; | |
| } | |
| vec3::vec3(const vec2 &v, float d) | |
| { | |
| n[VX] = v.n[VX]; | |
| n[VY] = v.n[VY]; | |
| n[VZ] = d; | |
| } | |
| vec3::vec3(const vec4 &v) // it is up to caller to avoid divide-by-zero | |
| { | |
| n[VX] = v.n[VX] / v.n[VW]; | |
| n[VY] = v.n[VY] / v.n[VW]; | |
| n[VZ] = v.n[VZ] / v.n[VW]; | |
| } | |
| vec3::vec3(const vec4 &v, int dropAxis) | |
| { | |
| switch (dropAxis) | |
| { | |
| case VX: n[VX] = v.n[VY]; n[VY] = v.n[VZ]; n[VZ] = v.n[VW]; break; | |
| case VY: n[VX] = v.n[VX]; n[VY] = v.n[VZ]; n[VZ] = v.n[VW]; break; | |
| case VZ: n[VX] = v.n[VX]; n[VY] = v.n[VY]; n[VZ] = v.n[VW]; break; | |
| default: n[VX] = v.n[VX]; n[VY] = v.n[VY]; n[VZ] = v.n[VZ]; break; | |
| } | |
| } | |
| // ASSIGNMENT OPERATORS | |
| vec3 &vec3::operator=(const vec3 &v) | |
| { | |
| n[VX] = v.n[VX]; | |
| n[VY] = v.n[VY]; | |
| n[VZ] = v.n[VZ]; | |
| return *this; | |
| } | |
| vec3 &vec3::operator+=(const vec3 &v) | |
| { | |
| n[VX] += v.n[VX]; | |
| n[VY] += v.n[VY]; | |
| n[VZ] += v.n[VZ]; | |
| return *this; | |
| } | |
| vec3 &vec3::operator-=(const vec3& v) | |
| { | |
| n[VX] -= v.n[VX]; | |
| n[VY] -= v.n[VY]; | |
| n[VZ] -= v.n[VZ]; | |
| return *this; | |
| } | |
| vec3 &vec3::operator*=(float d) | |
| { | |
| n[VX] *= d; | |
| n[VY] *= d; | |
| n[VZ] *= d; | |
| return *this; | |
| } | |
| vec3 &vec3::operator/=(float d) | |
| { | |
| float d_inv = 1.0f/d; | |
| n[VX] *= d_inv; | |
| n[VY] *= d_inv; | |
| n[VZ] *= d_inv; | |
| return *this; | |
| } | |
| float &vec3::operator[](int i) | |
| { | |
| if (i < VX || i > VZ) | |
| //VEC_ERROR("vec3 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("vec3 [] operator: illegal access" ); | |
| return n[i]; | |
| } | |
| const float &vec3::operator[](int i) const | |
| { | |
| if (i < VX || i > VZ) | |
| //VEC_ERROR("vec3 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("vec3 [] operator: illegal access" ); | |
| return n[i]; | |
| } | |
| // SPECIAL FUNCTIONS | |
| float vec3::length() const | |
| { | |
| return (float) sqrt(length2()); | |
| } | |
| float vec3::length2() const | |
| { | |
| return n[VX]*n[VX] + n[VY]*n[VY] + n[VZ]*n[VZ]; | |
| } | |
| vec3 &vec3::normalize() // it is up to caller to avoid divide-by-zero | |
| { | |
| *this /= length(); | |
| return *this; | |
| } | |
| vec3 &vec3::homogenize(void) // it is up to caller to avoid divide-by-zero | |
| { | |
| n[VX] /= n[VZ]; | |
| n[VY] /= n[VZ]; | |
| n[VZ] = 1.0; | |
| return *this; | |
| } | |
| vec3 &vec3::apply(V_FCT_PTR fct) | |
| { | |
| n[VX] = (*fct)(n[VX]); | |
| n[VY] = (*fct)(n[VY]); | |
| n[VZ] = (*fct)(n[VZ]); | |
| return *this; | |
| } | |
| void vec3::set(float x, float y, float z) // set vector | |
| { | |
| n[VX] = x; | |
| n[VY] = y; | |
| n[VZ] = z; | |
| } | |
| void vec3::print(FILE *file, const char *name) const // print vector to a file | |
| { | |
| fprintf( file, "%s: <%f, %f, %f>\n", name, n[VX], n[VY], n[VZ] ); | |
| } | |
| // FRIENDS | |
| vec3 operator-(const vec3 &a) | |
| { | |
| return vec3(-a.n[VX],-a.n[VY],-a.n[VZ]); | |
| } | |
| vec3 operator+(const vec3 &a, const vec3 &b) | |
| { | |
| return vec3(a.n[VX]+ b.n[VX], a.n[VY] + b.n[VY], a.n[VZ] + b.n[VZ]); | |
| } | |
| vec3 operator-(const vec3 &a, const vec3 &b) | |
| { | |
| return vec3(a.n[VX]-b.n[VX], a.n[VY]-b.n[VY], a.n[VZ]-b.n[VZ]); | |
| } | |
| vec3 operator*(const vec3 &a, float d) | |
| { | |
| return vec3(d*a.n[VX], d*a.n[VY], d*a.n[VZ]); | |
| } | |
| vec3 operator*(float d, const vec3 &a) | |
| { | |
| return a*d; | |
| } | |
| vec3 operator*(const mat4 &a, const vec3 &v) | |
| { | |
| return a*vec4(v); | |
| } | |
| vec3 operator*(const vec3 &v, mat4 &a) | |
| { | |
| return a.transpose()*v; | |
| } | |
| float operator*(const vec3 &a, const vec3 &b) | |
| { | |
| return a.n[VX]*b.n[VX] + a.n[VY]*b.n[VY] + a.n[VZ]*b.n[VZ]; | |
| } | |
| vec3 operator/(const vec3 &a, float d) | |
| { | |
| float d_inv = 1.0f/d; | |
| return vec3(a.n[VX]*d_inv, a.n[VY]*d_inv, a.n[VZ]*d_inv); | |
| } | |
| vec3 operator^(const vec3 &a, const vec3 &b) | |
| { | |
| return | |
| vec3(a.n[VY]*b.n[VZ] - a.n[VZ]*b.n[VY], | |
| a.n[VZ]*b.n[VX] - a.n[VX]*b.n[VZ], | |
| a.n[VX]*b.n[VY] - a.n[VY]*b.n[VX]); | |
| } | |
| int operator==(const vec3 &a, const vec3 &b) | |
| { | |
| return (a.n[VX] == b.n[VX]) && (a.n[VY] == b.n[VY]) && (a.n[VZ] == b.n[VZ]); | |
| } | |
| int operator!=(const vec3 &a, const vec3 &b) | |
| { | |
| return !(a == b); | |
| } | |
| /*ostream& operator << (ostream& s, vec3& v) | |
| { return s << "| " << v.n[VX] << ' ' << v.n[VY] << ' ' << v.n[VZ] << " |"; } | |
| istream& operator >> (istream& s, vec3& v) { | |
| vec3 v_tmp; | |
| char c = ' '; | |
| while (isspace(c)) | |
| s >> c; | |
| // The vectors can be formatted either as x y z or | x y z | | |
| if (c == '|') { | |
| s >> v_tmp[VX] >> v_tmp[VY] >> v_tmp[VZ]; | |
| while (s >> c && isspace(c)) ; | |
| if (c != '|') | |
| ;//s.set(_bad); | |
| } | |
| else { | |
| s.putback(c); | |
| s >> v_tmp[VX] >> v_tmp[VY] >> v_tmp[VZ]; | |
| } | |
| if (s) | |
| v = v_tmp; | |
| return s; | |
| } | |
| */ | |
| void swap(vec3 &a, vec3 &b) | |
| { | |
| vec3 tmp(a); | |
| a = b; | |
| b = tmp; | |
| } | |
| vec3 min_vec(const vec3 &a, const vec3 &b) | |
| { | |
| return vec3( | |
| MIN(a.n[VX], b.n[VX]), | |
| MIN(a.n[VY], b.n[VY]), | |
| MIN(a.n[VZ], b.n[VZ])); | |
| } | |
| vec3 max_vec(const vec3 &a, const vec3 &b) | |
| { | |
| return vec3( | |
| MAX(a.n[VX], b.n[VX]), | |
| MAX(a.n[VY], b.n[VY]), | |
| MAX(a.n[VZ], b.n[VZ])); | |
| } | |
| vec3 prod(const vec3 &a, const vec3 &b) | |
| { | |
| return vec3(a.n[VX]*b.n[VX], a.n[VY]*b.n[VY], a.n[VZ]*b.n[VZ]); | |
| } | |
| /**************************************************************** | |
| * * | |
| * vec4 Member functions * | |
| * * | |
| ****************************************************************/ | |
| // CONSTRUCTORS | |
| vec4::vec4() | |
| { | |
| n[VX] = n[VY] = n[VZ] = 0.0; | |
| n[VW] = 1.0; | |
| } | |
| vec4::vec4(float x, float y, float z, float w) | |
| { | |
| n[VX] = x; | |
| n[VY] = y; | |
| n[VZ] = z; | |
| n[VW] = w; | |
| } | |
| vec4::vec4(const vec4 &v) | |
| { | |
| n[VX] = v.n[VX]; | |
| n[VY] = v.n[VY]; | |
| n[VZ] = v.n[VZ]; | |
| n[VW] = v.n[VW]; | |
| } | |
| vec4::vec4(const vec3 &v) | |
| { | |
| n[VX] = v.n[VX]; | |
| n[VY] = v.n[VY]; | |
| n[VZ] = v.n[VZ]; | |
| n[VW] = 1.0; | |
| } | |
| vec4::vec4(const vec3 &v, float d) | |
| { | |
| n[VX] = v.n[VX]; | |
| n[VY] = v.n[VY]; | |
| n[VZ] = v.n[VZ]; | |
| n[VW] = d; | |
| } | |
| // ASSIGNMENT OPERATORS | |
| vec4 &vec4::operator=(const vec4 &v) | |
| { | |
| n[VX] = v.n[VX]; | |
| n[VY] = v.n[VY]; | |
| n[VZ] = v.n[VZ]; | |
| n[VW] = v.n[VW]; | |
| return *this; | |
| } | |
| vec4 &vec4::operator+=(const vec4 &v) | |
| { | |
| n[VX] += v.n[VX]; | |
| n[VY] += v.n[VY]; | |
| n[VZ] += v.n[VZ]; | |
| n[VW] += v.n[VW]; | |
| return *this; | |
| } | |
| vec4 &vec4::operator-=(const vec4 &v) | |
| { | |
| n[VX] -= v.n[VX]; | |
| n[VY] -= v.n[VY]; | |
| n[VZ] -= v.n[VZ]; | |
| n[VW] -= v.n[VW]; | |
| return *this; | |
| } | |
| vec4 &vec4::operator*=(float d) | |
| { | |
| n[VX] *= d; | |
| n[VY] *= d; | |
| n[VZ] *= d; | |
| n[VW] *= d; | |
| return *this; | |
| } | |
| vec4 &vec4::operator/=(float d) | |
| { | |
| float d_inv = 1.0f/d; | |
| n[VX] *= d_inv; | |
| n[VY] *= d_inv; | |
| n[VZ] *= d_inv; | |
| n[VW] *= d_inv; | |
| return *this; | |
| } | |
| float &vec4::operator[](int i) | |
| { | |
| if (i < VX || i > VW) | |
| //VEC_ERROR("vec4 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("vec4 [] operator: illegal access" ); | |
| return n[i]; | |
| } | |
| const float &vec4::operator[](int i) const | |
| { | |
| if (i < VX || i > VW) | |
| //VEC_ERROR("vec4 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("vec4 [] operator: illegal access" ); | |
| return n[i]; | |
| } | |
| // SPECIAL FUNCTIONS | |
| float vec4::length() const | |
| { | |
| return (float) sqrt(length2()); | |
| } | |
| float vec4::length2() const | |
| { | |
| return n[VX]*n[VX] + n[VY]*n[VY] + n[VZ]*n[VZ] + n[VW]*n[VW]; | |
| } | |
| vec4 &vec4::normalize() // it is up to caller to avoid divide-by-zero | |
| { | |
| *this /= length(); | |
| return *this; | |
| } | |
| vec4 &vec4::homogenize() // it is up to caller to avoid divide-by-zero | |
| { | |
| n[VX] /= n[VW]; | |
| n[VY] /= n[VW]; | |
| n[VZ] /= n[VW]; | |
| n[VW] = 1.0; | |
| return *this; | |
| } | |
| vec4 &vec4::apply(V_FCT_PTR fct) | |
| { | |
| n[VX] = (*fct)(n[VX]); | |
| n[VY] = (*fct)(n[VY]); | |
| n[VZ] = (*fct)(n[VZ]); | |
| n[VW] = (*fct)(n[VW]); | |
| return *this; | |
| } | |
| void vec4::print(FILE *file, const char *name) const // print vector to a file | |
| { | |
| fprintf( file, "%s: <%f, %f, %f, %f>\n", name, n[VX], n[VY], n[VZ], n[VW]); | |
| } | |
| void vec4::set(float x, float y, float z, float a) | |
| { | |
| n[0] = x; | |
| n[1] = y; | |
| n[2] = z; | |
| n[3] = a; | |
| } | |
| // FRIENDS | |
| vec4 operator-(const vec4 &a) | |
| { | |
| return vec4(-a.n[VX],-a.n[VY],-a.n[VZ],-a.n[VW]); | |
| } | |
| vec4 operator+(const vec4 &a, const vec4 &b) | |
| { | |
| return vec4( | |
| a.n[VX] + b.n[VX], | |
| a.n[VY] + b.n[VY], | |
| a.n[VZ] + b.n[VZ], | |
| a.n[VW] + b.n[VW]); | |
| } | |
| vec4 operator-(const vec4 &a, const vec4 &b) | |
| { | |
| return vec4( | |
| a.n[VX] - b.n[VX], | |
| a.n[VY] - b.n[VY], | |
| a.n[VZ] - b.n[VZ], | |
| a.n[VW] - b.n[VW]); | |
| } | |
| vec4 operator*(const vec4 &a, float d) | |
| { | |
| return vec4(d*a.n[VX], d*a.n[VY], d*a.n[VZ], d*a.n[VW]); | |
| } | |
| vec4 operator*(float d, const vec4 &a) | |
| { | |
| return a*d; | |
| } | |
| vec4 operator*(const mat4 &a, const vec4 &v) | |
| { | |
| #define ROWCOL(i) \ | |
| a.v[i].n[0]*v.n[VX] + \ | |
| a.v[i].n[1]*v.n[VY] + \ | |
| a.v[i].n[2]*v.n[VZ] + \ | |
| a.v[i].n[3]*v.n[VW] | |
| return vec4(ROWCOL(0), ROWCOL(1), ROWCOL(2), ROWCOL(3)); | |
| #undef ROWCOL | |
| } | |
| vec4 operator*(const vec4 &v, const mat4 &a) | |
| { | |
| return a.transpose()*v; | |
| } | |
| float operator*(const vec4 &a, const vec4 &b) | |
| { | |
| return | |
| a.n[VX]*b.n[VX] + | |
| a.n[VY]*b.n[VY] + | |
| a.n[VZ]*b.n[VZ] + | |
| a.n[VW]*b.n[VW]; | |
| } | |
| vec4 operator/(const vec4 &a, float d) | |
| { | |
| float d_inv = 1.0f/d; | |
| return vec4( | |
| a.n[VX]*d_inv, | |
| a.n[VY]*d_inv, | |
| a.n[VZ]*d_inv, | |
| a.n[VW]*d_inv); | |
| } | |
| int operator==(const vec4 &a, const vec4 &b) | |
| { | |
| return | |
| (a.n[VX] == b.n[VX]) && | |
| (a.n[VY] == b.n[VY]) && | |
| (a.n[VZ] == b.n[VZ]) && | |
| (a.n[VW] == b.n[VW]); | |
| } | |
| int operator!=(const vec4 &a, const vec4 &b) | |
| { | |
| return !(a == b); | |
| } | |
| /*ostream& operator << (ostream& s, vec4& v) | |
| { return s << "| " << v.n[VX] << ' ' << v.n[VY] << ' ' << v.n[VZ] << ' ' | |
| << v.n[VW] << " |"; } | |
| istream& operator >> (istream& s, vec4& v) { | |
| vec4 v_tmp; | |
| char c = ' '; | |
| while (isspace(c)) | |
| s >> c; | |
| // The vectors can be formatted either as x y z w or | x y z w | | |
| if (c == '|') { | |
| s >> v_tmp[VX] >> v_tmp[VY] >> v_tmp[VZ] >> v_tmp[VW]; | |
| while (s >> c && isspace(c)) ; | |
| if (c != '|') | |
| ;//s.set(_bad); | |
| } | |
| else { | |
| s.putback(c); | |
| s >> v_tmp[VX] >> v_tmp[VY] >> v_tmp[VZ] >> v_tmp[VW]; | |
| } | |
| if (s) | |
| v = v_tmp; | |
| return s; | |
| } | |
| */ | |
| void swap(vec4 &a, vec4 &b) | |
| { | |
| vec4 tmp(a); | |
| a = b; | |
| b = tmp; | |
| } | |
| vec4 min_vec(const vec4 &a, const vec4 &b) | |
| { | |
| return vec4( | |
| MIN(a.n[VX], b.n[VX]), | |
| MIN(a.n[VY], b.n[VY]), | |
| MIN(a.n[VZ], b.n[VZ]), | |
| MIN(a.n[VW], b.n[VW])); | |
| } | |
| vec4 max_vec(const vec4 &a, const vec4 &b) | |
| { | |
| return vec4( | |
| MAX(a.n[VX], b.n[VX]), | |
| MAX(a.n[VY], b.n[VY]), | |
| MAX(a.n[VZ], b.n[VZ]), | |
| MAX(a.n[VW], b.n[VW])); | |
| } | |
| vec4 prod(const vec4 &a, const vec4 &b) | |
| { | |
| return vec4( | |
| a.n[VX] * b.n[VX], | |
| a.n[VY] * b.n[VY], | |
| a.n[VZ] * b.n[VZ], | |
| a.n[VW] * b.n[VW]); | |
| } | |
| /**************************************************************** | |
| * * | |
| * mat3 member functions * | |
| * * | |
| ****************************************************************/ | |
| // CONSTRUCTORS | |
| mat3::mat3() | |
| { | |
| *this = identity2D(); | |
| } | |
| mat3::mat3(const vec3 &v0, const vec3 &v1, const vec3 &v2) | |
| { | |
| set(v0, v1, v2); | |
| } | |
| mat3::mat3(const mat3 &m) | |
| { | |
| v[0] = m.v[0]; | |
| v[1] = m.v[1]; | |
| v[2] = m.v[2]; | |
| } | |
| // ASSIGNMENT OPERATORS | |
| mat3 &mat3::operator=(const mat3 &m) | |
| { | |
| v[0] = m.v[0]; | |
| v[1] = m.v[1]; | |
| v[2] = m.v[2]; | |
| return *this; | |
| } | |
| mat3 &mat3::operator+=(const mat3& m) | |
| { | |
| v[0] += m.v[0]; | |
| v[1] += m.v[1]; | |
| v[2] += m.v[2]; | |
| return *this; | |
| } | |
| mat3 &mat3::operator-=(const mat3& m) | |
| { | |
| v[0] -= m.v[0]; | |
| v[1] -= m.v[1]; | |
| v[2] -= m.v[2]; | |
| return *this; | |
| } | |
| mat3 &mat3::operator*=(float d) | |
| { | |
| v[0] *= d; | |
| v[1] *= d; | |
| v[2] *= d; | |
| return *this; | |
| } | |
| mat3 &mat3::operator/=(float d) | |
| { | |
| v[0] /= d; | |
| v[1] /= d; | |
| v[2] /= d; | |
| return *this; | |
| } | |
| vec3 &mat3::operator[](int i) | |
| { | |
| if (i < VX || i > VZ) | |
| //VEC_ERROR("mat3 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("mat3 [] operator: illegal access" ); | |
| return v[i]; | |
| } | |
| const vec3 &mat3::operator[](int i) const | |
| { | |
| if (i < VX || i > VZ) | |
| //VEC_ERROR("mat3 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("mat3 [] operator: illegal access" ); | |
| return v[i]; | |
| } | |
| void mat3::set(const vec3 &v0, const vec3 &v1, const vec3 &v2) | |
| { | |
| v[0] = v0; | |
| v[1] = v1; | |
| v[2] = v2; | |
| } | |
| // SPECIAL FUNCTIONS | |
| mat3 mat3::transpose() const | |
| { | |
| return mat3( | |
| vec3(v[0][0], v[1][0], v[2][0]), | |
| vec3(v[0][1], v[1][1], v[2][1]), | |
| vec3(v[0][2], v[1][2], v[2][2])); | |
| } | |
| mat3 mat3::inverse() const // Gauss-Jordan elimination with partial pivoting | |
| { | |
| mat3 a(*this); // As a evolves from original mat into identity | |
| mat3 b(identity2D()); // b evolves from identity into inverse(a) | |
| int i, j, i1; | |
| // Loop over cols of a from left to right, eliminating above and below diag | |
| for (j=0; j<3; j++) // Find largest pivot in column j among rows j..2 | |
| { | |
| i1 = j; // Row with largest pivot candidate | |
| for (i=j+1; i<3; i++) | |
| if (fabs(a.v[i].n[j]) > fabs(a.v[i1].n[j])) | |
| i1 = i; | |
| // Swap rows i1 and j in a and b to put pivot on diagonal | |
| swap(a.v[i1], a.v[j]); | |
| swap(b.v[i1], b.v[j]); | |
| // Scale row j to have a unit diagonal | |
| if (a.v[j].n[j]==0.) | |
| VEC_ERROR("mat3::inverse: singular matrix; can't invert\n"); | |
| b.v[j] /= a.v[j].n[j]; | |
| a.v[j] /= a.v[j].n[j]; | |
| // Eliminate off-diagonal elems in col j of a, doing identical ops to b | |
| for (i=0; i<3; i++) | |
| if (i!=j) | |
| { | |
| b.v[i] -= a.v[i].n[j]*b.v[j]; | |
| a.v[i] -= a.v[i].n[j]*a.v[j]; | |
| } | |
| } | |
| return b; | |
| } | |
| mat3 &mat3::apply(V_FCT_PTR fct) | |
| { | |
| v[VX].apply(fct); | |
| v[VY].apply(fct); | |
| v[VZ].apply(fct); | |
| return *this; | |
| } | |
| // FRIENDS | |
| mat3 operator-(const mat3 &a) | |
| { | |
| return mat3(-a.v[0], -a.v[1], -a.v[2]); | |
| } | |
| mat3 operator+(const mat3 &a, const mat3 &b) | |
| { | |
| return mat3(a.v[0]+b.v[0], a.v[1]+b.v[1], a.v[2]+b.v[2]); | |
| } | |
| mat3 operator-(const mat3 &a, const mat3 &b) | |
| { | |
| return mat3(a.v[0]-b.v[0], a.v[1]-b.v[1], a.v[2]-b.v[2]); | |
| } | |
| mat3 operator*(const mat3 &a, const mat3 &b) | |
| { | |
| #define ROWCOL(i, j) \ | |
| a.v[i].n[0]*b.v[0][j] + a.v[i].n[1]*b.v[1][j] + a.v[i].n[2]*b.v[2][j] | |
| return mat3( | |
| vec3(ROWCOL(0,0), ROWCOL(0,1), ROWCOL(0,2)), | |
| vec3(ROWCOL(1,0), ROWCOL(1,1), ROWCOL(1,2)), | |
| vec3(ROWCOL(2,0), ROWCOL(2,1), ROWCOL(2,2))); | |
| #undef ROWCOL | |
| } | |
| mat3 operator*(const mat3 &a, float d) | |
| { | |
| return mat3(a.v[0]*d, a.v[1]*d, a.v[2]*d); | |
| } | |
| mat3 operator*(float d, const mat3 &a) | |
| { | |
| return a*d; | |
| } | |
| mat3 operator/(const mat3 &a, float d) | |
| { | |
| return mat3(a.v[0]/d, a.v[1]/d, a.v[2]/d); | |
| } | |
| int operator==(const mat3 &a, const mat3 &b) | |
| { | |
| return | |
| (a.v[0] == b.v[0]) && | |
| (a.v[1] == b.v[1]) && | |
| (a.v[2] == b.v[2]); | |
| } | |
| int operator!=(const mat3 &a, const mat3 &b) | |
| { | |
| return !(a == b); | |
| } | |
| /*ostream& operator << (ostream& s, mat3& m) | |
| { return s << m.v[VX] << '\n' << m.v[VY] << '\n' << m.v[VZ]; } | |
| istream& operator >> (istream& s, mat3& m) { | |
| mat3 m_tmp; | |
| s >> m_tmp[VX] >> m_tmp[VY] >> m_tmp[VZ]; | |
| if (s) | |
| m = m_tmp; | |
| return s; | |
| } | |
| */ | |
| void swap(mat3 &a, mat3 &b) | |
| { | |
| mat3 tmp(a); | |
| a = b; | |
| b = tmp; | |
| } | |
| void mat3::print(FILE *file, const char *name) const | |
| { | |
| int i, j; | |
| fprintf( stderr, "%s:\n", name ); | |
| for( i = 0; i < 3; i++ ) | |
| { | |
| fprintf( stderr, " " ); | |
| for( j = 0; j < 3; j++ ) | |
| { | |
| fprintf( stderr, "%f ", v[i][j] ); | |
| } | |
| fprintf( stderr, "\n" ); | |
| } | |
| } | |
| /**************************************************************** | |
| * * | |
| * mat4 member functions * | |
| * * | |
| ****************************************************************/ | |
| // CONSTRUCTORS | |
| mat4::mat4() | |
| { | |
| *this = identity3D(); | |
| } | |
| mat4::mat4(const vec4& v0, const vec4& v1, const vec4& v2, const vec4& v3) | |
| { | |
| v[0] = v0; | |
| v[1] = v1; | |
| v[2] = v2; | |
| v[3] = v3; | |
| } | |
| mat4::mat4(const mat4 &m) | |
| { | |
| v[0] = m.v[0]; | |
| v[1] = m.v[1]; | |
| v[2] = m.v[2]; | |
| v[3] = m.v[3]; | |
| } | |
| mat4::mat4( | |
| float a00, float a01, float a02, float a03, | |
| float a10, float a11, float a12, float a13, | |
| float a20, float a21, float a22, float a23, | |
| float a30, float a31, float a32, float a33 ) | |
| { | |
| v[0][0] = a00; v[0][1] = a01; v[0][2] = a02; v[0][3] = a03; | |
| v[1][0] = a10; v[1][1] = a11; v[1][2] = a12; v[1][3] = a13; | |
| v[2][0] = a20; v[2][1] = a21; v[2][2] = a22; v[2][3] = a23; | |
| v[3][0] = a30; v[3][1] = a31; v[3][2] = a32; v[3][3] = a33; | |
| } | |
| // ASSIGNMENT OPERATORS | |
| mat4 &mat4::operator=(const mat4 &m) | |
| { | |
| v[0] = m.v[0]; | |
| v[1] = m.v[1]; | |
| v[2] = m.v[2]; | |
| v[3] = m.v[3]; | |
| return *this; | |
| } | |
| mat4 &mat4::operator+=(const mat4 &m) | |
| { | |
| v[0] += m.v[0]; | |
| v[1] += m.v[1]; | |
| v[2] += m.v[2]; | |
| v[3] += m.v[3]; | |
| return *this; | |
| } | |
| mat4 &mat4::operator-=(const mat4 &m) | |
| { | |
| v[0] -= m.v[0]; | |
| v[1] -= m.v[1]; | |
| v[2] -= m.v[2]; | |
| v[3] -= m.v[3]; | |
| return *this; | |
| } | |
| mat4 &mat4::operator*=(float d) | |
| { | |
| v[0] *= d; | |
| v[1] *= d; | |
| v[2] *= d; | |
| v[3] *= d; | |
| return *this; | |
| } | |
| mat4 &mat4::operator/=(float d) | |
| { | |
| v[0] /= d; | |
| v[1] /= d; | |
| v[2] /= d; | |
| v[3] /= d; | |
| return *this; | |
| } | |
| vec4 &mat4::operator[](int i) | |
| { | |
| if (i < VX || i > VW) | |
| //VEC_ERROR("mat4 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("mat4 [] operator: illegal access" ); | |
| return v[i]; | |
| } | |
| const vec4 &mat4::operator[](int i) const | |
| { | |
| if (i < VX || i > VW) | |
| //VEC_ERROR("mat4 [] operator: illegal access; index = " << i << '\n') | |
| VEC_ERROR("mat4 [] operator: illegal access" ); | |
| return v[i]; | |
| } | |
| // SPECIAL FUNCTIONS; | |
| mat4 mat4::transpose() const | |
| { | |
| return mat4( | |
| vec4(v[0][0], v[1][0], v[2][0], v[3][0]), | |
| vec4(v[0][1], v[1][1], v[2][1], v[3][1]), | |
| vec4(v[0][2], v[1][2], v[2][2], v[3][2]), | |
| vec4(v[0][3], v[1][3], v[2][3], v[3][3])); | |
| } | |
| mat4 mat4::inverse() const // Gauss-Jordan elimination with partial pivoting | |
| { | |
| mat4 a(*this); // As a evolves from original mat into identity | |
| mat4 b(identity3D()); // b evolves from identity into inverse(a) | |
| int i, j, i1; | |
| // Loop over cols of a from left to right, eliminating above and below diag | |
| for (j=0; j<4; j++) // Find largest pivot in column j among rows j..3 | |
| { | |
| i1 = j; // Row with largest pivot candidate | |
| for (i=j+1; i<4; i++) | |
| if (fabs(a.v[i].n[j]) > fabs(a.v[i1].n[j])) | |
| i1 = i; | |
| // Swap rows i1 and j in a and b to put pivot on diagonal | |
| swap(a.v[i1], a.v[j]); | |
| swap(b.v[i1], b.v[j]); | |
| // Scale row j to have a unit diagonal | |
| if (a.v[j].n[j]==0.) | |
| VEC_ERROR("mat4::inverse: singular matrix; can't invert\n"); | |
| b.v[j] /= a.v[j].n[j]; | |
| a.v[j] /= a.v[j].n[j]; | |
| // Eliminate off-diagonal elems in col j of a, doing identical ops to b | |
| for (i=0; i<4; i++) | |
| if (i!=j) | |
| { | |
| b.v[i] -= a.v[i].n[j]*b.v[j]; | |
| a.v[i] -= a.v[i].n[j]*a.v[j]; | |
| } | |
| } | |
| return b; | |
| } | |
| mat4 &mat4::apply(V_FCT_PTR fct) | |
| { | |
| v[VX].apply(fct); | |
| v[VY].apply(fct); | |
| v[VZ].apply(fct); | |
| v[VW].apply(fct); | |
| return *this; | |
| } | |
| void mat4::print(FILE *file, const char *name) const | |
| { | |
| int i, j; | |
| fprintf( stderr, "%s:\n", name ); | |
| for( i = 0; i < 4; i++ ) | |
| { | |
| fprintf( stderr, " " ); | |
| for( j = 0; j < 4; j++ ) | |
| { | |
| fprintf( stderr, "%f ", v[i][j] ); | |
| } | |
| fprintf( stderr, "\n" ); | |
| } | |
| } | |
| void mat4::swap_rows(int i, int j) | |
| { | |
| vec4 t; | |
| t = v[i]; | |
| v[i] = v[j]; | |
| v[j] = t; | |
| } | |
| void mat4::swap_cols(int i, int j) | |
| { | |
| float t; | |
| int k; | |
| for (k=0; k<4; k++) | |
| { | |
| t = v[k][i]; | |
| v[k][i] = v[k][j]; | |
| v[k][j] = t; | |
| } | |
| } | |
| // FRIENDS | |
| mat4 operator-(const mat4 &a) | |
| { | |
| return mat4(-a.v[0],-a.v[1],-a.v[2],-a.v[3]); | |
| } | |
| mat4 operator+(const mat4 &a, const mat4 &b) | |
| { | |
| return mat4( | |
| a.v[0] + b.v[0], | |
| a.v[1] + b.v[1], | |
| a.v[2] + b.v[2], | |
| a.v[3] + b.v[3]); | |
| } | |
| mat4 operator-(const mat4 &a, const mat4 &b) | |
| { | |
| return mat4( | |
| a.v[0] - b.v[0], | |
| a.v[1] - b.v[1], | |
| a.v[2] - b.v[2], | |
| a.v[3] - b.v[3]); | |
| } | |
| mat4 operator*(const mat4 &a, const mat4 &b) | |
| { | |
| #define ROWCOL(i, j) \ | |
| a.v[i].n[0]*b.v[0][j] + \ | |
| a.v[i].n[1]*b.v[1][j] + \ | |
| a.v[i].n[2]*b.v[2][j] + \ | |
| a.v[i].n[3]*b.v[3][j] | |
| return mat4( | |
| vec4(ROWCOL(0,0), ROWCOL(0,1), ROWCOL(0,2), ROWCOL(0,3)), | |
| vec4(ROWCOL(1,0), ROWCOL(1,1), ROWCOL(1,2), ROWCOL(1,3)), | |
| vec4(ROWCOL(2,0), ROWCOL(2,1), ROWCOL(2,2), ROWCOL(2,3)), | |
| vec4(ROWCOL(3,0), ROWCOL(3,1), ROWCOL(3,2), ROWCOL(3,3)) | |
| ); | |
| #undef ROWCOL | |
| } | |
| mat4 operator*(const mat4 &a, float d) | |
| { | |
| return mat4(a.v[0]*d, a.v[1]*d, a.v[2]*d, a.v[3]*d); | |
| } | |
| mat4 operator*(float d, const mat4 &a) | |
| { | |
| return a*d; | |
| } | |
| mat4 operator/(const mat4 &a, float d) | |
| { | |
| return mat4(a.v[0]/d, a.v[1]/d, a.v[2]/d, a.v[3]/d); | |
| } | |
| int operator==(const mat4 &a, const mat4 &b) | |
| { | |
| return | |
| (a.v[0] == b.v[0]) && | |
| (a.v[1] == b.v[1]) && | |
| (a.v[2] == b.v[2]) && | |
| (a.v[3] == b.v[3]); | |
| } | |
| int operator!=(const mat4 &a, const mat4 &b) | |
| { | |
| return !(a == b); | |
| } | |
| /*ostream& operator << (ostream& s, mat4& m) | |
| { return s << m.v[VX] << '\n' << m.v[VY] << '\n' << m.v[VZ] << '\n' << m.v[VW]; } | |
| istream& operator >> (istream& s, mat4& m) | |
| { | |
| mat4 m_tmp; | |
| s >> m_tmp[VX] >> m_tmp[VY] >> m_tmp[VZ] >> m_tmp[VW]; | |
| if (s) | |
| m = m_tmp; | |
| return s; | |
| } | |
| */ | |
| void swap(mat4 &a, mat4 &b) | |
| { | |
| mat4 tmp(a); | |
| a = b; | |
| b = tmp; | |
| } | |
| /**************************************************************** | |
| * * | |
| * 2D functions and 3D functions * | |
| * * | |
| ****************************************************************/ | |
| mat3 identity2D() | |
| { | |
| return mat3( | |
| vec3(1.0, 0.0, 0.0), | |
| vec3(0.0, 1.0, 0.0), | |
| vec3(0.0, 0.0, 1.0)); | |
| } | |
| mat3 translation2D(const vec2 &v) | |
| { | |
| return mat3( | |
| vec3(1.0, 0.0, v[VX]), | |
| vec3(0.0, 1.0, v[VY]), | |
| vec3(0.0, 0.0, 1.0)); | |
| } | |
| mat3 rotation2D(const vec2 &Center, float angleDeg) | |
| { | |
| float angleRad = (float) (angleDeg * M_PI / 180.0); | |
| float c = (float) cos(angleRad); | |
| float s = (float) sin(angleRad); | |
| return mat3( | |
| vec3(c, -s, Center[VX] * (1.0f-c) + Center[VY] * s), | |
| vec3(s, c, Center[VY] * (1.0f-c) - Center[VX] * s), | |
| vec3(0.0, 0.0, 1.0)); | |
| } | |
| mat3 scaling2D(const vec2 &scaleVector) | |
| { | |
| return mat3( | |
| vec3(scaleVector[VX], 0.0, 0.0), | |
| vec3(0.0, scaleVector[VY], 0.0), | |
| vec3(0.0, 0.0, 1.0)); | |
| } | |
| mat4 identity3D() | |
| { | |
| return mat4( | |
| vec4(1.0, 0.0, 0.0, 0.0), | |
| vec4(0.0, 1.0, 0.0, 0.0), | |
| vec4(0.0, 0.0, 1.0, 0.0), | |
| vec4(0.0, 0.0, 0.0, 1.0)); | |
| } | |
| mat4 translation3D(const vec3 &v) | |
| { | |
| return mat4( | |
| vec4(1.0, 0.0, 0.0, v[VX]), | |
| vec4(0.0, 1.0, 0.0, v[VY]), | |
| vec4(0.0, 0.0, 1.0, v[VZ]), | |
| vec4(0.0, 0.0, 0.0, 1.0)); | |
| } | |
| mat4 rotation3D(const vec3 &Axis, float angleDeg) | |
| { | |
| float angleRad = (float) (angleDeg * M_PI / 180.0); | |
| float c = (float) cos(angleRad); | |
| float s = (float) sin(angleRad); | |
| float t = 1.0f - c; | |
| vec3 axis(Axis); | |
| axis.normalize(); | |
| return mat4( | |
| vec4(t * axis[VX] * axis[VX] + c, | |
| t * axis[VX] * axis[VY] - s * axis[VZ], | |
| t * axis[VX] * axis[VZ] + s * axis[VY], | |
| 0.0), | |
| vec4(t * axis[VX] * axis[VY] + s * axis[VZ], | |
| t * axis[VY] * axis[VY] + c, | |
| t * axis[VY] * axis[VZ] - s * axis[VX], | |
| 0.0), | |
| vec4(t * axis[VX] * axis[VZ] - s * axis[VY], | |
| t * axis[VY] * axis[VZ] + s * axis[VX], | |
| t * axis[VZ] * axis[VZ] + c, | |
| 0.0), | |
| vec4(0.0, 0.0, 0.0, 1.0)); | |
| } | |
| mat4 rotation3Drad(const vec3 &Axis, float angleRad) | |
| { | |
| float c = (float) cos(angleRad); | |
| float s = (float) sin(angleRad); | |
| float t = 1.0f - c; | |
| vec3 axis(Axis); | |
| axis.normalize(); | |
| return mat4( | |
| vec4(t * axis[VX] * axis[VX] + c, | |
| t * axis[VX] * axis[VY] - s * axis[VZ], | |
| t * axis[VX] * axis[VZ] + s * axis[VY], | |
| 0.0), | |
| vec4(t * axis[VX] * axis[VY] + s * axis[VZ], | |
| t * axis[VY] * axis[VY] + c, | |
| t * axis[VY] * axis[VZ] - s * axis[VX], | |
| 0.0), | |
| vec4(t * axis[VX] * axis[VZ] - s * axis[VY], | |
| t * axis[VY] * axis[VZ] + s * axis[VX], | |
| t * axis[VZ] * axis[VZ] + c, | |
| 0.0), | |
| vec4(0.0, 0.0, 0.0, 1.0)); | |
| } | |
| mat4 scaling3D(const vec3 &scaleVector) | |
| { | |
| return mat4( | |
| vec4(scaleVector[VX], 0.0, 0.0, 0.0), | |
| vec4(0.0, scaleVector[VY], 0.0, 0.0), | |
| vec4(0.0, 0.0, scaleVector[VZ], 0.0), | |
| vec4(0.0, 0.0, 0.0, 1.0)); | |
| } | |
| mat4 perspective3D(float d) | |
| { | |
| return mat4( | |
| vec4(1.0f, 0.0f, 0.0f, 0.0f), | |
| vec4(0.0f, 1.0f, 0.0f, 0.0f), | |
| vec4(0.0f, 0.0f, 1.0f, 0.0f), | |
| vec4(0.0f, 0.0f, 1.0f/d, 0.0f)); | |
| } |