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Diffstat (limited to 'dep/src/g3dlite/Vector3.cpp')
-rw-r--r-- | dep/src/g3dlite/Vector3.cpp | 507 |
1 files changed, 0 insertions, 507 deletions
diff --git a/dep/src/g3dlite/Vector3.cpp b/dep/src/g3dlite/Vector3.cpp deleted file mode 100644 index a53fa8269b7..00000000000 --- a/dep/src/g3dlite/Vector3.cpp +++ /dev/null @@ -1,507 +0,0 @@ -/** - @file Vector3.cpp - - 3D vector class - - @maintainer Morgan McGuire, http://graphics.cs.williams.edu - - @cite Portions based on Dave Eberly's Magic Software Library at http://www.magic-software.com - - @created 2001-06-02 - @edited 2009-11-27 - */ - -#include <limits> -#include <stdlib.h> -#include "G3D/Vector3.h" -#include "G3D/g3dmath.h" -#include "G3D/stringutils.h" -#include "G3D/BinaryInput.h" -#include "G3D/BinaryOutput.h" -#include "G3D/TextInput.h" -#include "G3D/TextOutput.h" -#include "G3D/Vector3int16.h" -#include "G3D/Matrix3.h" -#include "G3D/Vector2.h" -#include "G3D/Color3.h" -#include "G3D/Vector4int8.h" -#include "G3D/Vector3int32.h" -#include "G3D/Any.h" - -namespace G3D { - -Vector3::Vector3(const Any& any) { - any.verifyName("Vector3"); - any.verifyType(Any::TABLE, Any::ARRAY); - any.verifySize(3); - - if (any.type() == Any::ARRAY) { - x = any[0]; - y = any[1]; - z = any[2]; - } else { - // Table - x = any["x"]; - y = any["y"]; - z = any["z"]; - } -} - -Vector3::operator Any() const { - Any any(Any::ARRAY, "Vector3"); - any.append(x, y, z); - return any; -} - -Vector3::Vector3(const class Color3& v) : x(v.r), y(v.g), z(v.b) {} - -Vector3::Vector3(const class Vector3int32& v) : x((float)v.x), y((float)v.y), z((float)v.z) {} - -Vector3::Vector3(const Vector4int8& v) : x(v.x / 127.0f), y(v.y / 127.0f), z(v.z / 127.0f) {} - -Vector3::Vector3(const class Vector2& v, float _z) : x(v.x), y(v.y), z(_z) { -} - -Vector3& Vector3::ignore() { - static Vector3 v; - return v; -} - -const Vector3& Vector3::zero() { static const Vector3 v(0, 0, 0); return v; } -const Vector3& Vector3::one() { static const Vector3 v(1, 1, 1); return v; } -const Vector3& Vector3::unitX() { static const Vector3 v(1, 0, 0); return v; } -const Vector3& Vector3::unitY() { static const Vector3 v(0, 1, 0); return v; } -const Vector3& Vector3::unitZ() { static const Vector3 v(0, 0, 1); return v; } -const Vector3& Vector3::inf() { static const Vector3 v((float)G3D::finf(), (float)G3D::finf(), (float)G3D::finf()); return v; } -const Vector3& Vector3::nan() { static const Vector3 v((float)G3D::fnan(), (float)G3D::fnan(), (float)G3D::fnan()); return v; } -const Vector3& Vector3::minFinite(){ static const Vector3 v(-FLT_MAX, -FLT_MAX, -FLT_MAX); return v; } -const Vector3& Vector3::maxFinite(){ static const Vector3 v(FLT_MAX, FLT_MAX, FLT_MAX); return v; } - -Vector3::Axis Vector3::primaryAxis() const { - - Axis a = X_AXIS; - - double nx = abs(x); - double ny = abs(y); - double nz = abs(z); - - if (nx > ny) { - if (nx > nz) { - a = X_AXIS; - } else { - a = Z_AXIS; - } - } else { - if (ny > nz) { - a = Y_AXIS; - } else { - a = Z_AXIS; - } - } - - return a; -} - - -size_t Vector3::hashCode() const { - unsigned int xhash = (*(int*)(void*)(&x)); - unsigned int yhash = (*(int*)(void*)(&y)); - unsigned int zhash = (*(int*)(void*)(&z)); - - return xhash + (yhash * 37) + (zhash * 101); -} - -std::ostream& operator<<(std::ostream& os, const Vector3& v) { - return os << v.toString(); -} - - -//---------------------------------------------------------------------------- - -double frand() { - return rand() / (double) RAND_MAX; -} - -Vector3::Vector3(TextInput& t) { - deserialize(t); -} - -Vector3::Vector3(BinaryInput& b) { - deserialize(b); -} - - -Vector3::Vector3(const class Vector3int16& v) { - x = v.x; - y = v.y; - z = v.z; -} - - -void Vector3::deserialize(BinaryInput& b) { - x = b.readFloat32(); - y = b.readFloat32(); - z = b.readFloat32(); -} - - -void Vector3::deserialize(TextInput& t) { - t.readSymbol("("); - x = (float)t.readNumber(); - t.readSymbol(","); - y = (float)t.readNumber(); - t.readSymbol(","); - z = (float)t.readNumber(); - t.readSymbol(")"); -} - - -void Vector3::serialize(TextOutput& t) const { - t.writeSymbol("("); - t.writeNumber(x); - t.writeSymbol(","); - t.writeNumber(y); - t.writeSymbol(","); - t.writeNumber(z); - t.writeSymbol(")"); -} - - -void Vector3::serialize(BinaryOutput& b) const { - b.writeFloat32(x); - b.writeFloat32(y); - b.writeFloat32(z); -} - - -Vector3 Vector3::random(Random& r) { - Vector3 result; - r.sphere(result.x, result.y, result.z); - return result; -} - - -float Vector3::unitize(float fTolerance) { - float fMagnitude = magnitude(); - - if (fMagnitude > fTolerance) { - float fInvMagnitude = 1.0f / fMagnitude; - x *= fInvMagnitude; - y *= fInvMagnitude; - z *= fInvMagnitude; - } else { - fMagnitude = 0.0f; - } - - return fMagnitude; -} - - -Vector3 Vector3::reflectAbout(const Vector3& normal) const { - Vector3 out; - - Vector3 N = normal.direction(); - - // 2 * normal.dot(this) * normal - this - return N * 2 * this->dot(N) - *this; -} - - -Vector3 Vector3::cosHemiRandom(const Vector3& normal, Random& r) { - debugAssertM(G3D::fuzzyEq(normal.length(), 1.0f), - "cosHemiRandom requires its argument to have unit length"); - - float x, y, z; - r.cosHemi(x, y, z); - - // Make a coordinate system - const Vector3& Z = normal; - - Vector3 X, Y; - normal.getTangents(X, Y); - - return - x * X + - y * Y + - z * Z; -} - - -Vector3 Vector3::cosPowHemiRandom(const Vector3& normal, const float k, Random& r) { - debugAssertM(G3D::fuzzyEq(normal.length(), 1.0f), - "cosPowHemiRandom requires its argument to have unit length"); - - float x, y, z; - r.cosPowHemi(k, x, y, z); - - // Make a coordinate system - const Vector3& Z = normal; - - Vector3 X, Y; - normal.getTangents(X, Y); - - return - x * X + - y * Y + - z * Z; -} - - -Vector3 Vector3::hemiRandom(const Vector3& normal, Random& r) { - const Vector3& V = Vector3::random(r); - - if (V.dot(normal) < 0) { - return -V; - } else { - return V; - } -} - -//---------------------------------------------------------------------------- - -Vector3 Vector3::reflectionDirection(const Vector3& normal) const { - return -reflectAbout(normal).direction(); -} - -//---------------------------------------------------------------------------- - -Vector3 Vector3::refractionDirection( - const Vector3& normal, - float iInside, - float iOutside) const { - - // From pg. 24 of Henrik Wann Jensen. Realistic Image Synthesis - // Using Photon Mapping. AK Peters. ISBN: 1568811470. July 2001. - - // Invert the directions from Wann Jensen's formulation - // and normalize the vectors. - const Vector3 W = -direction(); - Vector3 N = normal.direction(); - - float h1 = iOutside; - float h2 = iInside; - - if (normal.dot(*this) > 0.0f) { - h1 = iInside; - h2 = iOutside; - N = -N; - } - - const float hRatio = h1 / h2; - const float WdotN = W.dot(N); - - float det = 1.0f - (float)square(hRatio) * (1.0f - (float)square(WdotN)); - - if (det < 0) { - // Total internal reflection - return Vector3::zero(); - } else { - return -hRatio * (W - WdotN * N) - N * sqrt(det); - } -} - -//---------------------------------------------------------------------------- -void Vector3::orthonormalize (Vector3 akVector[3]) { - // If the input vectors are v0, v1, and v2, then the Gram-Schmidt - // orthonormalization produces vectors u0, u1, and u2 as follows, - // - // u0 = v0/|v0| - // u1 = (v1-(u0*v1)u0)/|v1-(u0*v1)u0| - // u2 = (v2-(u0*v2)u0-(u1*v2)u1)/|v2-(u0*v2)u0-(u1*v2)u1| - // - // where |A| indicates length of vector A and A*B indicates dot - // product of vectors A and B. - - // compute u0 - akVector[0].unitize(); - - // compute u1 - float fDot0 = akVector[0].dot(akVector[1]); - akVector[1] -= akVector[0] * fDot0; - akVector[1].unitize(); - - // compute u2 - float fDot1 = akVector[1].dot(akVector[2]); - fDot0 = akVector[0].dot(akVector[2]); - akVector[2] -= akVector[0] * fDot0 + akVector[1] * fDot1; - akVector[2].unitize(); -} - -//---------------------------------------------------------------------------- -void Vector3::generateOrthonormalBasis (Vector3& rkU, Vector3& rkV, - Vector3& rkW, bool bUnitLengthW) { - if ( !bUnitLengthW ) - rkW.unitize(); - - if ( G3D::abs(rkW.x) >= G3D::abs(rkW.y) - && G3D::abs(rkW.x) >= G3D::abs(rkW.z) ) { - rkU.x = -rkW.y; - rkU.y = + rkW.x; - rkU.z = 0.0; - } else { - rkU.x = 0.0; - rkU.y = + rkW.z; - rkU.z = -rkW.y; - } - - rkU.unitize(); - rkV = rkW.cross(rkU); -} - -//---------------------------------------------------------------------------- - -std::string Vector3::toString() const { - return G3D::format("(%g, %g, %g)", x, y, z); -} - - -//---------------------------------------------------------------------------- - -Matrix3 Vector3::cross() const { - return Matrix3( 0, -z, y, - z, 0, -x, - -y, x, 0); -} - - -void serialize(const Vector3::Axis& a, class BinaryOutput& bo) { - bo.writeUInt8((uint8)a); -} - -void deserialize(Vector3::Axis& a, class BinaryInput& bi) { - a = (Vector3::Axis)bi.readUInt8(); -} - -//---------------------------------------------------------------------------- -// 2-char swizzles - -Vector2 Vector3::xx() const { return Vector2 (x, x); } -Vector2 Vector3::yx() const { return Vector2 (y, x); } -Vector2 Vector3::zx() const { return Vector2 (z, x); } -Vector2 Vector3::xy() const { return Vector2 (x, y); } -Vector2 Vector3::yy() const { return Vector2 (y, y); } -Vector2 Vector3::zy() const { return Vector2 (z, y); } -Vector2 Vector3::xz() const { return Vector2 (x, z); } -Vector2 Vector3::yz() const { return Vector2 (y, z); } -Vector2 Vector3::zz() const { return Vector2 (z, z); } - -// 3-char swizzles - -Vector3 Vector3::xxx() const { return Vector3 (x, x, x); } -Vector3 Vector3::yxx() const { return Vector3 (y, x, x); } -Vector3 Vector3::zxx() const { return Vector3 (z, x, x); } -Vector3 Vector3::xyx() const { return Vector3 (x, y, x); } -Vector3 Vector3::yyx() const { return Vector3 (y, y, x); } -Vector3 Vector3::zyx() const { return Vector3 (z, y, x); } -Vector3 Vector3::xzx() const { return Vector3 (x, z, x); } -Vector3 Vector3::yzx() const { return Vector3 (y, z, x); } -Vector3 Vector3::zzx() const { return Vector3 (z, z, x); } -Vector3 Vector3::xxy() const { return Vector3 (x, x, y); } -Vector3 Vector3::yxy() const { return Vector3 (y, x, y); } -Vector3 Vector3::zxy() const { return Vector3 (z, x, y); } -Vector3 Vector3::xyy() const { return Vector3 (x, y, y); } -Vector3 Vector3::yyy() const { return Vector3 (y, y, y); } -Vector3 Vector3::zyy() const { return Vector3 (z, y, y); } -Vector3 Vector3::xzy() const { return Vector3 (x, z, y); } -Vector3 Vector3::yzy() const { return Vector3 (y, z, y); } -Vector3 Vector3::zzy() const { return Vector3 (z, z, y); } -Vector3 Vector3::xxz() const { return Vector3 (x, x, z); } -Vector3 Vector3::yxz() const { return Vector3 (y, x, z); } -Vector3 Vector3::zxz() const { return Vector3 (z, x, z); } -Vector3 Vector3::xyz() const { return Vector3 (x, y, z); } -Vector3 Vector3::yyz() const { return Vector3 (y, y, z); } -Vector3 Vector3::zyz() const { return Vector3 (z, y, z); } -Vector3 Vector3::xzz() const { return Vector3 (x, z, z); } -Vector3 Vector3::yzz() const { return Vector3 (y, z, z); } -Vector3 Vector3::zzz() const { return Vector3 (z, z, z); } - -// 4-char swizzles - -Vector4 Vector3::xxxx() const { return Vector4 (x, x, x, x); } -Vector4 Vector3::yxxx() const { return Vector4 (y, x, x, x); } -Vector4 Vector3::zxxx() const { return Vector4 (z, x, x, x); } -Vector4 Vector3::xyxx() const { return Vector4 (x, y, x, x); } -Vector4 Vector3::yyxx() const { return Vector4 (y, y, x, x); } -Vector4 Vector3::zyxx() const { return Vector4 (z, y, x, x); } -Vector4 Vector3::xzxx() const { return Vector4 (x, z, x, x); } -Vector4 Vector3::yzxx() const { return Vector4 (y, z, x, x); } -Vector4 Vector3::zzxx() const { return Vector4 (z, z, x, x); } -Vector4 Vector3::xxyx() const { return Vector4 (x, x, y, x); } -Vector4 Vector3::yxyx() const { return Vector4 (y, x, y, x); } -Vector4 Vector3::zxyx() const { return Vector4 (z, x, y, x); } -Vector4 Vector3::xyyx() const { return Vector4 (x, y, y, x); } -Vector4 Vector3::yyyx() const { return Vector4 (y, y, y, x); } -Vector4 Vector3::zyyx() const { return Vector4 (z, y, y, x); } -Vector4 Vector3::xzyx() const { return Vector4 (x, z, y, x); } -Vector4 Vector3::yzyx() const { return Vector4 (y, z, y, x); } -Vector4 Vector3::zzyx() const { return Vector4 (z, z, y, x); } -Vector4 Vector3::xxzx() const { return Vector4 (x, x, z, x); } -Vector4 Vector3::yxzx() const { return Vector4 (y, x, z, x); } -Vector4 Vector3::zxzx() const { return Vector4 (z, x, z, x); } -Vector4 Vector3::xyzx() const { return Vector4 (x, y, z, x); } -Vector4 Vector3::yyzx() const { return Vector4 (y, y, z, x); } -Vector4 Vector3::zyzx() const { return Vector4 (z, y, z, x); } -Vector4 Vector3::xzzx() const { return Vector4 (x, z, z, x); } -Vector4 Vector3::yzzx() const { return Vector4 (y, z, z, x); } -Vector4 Vector3::zzzx() const { return Vector4 (z, z, z, x); } -Vector4 Vector3::xxxy() const { return Vector4 (x, x, x, y); } -Vector4 Vector3::yxxy() const { return Vector4 (y, x, x, y); } -Vector4 Vector3::zxxy() const { return Vector4 (z, x, x, y); } -Vector4 Vector3::xyxy() const { return Vector4 (x, y, x, y); } -Vector4 Vector3::yyxy() const { return Vector4 (y, y, x, y); } -Vector4 Vector3::zyxy() const { return Vector4 (z, y, x, y); } -Vector4 Vector3::xzxy() const { return Vector4 (x, z, x, y); } -Vector4 Vector3::yzxy() const { return Vector4 (y, z, x, y); } -Vector4 Vector3::zzxy() const { return Vector4 (z, z, x, y); } -Vector4 Vector3::xxyy() const { return Vector4 (x, x, y, y); } -Vector4 Vector3::yxyy() const { return Vector4 (y, x, y, y); } -Vector4 Vector3::zxyy() const { return Vector4 (z, x, y, y); } -Vector4 Vector3::xyyy() const { return Vector4 (x, y, y, y); } -Vector4 Vector3::yyyy() const { return Vector4 (y, y, y, y); } -Vector4 Vector3::zyyy() const { return Vector4 (z, y, y, y); } -Vector4 Vector3::xzyy() const { return Vector4 (x, z, y, y); } -Vector4 Vector3::yzyy() const { return Vector4 (y, z, y, y); } -Vector4 Vector3::zzyy() const { return Vector4 (z, z, y, y); } -Vector4 Vector3::xxzy() const { return Vector4 (x, x, z, y); } -Vector4 Vector3::yxzy() const { return Vector4 (y, x, z, y); } -Vector4 Vector3::zxzy() const { return Vector4 (z, x, z, y); } -Vector4 Vector3::xyzy() const { return Vector4 (x, y, z, y); } -Vector4 Vector3::yyzy() const { return Vector4 (y, y, z, y); } -Vector4 Vector3::zyzy() const { return Vector4 (z, y, z, y); } -Vector4 Vector3::xzzy() const { return Vector4 (x, z, z, y); } -Vector4 Vector3::yzzy() const { return Vector4 (y, z, z, y); } -Vector4 Vector3::zzzy() const { return Vector4 (z, z, z, y); } -Vector4 Vector3::xxxz() const { return Vector4 (x, x, x, z); } -Vector4 Vector3::yxxz() const { return Vector4 (y, x, x, z); } -Vector4 Vector3::zxxz() const { return Vector4 (z, x, x, z); } -Vector4 Vector3::xyxz() const { return Vector4 (x, y, x, z); } -Vector4 Vector3::yyxz() const { return Vector4 (y, y, x, z); } -Vector4 Vector3::zyxz() const { return Vector4 (z, y, x, z); } -Vector4 Vector3::xzxz() const { return Vector4 (x, z, x, z); } -Vector4 Vector3::yzxz() const { return Vector4 (y, z, x, z); } -Vector4 Vector3::zzxz() const { return Vector4 (z, z, x, z); } -Vector4 Vector3::xxyz() const { return Vector4 (x, x, y, z); } -Vector4 Vector3::yxyz() const { return Vector4 (y, x, y, z); } -Vector4 Vector3::zxyz() const { return Vector4 (z, x, y, z); } -Vector4 Vector3::xyyz() const { return Vector4 (x, y, y, z); } -Vector4 Vector3::yyyz() const { return Vector4 (y, y, y, z); } -Vector4 Vector3::zyyz() const { return Vector4 (z, y, y, z); } -Vector4 Vector3::xzyz() const { return Vector4 (x, z, y, z); } -Vector4 Vector3::yzyz() const { return Vector4 (y, z, y, z); } -Vector4 Vector3::zzyz() const { return Vector4 (z, z, y, z); } -Vector4 Vector3::xxzz() const { return Vector4 (x, x, z, z); } -Vector4 Vector3::yxzz() const { return Vector4 (y, x, z, z); } -Vector4 Vector3::zxzz() const { return Vector4 (z, x, z, z); } -Vector4 Vector3::xyzz() const { return Vector4 (x, y, z, z); } -Vector4 Vector3::yyzz() const { return Vector4 (y, y, z, z); } -Vector4 Vector3::zyzz() const { return Vector4 (z, y, z, z); } -Vector4 Vector3::xzzz() const { return Vector4 (x, z, z, z); } -Vector4 Vector3::yzzz() const { return Vector4 (y, z, z, z); } -Vector4 Vector3::zzzz() const { return Vector4 (z, z, z, z); } - - - - - - -} // namespace |