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Diffstat (limited to 'externals/g3dlite/Vector3.cpp')
-rw-r--r-- | externals/g3dlite/Vector3.cpp | 507 |
1 files changed, 507 insertions, 0 deletions
diff --git a/externals/g3dlite/Vector3.cpp b/externals/g3dlite/Vector3.cpp new file mode 100644 index 00000000000..a53fa8269b7 --- /dev/null +++ b/externals/g3dlite/Vector3.cpp @@ -0,0 +1,507 @@ +/** + @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 |