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6 Commits
Prerelease
...
Prerelease
Author | SHA1 | Date | |
---|---|---|---|
c50719de36 | |||
405800dbc5 | |||
718f63a3c8 | |||
8049fd3a60 | |||
2e7bba8d87 | |||
c5628b028b |
@@ -61,7 +61,9 @@ add_library(J3ML SHARED ${J3ML_SRC}
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include/J3ML/Algorithm/RNG.h
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src/J3ML/Algorithm/RNG.cpp
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include/J3ML/Algorithm/Spring.h
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include/J3ML/Algorithm/DifferentialSolvers.h)
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include/J3ML/Algorithm/DifferentialSolvers.h
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include/J3ML/Units.h
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src/J3ML/J3ML.cpp)
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set_target_properties(J3ML PROPERTIES LINKER_LANGUAGE CXX)
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install(TARGETS ${PROJECT_NAME} DESTINATION lib/${PROJECT_NAME})
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|
@@ -15,6 +15,12 @@ namespace J3ML::Algorithm
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return (x + y + x*y);
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}
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// Accelleration = Velocity / Time
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// Velocity = Position / Time
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// Position = Vector3
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//
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float euler(float x0, float y, float h, float x)
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{
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float temp = -0.f;
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|
@@ -2,7 +2,7 @@
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <J3ML/LinearAlgebra.h>
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#include "J3ML/LinearAlgebra.h"
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#include <J3ML/Geometry.h>
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#include <J3ML/Geometry/Plane.h>
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|
@@ -13,6 +13,5 @@ namespace J3ML::Geometry
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Vector3 Position;
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Vector3 Normal;
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float distance = 0.f;
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};
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}
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@@ -1,15 +1,70 @@
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#pragma once
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#include "J3ML/Geometry.h"
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#include <J3ML/Geometry.h>
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
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#include <J3ML/LinearAlgebra/Matrix4x4.h>
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#include <J3ML/Geometry/LineSegment.h>
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#include <J3ML/Geometry/TriangleMesh.h>
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namespace J3ML::Geometry
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{
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using J3ML::LinearAlgebra::Matrix3x3;
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using J3ML::LinearAlgebra::Matrix4x4;
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// A mathematical representation of a 3-dimensional sphere
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class Sphere
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{
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public:
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Sphere(const Vector3& pos, float radius)
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Vector3 Position;
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float Radius;
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Sphere() {}
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Sphere(const Vector3& pos, float radius) : Position(pos), Radius(radius) {}
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void Translate(const Vector3& offset)
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{
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Position = Position + offset;
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}
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void Transform(const Matrix3x3& transform)
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{
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Position = transform * Position;
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}
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void Transform(const Matrix4x4& transform)
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{
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Position = transform * Position;
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}
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inline float Cube(float inp) const
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{
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return inp*inp*inp;
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}
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float Volume() const
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{
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return 4.f * M_PI * Cube(Radius) / 3.f;
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}
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float SurfaceArea() const
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{
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return 4.f * M_PI * Cube(Radius) / 3.f;
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}
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bool IsFinite() const
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{
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return Position.IsFinite() && std::isfinite(Radius);
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}
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bool IsDegenerate()
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{
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return !(Radius > 0.f) || !Position.IsFinite();
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}
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bool Contains(const Vector3& point) const
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{
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return Position.DistanceSquared(point) <= Radius*Radius;
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}
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bool Contains(const Vector3& point, float epsilon) const
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{
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return Position.DistanceSquared(point) <= Radius*Radius + epsilon;
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}
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bool Contains(const LineSegment& lineseg) const
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{
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}
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TriangleMesh GenerateUVSphere() const {}
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TriangleMesh GenerateIcososphere() const {}
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};
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}
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@@ -1,17 +1,241 @@
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#pragma once
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//
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// Created by josh on 12/25/2023.
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//
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#include <cstdint>
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#include <cmath>
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#include <stdfloat>
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#include <string>
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#include <cassert>
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namespace J3ML
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namespace J3ML::SizedIntegralTypes
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{
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using u8 = uint8_t;
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using u16 = uint16_t;
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using u32 = uint32_t;
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using u64 = uint64_t;
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using u128 = __uint128_t;
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using s8 = int8_t;
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using s16 = int16_t;
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using s32 = int32_t;
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using s64 = int64_t;
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using s128 = __int128_t;
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}
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namespace J3ML::SizedFloatTypes
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{
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using f32 = float;
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using f64 = double;
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using f128 = long double;
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}
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using namespace J3ML::SizedIntegralTypes;
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using namespace J3ML::SizedFloatTypes;
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namespace J3ML::Math
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{
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// Coming soon: Units Namespace
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// For Dimensional Analysis
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/*
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namespace Units
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{
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struct Unit {};
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struct Meters : public Unit { };
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struct ImperialInches : public Unit {};
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struct Time : public Unit {};
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struct Grams : public Unit {};
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struct MetersPerSecond : public Unit {};
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template <typename TUnit>
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struct Quantity
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{
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public:
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float Value;
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};
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struct Mass : public Quantity<Grams> {};
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struct Length : public Quantity<Meters> { };
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struct Velocity : public Quantity<MetersPerSecond>{ };
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class MetrixPrefix
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{
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public:
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std::string Prefix;
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std::string Symbol;
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int Power;
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float InverseMultiply(float input) const
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{
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return std::pow(input, -Power);
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}
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float Multiply(float input) const
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{
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return std::pow(input, Power);
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}
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};
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namespace Prefixes
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{
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static constexpr MetrixPrefix Tera {"tera", "T", 12};
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static constexpr MetrixPrefix Giga {"giga", "G", 9};
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static constexpr MetrixPrefix Mega {"mega", "M", 6};
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static constexpr MetrixPrefix Kilo {"kilo", "k", 3};
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static constexpr MetrixPrefix Hecto {"hecto", "h", 2};
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static constexpr MetrixPrefix Deca {"deca", "da", 1};
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static constexpr MetrixPrefix None {"", "", 0};
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static constexpr MetrixPrefix Deci {"", "", 0};
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static constexpr MetrixPrefix Centi {"", "", 0};
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static constexpr MetrixPrefix Milli {"", "", 0};
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static constexpr MetrixPrefix Micro {"", "", 0};
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static constexpr MetrixPrefix Nano {"", "", 0};
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static constexpr MetrixPrefix Pico {"", "", 0};
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}
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Length operator ""_meters(long double value)
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{
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return {(float)value};
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}
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Length operator ""_m(long double value)
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{
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return {(float)value};
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}
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constexpr Length operator ""_kilometers(long double value)
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{
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return Length {(float)value};
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}
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Length operator ""_km(long double value)
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{
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return {(float)value};
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}
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Length operator ""_centimeters(long double value)
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{
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return {(float)value};
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}
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Length operator ""_cm(long double value)
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{
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return {(float)value};
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}
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Length operator ""_millimeters(long double value)
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{
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return {(float)value};
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}
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Length operator ""_mm(long double value)
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{
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return {(float)value};
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}
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Velocity operator ""_mps(long double value)
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{
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return {(float)value};
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}
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Velocity operator ""_meters_per_second(long double value)
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{
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return {(float)value};
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}
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Velocity operator ""_kmps(long double value)
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{
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return {(float)value};
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}
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}*/
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#pragma region Constants
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static const float Pi = 3.1415926535897932384626433832795028841971693993751058209749445923078164062862089986280348253421170679f;
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static const float RecipSqrt2Pi = 0.3989422804014326779399460599343818684758586311649346576659258296706579258993018385012523339073069364f;
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static const float GoldenRatio = 1.6180339887498948482045868343656381177203091798057628621354486227052604628189024497072072041893911375f;
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#pragma endregion
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#pragma region Math Functions
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inline float Radians(float degrees);
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inline float Degrees(float radians);
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struct NumberRange
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{
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float LowerBound;
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float UpperBound;
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};
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float NormalizeToRange(float input, float fromLower, float fromUpper, float toLower, float toUpper);
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float NormalizeToRange(float input, const NumberRange& from, const NumberRange& to);
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// auto rotation_normalized = NormalizeToRange(inp, {0, 360}, {-1, 1});
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inline float Lerp(float a, float b, float t);
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/// Linearly interpolates from a to b, under the modulus mod.
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/// This function takes evaluates a and b in the range [0, mod] and takes the shorter path to reach from a to b.
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inline float LerpMod(float a, float b, float mod, float t);
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/// Computes the lerp factor a and b have to be Lerp()ed to get x.
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inline float InverseLerp(float a, float b, float x);
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/// See http://msdn.microsoft.com/en-us/library/bb509665(v=VS.85).aspx
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inline float Step(float y, float x);
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/// See http://msdn.microsoft.com/en-us/library/bb509658(v=vs.85).aspx
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inline float Ramp(float min, float max, float x);
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|
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inline float PingPongMod(float x, float mod);
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inline float Sqrt(float x);
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inline float FastSqrt(float x);
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/// Returns 1/Sqrt(x). (The reciprocal of the square root of x)
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inline float RSqrt(float x);
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inline float FastRSqrt(float x);
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#pragma endregion
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namespace BitTwiddling
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{
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/// Parses a string of form "011101010" to a u32
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u32 BinaryStringToValue(const char* s);
|
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|
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/// Returns the number of 1's set in the given value.
|
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inline int CountBitsSet(u32 value);
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||||
}
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namespace Interp
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||||
{
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||||
inline float SmoothStart(float t);
|
||||
}
|
||||
|
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struct Rotation
|
||||
{
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||||
public:
|
||||
Rotation();
|
||||
Rotation(float value);
|
||||
float valueInRadians;
|
||||
float ValueInRadians() const;
|
||||
float ValueInDegrees() const;
|
||||
Rotation operator+(const Rotation& rhs);
|
||||
};
|
||||
|
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|
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Rotation operator ""_rad(long double rads);
|
||||
|
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Rotation operator ""_radians(long double rads);
|
||||
|
||||
Rotation operator ""_deg(long double rads);
|
||||
|
||||
Rotation operator ""_degrees(long double rads);
|
||||
|
||||
}
|
@@ -1,76 +1,30 @@
|
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//// Dawsh Linear Algebra Library - Everything you need for 3D math
|
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/// @file LinearAlgebra.h
|
||||
/// @description Includes all LinearAlgebra classes and functions
|
||||
/// @author Josh O'Leary, William Tomasine II
|
||||
/// @copyright 2024 Redacted Software
|
||||
/// @license Unlicense - Public Domain
|
||||
/// @revision 1.3
|
||||
/// @edited 2024-02-26
|
||||
|
||||
#pragma once
|
||||
#include <cstdint>
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
|
||||
|
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namespace J3ML::Math
|
||||
{
|
||||
const float Pi = M_PI;
|
||||
inline float Radians(float degrees) { return degrees * (Pi/180.f); }
|
||||
inline float Degrees(float radians) { return radians * (180.f/Pi); }
|
||||
|
||||
|
||||
struct NumberRange
|
||||
{
|
||||
float LowerBound;
|
||||
float UpperBound;
|
||||
};
|
||||
|
||||
|
||||
float NormalizeToRange(float input, float fromLower, float fromUpper, float toLower, float toUpper);
|
||||
float NormalizeToRange(float input, const NumberRange& from, const NumberRange& to);
|
||||
// auto rotation_normalized = NormalizeToRange(inp, {0, 360}, {-1, 1});
|
||||
inline float Lerp(float a, float b, float t);
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Dawsh Linear Algebra Library - Everything you need for 3D math
|
||||
namespace J3ML::LinearAlgebra {
|
||||
class Vector2; // A type representing a position in a 2-dimensional coordinate space.
|
||||
class Vector3; // A type representing a position in a 3-dimensional coordinate space.
|
||||
class Vector4; // A type representing a position in a 4-dimensional coordinate space.
|
||||
class Angle2D; // Uses x,y components to represent a 2D rotation.
|
||||
class EulerAngle; // Uses pitch,yaw,roll components to represent a 3D orientation.
|
||||
class AxisAngle; //
|
||||
class CoordinateFrame; //
|
||||
class Matrix2x2;
|
||||
class Matrix3x3;
|
||||
class Matrix4x4;
|
||||
class Transform2D;
|
||||
class Transform3D;
|
||||
class Quaternion;
|
||||
|
||||
|
||||
using Position = Vector3;
|
||||
}
|
||||
|
||||
// TODO: Enforce Style Consistency (Function Names use MicroSoft Case)
|
||||
|
||||
// Note: Josh Linear Algebra Types are designed as Immutable Data Types
|
||||
// x, y, z, w, etc. values should not and can not be set directly.
|
||||
// rather, you just construct a new type and assign it.
|
||||
// This might sound ass-backwards for many object types.
|
||||
// But mathematically, a vector or matrix is defined by it's size, and values.
|
||||
// Changing the value of one axis fundamentally changes the definition of the vector/matrix.
|
||||
// So we enforce this conceptually at code level...
|
||||
// If you're wondering how it remains performant, it only heap-allocates a tiny space (4*n bytes for vectors) (4*n*m bytes for matrices)
|
||||
// Just Trust Me Bro - Josjh
|
||||
#define MUTABLE true // Toggle This For: Ugly math, ugly code, and an ugly genital infection!
|
||||
|
||||
#if MUTABLE
|
||||
#define IMMUTABLE !MUTABLE
|
||||
#endif
|
||||
|
||||
namespace LinearAlgebra
|
||||
{
|
||||
// TODO: Implement Templated Linear Algebra
|
||||
|
||||
|
||||
// Library Code //
|
||||
|
||||
#include "J3ML/LinearAlgebra/Vector2.h"
|
||||
#include "J3ML/LinearAlgebra/Vector3.h"
|
||||
#include "J3ML/LinearAlgebra/Vector4.h"
|
||||
#include "J3ML/LinearAlgebra/Quaternion.h"
|
||||
#include "J3ML/LinearAlgebra/AxisAngle.h"
|
||||
#include "J3ML/LinearAlgebra/EulerAngle.h"
|
||||
#include "J3ML/LinearAlgebra/Matrix2x2.h"
|
||||
#include "J3ML/LinearAlgebra/Matrix3x3.h"
|
||||
#include "J3ML/LinearAlgebra/Matrix4x4.h"
|
||||
#include "J3ML/LinearAlgebra/Transform2D.h"
|
||||
#include "J3ML/LinearAlgebra/CoordinateFrame.h"
|
||||
|
||||
|
||||
|
||||
}
|
||||
using namespace J3ML::LinearAlgebra;
|
||||
|
@@ -1,14 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
|
||||
namespace J3ML::LinearAlgebra {
|
||||
|
||||
class Angle2D {
|
||||
public:
|
||||
float x;
|
||||
float y;
|
||||
Angle2D(Math::Rotation rads);
|
||||
Angle2D(float X, float Y)
|
||||
{
|
||||
x = X;
|
||||
y = Y;
|
||||
}
|
||||
|
||||
bool operator==(const Angle2D& rhs) const {
|
||||
return (this->x==rhs.x && this->y==rhs.y);
|
||||
}
|
||||
};
|
||||
|
||||
}
|
@@ -1,6 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
#include <J3ML/LinearAlgebra/EulerAngle.h>
|
||||
#include <J3ML/LinearAlgebra/Quaternion.h>
|
||||
#include <J3ML/LinearAlgebra/AxisAngle.h>
|
||||
#include <J3ML/LinearAlgebra/Vector3.h>
|
||||
|
||||
namespace J3ML::LinearAlgebra
|
||||
|
28
include/J3ML/LinearAlgebra/Common.h
Normal file
28
include/J3ML/LinearAlgebra/Common.h
Normal file
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
// Forward Declarations for classes that include each other
|
||||
namespace J3ML::LinearAlgebra
|
||||
{
|
||||
class Vector2; // A type representing a position in a 2-dimensional coordinate space.
|
||||
class Vector3; // A type representing a position in a 3-dimensional coordinate space.
|
||||
class Vector4; // A type representing a position in a 4-dimensional coordinate space.
|
||||
class Angle2D; // Uses x,y components to represent a 2D rotation.
|
||||
class EulerAngle; // Uses pitch,yaw,roll components to represent a 3D orientation.
|
||||
class AxisAngle; //
|
||||
class CoordinateFrame; //
|
||||
class Matrix2x2;
|
||||
class Matrix3x3;
|
||||
class Matrix4x4;
|
||||
class Transform2D;
|
||||
class Transform3D;
|
||||
class Quaternion;
|
||||
|
||||
|
||||
using Position = Vector3;
|
||||
}
|
||||
|
||||
// Methods required by LinearAlgebra types
|
||||
namespace J3ML::LinearAlgebra
|
||||
{
|
||||
|
||||
}
|
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
|
||||
#include <J3ML/LinearAlgebra/Vector3.h>
|
||||
|
||||
namespace J3ML::LinearAlgebra
|
||||
|
@@ -1,9 +1,13 @@
|
||||
#pragma once
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
|
||||
#include <J3ML/LinearAlgebra/Vector3.h>
|
||||
#include <J3ML/LinearAlgebra/Quaternion.h>
|
||||
#include <J3ML/LinearAlgebra/AxisAngle.h>
|
||||
|
||||
namespace J3ML::LinearAlgebra {
|
||||
|
||||
class AxisAngle;
|
||||
|
||||
// Essential Reading:
|
||||
// http://www.essentialmath.com/GDC2012/GDC2012_JMV_Rotations.pdf
|
||||
class EulerAngle {
|
||||
|
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
|
||||
#include <J3ML/LinearAlgebra/Vector2.h>
|
||||
|
||||
namespace J3ML::LinearAlgebra {
|
||||
|
@@ -1,11 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
|
||||
#include <J3ML/LinearAlgebra/Vector2.h>
|
||||
#include <J3ML/LinearAlgebra/Vector3.h>
|
||||
#include <J3ML/LinearAlgebra/Quaternion.h>
|
||||
|
||||
namespace J3ML::LinearAlgebra {
|
||||
|
||||
|
||||
class Quaternion;
|
||||
|
||||
/// A 3-by-3 matrix for linear transformations of 3D geometry.
|
||||
/* This can represent any kind of linear transformations of 3D geometry, which include
|
||||
* rotation, scale, shear, mirroring, and orthographic projection.
|
||||
|
@@ -1,8 +1,14 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
#include <J3ML/LinearAlgebra/Common.h>
|
||||
|
||||
#include <J3ML/LinearAlgebra/Matrix3x3.h>
|
||||
#include <J3ML/LinearAlgebra/Quaternion.h>
|
||||
|
||||
|
||||
#include <J3ML/LinearAlgebra/Vector4.h>
|
||||
#include <algorithm>
|
||||
|
||||
namespace J3ML::LinearAlgebra {
|
||||
|
||||
/// A 4-by-4 matrix for affine transformations and perspective projections of 3D geometry.
|
||||
@@ -122,6 +128,7 @@ namespace J3ML::LinearAlgebra {
|
||||
{
|
||||
|
||||
}
|
||||
Matrix4x4 Scale(const Vector3&);
|
||||
|
||||
float &At(int row, int col);
|
||||
float At(int x, int y) const;
|
||||
@@ -209,10 +216,10 @@ namespace J3ML::LinearAlgebra {
|
||||
static Matrix4x4 D3DPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
|
||||
static Matrix4x4 D3DPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
|
||||
|
||||
static Matrix4x4 OpenGLOrthoProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
|
||||
static Matrix4x4 OpenGLOrthoProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
|
||||
static Matrix4x4 OpenGLPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
|
||||
static Matrix4x4 OpenGLPerspProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
|
||||
static Matrix4x4 OpenGLOrthoProjLH(float n, float f, float h, float v);
|
||||
static Matrix4x4 OpenGLOrthoProjRH(float n, float f, float h, float v);
|
||||
static Matrix4x4 OpenGLPerspProjLH(float n, float f, float h, float v);
|
||||
static Matrix4x4 OpenGLPerspProjRH(float n, float f, float h, float v);
|
||||
|
||||
Vector4 operator[](int row);
|
||||
|
||||
|
@@ -1,13 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
|
||||
|
||||
|
||||
#include <J3ML/LinearAlgebra/Matrix3x3.h>
|
||||
#include <J3ML/LinearAlgebra/Matrix4x4.h>
|
||||
#include <J3ML/LinearAlgebra/Vector4.h>
|
||||
#include <J3ML/LinearAlgebra/AxisAngle.h>
|
||||
#include <J3ML/LinearAlgebra/Matrix3x3.h>
|
||||
//#include <J3ML/LinearAlgebra/AxisAngle.h>
|
||||
#include <cmath>
|
||||
|
||||
|
||||
|
||||
namespace J3ML::LinearAlgebra
|
||||
{
|
||||
|
||||
class Matrix3x3;
|
||||
|
||||
class Quaternion : public Vector4 {
|
||||
public:
|
||||
Quaternion();
|
||||
@@ -23,13 +32,9 @@ namespace J3ML::LinearAlgebra
|
||||
|
||||
// Constructs this quaternion by specifying a rotation axis and the amount of rotation to be performed about that axis
|
||||
// @param rotationAxis The normalized rotation axis to rotate about. If using Vector4 version of the constructor, the w component of this vector must be 0.
|
||||
Quaternion(const Vector3 &rotationAxis, float rotationAngleBetween) {
|
||||
SetFromAxisAngle(rotationAxis, rotationAngleBetween);
|
||||
}
|
||||
Quaternion(const Vector3 &rotationAxis, float rotationAngleBetween);
|
||||
|
||||
Quaternion(const Vector4 &rotationAxis, float rotationAngleBetween) {
|
||||
SetFromAxisAngle(rotationAxis, rotationAngleBetween);
|
||||
}
|
||||
Quaternion(const Vector4 &rotationAxis, float rotationAngleBetween);
|
||||
//void Inverse();
|
||||
|
||||
explicit Quaternion(Vector4 vector4);
|
||||
@@ -49,15 +54,9 @@ namespace J3ML::LinearAlgebra
|
||||
|
||||
Vector3 GetWorldZ() const;
|
||||
|
||||
Vector3 GetAxis() const {
|
||||
float rcpSinAngle = 1 - (std::sqrt(1 - w * w));
|
||||
Vector3 GetAxis() const;
|
||||
|
||||
return Vector3(x, y, z) * rcpSinAngle;
|
||||
}
|
||||
|
||||
float GetAngle() const {
|
||||
return std::acos(w) * 2.f;
|
||||
}
|
||||
float GetAngle() const;
|
||||
|
||||
|
||||
Matrix3x3 ToMatrix3x3() const;
|
||||
@@ -102,7 +101,7 @@ namespace J3ML::LinearAlgebra
|
||||
Quaternion operator - () const;
|
||||
float Dot(const Quaternion &quaternion) const;
|
||||
|
||||
float Angle() const { return std::acos(w) * 2.f;}
|
||||
float Angle() const { return acos(w) * 2.f;}
|
||||
|
||||
float AngleBetween(const Quaternion& target) const;
|
||||
|
||||
|
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
|
||||
#include <J3ML/LinearAlgebra/Matrix3x3.h>
|
||||
|
||||
namespace J3ML::LinearAlgebra {
|
||||
|
@@ -1,6 +1,7 @@
|
||||
#pragma clang diagnostic push
|
||||
#pragma ide diagnostic ignored "modernize-use-nodiscard"
|
||||
#pragma once
|
||||
#include <J3ML/J3ML.h>
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
#include <cstddef>
|
||||
|
||||
namespace J3ML::LinearAlgebra {
|
||||
@@ -9,11 +10,17 @@ namespace J3ML::LinearAlgebra {
|
||||
/// A 2D (x, y) ordered pair.
|
||||
class Vector2 {
|
||||
public:
|
||||
|
||||
enum {Dimensions = 2};
|
||||
|
||||
/// Default Constructor - Initializes values to zero
|
||||
Vector2();
|
||||
/// Constructs a new Vector2 with the value (X, Y)
|
||||
Vector2(float X, float Y);
|
||||
Vector2(float* xyPtr);
|
||||
/// Constructs this float2 from a C array, to the value (data[0], data[1]).
|
||||
explicit Vector2(const float* data);
|
||||
// Constructs a new Vector2 with the value {scalar, scalar}
|
||||
explicit Vector2(float scalar);
|
||||
Vector2(const Vector2& rhs); // Copy Constructor
|
||||
//Vector2(Vector2&&) = default; // Move Constructor
|
||||
|
||||
@@ -29,10 +36,26 @@ namespace J3ML::LinearAlgebra {
|
||||
void SetX(float newX);
|
||||
void SetY(float newY);
|
||||
|
||||
float* ptr()
|
||||
{
|
||||
return &x;
|
||||
}
|
||||
/// Casts this float2 to a C array.
|
||||
/** This function does not allocate new memory or make a copy of this float2. This function simply
|
||||
returns a C pointer view to this data structure. Use ptr()[0] to access the x component of this float2
|
||||
and ptr()[1] to access the y component.
|
||||
@note Since the returned pointer points to this class, do not dereference the pointer after this
|
||||
float2 has been deleted. You should never store a copy of the returned pointer.
|
||||
@note This function is provided for compatibility with other APIs which require raw C pointer access
|
||||
to vectors. Avoid using this function in general, and instead always use the operator []
|
||||
or the At() function to access the elements of this vector by index.
|
||||
@return A pointer to the first float element of this class. The data is contiguous in memory.
|
||||
@see operator [](), At(). */
|
||||
float* ptr();
|
||||
const float *ptr() const;
|
||||
|
||||
float operator[](std::size_t index) const;
|
||||
float &operator[](std::size_t index);
|
||||
|
||||
const float At(std::size_t index) const;
|
||||
|
||||
float &At(std::size_t index);
|
||||
|
||||
Vector2 Abs() const;
|
||||
|
||||
@@ -42,8 +65,7 @@ namespace J3ML::LinearAlgebra {
|
||||
bool IsZero(float epsilonSq = 1e-6f) const;
|
||||
bool IsPerpendicular(const Vector2& other, float epsilonSq=1e-5f) const;
|
||||
|
||||
float operator[](std::size_t index) const;
|
||||
float &operator[](std::size_t index);
|
||||
|
||||
bool operator == (const Vector2& rhs) const;
|
||||
bool operator != (const Vector2& rhs) const;
|
||||
|
||||
@@ -145,8 +167,9 @@ namespace J3ML::LinearAlgebra {
|
||||
Vector2 operator +() const; // TODO: Implement
|
||||
Vector2 operator -() const;
|
||||
/// Assigns a vector to another
|
||||
Vector2& operator+=(const Vector2& rhs); // Adds a vector to this vector, in-place.
|
||||
Vector2& operator-=(const Vector2& rhs); // Subtracts a vector from this vector, in-place
|
||||
Vector2 &operator =(const Vector2 &rhs);
|
||||
Vector2& operator+=(const Vector2& rhs);
|
||||
Vector2& operator-=(const Vector2& rhs);
|
||||
Vector2& operator*=(float scalar);
|
||||
Vector2& operator/=(float scalar);
|
||||
|
||||
@@ -160,4 +183,5 @@ namespace J3ML::LinearAlgebra {
|
||||
{
|
||||
return rhs * lhs;
|
||||
}
|
||||
}
|
||||
}
|
||||
#pragma clang diagnostic pop
|
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra/Vector2.h>
|
||||
#include <J3ML/LinearAlgebra/Vector3.h>
|
||||
#include <cstddef>
|
||||
#include <cstdlib>
|
||||
@@ -12,6 +13,8 @@ namespace J3ML::LinearAlgebra {
|
||||
class Vector3 {
|
||||
public:
|
||||
|
||||
enum {Dimensions = 3};
|
||||
|
||||
// Default Constructor - Initializes to zero
|
||||
Vector3();
|
||||
// Constructs a new Vector3 with the value (X, Y, Z)
|
||||
@@ -19,7 +22,7 @@ public:
|
||||
Vector3(const Vector3& rhs); // Copy Constructor
|
||||
Vector3(Vector3&&) = default; // Move Constructor
|
||||
Vector3& operator=(const Vector3& rhs);
|
||||
|
||||
explicit Vector3(const float* data);
|
||||
|
||||
static const Vector3 Zero;
|
||||
static const Vector3 Up;
|
||||
@@ -32,17 +35,9 @@ public:
|
||||
static const Vector3 Infinity;
|
||||
static const Vector3 NegativeInfinity;
|
||||
|
||||
float* ptr()
|
||||
{
|
||||
return &x;
|
||||
}
|
||||
float* ptr();
|
||||
|
||||
static void Orthonormalize(Vector3& a, Vector3& b)
|
||||
{
|
||||
a = a.Normalize();
|
||||
b = b - b.ProjectToNorm(a);
|
||||
b = b.Normalize();
|
||||
}
|
||||
static void Orthonormalize(Vector3& a, Vector3& b);
|
||||
|
||||
Vector3 Abs() const;
|
||||
|
||||
@@ -51,25 +46,14 @@ public:
|
||||
static Vector3 Direction(const Vector3 &rhs) ;
|
||||
|
||||
|
||||
static void Orthonormalize(Vector3& a, Vector3& b, Vector3& c)
|
||||
{
|
||||
a = a.Normalize();
|
||||
b = b - b.ProjectToNorm(a);
|
||||
b = b.Normalize();
|
||||
c = c - c.ProjectToNorm(a);
|
||||
c = c - c.ProjectToNorm(b);
|
||||
c = c.Normalize();
|
||||
}
|
||||
static void Orthonormalize(Vector3& a, Vector3& b, Vector3& c);
|
||||
|
||||
bool AreOrthonormal(const Vector3& a, const Vector3& b, float epsilon)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Vector3 ProjectToNorm(const Vector3& direction)
|
||||
{
|
||||
return direction * this->Dot(direction);
|
||||
}
|
||||
Vector3 ProjectToNorm(const Vector3& direction) const;
|
||||
|
||||
float GetX() const;
|
||||
float GetY() const;
|
||||
@@ -88,10 +72,7 @@ public:
|
||||
bool operator == (const Vector3& rhs) const;
|
||||
bool operator != (const Vector3& rhs) const;
|
||||
|
||||
bool IsFinite() const
|
||||
{
|
||||
return std::isfinite(x) && std::isfinite(y) && std::isfinite(z);
|
||||
}
|
||||
bool IsFinite() const;
|
||||
|
||||
Vector3 Min(const Vector3& min) const;
|
||||
static Vector3 Min(const Vector3& lhs, const Vector3& rhs);
|
||||
@@ -106,6 +87,9 @@ public:
|
||||
float Distance(const Vector3& to) const;
|
||||
static float Distance(const Vector3& from, const Vector3& to);
|
||||
|
||||
float DistanceSquared(const Vector3& to) const;
|
||||
static float DistanceSquared(const Vector3& from, const Vector3& to);
|
||||
|
||||
float Length() const;
|
||||
static float Length(const Vector3& of);
|
||||
|
||||
|
@@ -1,6 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
|
||||
#include <J3ML/LinearAlgebra/Vector3.h>
|
||||
|
||||
namespace J3ML::LinearAlgebra {
|
||||
class Vector4 {
|
||||
|
19
include/J3ML/Units.h
Normal file
19
include/J3ML/Units.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
namespace J3ML::Units
|
||||
{
|
||||
|
||||
template <typename T>
|
||||
class Rotation
|
||||
{
|
||||
T GetDegrees() const;
|
||||
T GetRadians() const;
|
||||
void SetDegrees(T val);
|
||||
void SetRadians(T val);
|
||||
|
||||
};
|
||||
|
||||
using Rotationf = Rotation<float>;
|
||||
using Rotationd = Rotation<double>;
|
||||
|
||||
}
|
@@ -4,7 +4,7 @@
|
||||
|
||||
|
||||
namespace J3ML::Algorithm {
|
||||
void RNG::Seed(J3ML::u32 seed, J3ML::u32 multiplier, J3ML::u32 increment, J3ML::u32 modulus) {
|
||||
void RNG::Seed(u32 seed, u32 multiplier, u32 increment, u32 modulus) {
|
||||
// If we have a pure multiplicative RNG, then can't have 0 starting seed, since that would generate a stream of all zeroes
|
||||
if (seed == 0 && increment == 0) seed = 1;
|
||||
|
||||
|
@@ -1,4 +1,5 @@
|
||||
#include <J3ML/Geometry/Frustum.h>
|
||||
#include <cmath>
|
||||
|
||||
namespace J3ML::Geometry
|
||||
{
|
||||
|
@@ -1 +1,6 @@
|
||||
#include <J3ML/Geometry/Sphere.h>
|
||||
#include <J3ML/Geometry/Sphere.h>
|
||||
|
||||
namespace J3ML::Geometry
|
||||
{
|
||||
|
||||
}
|
43
src/J3ML/J3ML.cpp
Normal file
43
src/J3ML/J3ML.cpp
Normal file
@@ -0,0 +1,43 @@
|
||||
#include <J3ML/J3ML.h>
|
||||
|
||||
|
||||
namespace J3ML
|
||||
{
|
||||
|
||||
Math::Rotation Math::operator ""_degrees(long double rads) { return {Radians((float)rads)}; }
|
||||
|
||||
Math::Rotation Math::operator ""_deg(long double rads) { return {Radians((float)rads)}; }
|
||||
|
||||
Math::Rotation Math::operator ""_radians(long double rads) { return {(float)rads}; }
|
||||
|
||||
Math::Rotation Math::operator ""_rad(long double rads) { return {(float)rads}; }
|
||||
|
||||
float Math::FastRSqrt(float x) {
|
||||
return 1.f / FastSqrt(x);
|
||||
}
|
||||
|
||||
float Math::RSqrt(float x) {
|
||||
return 1.f / Sqrt(x);
|
||||
}
|
||||
|
||||
float Math::Radians(float degrees) { return degrees * (Pi/180.f); }
|
||||
|
||||
float Math::Degrees(float radians) { return radians * (180.f/Pi); }
|
||||
|
||||
Math::Rotation::Rotation() : valueInRadians(0) {}
|
||||
|
||||
Math::Rotation::Rotation(float value) : valueInRadians(value) {}
|
||||
|
||||
Math::Rotation Math::Rotation::operator+(const Math::Rotation &rhs) {
|
||||
valueInRadians += rhs.valueInRadians;
|
||||
}
|
||||
|
||||
float Math::Interp::SmoothStart(float t) {
|
||||
assert(t >= 0.f && t <= 1.f);
|
||||
return t*t;
|
||||
}
|
||||
|
||||
int Math::BitTwiddling::CountBitsSet(u32 value) {
|
||||
|
||||
}
|
||||
}
|
@@ -1,4 +1,4 @@
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
#include "J3ML/LinearAlgebra.h"
|
||||
#include <cassert>
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
@@ -420,6 +420,16 @@ namespace J3ML::LinearAlgebra {
|
||||
return GetColumn3(3);
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::Scale(const Vector3& scale)
|
||||
{
|
||||
auto mat = *this;
|
||||
|
||||
mat.At(3, 0) *= scale.x;
|
||||
mat.At(3, 1) *= scale.y;
|
||||
mat.At(3, 2) *= scale.z;
|
||||
return mat;
|
||||
}
|
||||
|
||||
Matrix4x4
|
||||
Matrix4x4::LookAt(const Vector3 &localFwd, const Vector3 &targetDir, const Vector3 &localUp, const Vector3 &worldUp) {
|
||||
Matrix4x4 m;
|
||||
@@ -514,4 +524,50 @@ namespace J3ML::LinearAlgebra {
|
||||
At(row, 2) *= scalar;
|
||||
At(row, 3) *= scalar;
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::OpenGLOrthoProjLH(float n, float f, float h, float v) {
|
||||
/// Same as OpenGLOrthoProjRH, except that the camera looks towards +Z in view space, instead of -Z.
|
||||
using f32 = float;
|
||||
f32 p00 = 2.f / h; f32 p01 = 0; f32 p02 = 0; float p03 = 0.f;
|
||||
f32 p10 = 0; f32 p11 = 2.f / v; f32 p12 = 0; float p13 = 0.f;
|
||||
f32 p20 = 0; f32 p21 = 0; f32 p22 = 2.f / (f-n); float p23 = (f+n) / (n-f);
|
||||
f32 p30 = 0; f32 p31 = 0; f32 p32 = 0; float p33 = 1.f;
|
||||
|
||||
return {p00, p01, p02, p03, p10, p11, p12, p13, p20, p21, p22, p23, p30, p31, p32, p33};
|
||||
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::OpenGLOrthoProjRH(float n, float f, float h, float v) {
|
||||
using f32 = float;
|
||||
f32 p00 = 2.f / h; f32 p01 = 0; f32 p02 = 0; f32 p03 = 0.f;
|
||||
f32 p10 = 0; f32 p11 = 2.f / v; f32 p12 = 0; f32 p13 = 0.f;
|
||||
f32 p20 = 0; f32 p21 = 0; f32 p22 = 2.f / (n-f); f32 p23 = (f+n) / (n-f);
|
||||
f32 p30 = 0; f32 p31 = 0; f32 p32 = 0; f32 p33 = 1.f;
|
||||
|
||||
return {p00, p01, p02, p03, p10, p11, p12, p13, p20, p21, p22, p23, p30, p31, p32, p33};
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::OpenGLPerspProjLH(float n, float f, float h, float v) {
|
||||
// Same as OpenGLPerspProjRH, except that the camera looks towards +Z in view space, instead of -Z.
|
||||
using f32 = float;
|
||||
f32 p00 = 2.f *n / h; f32 p01 = 0; f32 p02 = 0; f32 p03 = 0.f;
|
||||
f32 p10 = 0; f32 p11 = 2.f * n / v; f32 p12 = 0; f32 p13 = 0.f;
|
||||
f32 p20 = 0; f32 p21 = 0; f32 p22 = (n+f) / (f-n); f32 p23 = 2.f*n*f / (n-f);
|
||||
f32 p30 = 0; f32 p31 = 0; f32 p32 = 1.f; f32 p33 = 0.f;
|
||||
|
||||
return {p00, p01, p02, p03, p10, p11, p12, p13, p20, p21, p22, p23, p30, p31, p32, p33};
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::OpenGLPerspProjRH(float n, float f, float h, float v) {
|
||||
// In OpenGL, the post-perspective unit cube ranges in [-1, 1] in all X, Y and Z directions.
|
||||
// See http://www.songho.ca/opengl/gl_projectionmatrix.html , unlike in Direct3D, where the
|
||||
// Z coordinate ranges in [0, 1]. This is the only difference between D3DPerspProjRH and OpenGLPerspProjRH.
|
||||
using f32 = float;
|
||||
float p00 = 2.f *n / h; float p01 = 0; float p02 = 0; float p03 = 0.f;
|
||||
float p10 = 0; float p11 = 2.f * n / v; float p12 = 0; float p13 = 0.f;
|
||||
float p20 = 0; float p21 = 0; float p22 = (n+f) / (n-f); float p23 = 2.f*n*f / (n-f);
|
||||
float p30 = 0; float p31 = 0; float p32 = -1.f; float p33 = 0.f;
|
||||
|
||||
return {p00, p01, p02, p03, p10, p11, p12, p13, p20, p21, p22, p23, p30, p31, p32, p33};
|
||||
}
|
||||
}
|
@@ -47,7 +47,18 @@ namespace J3ML::LinearAlgebra {
|
||||
|
||||
void Quaternion::SetFromAxisAngle(const Vector3 &axis, float angle) {
|
||||
float sinz, cosz;
|
||||
sinz = std::sin(angle*0.5f);
|
||||
cosz = std::cos(angle*0.5f);
|
||||
|
||||
x = axis.x * sinz;
|
||||
y = axis.y * sinz;
|
||||
z = axis.z * sinz;
|
||||
w = cosz;
|
||||
}
|
||||
|
||||
void Quaternion::SetFromAxisAngle(const Vector4 &axis, float angle)
|
||||
{
|
||||
SetFromAxisAngle(Vector3(axis.x, axis.y, axis.z), angle);
|
||||
}
|
||||
|
||||
Quaternion Quaternion::operator*(float scalar) const {
|
||||
@@ -172,4 +183,22 @@ namespace J3ML::LinearAlgebra {
|
||||
Matrix4x4 Quaternion::ToMatrix4x4(const Vector3 &translation) const {
|
||||
return {*this, translation};
|
||||
}
|
||||
|
||||
float Quaternion::GetAngle() const {
|
||||
return std::acos(w) * 2.f;
|
||||
}
|
||||
|
||||
Vector3 Quaternion::GetAxis() const {
|
||||
float rcpSinAngle = 1 - (std::sqrt(1 - w * w));
|
||||
|
||||
return Vector3(x, y, z) * rcpSinAngle;
|
||||
}
|
||||
|
||||
Quaternion::Quaternion(const Vector3 &rotationAxis, float rotationAngleBetween) {
|
||||
SetFromAxisAngle(rotationAxis, rotationAngleBetween);
|
||||
}
|
||||
|
||||
Quaternion::Quaternion(const Vector4 &rotationAxis, float rotationAngleBetween) {
|
||||
SetFromAxisAngle(rotationAxis, rotationAngleBetween);
|
||||
}
|
||||
}
|
@@ -17,17 +17,12 @@ namespace J3ML::LinearAlgebra {
|
||||
|
||||
float Vector2::operator[](std::size_t index) const
|
||||
{
|
||||
assert(index < 2);
|
||||
if (index == 0) return x;
|
||||
if (index == 1) return y;
|
||||
return 0;
|
||||
return At(index);
|
||||
}
|
||||
|
||||
float &Vector2::operator[](std::size_t index)
|
||||
{
|
||||
assert(index < 2);
|
||||
if (index == 0) return x;
|
||||
if (index == 1) return y;
|
||||
return At(index);
|
||||
}
|
||||
|
||||
bool Vector2::IsWithinMarginOfError(const Vector2& rhs, float margin) const
|
||||
@@ -263,4 +258,70 @@ namespace J3ML::LinearAlgebra {
|
||||
}
|
||||
|
||||
Vector2 Vector2::Abs() const { return {std::abs(x), std::abs(y)};}
|
||||
|
||||
float *Vector2::ptr() {
|
||||
return &x;
|
||||
}
|
||||
|
||||
const float *Vector2::ptr() const { return &x;}
|
||||
|
||||
const float Vector2::At(std::size_t index) const {
|
||||
assert(index >= 0);
|
||||
assert(index < Dimensions);
|
||||
return ptr()[index];
|
||||
}
|
||||
|
||||
float &Vector2::At(std::size_t index) {
|
||||
assert(index >= 0);
|
||||
assert(index < Dimensions);
|
||||
return ptr()[index];
|
||||
}
|
||||
|
||||
Vector2 &Vector2::operator/=(float scalar) {
|
||||
x /= scalar;
|
||||
y /= scalar;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector2 &Vector2::operator*=(float scalar) {
|
||||
x *= scalar;
|
||||
y *= scalar;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector2 &Vector2::operator-=(const Vector2 &rhs) // Subtracts a vector from this vector, in-place
|
||||
{
|
||||
x -= rhs.x;
|
||||
y -= rhs.y;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector2 &Vector2::operator+=(const Vector2 &rhs) // Adds a vector to this vector, in-place.
|
||||
{
|
||||
x += rhs.x;
|
||||
y += rhs.y;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector2 &Vector2::operator=(const Vector2 &rhs) {
|
||||
x = rhs.x;
|
||||
y = rhs.y;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
Vector2::Vector2(const float *data) {
|
||||
assert(data);
|
||||
x = data[0];
|
||||
y = data[1];
|
||||
}
|
||||
|
||||
Vector2::Vector2(float scalar) {
|
||||
x = scalar;
|
||||
y = scalar;
|
||||
}
|
||||
}
|
@@ -5,8 +5,6 @@
|
||||
|
||||
namespace J3ML::LinearAlgebra {
|
||||
|
||||
|
||||
|
||||
const Vector3 Vector3::Zero = {0,0,0};
|
||||
const Vector3 Vector3::Up = {0, -1, 0};
|
||||
const Vector3 Vector3::Down = {0, 1, 0};
|
||||
@@ -322,5 +320,38 @@ namespace J3ML::LinearAlgebra {
|
||||
return {std::abs(x), std::abs(y), std::abs(z)};
|
||||
}
|
||||
|
||||
float *Vector3::ptr() {
|
||||
return &x;
|
||||
}
|
||||
|
||||
void Vector3::Orthonormalize(Vector3 &a, Vector3 &b) {
|
||||
a = a.Normalize();
|
||||
b = b - b.ProjectToNorm(a);
|
||||
b = b.Normalize();
|
||||
}
|
||||
|
||||
void Vector3::Orthonormalize(Vector3 &a, Vector3 &b, Vector3 &c) {
|
||||
a = a.Normalize();
|
||||
b = b - b.ProjectToNorm(a);
|
||||
b = b.Normalize();
|
||||
c = c - c.ProjectToNorm(a);
|
||||
c = c - c.ProjectToNorm(b);
|
||||
c = c.Normalize();
|
||||
}
|
||||
|
||||
Vector3 Vector3::ProjectToNorm(const Vector3 &direction) const {
|
||||
return direction * this->Dot(direction);
|
||||
}
|
||||
|
||||
bool Vector3::IsFinite() const {
|
||||
return std::isfinite(x) && std::isfinite(y) && std::isfinite(z);
|
||||
}
|
||||
|
||||
Vector3::Vector3(const float *data) {
|
||||
x = data[0];
|
||||
y = data[1];
|
||||
z = data[2];
|
||||
}
|
||||
|
||||
|
||||
}
|
Reference in New Issue
Block a user