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Prerelease
Author | SHA1 | Date | |
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a32719cdeb | |||
19b5630deb | |||
5080305965 | |||
40e69d5c4f | |||
132b8a0a66 | |||
0c20e9bb21 | |||
710a41cbb1 | |||
b76c5683db | |||
7278d783dc | |||
ef297e525c | |||
239c90f75b | |||
09d0391c85 | |||
83021229d5 | |||
21ceca62dc | |||
32577f79b8 | |||
e76a0954d3 | |||
47b25c695f | |||
6c7d63e467 |
@@ -54,7 +54,10 @@ add_library(J3ML SHARED ${J3ML_SRC}
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src/J3ML/Geometry/TriangleMesh.cpp
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src/J3ML/Geometry/QuadTree.cpp
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src/J3ML/Geometry/LineSegment.cpp
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include/J3ML/Geometry/AABB2D.h)
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include/J3ML/Geometry/AABB2D.h
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src/J3ML/Geometry/Polygon.cpp
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include/J3ML/Geometry/Polyhedron.h
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src/J3ML/Geometry/Polyhedron.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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|
@@ -14,6 +14,10 @@ namespace Geometry {
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};
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class Rectangle;
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class AABB;
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class OBB;
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class Capsule;
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class Frustum;
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class OBB2D;
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class Line2D;
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class Ray2D;
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@@ -1,15 +1,31 @@
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#pragma once
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include "Plane.h"
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#include "Sphere.h"
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#include "OBB.h"
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#include "LineSegment.h"
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using namespace LinearAlgebra;
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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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#include <J3ML/Geometry/Sphere.h>
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#include <J3ML/Geometry/OBB.h>
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#include <J3ML/Geometry/LineSegment.h>
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#include <J3ML/Geometry/Triangle.h>
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#include <J3ML/Geometry/Polygon.h>
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#include <J3ML/Geometry/Frustum.h>
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#include <J3ML/Geometry/Capsule.h>
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#include <J3ML/Geometry/Ray.h>
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#include <J3ML/Geometry/TriangleMesh.h>
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#include <J3ML/Geometry/Polyhedron.h>
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// TODO: Fix circular include between AABB and OBB
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namespace Geometry
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{
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using namespace LinearAlgebra;
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// A 3D axis-aligned bounding box
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// This data structure can be used to represent coarse bounds of objects, in situations where detailed triangle-level
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// computations can be avoided. In physics systems, bounding boxes are used as an efficient early-out test for geometry
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@@ -21,21 +37,75 @@ namespace Geometry
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class AABB
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{
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static AABB FromCenterAndSize(const Vector3 FromSize);
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float MinX();
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// Returns the smallest sphere that contains this AABB.
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// This function computes the minimal volume sphere that contains all the points inside this AABB
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Sphere MinimalEnclosingSphere() const;
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// Returns the largest sphere that can fit inside this AABB
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public:
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Vector3 minPoint;
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Vector3 maxPoint;
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static int NumFaces() { return 6; }
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static int NumEdges() { return 12;}
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static int NumVertices() { return 8;}
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static AABB FromCenterAndSize(const Vector3& center, const Vector3& size)
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{
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Vector3 halfSize = size * 0.5f;
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return {center - halfSize, center + halfSize};
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}
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float MinX() const { return minPoint.x; }
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float MinY() const { return minPoint.y; }
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float MinZ() const { return minPoint.z; }
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float MaxX() const { return maxPoint.x; }
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float MaxY() const { return maxPoint.y; }
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float MaxZ() const { return maxPoint.z; }
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/// Returns the smallest sphere that contains this AABB.
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/// This function computes the minimal volume sphere that contains all the points inside this AABB
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Sphere MinimalEnclosingSphere() const
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{
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return Sphere(Centroid(), Size().Length()*0.5f);
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}
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Vector3 HalfSize() const {
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return this->Size()/2.f;
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}
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// Returns the largest sphere that can fit inside this AABB
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// This function computes the largest sphere that can fit inside this AABB.
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Sphere MaximalContainedSphere() const;
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Vector3 GetCentroid() const;
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Sphere MaximalContainedSphere() const
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{
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Vector3 halfSize = HalfSize();
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return Sphere(Centroid(), std::min(halfSize.x, std::min(halfSize.y, halfSize.z)));
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}
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bool IsFinite() const
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{
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return minPoint.IsFinite() && maxPoint.IsFinite();
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}
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Vector3 Centroid() const
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{
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return (minPoint+maxPoint) * 0.5f;
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}
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Vector3 Size() const
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{
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return this->maxPoint - this->minPoint;
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}
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// Quickly returns an arbitrary point inside this AABB
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Vector3 AnyPointFast() const;
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Vector3 PointInside(float x, float y, float z) const;
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Vector3 PointInside(float x, float y, float z) const
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{
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Vector3 d = maxPoint - minPoint;
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return minPoint + d.Mul({x, y, z});
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}
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// Returns an edge of this AABB
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LineSegment Edge(int edgeIndex) const;
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LineSegment Edge(int edgeIndex) const
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{
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switch(edgeIndex)
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{
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default:
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case 0: return LineSegment(minPoint, {minPoint.x, minPoint.y, maxPoint.z});
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}
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}
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Vector3 CornerPoint(int cornerIndex);
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Vector3 ExtremePoint(const Vector3& direction) const;
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Vector3 ExtremePoint(const Vector3& direction, float projectionDistance);
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@@ -45,7 +115,6 @@ namespace Geometry
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Vector3 FaceNormal(int faceIndex) const;
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Plane FacePlane(int faceIndex);
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static AABB MinimalEnclosingAABB(const Vector3* pointArray, int numPoints);
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Vector3 GetSize();
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Vector3 GetVolume();
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float GetVolumeCubed();
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float GetSurfaceArea();
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|
@@ -12,6 +12,7 @@ namespace Geometry
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Vector2 minPoint;
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Vector2 maxPoint;
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AABB2D() {}
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AABB2D(const Vector2& min, const Vector2& max):
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minPoint(min), maxPoint(max)
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{}
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@@ -33,7 +34,7 @@ namespace Geometry
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maxPoint = Vector2::Max(maxPoint, point);
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}
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bool Intersects(const AABB2D &rhs) const
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bool Intersects(const AABB2D& rhs) const
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{
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return maxPoint.x >= rhs.minPoint.x &&
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maxPoint.y >= rhs.minPoint.y &&
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@@ -41,13 +42,13 @@ namespace Geometry
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rhs.maxPoint.y >= minPoint.y;
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}
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bool Contains(const AABB2D &rhs) const
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bool Contains(const AABB2D& rhs) const
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{
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return rhs.minPoint.x >= minPoint.x && rhs.minPoint.y >= minPoint.y
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&& rhs.maxPoint.x <= maxPoint.x && rhs.maxPoint.y <= maxPoint.y;
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}
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bool Contains(const vec2d &pt) const
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bool Contains(const Vector2& pt) const
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{
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return pt.x >= minPoint.x && pt.y >= minPoint.y
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&& pt.x <= maxPoint.x && pt.y <= maxPoint.y;
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@@ -79,9 +80,27 @@ namespace Geometry
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return minPoint + normalizedPos.Mul(maxPoint - minPoint);
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}
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Vector2 ToNormalizedLocalSpace(const vec2d &pt) const
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Vector2 ToNormalizedLocalSpace(const Vector2 &pt) const
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{
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return (pt - minPoint).Div(maxPoint - minPoint);
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}
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AABB2D operator+(const Vector2& pt) const
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{
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AABB2D a;
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a.minPoint = minPoint + pt;
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a.maxPoint = maxPoint + pt;
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return a;
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}
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AABB2D operator-(const Vector2& pt) const
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{
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AABB2D a;
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a.minPoint = minPoint - pt;
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a.maxPoint = maxPoint - pt;
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return a;
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}
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};
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}
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@@ -13,10 +13,10 @@ namespace Geometry
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// Specifies the radius of this capsule
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float r;
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Capsule() {}
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Capsule();
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Capsule(const LineSegment& endPoints, float radius);
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Capsule(const Vector3& bottomPt, const Vector3& topPt, float radius);
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bool IsDegenerate()const;
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bool IsDegenerate() const;
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float Height() const;
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float Diameter() const;
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Vector3 Bottom() const;
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|
@@ -4,6 +4,7 @@
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#pragma once
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#include "Plane.h"
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#include <J3ML/LinearAlgebra/CoordinateFrame.h>
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namespace Geometry
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{
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@@ -32,24 +33,8 @@ namespace Geometry
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Plane LeftFace;
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Plane FarFace;
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Plane NearFace;
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static Frustum CreateFrustumFromCamera(const Camera& cam, float aspect, float fovY, float zNear, float zFar);
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static Frustum CreateFrustumFromCamera(const CoordinateFrame& cam, float aspect, float fovY, float zNear, float zFar);
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};
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Frustum Frustum::CreateFrustumFromCamera(const Camera &cam, float aspect, float fovY, float zNear, float zFar) {
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Frustum frustum;
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const float halfVSide = zFar * tanf(fovY * 0.5f);
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const float halfHSide = halfVSide * aspect;
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const Vector3 frontMultFar = cam.Front * zFar;
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frustum.NearFace = Plane{cam.Position + cam.Front * zNear, cam.Front};
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frustum.FarFace = Plane{cam.Position + frontMultFar, -cam.Front};
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frustum.RightFace = Plane{cam.Position, Vector3::Cross(frontMultFar - cam.Right * halfHSide, cam.Up)};
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frustum.LeftFace = Plane{cam.Position, Vector3::Cross(cam.Up, frontMultFar+cam.Right*halfHSide)};
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frustum.TopFace = Plane{cam.Position, Vector3::Cross(cam.Right, frontMultFar - cam.Up * halfVSide)};
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frustum.BottomFace = Plane{cam.Position, Vector3::Cross(frontMultFar + cam.Up * halfVSide, cam.Right)};
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return frustum;
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}
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}
|
@@ -4,8 +4,12 @@
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namespace Geometry
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{
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using LinearAlgebra::Vector3;
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class LineSegment
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{
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public:
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LineSegment();
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LineSegment(const Vector3& a, const Vector3& b);
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Vector3 A;
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Vector3 B;
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};
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|
@@ -1,6 +1,9 @@
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#pragma once
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#include "AABB.h"
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#include <J3ML/Geometry.h>
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#include <J3ML/Geometry/AABB.h>
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#include <J3ML/Geometry/LineSegment.h>
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#include <J3ML/Geometry/Polyhedron.h>
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namespace Geometry {
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class OBB
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@@ -15,14 +18,14 @@ namespace Geometry {
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OBB() {}
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OBB(const Vector3& pos, const Vector3& radii, const Vector3& axis0, const Vector3& axis1, const Vector3& axis2);
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OBB(const AABB& aabb);
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OBB(const Geometry::AABB& aabb);
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inline static int NumFaces() { return 6; }
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inline static int NumEdges() { return 12; }
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inline static int NumVertices() { return 8; }
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|
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Polyhedron ToPolyhedron() const;
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AABB MinimalEnclosingAABB() const;
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Geometry::AABB MinimalEnclosingAABB() const;
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|
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Sphere MinimalEnclosingSphere() const;
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Sphere MaximalContainedSphere() const;
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@@ -39,7 +42,7 @@ namespace Geometry {
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float Volume();
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float SurfaceArea();
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LineSegment Edge(int edgeIndex) const;
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Geometry::LineSegment Edge(int edgeIndex) const;
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Vector3 CornerPoint(int cornerIndex) const;
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};
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}
|
@@ -1,8 +1,7 @@
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//
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||||
// Created by dawsh on 1/25/24.
|
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//
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#pragma once
|
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|
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#ifndef J3ML_POLYGON_H
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#define J3ML_POLYGON_H
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namespace Geometry {
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class Polygon {
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|
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#endif //J3ML_POLYGON_H
|
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};
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}
|
8
include/J3ML/Geometry/Polyhedron.h
Normal file
8
include/J3ML/Geometry/Polyhedron.h
Normal file
@@ -0,0 +1,8 @@
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#pragma once
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|
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namespace Geometry
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{
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class Polyhedron {
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|
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};
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}
|
@@ -5,15 +5,24 @@
|
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#include <J3ML/LinearAlgebra/Vector2.h>
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#include "AABB2D.h"
|
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|
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namespace Geometry
|
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{
|
||||
namespace Geometry {
|
||||
|
||||
|
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using LinearAlgebra::Vector2;
|
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template <typename T>
|
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class QuadTree
|
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{
|
||||
|
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template<typename T>
|
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class QuadTree {
|
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/// A fixed split rule for all QuadTrees: A QuadTree leaf node is only ever split if the leaf contains at least this many objects.
|
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/// Leaves containing fewer than this many objects are always kept as leaves until the object count is exceeded.
|
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constexpr static const int minQuadTreeNodeObjectCount = 16;
|
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|
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/// A fixed split limit rule for all QuadTrees: If the QuadTree node side length is smaller than this, the node will
|
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/// never be split again into smaller subnodes. This provides a hard limit safety net for infinite/extra long recursion
|
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/// in case multiple identical overlapping objects are placed into the tree.
|
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constexpr static const float minQuadTreeQuadrantSize = 0.05f;
|
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|
||||
public:
|
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struct Node
|
||||
{
|
||||
struct Node {
|
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Node *parent;
|
||||
uint32_t childIndex;
|
||||
std::vector<T> objects;
|
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@@ -21,19 +30,22 @@ namespace Geometry
|
||||
Vector2 center;
|
||||
Vector2 radius;
|
||||
|
||||
bool IsLeaf() const { return childIndex == 0xFFFFFFFF;}
|
||||
bool IsLeaf() const { return childIndex == 0xFFFFFFFF; }
|
||||
|
||||
uint32_t TopLeftChildIndex() const { return childIndex;}
|
||||
uint32_t TopRightChildIndex() const { return childIndex+1;}
|
||||
uint32_t BottomLeftChildIndex() const { return childIndex+2;}
|
||||
uint32_t BottomRightChildIndex() const { return childIndex+3;}
|
||||
uint32_t TopLeftChildIndex() const { return childIndex; }
|
||||
|
||||
uint32_t TopRightChildIndex() const { return childIndex + 1; }
|
||||
|
||||
uint32_t BottomLeftChildIndex() const { return childIndex + 2; }
|
||||
|
||||
uint32_t BottomRightChildIndex() const { return childIndex + 3; }
|
||||
|
||||
/// This assumes that the QuadTree contains unique objects and never duplicates
|
||||
void Remove(const T &object)
|
||||
{
|
||||
for (size_t i = 0; i < objects.size(); ++i){
|
||||
void Remove(const T &object) {
|
||||
for (size_t i = 0; i < objects.size(); ++i) {
|
||||
if (objects[i] == object) {
|
||||
AssociateQuadTreeNode(object, 0); // Mark in the object that it has been removed from the QuadTree.
|
||||
AssociateQuadTreeNode(object,
|
||||
0); // Mark in the object that it has been removed from the QuadTree.
|
||||
std::swap(objects[i], objects.back());
|
||||
objects.pop_back();
|
||||
return;
|
||||
@@ -41,11 +53,9 @@ namespace Geometry
|
||||
}
|
||||
}
|
||||
|
||||
AABB2D ComputeAABB()
|
||||
{}
|
||||
AABB2D ComputeAABB() {}
|
||||
|
||||
float DistanceSq(const Vector2& point) const
|
||||
{
|
||||
float DistanceSq(const Vector2 &point) const {
|
||||
Vector2 centered = point - center;
|
||||
Vector2 closestPoint = centered.Clamp(-radius, radius);
|
||||
return closestPoint.DistanceSq(centered);
|
||||
@@ -54,30 +64,28 @@ namespace Geometry
|
||||
};
|
||||
|
||||
// Helper struct used when traversing through the tree
|
||||
struct TraversalStackItem
|
||||
{
|
||||
struct TraversalStackItem {
|
||||
Node *node;
|
||||
};
|
||||
|
||||
QuadTree():
|
||||
rootNodeIndex(-1),
|
||||
boundingAABB(Vector2(0,0), Vector2(0,0))
|
||||
{
|
||||
QuadTree() :
|
||||
rootNodeIndex(-1),
|
||||
boundingAABB(Vector2(0, 0), Vector2(0, 0)) {
|
||||
// TODO: currently storing persistent raw pointers to this array outside the array
|
||||
nodes.reserve(200000);
|
||||
}
|
||||
|
||||
/// Removes all nodes and objects in this tree and reintializes the tree to a single root node.
|
||||
void Clear(const Vector2& minXY = Vector2(-1, -1), const Vector2& maxXY = Vector2(1, 1));
|
||||
void Clear(const Vector2 &minXY = Vector2(-1, -1), const Vector2 &maxXY = Vector2(1, 1));
|
||||
|
||||
/// Places the given object onto the proper (leaf) node of the tree. After placing, if the leaf split rule is
|
||||
/// satisfied, subdivides the leaf node into 4 subquadrants and reassings the objects to the new leaves.
|
||||
void Add(const T& object);
|
||||
void Add(const T &object);
|
||||
|
||||
/// Removes the given object from this tree.
|
||||
/// To call this function, you must define a function QuadTree<T>::Node *GetQuadTreeNode(const T& object)
|
||||
/// which returns the node of this quadtree where the object resides in.
|
||||
void Remove(const T& object);
|
||||
void Remove(const T &object);
|
||||
|
||||
/// @return The bounding rectangle for the whole tree.
|
||||
/// @note This bounding rectangle does not tightly bound the objects themselves, only the root node of the tree.
|
||||
@@ -85,6 +93,7 @@ namespace Geometry
|
||||
|
||||
/// @return The topmost node in the tree.
|
||||
Node *Root();
|
||||
|
||||
const Node *Root() const;
|
||||
|
||||
/// Returns the total number of nodes (all nodes, i.e. inner nodes + leaves) in the tree.
|
||||
@@ -123,6 +132,7 @@ namespace Geometry
|
||||
/// specified callback function.
|
||||
template<typename Func>
|
||||
inline void CollidingPairsQuery(const AABB2D &aabb, Func &callback);
|
||||
|
||||
/// Performs various consistency checks on the given node. Use only for debugging purposes.
|
||||
void DebugSanityCheckNode(Node *n);
|
||||
|
||||
@@ -139,8 +149,11 @@ namespace Geometry
|
||||
AABB2D boundingAABB;
|
||||
|
||||
void GrowRootTopLeft();
|
||||
|
||||
void GrowRootTopRight();
|
||||
|
||||
void GrowRootBottomLeft();
|
||||
|
||||
void GrowRootBottomRight();
|
||||
|
||||
void GrowImpl(int quadrantForRoot);
|
||||
@@ -151,9 +164,8 @@ namespace Geometry
|
||||
// but the presence of the implementation file is a requirement
|
||||
|
||||
|
||||
template <typename T>
|
||||
void QuadTree<T>::Clear(const Vector2& minXY, const Vector2& maxXY)
|
||||
{
|
||||
template<typename T>
|
||||
void QuadTree<T>::Clear(const Vector2 &minXY, const Vector2 &maxXY) {
|
||||
nodes.clear();
|
||||
|
||||
boundingAABB.minPoint = minXY;
|
||||
@@ -165,4 +177,193 @@ namespace Geometry
|
||||
root->center = (minXY + maxXY) * 0.5f;
|
||||
root->radius = maxXY - root->center;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void QuadTree<T>::Add(const T &object) {
|
||||
Node *n = Root();
|
||||
AABB2D objectAABB = GetAABB2D(object);
|
||||
|
||||
// Ramen Noodle Bowls of nested if statements are generally bad practice
|
||||
// Unfortunately, sometimes the problem domain makes this unavoidable
|
||||
|
||||
if (objectAABB.minPoint.x >= boundingAABB.minPoint.x) {
|
||||
// object fits left.
|
||||
if (objectAABB.maxPoint.x <= boundingAABB.maxPoint.x) {
|
||||
// object fits left and right.
|
||||
if (objectAABB.minPoint.y >= boundingAABB.minPoint.y) {
|
||||
// Object fits left, right, and top.
|
||||
if (objectAABB.maxPoint.y <= boundingAABB.maxPoint.y) {
|
||||
// Object fits the whole root AABB. Can safely add into the existing tree size.
|
||||
AddObject(object, n);
|
||||
return;
|
||||
} else {
|
||||
// Object fits left, right, and top, but not bottom.
|
||||
GrowRootBottomRight(); // Could grow bottom-left as well, wouldn't matter here.
|
||||
}
|
||||
} else {
|
||||
// Object fits left and right, but not to top.
|
||||
GrowRootTopRight(); // Could grow top-left as well, wouldn't matter here.
|
||||
}
|
||||
} else {
|
||||
// Object fits left, but not to right. We must grow right. Check whether to grow top or bottom;
|
||||
if (objectAABB.minPoint.y < boundingAABB.minPoint.y)
|
||||
GrowRootTopRight();
|
||||
else
|
||||
GrowRootBottomRight();
|
||||
}
|
||||
} else {
|
||||
// We must grow left. Check whether to grow top or bottom.
|
||||
if (objectAABB.minPoint.y < boundingAABB.minPoint.y)
|
||||
GrowRootTopLeft();
|
||||
else
|
||||
GrowRootBottomLeft();
|
||||
}
|
||||
// Now that we have grown the tree root node, try adding again.
|
||||
Add(object);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void QuadTree<T>::Remove(const T &object) {
|
||||
Node *n = GetQuadTreeNode(object);
|
||||
if (n) {
|
||||
n->Remove(object);
|
||||
}
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
void QuadTree<T>::Add(const T &object, Node *n) {
|
||||
for (;;) {
|
||||
// Traverse the QuadTree to decide which quad to place this object on.
|
||||
float left = n->center.x - MinX(object); // If left > 0.f, then the object overlaps with the left quadrant.
|
||||
float right = MaxX(object) - n->center.x; // If right > 0.f, then the object overlaps with the right quadrant.
|
||||
|
||||
float top = n->center.y - MinY(object); // If top > 0.f, then the object overlaps with the top quadrant
|
||||
float bottom =
|
||||
MaxY(object) - n->center.y; // If bottom > 0.f, then the object overlaps with the bottom quadrant
|
||||
float leftAndRight = std::min(left, right); // If > 0.f, then the object straddles left-right halves.
|
||||
float topAndBottom = std::min(top, bottom); // If > 0.f, then the object straddles top-bottom halves.
|
||||
float straddledEitherOne = std::max(leftAndRight,
|
||||
topAndBottom); // If > 0.f, thne the object is in two or more quadrants.
|
||||
|
||||
// Note: It can happen that !left && !right, or !top && !bottom.
|
||||
// but the if()s are setup below so that right/bottom is taken if no left/top, so that is ok.
|
||||
|
||||
// We must put the object onto this node if
|
||||
// a) the object straddled the parent->child split lines.
|
||||
// b) this object is a leaf
|
||||
if (straddledEitherOne > 0.f) {
|
||||
n->objects.push_back(object);
|
||||
AssociateQuadTreeNode(object, n);
|
||||
return;
|
||||
}
|
||||
if (n->IsLeaf()) {
|
||||
n->objects.push_back(object);
|
||||
AssociateQuadTreeNode(object, n);
|
||||
|
||||
if ((int) n->objects.size() > minQuadTreeNodeObjectCount &&
|
||||
std::min(n->radius.x, n->radius.y) >= minQuadTreeQuadrantSize) {
|
||||
SplitLeaf(n);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
if (left > 0.f) {
|
||||
if (top > 0.f) {
|
||||
n = &nodes[n->TopLeftChildIndex()];
|
||||
} else {
|
||||
n = &nodes[n->BottomLeftChildIndex()];
|
||||
}
|
||||
} else {
|
||||
if (top > 0.f) {
|
||||
n = &nodes[n->TopRightChildIndex()];
|
||||
} else {
|
||||
n = &nodes[n->BottomRightChildIndex()];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
typename QuadTree<T>::Node *QuadTree<T>::Root() {
|
||||
return nodes.empty() ? 0 : &nodes[rootNodeIndex];
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
const typename QuadTree<T>::Node *QuadTree<T>::Root() const {
|
||||
return nodes.empty() ? 0 : &nodes[rootNodeIndex];
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
int QuadTree<T>::AllocateNodeGroup(Node* parent) {
|
||||
size_t oldCap = nodes.capacity();
|
||||
|
||||
int index = (int)nodes.size();
|
||||
Node n;
|
||||
n.parent = parent;
|
||||
n.childIndex = 0xFFFFFFFF;
|
||||
if (parent) {
|
||||
n.radius = parent->radius * 0.5f;
|
||||
n.center = parent->center - n.radius;
|
||||
}
|
||||
|
||||
nodes.push_back(n);
|
||||
if (parent)
|
||||
n.center.x = parent->center.x + n.radius.x;
|
||||
nodes.push_back(n);
|
||||
|
||||
if (parent) {
|
||||
n.center.x = parent->center.x - n.radius.x;
|
||||
n.center.y = parent->center.y + n.radius.y;
|
||||
}
|
||||
|
||||
nodes.push_back(n);
|
||||
if (parent)
|
||||
n.center.x = parent->center.x + n.radius.x;
|
||||
nodes.push_back(n);
|
||||
|
||||
return index;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void QuadTree<T>::SplitLeaf(Node *leaf) {
|
||||
leaf->childIndex = AllocateNodeGroup(leaf);
|
||||
|
||||
size_t i = 0;
|
||||
while (i < leaf->objects.size()) {
|
||||
const T& object = leaf->objects[i];
|
||||
|
||||
// Traverse the QuadTree to decide which quad to place this object into
|
||||
float left = leaf->center.x - MinX(object);
|
||||
float right = MaxX(object) - leaf->center;
|
||||
float top = leaf->center.y - MinY(object);
|
||||
float bottom = MaxY(object) - leaf->center.y;
|
||||
float leftAndRight = std::min(left, right);
|
||||
float topAndBottom = std::min(top, bottom);
|
||||
|
||||
float straddledEitherOne = std::max(leftAndRight, topAndBottom);
|
||||
|
||||
if (straddledEitherOne > 0.f) {
|
||||
++i;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (left > 0.f) {
|
||||
if (top > 0.f) {
|
||||
Add(object, &nodes[leaf->TopLeftChildIndex()]);
|
||||
} else {
|
||||
Add(object, &nodes[leaf->BottomLeftChildIndex()]);
|
||||
}
|
||||
} else {
|
||||
if (top > 0.f) {
|
||||
Add(object, &nodes[leaf->TopRightChildIndex()]);
|
||||
} else {
|
||||
Add(object, &nodes[leaf->BottomRightChildIndex()]);
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the object we added to a child from this node.
|
||||
leaf->objects[i] = leaf->objects.back();
|
||||
leaf->objects.pop_back();
|
||||
}
|
||||
}
|
||||
}
|
@@ -8,6 +8,7 @@
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
using LinearAlgebra::Vector3;
|
||||
class Ray
|
||||
{
|
||||
Vector3 Origin;
|
||||
|
@@ -1,9 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include "J3ML/Geometry.h"
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
class Sphere
|
||||
{
|
||||
public:
|
||||
Sphere(const Vector3& pos, float radius)
|
||||
{
|
||||
|
||||
}
|
||||
};
|
||||
}
|
@@ -1,20 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
#include <J3ML/LinearAlgebra/Vector3.h>
|
||||
|
||||
namespace LinearAlgebra
|
||||
{
|
||||
/// The CFrame is fundamentally 4 vectors (position, forward, right, up vector)
|
||||
class CoordinateFrame
|
||||
{
|
||||
Vector3 getPosition();
|
||||
Vector3 getLookVector();
|
||||
Vector3 getRightVector();
|
||||
Vector3 getUpVector();
|
||||
AxisAngle GetAxisAngle();
|
||||
EulerAngle GetEulerAngleXYZ();
|
||||
EulerAngle GetWorldAngleYZX();
|
||||
public:
|
||||
Vector3 Position;
|
||||
Vector3 Front;
|
||||
Vector3 Right;
|
||||
Vector3 Up;
|
||||
};
|
||||
|
||||
|
||||
}
|
@@ -44,6 +44,7 @@ namespace LinearAlgebra {
|
||||
Vector3 GetRow(int index) const;
|
||||
Vector3 GetColumn(int index) const;
|
||||
|
||||
float &At(int row, int col);
|
||||
float At(int x, int y) const;
|
||||
|
||||
void SetRotatePart(const Vector3& a, float angle);
|
||||
@@ -132,7 +133,11 @@ namespace LinearAlgebra {
|
||||
Vector2 Transform(const Vector2& rhs) const;
|
||||
Vector3 Transform(const Vector3& rhs) const;
|
||||
|
||||
Vector2 operator * (const Vector2& rhs) const;
|
||||
Vector3 operator[](int row) const
|
||||
{
|
||||
return Vector3{elems[row][0], elems[row][1], elems[row][2]};
|
||||
}
|
||||
|
||||
Vector3 operator * (const Vector3& rhs) const;
|
||||
Matrix3x3 operator * (const Matrix3x3& rhs) const;
|
||||
|
||||
|
@@ -12,7 +12,7 @@ namespace LinearAlgebra {
|
||||
* The elements of this matrix are
|
||||
* m_00, m_01, m_02, m_03
|
||||
* m_10, m_11, m_12, m_13
|
||||
* m_20, m_21, m_22, am_23,
|
||||
* m_20, m_21, m_22, m_23,
|
||||
* m_30, m_31, m_32, m_33
|
||||
*
|
||||
* The element m_yx is the value on the row y and column x.
|
||||
@@ -23,42 +23,54 @@ namespace LinearAlgebra {
|
||||
enum { Rows = 4 };
|
||||
enum { Cols = 4 };
|
||||
|
||||
// A constant matrix that has zeroes in all its entries
|
||||
/// A constant matrix that has zeroes in all its entries
|
||||
static const Matrix4x4 Zero;
|
||||
// A constant matrix that is the identity.
|
||||
/// A constant matrix that is the identity.
|
||||
static const Matrix4x4 Identity;
|
||||
|
||||
// A compile-time constant float4x4 which has NaN in each element.
|
||||
// For this constant, each element has the value of quet NaN, or Not-A-Number.
|
||||
// Never compare a matrix to this value. Due to how IEEE floats work, "nan == nan" returns false!
|
||||
/// A compile-time constant float4x4 which has NaN in each element.
|
||||
/// For this constant, each element has the value of quet NaN, or Not-A-Number.
|
||||
/// Never compare a matrix to this value. Due to how IEEE floats work, "nan == nan" returns false!
|
||||
static const Matrix4x4 NaN;
|
||||
|
||||
/// Creates a new float4x4 with uninitialized member values.
|
||||
Matrix4x4() {}
|
||||
Matrix4x4(float val);
|
||||
/// Constructs this float4x4 to represent the same transformation as the given float3x3.
|
||||
/** This function expands the last row and column of this matrix with the elements from the identity matrix. */
|
||||
Matrix4x4(const Matrix3x3&);
|
||||
|
||||
/// Constructs a new float4x4 by explicitly specifying all the matrix elements.
|
||||
/// The elements are specified in row-major format, i.e. the first row first followed by the second and third row.
|
||||
/// E.g. The element _10 denotes the scalar at second (index 1) row, first (index 0) column.
|
||||
Matrix4x4(float m00, float m01, float m02, float m03,
|
||||
float m10, float m11, float m12, float m13,
|
||||
float m20, float m21, float m22, float m23,
|
||||
float m30, float m31, float m32, float m33);
|
||||
/// Constructs the matrix by explicitly specifying the four column vectors.
|
||||
/** @param col0 The first column. If this matrix represents a change-of-basis transformation, this parameter is the world-space
|
||||
direction of the local X axis.
|
||||
@param col1 The second column. If this matrix represents a change-of-basis transformation, this parameter is the world-space
|
||||
direction of the local Y axis.
|
||||
@param col2 The third column. If this matrix represents a change-of-basis transformation, this parameter is the world-space
|
||||
direction of the local Z axis.
|
||||
@param col3 The fourth column. If this matrix represents a change-of-basis transformation, this parameter is the world-space
|
||||
position of the local space pivot. */
|
||||
Matrix4x4(const Vector4& r1, const Vector4& r2, const Vector4& r3, const Vector4& r4);
|
||||
|
||||
|
||||
explicit Matrix4x4(const Quaternion& orientation);
|
||||
|
||||
/// Constructs this float4x4 from the given quaternion and translation.
|
||||
/// Logically, the translation occurs after the rotation has been performed.
|
||||
Matrix4x4(const Quaternion& orientation, const Vector3 &translation);
|
||||
|
||||
Vector3 GetTranslatePart() const;
|
||||
Matrix3x3 GetRotatePart() const
|
||||
{
|
||||
return Matrix3x3 {
|
||||
At(0, 0), At(0, 1), At(0, 2),
|
||||
At(1, 0), At(1, 1), At(1, 2),
|
||||
At(2, 0), At(2, 1), At(2, 2)
|
||||
};
|
||||
}
|
||||
Matrix3x3 GetRotatePart() const;
|
||||
void SetTranslatePart(float translateX, float translateY, float translateZ);
|
||||
void SetTranslatePart(const Vector3& offset);
|
||||
void SetRotatePart(const Quaternion& q);
|
||||
void Set3x3Part(const Matrix3x3& r);
|
||||
|
||||
|
||||
|
||||
void SetRow(int row, const Vector3& rowVector, float m_r3);
|
||||
@@ -66,36 +78,54 @@ namespace LinearAlgebra {
|
||||
void SetRow(int row, float m_r0, float m_r1, float m_r2, float m_r3);
|
||||
|
||||
|
||||
Matrix4x4(const Quaternion& orientation, const Vector3& translation);
|
||||
|
||||
Vector4 GetRow(int index) const;
|
||||
Vector4 GetColumn(int index) const;
|
||||
float At(int x, int y) const
|
||||
{
|
||||
return elems[x][y];
|
||||
}
|
||||
float &At(int row, int col);
|
||||
float At(int x, int y) const;
|
||||
|
||||
/// Tests if this matrix does not contain any NaNs or infs.
|
||||
/** @return Returns true if the entries of this float4x4 are all finite, and do not contain NaN or infs. */
|
||||
bool IsFinite() const;
|
||||
|
||||
/// Tests if this matrix has an inverse.
|
||||
/** @return Returns true if this matrix can be inverted, up to the given epsilon. */
|
||||
bool IsInvertible(float epsilon = 1e-3f) const;
|
||||
|
||||
Vector4 Diagonal() const;
|
||||
Vector4 WorldX() const;
|
||||
Vector4 WorldY() const;
|
||||
Vector4 WorldZ() const;
|
||||
|
||||
float Determinant3x3() const;
|
||||
/// Computes the determinant of this matrix.
|
||||
// If the determinant is nonzero, this matrix is invertible.
|
||||
float Determinant() const;
|
||||
|
||||
Matrix4x4 Inverse() const
|
||||
{
|
||||
#define SKIPNUM(val, skip) (val >= skip ? (val+1) : val)
|
||||
|
||||
}
|
||||
float Minor(int i, int j) const;
|
||||
|
||||
Matrix4x4 Inverse() const;
|
||||
|
||||
Matrix4x4 Transpose() const;
|
||||
|
||||
Vector2 Transform(float tx, float ty) const;
|
||||
Vector2 Transform(const Vector2& rhs) const;
|
||||
|
||||
|
||||
Vector3 Transform(float tx, float ty, float tz) const;
|
||||
Vector3 Transform(const Vector3& rhs) const;
|
||||
|
||||
Vector4 Transform(float tx, float ty, float tz, float tw) const;
|
||||
Vector4 Transform(const Vector4& rhs) const;
|
||||
|
||||
|
||||
Matrix4x4 Translate(const Vector3& rhs) const;
|
||||
static Matrix4x4 FromTranslation(const Vector3& rhs);
|
||||
|
||||
|
||||
|
||||
|
||||
static Matrix4x4 D3DOrthoProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
|
||||
static Matrix4x4 D3DOrthoProjRH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
|
||||
static Matrix4x4 D3DPerspProjLH(float nearPlane, float farPlane, float hViewportSize, float vViewportSize);
|
||||
@@ -112,14 +142,34 @@ namespace LinearAlgebra {
|
||||
Vector4 GetRow() const;
|
||||
Vector4 GetColumn() const;
|
||||
|
||||
Vector4 operator[](int row)
|
||||
{
|
||||
return Vector4{elems[row][0], elems[row][1], elems[row][2], elems[row][3]};
|
||||
}
|
||||
Vector4 operator[](int row);
|
||||
|
||||
Matrix4x4 operator-() const;
|
||||
Matrix4x4 operator +(const Matrix4x4& rhs) const;
|
||||
Matrix4x4 operator - (const Matrix4x4& rhs) const;
|
||||
|
||||
Matrix4x4 operator *(float scalar) const;
|
||||
Matrix4x4 operator /(float scalar) const;
|
||||
|
||||
|
||||
|
||||
Vector2 operator * (const Vector2& rhs) const { return this->Transform(rhs);}
|
||||
Vector3 operator * (const Vector3& rhs) const { return this->Transform(rhs);}
|
||||
Vector4 operator * (const Vector4& rhs) const { return this->Transform(rhs);}
|
||||
|
||||
Matrix4x4 operator * (const Matrix3x3 &rhs) const;
|
||||
|
||||
Matrix4x4 operator +() const;
|
||||
|
||||
Matrix4x4 operator * (const Matrix4x4& rhs) const;
|
||||
|
||||
Matrix4x4 &operator = (const Matrix3x3& rhs);
|
||||
Matrix4x4 &operator = (const Quaternion& rhs);
|
||||
Matrix4x4 &operator = (const Matrix4x4& rhs) = default;
|
||||
|
||||
protected:
|
||||
float elems[4][4];
|
||||
|
||||
void SetMatrixRotatePart(Matrix4x4 &m, const Quaternion &q);
|
||||
|
||||
};
|
||||
}
|
@@ -8,51 +8,64 @@
|
||||
|
||||
namespace LinearAlgebra
|
||||
{
|
||||
class Quaternion : public Vector4
|
||||
{
|
||||
class Quaternion : public Vector4 {
|
||||
public:
|
||||
Quaternion();
|
||||
Quaternion(const Quaternion& rhs) = default;
|
||||
explicit Quaternion(const Matrix3x3& rotationMtrx);
|
||||
explicit Quaternion(const Matrix4x4& rotationMtrx);
|
||||
|
||||
Quaternion(const Quaternion &rhs) = default;
|
||||
|
||||
explicit Quaternion(const Matrix3x3 &rotationMtrx);
|
||||
|
||||
explicit Quaternion(const Matrix4x4 &rotationMtrx);
|
||||
|
||||
// @note The input data is not normalized after construction, this has to be done manually.
|
||||
Quaternion(float X, float Y, float Z, float W);
|
||||
|
||||
// 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 Vector4& rotationAxis, float rotationAngleBetween) { SetFromAxisAngle(rotationAxis, rotationAngleBetween); }
|
||||
Quaternion(const Vector3 &rotationAxis, float rotationAngleBetween) {
|
||||
SetFromAxisAngle(rotationAxis, rotationAngleBetween);
|
||||
}
|
||||
|
||||
Quaternion(const Vector4 &rotationAxis, float rotationAngleBetween) {
|
||||
SetFromAxisAngle(rotationAxis, rotationAngleBetween);
|
||||
}
|
||||
//void Inverse();
|
||||
|
||||
explicit Quaternion(Vector4 vector4);
|
||||
|
||||
void SetFromAxisAngle(const Vector3 &vector3, float between);
|
||||
|
||||
void SetFromAxisAngle(const Vector4 &vector4, float between);
|
||||
|
||||
Quaternion Inverse() const;
|
||||
|
||||
Quaternion Conjugate() const;
|
||||
|
||||
//void Normalize();
|
||||
Vector3 GetWorldX() const;
|
||||
|
||||
Vector3 GetWorldY() const;
|
||||
|
||||
Vector3 GetWorldZ() const;
|
||||
|
||||
Vector3 GetAxis() const
|
||||
{
|
||||
Vector3 GetAxis() const {
|
||||
float rcpSinAngle = 1 - (std::sqrt(1 - w * w));
|
||||
|
||||
return Vector3(x, y, z) * rcpSinAngle;
|
||||
}
|
||||
|
||||
float GetAngle() const
|
||||
{
|
||||
float GetAngle() const {
|
||||
return std::acos(w) * 2.f;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Matrix3x3 ToMatrix3x3() const;
|
||||
|
||||
Matrix4x4 ToMatrix4x4() const;
|
||||
|
||||
Matrix4x4 ToMatrix4x4(const Vector3 &translation) const;
|
||||
|
||||
Vector3 Transform(const Vector3& vec) const;
|
||||
Vector3 Transform(float X, float Y, float Z) const;
|
||||
// Note: We only transform the x,y,z components of 4D vectors, w is left untouched
|
||||
@@ -89,7 +102,7 @@ namespace LinearAlgebra
|
||||
Quaternion operator - () const;
|
||||
float Dot(const Quaternion &quaternion) const;
|
||||
|
||||
float Angle() const;
|
||||
float Angle() const { return std::acos(w) * 2.f;}
|
||||
|
||||
float AngleBetween(const Quaternion& target) const;
|
||||
|
||||
|
@@ -1,8 +1,12 @@
|
||||
#pragma once
|
||||
#include <J3ML/J3ML.h>
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
#include <cstddef>
|
||||
|
||||
namespace LinearAlgebra {
|
||||
using namespace J3ML;
|
||||
|
||||
|
||||
/// A 2D (x, y) ordered pair.
|
||||
class Vector2 {
|
||||
public:
|
||||
@@ -65,6 +69,11 @@ namespace LinearAlgebra {
|
||||
float Magnitude() const;
|
||||
static float Magnitude(const Vector2& of);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool IsFinite() const;
|
||||
static bool IsFinite(const Vector2& v);
|
||||
|
||||
@@ -112,16 +121,18 @@ namespace LinearAlgebra {
|
||||
/// Multiplies this vector by a vector, element-wise
|
||||
/// @note Mathematically, the multiplication of two vectors is not defined in linear space structures,
|
||||
/// but this function is provided here for syntactical convenience.
|
||||
Vector2 Mul(const Vector2& v) const
|
||||
{
|
||||
return {this->x*v.x, this->y*v.y};
|
||||
}
|
||||
Vector2 Mul(const Vector2& v) const;
|
||||
|
||||
/// Divides this vector by a scalar.
|
||||
Vector2 operator /(float rhs) const;
|
||||
Vector2 Div(float scalar) const;
|
||||
static Vector2 Div(const Vector2& lhs, float rhs);
|
||||
|
||||
/// Divides this vector by a vector, element-wise
|
||||
/// @note Mathematically, the multiplication of two vectors is not defined in linear space structures,
|
||||
/// but this function is provided here for syntactical convenience
|
||||
Vector2 Div(const Vector2& v) const;
|
||||
|
||||
/// Unary operator +
|
||||
Vector2 operator +() const; // TODO: Implement
|
||||
Vector2 operator -() const;
|
||||
|
@@ -38,7 +38,7 @@ public:
|
||||
}
|
||||
|
||||
|
||||
//Returns the DirectionVector for a given angle.
|
||||
/// Returns the DirectionVector for a given angle.
|
||||
static Vector3 Direction(const Vector3 &rhs) ;
|
||||
|
||||
|
||||
@@ -78,6 +78,11 @@ 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);
|
||||
}
|
||||
|
||||
Vector3 Min(const Vector3& min) const;
|
||||
static Vector3 Min(const Vector3& lhs, const Vector3& rhs);
|
||||
|
||||
@@ -87,7 +92,7 @@ public:
|
||||
Vector3 Clamp(const Vector3& min, const Vector3& max) const;
|
||||
static Vector3 Clamp(const Vector3& min, const Vector3& input, const Vector3& max);
|
||||
|
||||
// Returns the magnitude between the two vectors.
|
||||
/// Returns the magnitude between the two vectors.
|
||||
float Distance(const Vector3& to) const;
|
||||
static float Distance(const Vector3& from, const Vector3& to);
|
||||
|
||||
@@ -97,33 +102,33 @@ public:
|
||||
float LengthSquared() const;
|
||||
static float LengthSquared(const Vector3& of);
|
||||
|
||||
// Returns the length of the vector, which is sqrt(x^2 + y^2 + z^2)
|
||||
/// Returns the length of the vector, which is sqrt(x^2 + y^2 + z^2)
|
||||
float Magnitude() const;
|
||||
static float Magnitude(const Vector3& of);
|
||||
|
||||
// Returns a float value equal to the magnitudes of the two vectors multiplied together and then multiplied by the cosine of the angle between them.
|
||||
// For normalized vectors, dot returns 1 if they point in exactly the same direction,
|
||||
// -1 if they point in completely opposite directions, and 0 if the vectors are perpendicular.
|
||||
/// Returns a float value equal to the magnitudes of the two vectors multiplied together and then multiplied by the cosine of the angle between them.
|
||||
/// For normalized vectors, dot returns 1 if they point in exactly the same direction,
|
||||
/// -1 if they point in completely opposite directions, and 0 if the vectors are perpendicular.
|
||||
float Dot(const Vector3& rhs) const;
|
||||
static float Dot(const Vector3& lhs, const Vector3& rhs);
|
||||
|
||||
// Projects one vector onto another and returns the result. (IDK)
|
||||
/// Projects one vector onto another and returns the result. (IDK)
|
||||
Vector3 Project(const Vector3& rhs) const;
|
||||
static Vector3 Project(const Vector3& lhs, const Vector3& rhs);
|
||||
|
||||
// The cross product of two vectors results in a third vector which is perpendicular to the two input vectors.
|
||||
// The result's magnitude is equal to the magnitudes of the two inputs multiplied together and then multiplied by the sine of the angle between the inputs.
|
||||
/// The cross product of two vectors results in a third vector which is perpendicular to the two input vectors.
|
||||
/// The result's magnitude is equal to the magnitudes of the two inputs multiplied together and then multiplied by the sine of the angle between the inputs.
|
||||
Vector3 Cross(const Vector3& rhs) const;
|
||||
static Vector3 Cross(const Vector3& lhs, const Vector3& rhs);
|
||||
|
||||
// Returns a copy of this vector, resized to have a magnitude of 1, while preserving "direction"
|
||||
/// Returns a copy of this vector, resized to have a magnitude of 1, while preserving "direction"
|
||||
Vector3 Normalize() const;
|
||||
static Vector3 Normalize(const Vector3& targ);
|
||||
|
||||
// Linearly interpolates between two points.
|
||||
// Interpolates between the points and b by the interpolant t.
|
||||
// The parameter is (TODO: SHOULD BE!) clamped to the range[0, 1].
|
||||
// This is most commonly used to find a point some fraction of the wy along a line between two endpoints (eg. to move an object gradually between those points).
|
||||
/// Linearly interpolates between two points.
|
||||
/// Interpolates between the points and b by the interpolant t.
|
||||
/// The parameter is (TODO: SHOULD BE!) clamped to the range[0, 1].
|
||||
/// This is most commonly used to find a point some fraction of the wy along a line between two endpoints (eg. to move an object gradually between those points).
|
||||
Vector3 Lerp(const Vector3& goal, float alpha) const;
|
||||
static Vector3 Lerp(const Vector3& lhs, const Vector3& rhs, float alpha);
|
||||
|
||||
@@ -136,24 +141,38 @@ public:
|
||||
Vector3 Add(const Vector3& rhs) const;
|
||||
static Vector3 Add(const Vector3& lhs, const Vector3& rhs);
|
||||
|
||||
// Subtracts two vectors
|
||||
/// Subtracts two vectors
|
||||
Vector3 operator-(const Vector3& rhs) const;
|
||||
Vector3 Sub(const Vector3& rhs) const;
|
||||
static Vector3 Sub(const Vector3& lhs, const Vector3& rhs);
|
||||
|
||||
// Multiplies this vector by a scalar value
|
||||
/// Multiplies this vector by a scalar value
|
||||
Vector3 operator*(float rhs) const;
|
||||
Vector3 Mul(float scalar) const;
|
||||
static Vector3 Mul(const Vector3& lhs, float rhs);
|
||||
|
||||
// Divides this vector by a scalar
|
||||
/// Multiplies this vector by a vector, element-wise
|
||||
/// @note Mathematically, the multiplication of two vectors is not defined in linear space structures,
|
||||
/// but this function is provided here for syntactical convenience.
|
||||
Vector3 Mul(const Vector3& rhs) const
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// Divides this vector by a scalar
|
||||
Vector3 operator/(float rhs) const;
|
||||
Vector3 Div(float scalar) const;
|
||||
static Vector3 Div(const Vector3& lhs, float rhs);
|
||||
|
||||
// Unary + operator
|
||||
|
||||
/// Divides this vector by a vector, element-wise
|
||||
/// @note Mathematically, the multiplication of two vectors is not defined in linear space structures,
|
||||
/// but this function is provided here for syntactical convenience
|
||||
Vector2 Div(const Vector2& v) const;
|
||||
|
||||
/// Unary + operator
|
||||
Vector3 operator+() const; // TODO: Implement
|
||||
// Unary - operator (Negation)
|
||||
/// Unary - operator (Negation)
|
||||
Vector3 operator-() const;
|
||||
public:
|
||||
float x = 0;
|
||||
|
@@ -3,4 +3,5 @@
|
||||
namespace Geometry
|
||||
{
|
||||
|
||||
Capsule::Capsule() : l() {}
|
||||
}
|
@@ -1 +1,20 @@
|
||||
#include <J3ML/Geometry/Frustum.h>
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
Frustum Frustum::CreateFrustumFromCamera(const CoordinateFrame &cam, float aspect, float fovY, float zNear, float zFar) {
|
||||
Frustum frustum;
|
||||
const float halfVSide = zFar * tanf(fovY * 0.5f);
|
||||
const float halfHSide = halfVSide * aspect;
|
||||
|
||||
const Vector3 frontMultFar = cam.Front * zFar;
|
||||
|
||||
frustum.NearFace = Plane{cam.Position + cam.Front * zNear, cam.Front};
|
||||
frustum.FarFace = Plane{cam.Position + frontMultFar, -cam.Front};
|
||||
frustum.RightFace = Plane{cam.Position, Vector3::Cross(frontMultFar - cam.Right * halfHSide, cam.Up)};
|
||||
frustum.LeftFace = Plane{cam.Position, Vector3::Cross(cam.Up, frontMultFar+cam.Right*halfHSide)};
|
||||
frustum.TopFace = Plane{cam.Position, Vector3::Cross(cam.Right, frontMultFar - cam.Up * halfVSide)};
|
||||
frustum.BottomFace = Plane{cam.Position, Vector3::Cross(frontMultFar + cam.Up * halfVSide, cam.Right)};
|
||||
return frustum;
|
||||
}
|
||||
}
|
@@ -1,3 +1,11 @@
|
||||
//
|
||||
// Created by dawsh on 1/25/24.
|
||||
//
|
||||
#include <J3ML/Geometry/LineSegment.h>
|
||||
|
||||
namespace Geometry {
|
||||
|
||||
LineSegment::LineSegment(const Vector3 &a, const Vector3 &b) : A(a), B(b)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
LineSegment::LineSegment() {}
|
||||
}
|
5
src/J3ML/Geometry/Polygon.cpp
Normal file
5
src/J3ML/Geometry/Polygon.cpp
Normal file
@@ -0,0 +1,5 @@
|
||||
#include <J3ML/Geometry/Polygon.h>
|
||||
|
||||
namespace Geometry {
|
||||
|
||||
}
|
6
src/J3ML/Geometry/Polyhedron.cpp
Normal file
6
src/J3ML/Geometry/Polyhedron.cpp
Normal file
@@ -0,0 +1,6 @@
|
||||
#include <J3ML/Geometry/Polyhedron.h>
|
||||
|
||||
namespace Geometry
|
||||
{
|
||||
|
||||
}
|
@@ -296,5 +296,9 @@ namespace LinearAlgebra {
|
||||
};
|
||||
}
|
||||
|
||||
float &Matrix3x3::At(int row, int col) {
|
||||
return elems[row][col];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@@ -90,11 +90,8 @@ namespace LinearAlgebra {
|
||||
elems[2][3] = offset.z;
|
||||
}
|
||||
|
||||
void Matrix4x4::SetRotatePart(const Quaternion &q) {
|
||||
SetMatrixRotatePart(*this, q);
|
||||
}
|
||||
|
||||
void Matrix4x4::SetMatrixRotatePart(Matrix4x4 &m, const Quaternion& q)
|
||||
void Matrix4x4::SetRotatePart(const Quaternion& q)
|
||||
{
|
||||
// See e.g. http://www.geometrictools.com/Documentation/LinearAlgebraicQuaternions.pdf .
|
||||
const float x = q.x;
|
||||
@@ -106,6 +103,15 @@ namespace LinearAlgebra {
|
||||
elems[2][0] = 2*(x*z - y*w); elems[2][1] = 2*(y*z + x*w); elems[2][2] = 1 - 2*(x*x + y*y);
|
||||
}
|
||||
|
||||
void Matrix4x4::Set3x3Part(const Matrix3x3& r)
|
||||
{
|
||||
At(0, 0) = r[0][0]; At(0, 1) = r[0][1]; At(0, 2) = r[0][2];
|
||||
At(1, 0) = r[1][0]; At(1, 1) = r[1][1]; At(1, 2) = r[1][2];
|
||||
At(2, 0) = r[2][0]; At(2, 1) = r[2][1]; At(2, 2) = r[2][2];
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Matrix4x4::SetRow(int row, const Vector3 &rowVector, float m_r3) {
|
||||
SetRow(row, rowVector.x, rowVector.y, rowVector.z, m_r3);
|
||||
}
|
||||
@@ -167,5 +173,188 @@ namespace LinearAlgebra {
|
||||
float p30 = 0; float p31 = 0; float p32 = 0.f; float p33 = 1.f;
|
||||
}
|
||||
|
||||
float Matrix4x4::At(int x, int y) const {
|
||||
return elems[x][y];
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::operator*(const Matrix4x4 &rhs) const {
|
||||
|
||||
float r00 = At(0, 0) * rhs.At(0, 0) + At(0, 1) * rhs.At(1, 0) + At(0, 2) * rhs.At(2, 0) + At(0, 3) * rhs.At(3, 0);
|
||||
float r01 = At(0, 0) * rhs.At(0, 1) + At(0, 1) * rhs.At(1, 1) + At(0, 2) * rhs.At(2, 1) + At(0, 3) * rhs.At(3, 1);
|
||||
float r02 = At(0, 0) * rhs.At(0, 2) + At(0, 1) * rhs.At(1, 2) + At(0, 2) * rhs.At(2, 2) + At(0, 3) * rhs.At(3, 2);
|
||||
float r03 = At(0, 0) * rhs.At(0, 3) + At(0, 1) * rhs.At(1, 3) + At(0, 2) * rhs.At(2, 3) + At(0, 3) * rhs.At(3, 3);
|
||||
|
||||
float r10 = At(1, 0) * rhs.At(0, 0) + At(1, 1) * rhs.At(1, 0) + At(1, 2) * rhs.At(2, 0) + At(1, 3) * rhs.At(3, 0);
|
||||
float r11 = At(1, 0) * rhs.At(0, 1) + At(1, 1) * rhs.At(1, 1) + At(1, 2) * rhs.At(2, 1) + At(1, 3) * rhs.At(3, 1);
|
||||
float r12 = At(1, 0) * rhs.At(0, 2) + At(1, 1) * rhs.At(1, 2) + At(1, 2) * rhs.At(2, 2) + At(1, 3) * rhs.At(3, 2);
|
||||
float r13 = At(1, 0) * rhs.At(0, 3) + At(1, 1) * rhs.At(1, 3) + At(1, 2) * rhs.At(2, 3) + At(1, 3) * rhs.At(3, 3);
|
||||
|
||||
float r20 = At(2, 0) * rhs.At(0, 0) + At(2, 1) * rhs.At(1, 0) + At(2, 2) * rhs.At(2, 0) + At(2, 3) * rhs.At(3, 0);
|
||||
float r21 = At(2, 0) * rhs.At(0, 1) + At(2, 1) * rhs.At(1, 1) + At(2, 2) * rhs.At(2, 1) + At(2, 3) * rhs.At(3, 1);
|
||||
float r22 = At(2, 0) * rhs.At(0, 2) + At(2, 1) * rhs.At(1, 2) + At(2, 2) * rhs.At(2, 2) + At(2, 3) * rhs.At(3, 2);
|
||||
float r23 = At(2, 0) * rhs.At(0, 3) + At(2, 1) * rhs.At(1, 3) + At(2, 2) * rhs.At(2, 3) + At(2, 3) * rhs.At(3, 3);
|
||||
|
||||
float r30 = At(3, 0) * rhs.At(0, 0) + At(3, 1) * rhs.At(1, 0) + At(3, 2) * rhs.At(2, 0) + At(3, 3) * rhs.At(3, 0);
|
||||
float r31 = At(3, 0) * rhs.At(0, 1) + At(3, 1) * rhs.At(1, 1) + At(3, 2) * rhs.At(2, 1) + At(3, 3) * rhs.At(3, 1);
|
||||
float r32 = At(3, 0) * rhs.At(0, 2) + At(3, 1) * rhs.At(1, 2) + At(3, 2) * rhs.At(2, 2) + At(3, 3) * rhs.At(3, 2);
|
||||
float r33 = At(3, 0) * rhs.At(0, 3) + At(3, 1) * rhs.At(1, 3) + At(3, 2) * rhs.At(2, 3) + At(3, 3) * rhs.At(3, 3);
|
||||
return {r00,r01,r02,r03, r10, r11, r12, r13, r20,r21,r22,r23, r30,r31,r32,r33};
|
||||
}
|
||||
|
||||
Vector4 Matrix4x4::operator[](int row) {
|
||||
return Vector4{elems[row][0], elems[row][1], elems[row][2], elems[row][3]};
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::operator*(const Matrix3x3 &rhs) const {
|
||||
float r00 = At(0, 0) * rhs.At(0, 0) + At(0, 1) * rhs.At(1, 0) + At(0, 2) * rhs.At(2, 0);
|
||||
float r01 = At(0, 0) * rhs.At(0, 1) + At(0, 1) * rhs.At(1, 1) + At(0, 2) * rhs.At(2, 1);
|
||||
float r02 = At(0, 0) * rhs.At(0, 2) + At(0, 1) * rhs.At(1, 2) + At(0, 2) * rhs.At(2, 2);
|
||||
float r03 = At(0, 3);
|
||||
|
||||
float r10 = At(1, 0) * rhs.At(0, 0) + At(1, 1) * rhs.At(1, 0) + At(1, 2) * rhs.At(2, 0);
|
||||
float r11 = At(1, 0) * rhs.At(0, 1) + At(1, 1) * rhs.At(1, 1) + At(1, 2) * rhs.At(2, 1);
|
||||
float r12 = At(1, 0) * rhs.At(0, 2) + At(1, 1) * rhs.At(1, 2) + At(1, 2) * rhs.At(2, 2);
|
||||
float r13 = At(1, 3);
|
||||
|
||||
float r20 = At(2, 0) * rhs.At(0, 0) + At(2, 1) * rhs.At(1, 0) + At(2, 2) * rhs.At(2, 0);
|
||||
float r21 = At(2, 0) * rhs.At(0, 1) + At(2, 1) * rhs.At(1, 1) + At(2, 2) * rhs.At(2, 1);
|
||||
float r22 = At(2, 0) * rhs.At(0, 2) + At(2, 1) * rhs.At(1, 2) + At(2, 2) * rhs.At(2, 2);
|
||||
float r23 = At(2, 3);
|
||||
|
||||
float r30 = At(3, 0) * rhs.At(0, 0) + At(3, 1) * rhs.At(1, 0) + At(3, 2) * rhs.At(2, 0);
|
||||
float r31 = At(3, 0) * rhs.At(0, 1) + At(3, 1) * rhs.At(1, 1) + At(3, 2) * rhs.At(2, 1);
|
||||
float r32 = At(3, 0) * rhs.At(0, 2) + At(3, 1) * rhs.At(1, 2) + At(3, 2) * rhs.At(2, 2);
|
||||
float r33 = At(3, 3);
|
||||
|
||||
return {r00,r01,r02,r03, r10, r11, r12, r13, r20,r21,r22,r23, r30,r31,r32,r33};
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::operator+() const { return *this; }
|
||||
|
||||
Matrix4x4 Matrix4x4::FromTranslation(const Vector3 &rhs) {
|
||||
return Matrix4x4(1.f, 0, 0, rhs.x,
|
||||
0, 1.f, 0, rhs.y,
|
||||
0, 0, 1.f, rhs.z,
|
||||
0, 0, 0, 1.f);
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::Translate(const Vector3 &rhs) const {
|
||||
return *this * FromTranslation(rhs);
|
||||
}
|
||||
|
||||
Vector3 Matrix4x4::Transform(const Vector3 &rhs) const {
|
||||
return Transform(rhs.x, rhs.y, rhs.z);
|
||||
}
|
||||
|
||||
Vector3 Matrix4x4::Transform(float tx, float ty, float tz) const {
|
||||
return Vector3(At(0, 0) * tx + At(0, 1) * ty + At(0, 2) * tz + At(0, 3),
|
||||
At(1, 0) * tx + At(1, 1) * ty + At(1, 2) * tz + At(1, 3),
|
||||
At(2, 0) * tx + At(2, 1) * ty + At(2, 2) * tz + At(2, 3));
|
||||
}
|
||||
|
||||
Vector2 Matrix4x4::Transform(float tx, float ty) const {
|
||||
return Vector2(At(0, 0) * tx + At(0, 1) * ty + At(0, 2) + At(0, 3),
|
||||
At(1, 0) * tx + At(1, 1) * ty + At(1, 2) + At(1, 3));
|
||||
}
|
||||
|
||||
Vector2 Matrix4x4::Transform(const Vector2 &rhs) const {
|
||||
return Transform(rhs.x, rhs.y);
|
||||
}
|
||||
|
||||
Matrix4x4 &Matrix4x4::operator=(const Matrix3x3 &rhs) {
|
||||
Set3x3Part(rhs);
|
||||
SetTranslatePart(0,0,0);
|
||||
SetRow(3, 0, 0, 0, 1);
|
||||
return *this;
|
||||
}
|
||||
|
||||
Matrix4x4 &Matrix4x4::operator=(const Quaternion &rhs) {
|
||||
*this = rhs.ToMatrix4x4();
|
||||
return *this;
|
||||
}
|
||||
|
||||
float &Matrix4x4::At(int row, int col) {
|
||||
return elems[row][col];
|
||||
}
|
||||
|
||||
Matrix4x4 Matrix4x4::Inverse() const {
|
||||
// Compute the inverse directly using Cramer's rule
|
||||
// Warning: This method is numerically very unstable!
|
||||
float d = Determinant();
|
||||
|
||||
d = 1.f / d;
|
||||
|
||||
float a11 = At(0, 0);float a12 = At(0, 1);float a13 = At(0, 2);float a14 = At(0, 3);
|
||||
float a21 = At(1, 0);float a22 = At(1, 1);float a23 = At(1, 2);float a24 = At(1, 3);
|
||||
float a31 = At(2, 0);float a32 = At(2, 1);float a33 = At(2, 2);float a34 = At(2, 3);
|
||||
float a41 = At(3, 0);float a42 = At(3, 1);float a43 = At(3, 2);float a44 = At(3, 3);
|
||||
|
||||
Matrix4x4 i = {
|
||||
d * (a22*a33*a44 + a23*a34*a42 + a24*a32*a43 - a22*a34*a43 - a23*a32*a44 - a24*a33*a42),
|
||||
d * (a12*a34*a43 + a13*a32*a44 + a14*a33*a42 - a12*a33*a44 - a13*a34*a42 - a14*a32*a43),
|
||||
d * (a12*a23*a44 + a13*a24*a42 + a14*a22*a43 - a12*a24*a43 - a13*a22*a44 - a14*a23*a42),
|
||||
d * (a12*a24*a33 + a13*a22*a34 + a14*a23*a32 - a12*a23*a34 - a13*a24*a32 - a14*a22*a33),
|
||||
d * (a21*a34*a43 + a23*a31*a44 + a24*a33*a41 - a21*a33*a44 - a23*a34*a41 - a24*a31*a43),
|
||||
d * (a11*a33*a44 + a13*a34*a41 + a14*a31*a43 - a11*a34*a43 - a13*a31*a44 - a14*a33*a41),
|
||||
d * (a11*a24*a43 + a13*a21*a44 + a14*a23*a41 - a11*a23*a44 - a13*a24*a41 - a14*a21*a43),
|
||||
d * (a11*a23*a34 + a13*a24*a31 + a14*a21*a33 - a11*a24*a33 - a13*a21*a34 - a14*a23*a31),
|
||||
d * (a21*a32*a44 + a22*a34*a41 + a24*a31*a42 - a21*a34*a42 - a22*a31*a44 - a24*a32*a41),
|
||||
d * (a11*a34*a42 + a12*a31*a44 + a14*a32*a41 - a11*a32*a44 - a12*a34*a41 - a14*a31*a42),
|
||||
d * (a11*a22*a44 + a12*a24*a41 + a14*a21*a42 - a11*a24*a42 - a12*a21*a44 - a14*a22*a41),
|
||||
d * (a11*a24*a32 + a12*a21*a34 + a14*a22*a31 - a11*a22*a34 - a12*a24*a31 - a14*a21*a32),
|
||||
d * (a21*a33*a42 + a22*a31*a43 + a23*a32*a41 - a21*a32*a43 - a22*a33*a41 - a23*a31*a42),
|
||||
d * (a11*a32*a43 + a12*a33*a41 + a13*a31*a42 - a11*a33*a42 - a12*a31*a43 - a13*a32*a41),
|
||||
d * (a11*a23*a42 + a12*a21*a43 + a13*a22*a41 - a11*a22*a43 - a12*a23*a41 - a13*a21*a42),
|
||||
d * (a11*a22*a33 + a12*a23*a31 + a13*a21*a32 - a11*a23*a32 - a12*a21*a33 - a13*a22*a31)
|
||||
};
|
||||
return i;
|
||||
}
|
||||
|
||||
float Matrix4x4::Minor(int i, int j) const {
|
||||
int r0 = SKIPNUM(0, i);
|
||||
int r1 = SKIPNUM(1, i);
|
||||
int r2 = SKIPNUM(2, i);
|
||||
int c0 = SKIPNUM(0, j);
|
||||
int c1 = SKIPNUM(1, j);
|
||||
int c2 = SKIPNUM(2, j);
|
||||
|
||||
float a = At(r0, c0);
|
||||
float b = At(r0, c1);
|
||||
float c = At(r0, c2);
|
||||
float d = At(r1, c0);
|
||||
float e = At(r1, c1);
|
||||
float f = At(r1, c2);
|
||||
float g = At(r2, c0);
|
||||
float h = At(r2, c1);
|
||||
float k = At(r2, c2);
|
||||
|
||||
return a*e*k + b*f*g + c*d*h - a*f*h - b*d*k - c*e*g;
|
||||
}
|
||||
|
||||
float Matrix4x4::Determinant() const {
|
||||
return At(0, 0) * Minor(0,0) - At(0, 1) * Minor(0,1) + At(0, 2) * Minor(0,2) - At(0, 3) * Minor(0,3);
|
||||
}
|
||||
|
||||
float Matrix4x4::Determinant3x3() const {
|
||||
|
||||
const float a = elems[0][0];
|
||||
const float b = elems[0][1];
|
||||
const float c = elems[0][2];
|
||||
const float d = elems[1][0];
|
||||
const float e = elems[1][1];
|
||||
const float f = elems[1][2];
|
||||
const float g = elems[2][0];
|
||||
const float h = elems[2][1];
|
||||
const float i = elems[2][2];
|
||||
|
||||
return a*e*i + b*f*g + c*d*h - a*f*h - b*d*i - c*e*g;
|
||||
}
|
||||
|
||||
Matrix3x3 Matrix4x4::GetRotatePart() const {
|
||||
return Matrix3x3 {
|
||||
At(0, 0), At(0, 1), At(0, 2),
|
||||
At(1, 0), At(1, 1), At(1, 2),
|
||||
At(2, 0), At(2, 1), At(2, 2)
|
||||
};
|
||||
}
|
||||
}
|
@@ -1,6 +1,7 @@
|
||||
#include <J3ML/LinearAlgebra/Vector3.h>
|
||||
#include <J3ML/LinearAlgebra/Vector4.h>
|
||||
#include <J3ML/LinearAlgebra/Matrix3x3.h>
|
||||
#include <J3ML/LinearAlgebra/Matrix4x4.h>
|
||||
#include <J3ML/LinearAlgebra/Quaternion.h>
|
||||
|
||||
namespace LinearAlgebra {
|
||||
@@ -163,4 +164,12 @@ namespace LinearAlgebra {
|
||||
x + rhs.x, y + rhs.y, z + rhs.z,w + rhs.w
|
||||
};
|
||||
}
|
||||
|
||||
Matrix4x4 Quaternion::ToMatrix4x4() const {
|
||||
return Matrix4x4(*this);
|
||||
}
|
||||
|
||||
Matrix4x4 Quaternion::ToMatrix4x4(const Vector3 &translation) const {
|
||||
return {*this, translation};
|
||||
}
|
||||
}
|
@@ -8,7 +8,7 @@ namespace LinearAlgebra {
|
||||
|
||||
|
||||
Vector2 Transform2D::Transform(const Vector2 &input) const {
|
||||
return transformation * input;
|
||||
return transformation.Transform(input);
|
||||
}
|
||||
|
||||
Transform2D::Transform2D(const Matrix3x3 &transform) : transformation(transform) { }
|
||||
|
@@ -22,7 +22,6 @@ namespace LinearAlgebra {
|
||||
if (index == 1) return y;
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool Vector2::IsWithinMarginOfError(const Vector2& rhs, float margin) const
|
||||
{
|
||||
return this->Distance(rhs) <= margin;
|
||||
@@ -243,5 +242,15 @@ namespace LinearAlgebra {
|
||||
return std::max(x, y);
|
||||
}
|
||||
|
||||
Vector2 Vector2::Mul(const Vector2 &v) const {
|
||||
return {this->x*v.x, this->y*v.y};
|
||||
}
|
||||
|
||||
bool Vector2::IsFinite() const {
|
||||
return std::isfinite(x) && std::isfinite(y);
|
||||
}
|
||||
|
||||
Vector2 Vector2::Div(const Vector2 &v) const {
|
||||
return {this->x/v.x, this->y/v.y};
|
||||
}
|
||||
}
|
@@ -9,6 +9,8 @@
|
||||
|
||||
namespace LinearAlgebra {
|
||||
|
||||
const Vector4 Vector4::Zero = {0,0,0,0};
|
||||
const Vector4 Vector4::NaN = {NAN, NAN, NAN, NAN};
|
||||
|
||||
Vector4::Vector4(): x(0), y(0), z(0), w(0)
|
||||
{}
|
||||
|
Reference in New Issue
Block a user