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