More reimplementations

This commit is contained in:
Phillip Stephens 2015-08-25 15:04:15 -07:00
parent d5c8fe162f
commit eeb7a0235e
10 changed files with 174 additions and 16 deletions

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@ -31,6 +31,7 @@ add_library(Math
include/CMatrix3f.hpp
include/CProjection.hpp
include/CAxisAngle.hpp
include/CRelAngle.hpp
include/CPlane.hpp
include/CTransform.hpp
include/CColor.hpp

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@ -118,6 +118,13 @@ public:
(other.z >= -0.f) ? m_min.z : m_max.z};
}
inline CVector3f furthestPointAlongVector(const CVector3f& other)
{
return {(other.x >= -0.f) ? m_max.x : m_min.x,
(other.y >= -0.f) ? m_max.y : m_min.y,
(other.z >= -0.f) ? m_max.z : m_min.z};
}
inline CVector3f getPoint(const int point)
{
int zOff = point & 4;

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@ -11,6 +11,14 @@ public:
inline CPlane() {}
CPlane(float a, float b, float c, float d) : a(a), b(b), c(c), d(d) {}
CPlane(const CVector3f& a, const CVector3f& b, const CVector3f& c)
{
CVector3f ab = b - a;
CVector3f ac = c - a;
vec = ab.cross(ac).normalized();
d = -a.dot(vec);
}
CPlane(const CVector3f& point, float displacement)
{
#if __SSE__

30
include/CRelAngle.hpp Normal file
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@ -0,0 +1,30 @@
#ifndef CRELANGLE_HPP
#define CRELANGLE_HPP
#include "CVector3f.hpp"
#include "Math.hpp"
/**
* @brief The CRelAngle class represents relative angles in radians
*/
class ZE_ALIGN(16) CRelAngle : public CVector3f
{
public:
/**
* @brief CRelAngle
* @param angles In degrees
*/
CRelAngle(const CVector3f& angles)
{
x = Math::degToRad(angles.x);
y = Math::degToRad(angles.y);
z = Math::degToRad(angles.z);
}
CRelAngle(float x, float y, float z)
: CRelAngle(CVector3f{x, y, z})
{
}
};
#endif // CRELANGLE_HPP

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@ -5,6 +5,7 @@
#include "CMatrix3f.hpp"
#include "CMatrix4f.hpp"
#include "CVector3f.hpp"
#include "CQuaternion.hpp"
class ZE_ALIGN(16) CTransform
{
@ -29,7 +30,54 @@ public:
m_basis = CMatrix3f::skIdentityMatrix3f;
m_origin = position;
}
inline void rotate(const CVector3f& euler)
{
*this = *this * CMatrix3f(CQuaternion(euler));
}
inline void scaleBy(float factor)
{
CTransform xfrm(CMatrix3f(CVector3f(factor, factor, factor)));
*this = *this * xfrm;
}
inline void scale(const CVector3f& scale)
{
m_basis = CMatrix3f(true);
m_basis[0][0] = scale.x;
m_basis[1][1] = scale.y;
m_basis[2][2] = scale.z;
m_origin.zeroOut();
}
inline void scale(float x, float y, float z)
{
scale({x, y, z});
}
inline void multiplyIgnoreTranslation(const CTransform& xfrm)
{
m_basis = m_basis*xfrm.m_basis;
}
inline CTransform getRotation()
{
CTransform ret = *this;
ret.m_origin.zeroOut();
return ret;
}
/**
* @brief buildMatrix3f Returns the stored matrix
* buildMatrix3f is here for compliance with Retro's Math API
* @return The Matrix (Neo, you are the one)
*/
inline CMatrix3f buildMatrix3f()
{
return m_basis;
}
inline CVector3f operator*(const CVector3f& other) const
{return m_origin + m_basis * other;}
@ -48,6 +96,24 @@ public:
#endif
}
static inline CTransform fromColumns(const CVector3f& m0, const CVector3f& m1, const CVector3f& m2, const CVector3f& m3)
{
CTransform ret;
ret.m_basis[0][0] = m0[0];
ret.m_basis[0][1] = m1[0];
ret.m_basis[0][2] = m2[0];
ret.m_origin[0] = m3[0];
ret.m_basis[1][0] = m0[1];
ret.m_basis[1][1] = m1[1];
ret.m_basis[1][2] = m2[1];
ret.m_origin[1] = m3[1];
ret.m_basis[2][0] = m0[2];
ret.m_basis[2][1] = m1[2];
ret.m_basis[2][2] = m2[2];
ret.m_origin[2] = m3[2];
return ret;
}
CMatrix3f m_basis;
CVector3f m_origin;
};

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@ -277,9 +277,14 @@ class ZE_ALIGN(16) CVector2f
}
static CVector2f slerp(const CVector2f& a, const CVector2f& b, float t);
inline bool isNormalized(float thresh = 0.0001f) const
inline bool isNormalized(float thresh = 1e-5f) const
{
return (length() > thresh);
return (fabs(1.0f - lengthSquared()) <= thresh);
}
inline bool canBeNormalized()
{
return !isNormalized();
}
inline float& operator[](size_t idx) {return (&x)[idx];}

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@ -163,22 +163,29 @@ public:
inline void normalize()
{
float mag = length();
assert(mag != 0.0);
mag = 1.0 / mag;
*this *= mag;
if (mag > 1e-6f)
{
mag = 1.0 / mag;
*this *= mag;
}
else
x = 1.0, y = 0.0, z = 0.0;
}
inline CVector3f normalized() const
{
float mag = length();
assert(mag != 0.0);
mag = 1.0 / mag;
return *this * mag;
if (mag > 1e-6f)
{
mag = 1.0 / mag;
return *this * mag;
}
return {1, 0, 0};
}
inline CVector3f cross(const CVector3f& rhs) const
{
return CVector3f(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x);
}
inline float dot(const CVector3f& rhs) const
inline float dot(const CVector3f& rhs) const
{
#if __SSE4_1__
TVectorUnion result;
@ -192,7 +199,7 @@ public:
return (x * rhs.x) + (y * rhs.y) + (z * rhs.z);
#endif
}
inline float lengthSquared() const
inline float lengthSquared() const
{
#if __SSE4_1__
TVectorUnion result;
@ -206,7 +213,7 @@ public:
return x*x + y*y + z*z;
#endif
}
inline float length() const
inline float length() const
{
return sqrtf(lengthSquared());
}
@ -241,10 +248,37 @@ public:
return lerp(a, b, t).normalized();
}
static CVector3f slerp(const CVector3f& a, const CVector3f& b, float t);
//static CVector3f slerp(const CVector3f& a, const CVector3f& b, const CRelAngle& angle);
inline bool isNormalized(float thresh = 0.0001f) const
inline bool isNormalized(float thresh = 1e-5f) const
{
return (length() > thresh);
return (fabs(1.0f - lengthSquared()) <= thresh);
}
inline bool canBeNormalized()
{
return !isNormalized();
}
inline void scaleToLength(float newLength)
{
float length = lengthSquared();
if (length < 1e-6f)
{
x = newLength, y = 0.f, z = 0.f;
return;
}
length = sqrt(length);
float scalar = newLength / length;
*this *= scalar;
}
inline CVector3f scaledToLength(float newLength) const
{
CVector3f v = *this;
v.scaleToLength(newLength);
return v;
}
inline float& operator[](size_t idx) {return (&x)[idx];}

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@ -295,9 +295,14 @@ class ZE_ALIGN(16) CVector4f
return lerp(a, b, t).normalized();
}
inline bool isNormalized(float thresh = 0.0001f) const
inline bool isNormalized(float thresh = 1e-5f) const
{
return (length() > thresh);
return (fabs(1.0f - lengthSquared()) <= thresh);
}
inline bool canBeNormalized()
{
return !isNormalized();
}
inline float& operator[](size_t idx) {return (&x)[idx];}

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@ -2,6 +2,7 @@
#define __MATHLIB_HPP
#include "CAxisAngle.hpp"
#include "CRelAngle.hpp"
#include "CMatrix3f.hpp"
#include "CMatrix4f.hpp"
#include "CProjection.hpp"

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@ -57,3 +57,4 @@ CTransform CTransformFromAxisAngle(const CVector3f& axis, float angle)
return result;
}