/**************************************************************** * * * C++ Vector and Matrix Algebra routines * * Author: Jean-Francois DOUE * * Version 3.1 --- October 1993 * * * ****************************************************************/ // // From "Graphics Gems IV / Edited by Paul S. Heckbert // Academic Press, 1994, ISBN 0-12-336156-9 // "You are free to use and modify this code in any way // you like." (p. xv) // // Modified by J. Nagle, March 1997 // - All functions are inline. // - All functions are const-correct. // - All checking is via the standard "assert" macro. // - Stream I/O is disabled for portability, but can be // re-enabled by defining ALGEBRA3IOSTREAMS. // #ifndef ALGEBRA3H #define ALGEBRA3H #include #include #include #ifndef M_PI #define M_PI 3.14159265358979323846 #endif // this line defines a new type: pointer to a function which returns a // double and takes as argument a double typedef double (*V_FCT_PTR)(double); // min-max macros #define MIN(A,B) ((A) < (B) ? (A) : (B)) #define MAX(A,B) ((A) > (B) ? (A) : (B)) #undef min // allow as function names #undef max #define ALGEBRA3IOSTREAMS #include using namespace std; // error handling macro #define ALGEBRA_ERROR(E) { assert(false); } class vec2; class vec3; class vec4; class mat3; class mat4; enum { VX, VY, VZ, VW }; // axes enum { PA, PB, PC, PD }; // planes enum { RED, GREEN, BLUE }; // colors enum { KA, KD, KS, ES }; // phong coefficients // // PI // //const double M_PI = (double) 3.14159265358979323846; // per CRC handbook, 14th. ed. //const double M_PI_2 = (M_PI/2.0); // PI/2 //const double M2_PI = (M_PI*2.0); // PI*2 /**************************************************************** * * * 2D Vector * * * ****************************************************************/ class vec2 { public: double n[2]; public: // Constructors vec2(); vec2(const double x, const double y); explicit vec2(const double d); vec2(const vec2& v); // copy constructor vec2(const vec3& v); // cast v3 to v2 vec2(const vec3& v, int dropAxis); // cast v3 to v2 // Assignment operators vec2& operator =(const vec2& v); // assignment of a vec2 vec2& operator +=(const vec2& v); // incrementation by a vec2 vec2& operator -=(const vec2& v); // decrementation by a vec2 vec2& operator *=(const double d); // multiplication by a constant vec2& operator /=(const double d); // division by a constant double& operator [](int i); // indexing double operator [](int i) const;// read-only indexing // special functions double length() const; // length of a vec2 double length2() const; // squared length of a vec2 vec2& normalize(); // normalize a vec2 in place vec2& apply(V_FCT_PTR fct); // apply a func. to each component // friends friend vec2 operator -(const vec2& v); // -v1 friend vec2 operator +(const vec2& a, const vec2& b); // v1 + v2 friend vec2 operator -(const vec2& a, const vec2& b); // v1 - v2 friend vec2 operator *(const vec2& a, const double d); // v1 * 3.0 friend vec2 operator *(const double d, const vec2& a); // 3.0 * v1 friend vec2 operator *(const mat3& a, const vec2& v); // M . v friend vec2 operator *(const vec2& v, const mat3& a); // v . M friend double operator *(const vec2& a, const vec2& b); // dot product friend vec2 operator /(const vec2& a, const double d); // v1 / 3.0 friend vec3 operator ^(const vec2& a, const vec2& b); // cross product friend int operator ==(const vec2& a, const vec2& b); // v1 == v2 ? friend int operator !=(const vec2& a, const vec2& b); // v1 != v2 ? #ifdef ALGEBRA3IOSTREAMS friend ostream& operator <<(ostream& s, const vec2& v); // output to stream friend istream& operator >>(istream& s, vec2& v); // input from strm. #endif /* ALGEBRA3IOSTREAMS */ friend void swap(vec2& a, vec2& b); // swap v1 & v2 friend vec2 min(const vec2& a, const vec2& b); // min(v1, v2) friend vec2 max(const vec2& a, const vec2& b); // max(v1, v2) friend vec2 prod(const vec2& a, const vec2& b); // term by term * // necessary friend declarations friend class vec3; }; /**************************************************************** * * * 3D Vector * * * ****************************************************************/ class vec3 { public: double n[3]; public: // Constructors vec3(); vec3(const double x, const double y, const double z); explicit vec3(const double d); vec3(const vec3& v); // copy constructor vec3(const vec2& v); // cast v2 to v3 vec3(const vec2& v, double d); // cast v2 to v3 vec3(const vec4& v); // cast v4 to v3 vec3(const vec4& v, int dropAxis); // cast v4 to v3 // Assignment operators vec3& operator =(const vec3& v); // assignment of a vec3 vec3& operator +=(const vec3& v); // incrementation by a vec3 vec3& operator -=(const vec3& v); // decrementation by a vec3 vec3& operator *=(const double d); // multiplication by a constant vec3& operator /=(const double d); // division by a constant double& operator [](int i); // indexing double operator[](int i) const; // read-only indexing // special functions double length() const; // length of a vec3 double length2() const; // squared length of a vec3 vec3& normalize(); // normalize a vec3 in place vec3& apply(V_FCT_PTR fct); // apply a func. to each component // friends friend vec3 operator -(const vec3& v); // -v1 friend vec3 operator +(const vec3& a, const vec3& b); // v1 + v2 friend vec3 operator -(const vec3& a, const vec3& b); // v1 - v2 friend vec3 operator *(const vec3& a, const double d); // v1 * 3.0 friend vec3 operator *(const double d, const vec3& a); // 3.0 * v1 friend vec3 operator *(const mat4& a, const vec3& v); // M . v friend vec3 operator *(const vec3& v, const mat4& a); // v . M friend double operator *(const vec3& a, const vec3& b); // dot product friend vec3 operator /(const vec3& a, const double d); // v1 / 3.0 friend vec3 operator ^(const vec3& a, const vec3& b); // cross product friend int operator ==(const vec3& a, const vec3& b); // v1 == v2 ? friend int operator !=(const vec3& a, const vec3& b); // v1 != v2 ? #ifdef ALGEBRA3IOSTREAMS friend ostream& operator <<(ostream& s, const vec3& v); // output to stream friend istream& operator >>(istream& s, vec3& v); // input from strm. #endif // ALGEBRA3IOSTREAMS friend void swap(vec3& a, vec3& b); // swap v1 & v2 friend vec3 min(const vec3& a, const vec3& b); // min(v1, v2) friend vec3 max(const vec3& a, const vec3& b); // max(v1, v2) friend vec3 prod(const vec3& a, const vec3& b); // term by term * // necessary friend declarations friend class vec2; friend class vec4; friend class mat3; friend vec2 operator *(const mat3& a, const vec2& v); // linear transform friend vec3 operator *(const mat3& a, const vec3& v); friend mat3 operator *(const mat3& a, const mat3& b); // matrix 3 product }; /**************************************************************** * * * 4D Vector * * * ****************************************************************/ class vec4 { public: double n[4]; public: // Constructors vec4(); vec4(const double x, const double y, const double z, const double w); explicit vec4(const double d); vec4(const vec4& v); // copy constructor vec4(const vec3& v); // cast vec3 to vec4 vec4(const vec3& v, const double d); // cast vec3 to vec4 // Assignment operators vec4& operator =(const vec4& v); // assignment of a vec4 vec4& operator +=(const vec4& v); // incrementation by a vec4 vec4& operator -=(const vec4& v); // decrementation by a vec4 vec4& operator *=(const double d); // multiplication by a constant vec4& operator /=(const double d); // division by a constant double& operator [](int i); // indexing double operator[](int i) const; // read-only indexing // special functions double length() const; // length of a vec4 double length2() const; // squared length of a vec4 vec4& normalize(); // normalize a vec4 in place vec4& apply(V_FCT_PTR fct); // apply a func. to each component // friends friend vec4 operator -(const vec4& v); // -v1 friend vec4 operator +(const vec4& a, const vec4& b); // v1 + v2 friend vec4 operator -(const vec4& a, const vec4& b); // v1 - v2 friend vec4 operator *(const vec4& a, const double d); // v1 * 3.0 friend vec4 operator *(const double d, const vec4& a); // 3.0 * v1 friend vec4 operator *(const mat4& a, const vec4& v); // M . v friend vec4 operator *(const vec4& v, const mat4& a); // v . M friend double operator *(const vec4& a, const vec4& b); // dot product friend vec4 operator /(const vec4& a, const double d); // v1 / 3.0 friend int operator ==(const vec4& a, const vec4& b); // v1 == v2 ? friend int operator !=(const vec4& a, const vec4& b); // v1 != v2 ? #ifdef ALGEBRA3IOSTREAMS friend ostream& operator <<(ostream& s, const vec4& v); // output to stream friend istream& operator >>(istream& s, vec4& v); // input from strm. #endif // ALGEBRA3IOSTREAMS friend void swap(vec4& a, vec4& b); // swap v1 & v2 friend vec4 min(const vec4& a, const vec4& b); // min(v1, v2) friend vec4 max(const vec4& a, const vec4& b); // max(v1, v2) friend vec4 prod(const vec4& a, const vec4& b); // term by term * // necessary friend declarations friend class vec3; friend class mat4; friend vec3 operator *(const mat4& a, const vec3& v); // linear transform friend mat4 operator *(const mat4& a, const mat4& b); // matrix 4 product }; /**************************************************************** * * * 3x3 Matrix * * * ****************************************************************/ class mat3 { public: vec3 v[3]; public: // Constructors mat3(); mat3(const vec3& v0, const vec3& v1, const vec3& v2); explicit mat3(const double d); mat3(const mat3& m); // Assignment operators mat3& operator =(const mat3& m); // assignment of a mat3 mat3& operator +=(const mat3& m); // incrementation by a mat3 mat3& operator -=(const mat3& m); // decrementation by a mat3 mat3& operator *=(const double d); // multiplication by a constant mat3& operator /=(const double d); // division by a constant vec3& operator [](int i); // indexing const vec3& operator [](int i) const; // read-only indexing // special functions mat3 transpose() const; // transpose mat3 inverse() const; // inverse mat3& apply(V_FCT_PTR fct); // apply a func. to each element // friends friend mat3 operator -(const mat3& a); // -m1 friend mat3 operator +(const mat3& a, const mat3& b); // m1 + m2 friend mat3 operator -(const mat3& a, const mat3& b); // m1 - m2 friend mat3 operator *(const mat3& a, const mat3& b); // m1 * m2 friend mat3 operator *(const mat3& a, const double d); // m1 * 3.0 friend mat3 operator *(const double d, const mat3& a); // 3.0 * m1 friend mat3 operator /(const mat3& a, const double d); // m1 / 3.0 friend int operator ==(const mat3& a, const mat3& b); // m1 == m2 ? friend int operator !=(const mat3& a, const mat3& b); // m1 != m2 ? #ifdef ALGEBRA3IOSTREAMS friend ostream& operator <<(ostream& s, const mat3& m); // output to stream friend istream& operator >>(istream& s, mat3& m); // input from strm. #endif // ALGEBRA3IOSTREAMS friend void swap(mat3& a, mat3& b); // swap m1 & m2 // necessary friend declarations friend vec3 operator *(const mat3& a, const vec3& v); // linear transform friend vec2 operator *(const mat3& a, const vec2& v); // linear transform }; /**************************************************************** * * * 4x4 Matrix * * * ****************************************************************/ class mat4 { public: vec4 v[4]; public: // Constructors mat4(); mat4(const vec4& v0, const vec4& v1, const vec4& v2, const vec4& v3); explicit mat4(const double d); mat4(const mat4& m); // Assignment operators mat4& operator =(const mat4& m); // assignment of a mat4 mat4& operator +=(const mat4& m); // incrementation by a mat4 mat4& operator -=(const mat4& m); // decrementation by a mat4 mat4& operator *=(const double d); // multiplication by a constant mat4& operator /=(const double d); // division by a constant vec4& operator [](int i); // indexing const vec4& operator [](int i) const; // read-only indexing // special functions mat4 transpose() const; // transpose mat4 inverse() const; // inverse mat4& apply(V_FCT_PTR fct); // apply a func. to each element // friends friend mat4 operator -(const mat4& a); // -m1 friend mat4 operator +(const mat4& a, const mat4& b); // m1 + m2 friend mat4 operator -(const mat4& a, const mat4& b); // m1 - m2 friend mat4 operator *(const mat4& a, const mat4& b); // m1 * m2 friend mat4 operator *(const mat4& a, const double d); // m1 * 4.0 friend mat4 operator *(const double d, const mat4& a); // 4.0 * m1 friend mat4 operator /(const mat4& a, const double d); // m1 / 3.0 friend int operator ==(const mat4& a, const mat4& b); // m1 == m2 ? friend int operator !=(const mat4& a, const mat4& b); // m1 != m2 ? #ifdef ALGEBRA3IOSTREAMS friend ostream& operator <<(ostream& s, const mat4& m); // output to stream friend istream& operator >>(istream& s, mat4& m); // input from strm. #endif // ALGEBRA3IOSTREAMS friend void swap(mat4& a, mat4& b); // swap m1 & m2 // necessary friend declarations friend vec4 operator *(const mat4& a, const vec4& v); // linear transform friend vec3 operator *(const mat4& a, const vec3& v); // linear transform }; /**************************************************************** * * * 2D functions and 3D functions * * * ****************************************************************/ mat3 identity2D(); // identity 2D mat3 translation2D(const vec2& v); // translation 2D mat3 rotation2D(const vec2& Center, const double angleDeg); // rotation 2D mat3 scaling2D(const vec2& scaleVector); // scaling 2D mat4 identity3D(); // identity 3D mat4 translation3D(const vec3& v); // translation 3D mat4 rotation3D(vec3 Axis, const double angleDeg);// rotation 3D mat4 scaling3D(const vec3& scaleVector); // scaling 3D mat4 perspective3D(const double d); // perspective 3D struct Ray { vec3 start; vec3 dir; Ray() {} Ray(vec3 s, vec3 d) : start(s), dir(d) {} vec3 at(double t) { return start + dir*t; } void nudge(double amt) { // eg for shadow rays vec3 ndir = dir; ndir.normalize(); start += ndir*amt; } }; // // Implementation // /**************************************************************** * * * vec2 Member functions * * * ****************************************************************/ // CONSTRUCTORS inline vec2::vec2() { } inline vec2::vec2(const double x, const double y) { n[VX] = x; n[VY] = y; } inline vec2::vec2(const double d) { n[VX] = n[VY] = d; } inline vec2::vec2(const vec2& v) { n[VX] = v.n[VX]; n[VY] = v.n[VY]; } inline 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]; } ; inline 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; } } // ASSIGNMENT OPERATORS inline vec2& vec2::operator =(const vec2& v) { n[VX] = v.n[VX]; n[VY] = v.n[VY]; return *this; } inline vec2& vec2::operator +=(const vec2& v) { n[VX] += v.n[VX]; n[VY] += v.n[VY]; return *this; } inline vec2& vec2::operator -=(const vec2& v) { n[VX] -= v.n[VX]; n[VY] -= v.n[VY]; return *this; } inline vec2& vec2::operator *=(const double d) { n[VX] *= d; n[VY] *= d; return *this; } inline vec2& vec2::operator /=(const double d) { double d_inv = 1. / d; n[VX] *= d_inv; n[VY] *= d_inv; return *this; } inline double& vec2::operator [](int i) { assert(!(i < VX || i> VY)); // subscript check return n[i]; } inline double vec2::operator [](int i) const { assert(!(i < VX || i> VY)); return n[i]; } // SPECIAL FUNCTIONS inline double vec2::length() const { return sqrt(length2()); } inline double vec2::length2() const { return n[VX] * n[VX] + n[VY] * n[VY]; } inline vec2& vec2::normalize() // it is up to caller to avoid divide-by-zero { *this /= length(); return *this; } inline vec2& vec2::apply(V_FCT_PTR fct) { n[VX] = (*fct)(n[VX]); n[VY] = (*fct)(n[VY]); return *this; } // FRIENDS inline vec2 operator -(const vec2& a) { return vec2(-a.n[VX], -a.n[VY]); } inline vec2 operator +(const vec2& a, const vec2& b) { return vec2(a.n[VX] + b.n[VX], a.n[VY] + b.n[VY]); } inline vec2 operator -(const vec2& a, const vec2& b) { return vec2(a.n[VX] - b.n[VX], a.n[VY] - b.n[VY]); } inline vec2 operator *(const vec2& a, const double d) { return vec2(d * a.n[VX], d * a.n[VY]); } inline vec2 operator *(const double d, const vec2& a) { return a * d; } inline 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; } inline vec2 operator *(const vec2& v, const mat3& a) { return a.transpose() * v; } inline double operator *(const vec2& a, const vec2& b) { return (a.n[VX] * b.n[VX] + a.n[VY] * b.n[VY]); } inline vec2 operator /(const vec2& a, const double d) { double d_inv = 1. / d; return vec2(a.n[VX] * d_inv, a.n[VY] * d_inv); } inline 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]); } inline int operator ==(const vec2& a, const vec2& b) { return (a.n[VX] == b.n[VX]) && (a.n[VY] == b.n[VY]); } inline int operator !=(const vec2& a, const vec2& b) { return !(a == b); } #ifdef ALGEBRA3IOSTREAMS inline ostream& operator <<(ostream& s, const vec2& v) { return s << "| " << v.n[VX] << ' ' << v.n[VY] << " |"; } inline 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.setstate(ios::badbit); } else { s.putback(c); s >> v_tmp[VX] >> v_tmp[VY]; } if (s) v = v_tmp; return s; } #endif // ALGEBRA3IOSTREAMS inline void swap(vec2& a, vec2& b) { vec2 tmp(a); a = b; b = tmp; } inline vec2 min(const vec2& a, const vec2& b) { return vec2(MIN(a.n[VX], b.n[VX]), MIN(a.n[VY], b.n[VY]));} inline vec2 max(const vec2& a, const vec2& b) { return vec2(MAX(a.n[VX], b.n[VX]), MAX(a.n[VY], b.n[VY]));} inline 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 inline vec3::vec3() { } inline vec3::vec3(const double x, const double y, const double z) { n[VX] = x; n[VY] = y; n[VZ] = z; } inline vec3::vec3(const double d) { n[VX] = n[VY] = n[VZ] = d; } inline vec3::vec3(const vec3& v) { n[VX] = v.n[VX]; n[VY] = v.n[VY]; n[VZ] = v.n[VZ]; } inline vec3::vec3(const vec2& v) { n[VX] = v.n[VX]; n[VY] = v.n[VY]; n[VZ] = 1.0; } inline vec3::vec3(const vec2& v, double d) { n[VX] = v.n[VX]; n[VY] = v.n[VY]; n[VZ] = d; } inline 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]; } inline 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 inline vec3& vec3::operator =(const vec3& v) { n[VX] = v.n[VX]; n[VY] = v.n[VY]; n[VZ] = v.n[VZ]; return *this; } inline vec3& vec3::operator +=(const vec3& v) { n[VX] += v.n[VX]; n[VY] += v.n[VY]; n[VZ] += v.n[VZ]; return *this; } inline vec3& vec3::operator -=(const vec3& v) { n[VX] -= v.n[VX]; n[VY] -= v.n[VY]; n[VZ] -= v.n[VZ]; return *this; } inline vec3& vec3::operator *=(const double d) { n[VX] *= d; n[VY] *= d; n[VZ] *= d; return *this; } inline vec3& vec3::operator /=(const double d) { double d_inv = 1. / d; n[VX] *= d_inv; n[VY] *= d_inv; n[VZ] *= d_inv; return *this; } inline double& vec3::operator [](int i) { assert(! (i < VX || i> VZ)); return n[i]; } inline double vec3::operator [](int i) const { assert(! (i < VX || i> VZ)); return n[i]; } // SPECIAL FUNCTIONS inline double vec3::length() const { return sqrt(length2()); } inline double vec3::length2() const { return n[VX] * n[VX] + n[VY] * n[VY] + n[VZ] * n[VZ]; } inline vec3& vec3::normalize() // it is up to caller to avoid divide-by-zero { *this /= length(); return *this; } inline vec3& vec3::apply(V_FCT_PTR fct) { n[VX] = (*fct)(n[VX]); n[VY] = (*fct)(n[VY]); n[VZ] = (*fct)(n[VZ]); return *this; } // FRIENDS inline vec3 operator -(const vec3& a) { return vec3(-a.n[VX], -a.n[VY], -a.n[VZ]); } inline 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]); } inline 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]); } inline vec3 operator *(const vec3& a, const double d) { return vec3(d * a.n[VX], d * a.n[VY], d * a.n[VZ]); } inline vec3 operator *(const double d, const vec3& a) { return a * d; } inline vec3 operator *(const mat3& a, const vec3& 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] return vec3(ROWCOL(0),ROWCOL(1), ROWCOL(2)); #undef ROWCOL // (i) } inline vec3 operator *(const mat4& a, const vec3& v) { return a * vec4(v); } inline vec3 operator *(const vec3& v, const mat4& a) { return a.transpose() * v; } inline double 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]); } inline vec3 operator /(const vec3& a, const double d) { double d_inv = 1. / d; return vec3(a.n[VX] * d_inv, a.n[VY] * d_inv, a.n[VZ] * d_inv); } inline 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]); } inline 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]); } inline int operator !=(const vec3& a, const vec3& b) { return !(a == b); } #ifdef ALGEBRA3IOSTREAMS inline ostream& operator <<(ostream& s, const vec3& v) { return s << "| " << v.n[VX] << ' ' << v.n[VY] << ' ' << v.n[VZ] << " |"; } inline 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.setstate(ios::badbit); } else { s.putback(c); s >> v_tmp[VX] >> v_tmp[VY] >> v_tmp[VZ]; } if (s) v = v_tmp; return s; } #endif // ALGEBRA3IOSTREAMS inline void swap(vec3& a, vec3& b) { vec3 tmp(a); a = b; b = tmp; } inline vec3 min(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]));} inline vec3 max(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]));} inline 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 inline vec4::vec4() { } inline vec4::vec4(const double x, const double y, const double z, const double w) { n[VX] = x; n[VY] = y; n[VZ] = z; n[VW] = w; } inline vec4::vec4(const double d) { n[VX] = n[VY] = n[VZ] = n[VW] = d; } inline 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]; } inline vec4::vec4(const vec3& v) { n[VX] = v.n[VX]; n[VY] = v.n[VY]; n[VZ] = v.n[VZ]; n[VW] = 1.0; } inline vec4::vec4(const vec3& v, const double d) { n[VX] = v.n[VX]; n[VY] = v.n[VY]; n[VZ] = v.n[VZ]; n[VW] = d; } // ASSIGNMENT OPERATORS inline 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; } inline 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; } inline 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; } inline vec4& vec4::operator *=(const double d) { n[VX] *= d; n[VY] *= d; n[VZ] *= d; n[VW] *= d; return *this; } inline vec4& vec4::operator /=(const double d) { double d_inv = 1. / d; n[VX] *= d_inv; n[VY] *= d_inv; n[VZ] *= d_inv; n[VW] *= d_inv; return *this; } inline double& vec4::operator [](int i) { assert(! (i < VX || i> VW)); return n[i]; } inline double vec4::operator [](int i) const { assert(! (i < VX || i> VW)); return n[i]; } // SPECIAL FUNCTIONS inline double vec4::length() const { return sqrt(length2()); } inline double vec4::length2() const { return n[VX] * n[VX] + n[VY] * n[VY] + n[VZ] * n[VZ] + n[VW] * n[VW]; } inline vec4& vec4::normalize() // it is up to caller to avoid divide-by-zero { *this /= length(); return *this; } inline 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; } // FRIENDS inline vec4 operator -(const vec4& a) { return vec4(-a.n[VX], -a.n[VY], -a.n[VZ], -a.n[VW]); } inline 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]); } inline 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]); } inline vec4 operator *(const vec4& a, const double d) { return vec4(d * a.n[VX], d * a.n[VY], d * a.n[VZ], d * a.n[VW]); } inline vec4 operator *(const double d, const vec4& a) { return a * d; } inline 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 // (i) } inline vec4 operator *(const vec4& v, const mat4& a) { return a.transpose() * v; } inline double 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]); } inline vec4 operator /(const vec4& a, const double d) { double d_inv = 1. / d; return vec4(a.n[VX] * d_inv, a.n[VY] * d_inv, a.n[VZ] * d_inv, a.n[VW] * d_inv); } inline 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]); } inline int operator !=(const vec4& a, const vec4& b) { return !(a == b); } #ifdef ALGEBRA3IOSTREAMS inline ostream& operator <<(ostream& s, const vec4& v) { return s << "| " << v.n[VX] << ' ' << v.n[VY] << ' ' << v.n[VZ] << ' ' << v.n[VW] << " |"; } inline 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.setstate(ios::badbit); } else { s.putback(c); s >> v_tmp[VX] >> v_tmp[VY] >> v_tmp[VZ] >> v_tmp[VW]; } if (s) v = v_tmp; return s; } #endif // ALGEBRA3IOSTREAMS inline void swap(vec4& a, vec4& b) { vec4 tmp(a); a = b; b = tmp; } inline vec4 min(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]));} inline vec4 max(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]));} inline 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 inline mat3::mat3() { } inline mat3::mat3(const vec3& v0, const vec3& v1, const vec3& v2) { v[0] = v0; v[1] = v1; v[2] = v2; } inline mat3::mat3(const double d) { v[0] = v[1] = v[2] = vec3(d); } inline mat3::mat3(const mat3& m) { v[0] = m.v[0]; v[1] = m.v[1]; v[2] = m.v[2]; } // ASSIGNMENT OPERATORS inline mat3& mat3::operator =(const mat3& m) { v[0] = m.v[0]; v[1] = m.v[1]; v[2] = m.v[2]; return *this; } inline mat3& mat3::operator +=(const mat3& m) { v[0] += m.v[0]; v[1] += m.v[1]; v[2] += m.v[2]; return *this; } inline mat3& mat3::operator -=(const mat3& m) { v[0] -= m.v[0]; v[1] -= m.v[1]; v[2] -= m.v[2]; return *this; } inline mat3& mat3::operator *=(const double d) { v[0] *= d; v[1] *= d; v[2] *= d; return *this; } inline mat3& mat3::operator /=(const double d) { v[0] /= d; v[1] /= d; v[2] /= d; return *this; } inline vec3& mat3::operator [](int i) { assert(! (i < VX || i> VZ)); return v[i]; } inline const vec3& mat3::operator [](int i) const { assert(!(i < VX || i> VZ)); return v[i]; } // SPECIAL FUNCTIONS inline 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])); } inline mat3 mat3::inverse() const // Gauss-Jordan elimination with partial pivoting { mat3 a(*this), // As a evolves from original mat into identity 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.)ALGEBRA_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; } inline mat3& mat3::apply(V_FCT_PTR fct) { v[VX].apply(fct); v[VY].apply(fct); v[VZ].apply(fct); return *this; } // FRIENDS inline mat3 operator -(const mat3& a) { return mat3(-a.v[0], -a.v[1], -a.v[2]); } inline 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]); } inline 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]); } inline 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 // (i, j) } inline mat3 operator *(const mat3& a, const double d) { return mat3(a.v[0] * d, a.v[1] * d, a.v[2] * d); } inline mat3 operator *(const double d, const mat3& a) { return a * d; } inline mat3 operator /(const mat3& a, const double d) { return mat3(a.v[0] / d, a.v[1] / d, a.v[2] / d); } inline 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]); } inline int operator !=(const mat3& a, const mat3& b) { return !(a == b); } #ifdef ALGEBRA3IOSTREAMS inline ostream& operator <<(ostream& s, const mat3& m) { return s << m.v[VX] << '\n' << m.v[VY] << '\n' << m.v[VZ]; } inline 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; } #endif // ALGEBRA3IOSTREAMS inline void swap(mat3& a, mat3& b) { mat3 tmp(a); a = b; b = tmp; } /**************************************************************** * * * mat4 member functions * * * ****************************************************************/ // CONSTRUCTORS inline mat4::mat4() { } inline 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; } inline mat4::mat4(const double d) { v[0] = v[1] = v[2] = v[3] = vec4(d); } inline 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]; } // ASSIGNMENT OPERATORS inline 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; } inline 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; } inline 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; } inline mat4& mat4::operator *=(const double d) { v[0] *= d; v[1] *= d; v[2] *= d; v[3] *= d; return *this; } inline mat4& mat4::operator /=(const double d) { v[0] /= d; v[1] /= d; v[2] /= d; v[3] /= d; return *this; } inline vec4& mat4::operator [](int i) { assert(! (i < VX || i> VW)); return v[i]; } inline const vec4& mat4::operator [](int i) const { assert(! (i < VX || i> VW)); return v[i]; } // SPECIAL FUNCTIONS; inline 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])); } inline mat4 mat4::inverse() const // Gauss-Jordan elimination with partial pivoting { mat4 a(*this), // As a evolves from original mat into identity 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.)ALGEBRA_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; } inline 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; } // FRIENDS inline mat4 operator -(const mat4& a) { return mat4(-a.v[0], -a.v[1], -a.v[2], -a.v[3]); } inline 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]); } inline 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]); } inline 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 } inline mat4 operator *(const mat4& a, const double d) { return mat4(a.v[0] * d, a.v[1] * d, a.v[2] * d, a.v[3] * d); } inline mat4 operator *(const double d, const mat4& a) { return a * d; } inline mat4 operator /(const mat4& a, const double d) { return mat4(a.v[0] / d, a.v[1] / d, a.v[2] / d, a.v[3] / d); } inline 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])); } inline int operator !=(const mat4& a, const mat4& b) { return !(a == b); } #ifdef ALGEBRA3IOSTREAMS inline ostream& operator <<(ostream& s, const mat4& m) { return s << m.v[VX] << '\n' << m.v[VY] << '\n' << m.v[VZ] << '\n' << m.v[VW]; } inline 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; } #endif // ALGEBRA3IOSTREAMS inline void swap(mat4& a, mat4& b) { mat4 tmp(a); a = b; b = tmp; } /**************************************************************** * * * Mathematica Functions * * * ****************************************************************/ inline mat3 List(vec3 v0, vec3 v1, vec3 v2) { return mat3(v0, v1, v2); } inline vec3 List(double s0, double s1, double s2) { return vec3(s0, s1, s2); } //inline double Abs(double value) { return abs(value); } inline double Power(double value, double exp) { return pow(value, exp); } /**************************************************************** * * * 2D functions and 3D functions * * * ****************************************************************/ inline 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)); } inline 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)); } inline mat3 rotation2D(const vec2& Center, const double angleDeg) { double angleRad = angleDeg * M_PI / 180.0, c = cos(angleRad), s = sin( angleRad); return mat3(vec3(c, -s, Center[VX] * (1.0 - c) + Center[VY] * s), vec3(s, c, Center[VY] * (1.0 - c) - Center[VX] * s), vec3(0.0, 0.0, 1.0)); } inline 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)); } inline 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)); } inline 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)); } inline mat4 rotation3D(vec3 Axis, const double angleDeg) { double angleRad = angleDeg * M_PI / 180.0, c = cos(angleRad), s = sin( angleRad), t = 1.0 - c; 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)); } inline 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)); } inline mat4 perspective3D(const double d) { 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, 1.0 / d, 0.0)); } #endif // ALGEBRA3H