[DEV] Add capability of the mathematic element of etk system
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@ -1 +1 @@
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Subproject commit e7fece47d728bcb6195ecbb2c6d78bd9be04e33d
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Subproject commit 4016ab8885720c1e9117c7f9542f7c6d3f3e4bd3
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14
README.md
14
README.md
@ -23,8 +23,18 @@ Dependency packages
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sudo apt-get install realpath
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License (DSB like)
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==================
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Copyright (c)
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=============
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Note : only for etk and EWOL
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2011, Edouard DUPIN
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License (DSB)
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=============
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Note : only for etk and EWOL
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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@ -1 +1 @@
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Subproject commit 4c65a1049ab5f6d97f225ba44394c6b6444eddd7
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Subproject commit 9ca566ed85228973d9e442ee41d14d59e494a087
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@ -1,6 +1,6 @@
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/**
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*******************************************************************************
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* @file etk/Matix.h
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* @file etk/math/Matix.h
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* @brief Ewol Tool Kit : generique Matrix type (header)
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* @author Edouard DUPIN
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* @date 29/08/2012
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@ -253,6 +253,9 @@ namespace etk {
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T* operator[] (int32_t line) {
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return &m_data[line*m_size.x];
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}
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/*****************************************************
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* Other mathematical function
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*****************************************************/
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/**
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* @ brief Transpose Matrix
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* @ return the transpose matrix
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@ -268,6 +271,39 @@ namespace etk {
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}
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return tmpMatrix;
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};
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/**
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* @ brief Create a convolution on the matrix : set convolution on the lines
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* @ param[in] obj The convolution operator
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* @ return the value of the convolution
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*/
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Matrix<T> Convolution(Matrix<T>& obj)
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{
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Matrix<T> tmppp(1,1);
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// TODO : ...
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return tmppp;
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};
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/**
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* @ brief generate a devide of the curent Matrix with the specify power of 2
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* @ param[in] decalage The power of 2 of the division
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* @ return the result
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*/
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Matrix<T>& Fix(int32_t decalage)
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{
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Matrix<T> tmppp(1,1);
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// TODO : ...
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return tmppp;
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};
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/**
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* @ brief generate a devide of the curent Matrix with the specify power of 2
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* @ param[in] decalage The power of 2 of the division
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* @ return the result
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*/
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Matrix<T>& Round2(int32_t decalage)
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{
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Matrix<T> tmppp(1,1);
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// TODO : ...
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return tmppp;
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};
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/*****************************************************
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* other stupid action :
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*****************************************************/
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@ -0,0 +1,247 @@
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/**
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*******************************************************************************
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* @file etk/math/Plane.h
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* @brief Ewol Tool Kit : generique plane type (header)
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* @author Edouard DUPIN
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* @date 29/10/2012
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* @par Project
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* Ewol TK
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*
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* @par Copyright
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* Copyright 2011 Edouard DUPIN, all right reserved
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*
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* This software is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY.
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*
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* Licence summary :
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* You can modify and redistribute the sources code and binaries.
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* You can send me the bug-fix
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*
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* Term of the licence in in the file licence.txt.
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*
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*******************************************************************************
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*/
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#ifndef __ETK_TYPES_PLANE_H__
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#define __ETK_TYPES_PLANE_H__
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#include <etk/DebugInternal.h>
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#include <etk/math/Vector3D.h>
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#include <etk/Vector.h>
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namespace etk {
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template <typename T> class Plane
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{
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public :
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//member variables
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etk::Vector3D<T> m_normal; //X.N+intercept=0
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T m_intercept;
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public:
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/*****************************************************
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* Constructor
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*****************************************************/
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Plane(void) :
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m_normal(0, 0, 0),
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m_intercept(0)
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{
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}
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Plane(etk::Vector3D<T> _normal, T _intercept=0) :
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m_normal(_normal),
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m_intercept(_intercept)
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{
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}
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Plane(const Plane& obj) :
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m_normal(obj.m_normal),
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m_intercept(obj.m_intercept)
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{
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}
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/*****************************************************
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* Destructor
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*****************************************************/
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~Plane(void)
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{
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};
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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void SetNormal(const etk::Vector3D<T>& obj)
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{
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m_normal=obj;
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};
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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void SetIntercept(float _intercept)
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{
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m_intercept=_intercept;
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};
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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void SetFromPoints(const etk::Vector3D<T> & p0,
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const etk::Vector3D<T> & p1,
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const etk::Vector3D<T> & p2)
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{
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m_normal=(p1-p0).CrossProduct(p2-p0);
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m_normal.Normalize();
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CalculateIntercept(p0);
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};
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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void CalculateIntercept(const etk::Vector3D<T>& pointOnPlane)
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{
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m_intercept=-m_normal.DotProduct(pointOnPlane);
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}
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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void Normalize(void)
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{
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float normalLength=m_normal.GetLength();
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m_normal/=normalLength;
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m_intercept/=normalLength;
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};
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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etk::Vector3D<T> GetNormal(void)
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{
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return m_normal;
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};
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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float GetIntercept()
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{
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return m_intercept;
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}
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//find point of intersection of 3 planes
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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bool Intersect3(const Plane<T>& p2,
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const Plane<T> & p3,
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etk::Vector3D<T> & result)
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{
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float denominator=m_normal.DotProduct((p2.m_normal).CrossProduct(p3.m_normal));
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//scalar triple product of normals
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if(denominator==0.0f) {
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//no intersection
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return false;
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}
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etk::Vector3D<T> temp1, temp2, temp3;
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temp1=(p2.m_normal.CrossProduct(p3.m_normal))*m_intercept;
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temp2=(p3.m_normal.CrossProduct(m_normal))*p2.m_intercept;
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temp3=(m_normal.CrossProduct(p2.m_normal))*p3.m_intercept;
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result=(temp1+temp2+temp3)/(-denominator);
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return true;
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};
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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float GetDistance(const etk::Vector3D<T> & point) const
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{
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return point.x*m_normal.x
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+ point.y*m_normal.y
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+ point.z*m_normal.z
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+ m_intercept;
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};
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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Plane<T> LinearInterpolate(const Plane<T> & p2, float factor)
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{
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Plane<T> result;
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result.m_normal=m_normal*(1.0f-factor) + p2.m_normal*factor;
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result.m_normal.Normalize();
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result.m_intercept=m_intercept*(1.0f-factor) + p2.m_intercept*factor;
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return result;
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};
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//operators
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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bool operator==(const Plane<T> & obj) const
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{
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if( m_normal==obj.m_normal
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&& m_intercept==obj.m_intercept) {
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return true;
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}
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return false;
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};
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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bool operator!=(const Plane<T> & obj) const
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{
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return!((*this)==obj);
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}
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//unary operators
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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Plane<T> operator-(void) const
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{
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return Plane<T>(-m_normal, -m_intercept);
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}
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/**
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* @brief
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* @param[in,out]
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* @return
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*/
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Plane<T> operator+(void) const
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{
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return *this;
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}
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};
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};
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#endif
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@ -170,16 +170,89 @@ namespace etk
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return result;
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}
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T QuadDist(void)
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/**
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* @brief Set the vector at (0,0)
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*/
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void Zero(void)
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{
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return x*x + y*y;
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}
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x=0;
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y=0;
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};
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/**
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* @brief Set the vector at (1,1)
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*/
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void One(void)
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{
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x=0;
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y=0;
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};
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T Dist(void)
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/**
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* @brief normalize the curent vector
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*/
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void Normalize(void)
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{
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return sqrt(x*x + y*y);
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}
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};
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float length=GetLength();
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if( length==1
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|| length==0) {
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return;
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}
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float scalefactor = 1.0f/length;
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x *= scalefactor;
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y *= scalefactor;
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};
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/**
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* @brief Get the normalized vector
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* @return a new vector normalized
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*/
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Vector2D<T> GetNormalized(void) const
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{
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Vector2D<T> tmp(*this);
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tmp.Normalize();
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return tmp;
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};
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/**
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* @brief Get the size of the vector
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* @return the float value
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*/
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float GetLength(void) const
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{
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return (float)sqrt((x*x)+(y*y));
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};
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/**
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* @brief Get the square size of the vector
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* @return flat value
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*/
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float GetSquaredLength(void) const
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{
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return (float)(x*x)+(y*y);
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};
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/**
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* @brief Linar intermolation of the curent Vector
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* @param[in] input
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* @param[in] factor
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* @return the interpolate vector
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*/
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Vector2D<T> LinearInterpolate(const Vector2D<T> & input, float factor) const
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{
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return (*this)*(1.0f-factor) + input*factor;
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};
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/**
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* @brief Quadratic intermolation of the curent Vector
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* @param[in] v1
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* @param[in] v2
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* @param[in] factor
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* @return the interpolate vector
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*/
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Vector2D<T> QuadraticInterpolate(const Vector2D<T> & v2, const Vector2D<T> & v3, float factor) const
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{
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return (*this)*(1.0f-factor)*(1.0f-factor) + 2*v2*factor*(1.0f-factor) + v3*factor*factor;}
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};
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};
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#endif
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@ -81,6 +81,12 @@ namespace etk
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z += (T)obj.z;
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return *this;
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}
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const Vector3D<T>& operator+= (const float val) {
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x += val;
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y += val;
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z += val;
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return *this;
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}
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/*****************************************************
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* + operator
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*****************************************************/
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@ -91,6 +97,13 @@ namespace etk
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tmpp.z += (T)obj.z;
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return *this;
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}
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Vector3D<T> operator+ (const float val) {
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Vector3D<T> tmpp(x,y,y);
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tmpp.x += val;
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tmpp.y += val;
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tmpp.z += val;
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return *this;
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}
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/*****************************************************
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* -= operator
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*****************************************************/
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@ -100,6 +113,12 @@ namespace etk
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z -= (T)obj.z;
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return *this;
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}
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const Vector3D<T>& operator-= (const float val) {
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x -= val;
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y -= val;
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z -= val;
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return *this;
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}
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/*****************************************************
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* - operator
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*****************************************************/
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@ -110,13 +129,35 @@ namespace etk
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tmpp.z -= (T)obj.z;
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return *this;
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}
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Vector3D<T> operator- (const float val) {
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Vector3D<T> tmpp(x,y,y);
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tmpp.x -= val;
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tmpp.y -= val;
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tmpp.z -= val;
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return *this;
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}
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/*****************************************************
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* /= operator
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*****************************************************/
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const Vector3D<T>& operator/= (const Vector3D<T>& obj) {
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x /= (T)obj.x;
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y /= (T)obj.y;
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z /= (T)obj.z;
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if (obj.x != 0) {
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x /= (T)obj.x;
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}
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if (obj.y != 0) {
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y /= (T)obj.y;
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}
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if (obj.z != 0) {
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z /= (T)obj.z;
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}
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return *this;
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}
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const Vector3D<T>& operator/= (const float val) {
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if (val==0) {
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return *this;
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}
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x /= val;
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y /= val;
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z /= val;
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return *this;
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}
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/*****************************************************
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@ -124,10 +165,26 @@ namespace etk
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*****************************************************/
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Vector3D<T> operator/ (const Vector3D<T>& obj) {
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Vector3D<T> tmpp(x,y,y);
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tmpp.x /= (T)obj.x;
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tmpp.y /= (T)obj.y;
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tmpp.z /= (T)obj.z;
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return *this;
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if (obj.x != 0) {
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tmpp.x /= (T)obj.x;
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}
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if (obj.y != 0) {
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tmpp.y /= (T)obj.y;
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}
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if (obj.z != 0) {
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tmpp.z /= (T)obj.z;
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}
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return tmpp;
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}
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Vector3D<T> operator/ (const float val) {
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Vector3D<T> tmpp(x,y,y);
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if (val==0) {
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return tmpp;
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}
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tmpp.x /= val;
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tmpp.y /= val;
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tmpp.z /= val;
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return tmpp;
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}
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/*****************************************************
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* *= operator
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@ -138,6 +195,12 @@ namespace etk
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z *= (T)obj.z;
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return *this;
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}
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const Vector3D<T>& operator*= (const float val) {
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x *= val;
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y *= val;
|
||||
z *= val;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* * operator
|
||||
*****************************************************/
|
||||
@ -146,7 +209,14 @@ namespace etk
|
||||
tmpp.x *= (T)obj.x;
|
||||
tmpp.y *= (T)obj.y;
|
||||
tmpp.z *= (T)obj.z;
|
||||
return *this;
|
||||
return tmpp;
|
||||
}
|
||||
Vector3D<T> operator* (const float val) {
|
||||
Vector3D<T> tmpp(x,y,y);
|
||||
tmpp.x *= val;
|
||||
tmpp.y *= val;
|
||||
tmpp.z *= val;
|
||||
return tmpp;
|
||||
}
|
||||
/*****************************************************
|
||||
* ++ operator
|
||||
@ -180,6 +250,168 @@ namespace etk
|
||||
--(*this);
|
||||
return result;
|
||||
}
|
||||
|
||||
void Zero(void)
|
||||
{
|
||||
x=0;
|
||||
y=0;
|
||||
z=0;
|
||||
};
|
||||
void One(void)
|
||||
{
|
||||
x=1;
|
||||
y=1;
|
||||
z=1;
|
||||
};
|
||||
|
||||
//vector algebra
|
||||
Vector3D<T> CrossProduct(const Vector3D<T>& obj) const
|
||||
{
|
||||
return Vector3D<T>( y*obj.z - z*obj.y,
|
||||
z*obj.x - x*obj.z,
|
||||
x*obj.y - y*obj.x);
|
||||
};
|
||||
|
||||
float DotProduct(const Vector3D<T>& obj) const
|
||||
{
|
||||
return x*obj.x
|
||||
+ y*obj.y
|
||||
+ z*obj.z;
|
||||
};
|
||||
|
||||
void Normalize()
|
||||
{
|
||||
float length=GetLength();
|
||||
if(length==1 || length==0) {
|
||||
return;
|
||||
}
|
||||
float scalefactor = 1.0f/length;
|
||||
x *= scalefactor;
|
||||
y *= scalefactor;
|
||||
z *= scalefactor;
|
||||
};
|
||||
|
||||
Vector3D<T> GetNormalized() const
|
||||
{
|
||||
Vector3D<T> tmpp(*this);
|
||||
tmpp.Normalize();
|
||||
return tmpp;
|
||||
};
|
||||
|
||||
float GetLength() const
|
||||
{
|
||||
return (float)sqrt((x*x)+(y*y)+(z*z));
|
||||
};
|
||||
|
||||
float GetSquaredLength() const
|
||||
{
|
||||
return (x*x)+(y*y)+(z*z);
|
||||
};
|
||||
|
||||
//rotations
|
||||
void RotateX(double angle)
|
||||
{
|
||||
(*this)=GetRotatedX(angle);
|
||||
};
|
||||
|
||||
Vector3D<T> GetRotatedX(double angle) const
|
||||
{
|
||||
if(angle==0.0) {
|
||||
return (*this);
|
||||
}
|
||||
float sinAngle=(float)sin(M_PI*angle/180);
|
||||
float cosAngle=(float)cos(M_PI*angle/180);
|
||||
|
||||
return Vector3D<T>( x,
|
||||
y*cosAngle - z*sinAngle,
|
||||
y*sinAngle + z*cosAngle);
|
||||
};
|
||||
|
||||
void RotateY(double angle)
|
||||
{
|
||||
(*this)=GetRotatedY(angle);
|
||||
};
|
||||
|
||||
Vector3D<T> GetRotatedY(double angle) const
|
||||
{
|
||||
if(angle==0.0) {
|
||||
return (*this);
|
||||
}
|
||||
float sinAngle=(float)sin(M_PI*angle/180);
|
||||
float cosAngle=(float)cos(M_PI*angle/180);
|
||||
return Vector3D<T>( x*cosAngle + z*sinAngle,
|
||||
y,
|
||||
-x*sinAngle + z*cosAngle);
|
||||
};
|
||||
|
||||
void RotateZ(double angle)
|
||||
{
|
||||
(*this)=GetRotatedZ(angle);
|
||||
};
|
||||
|
||||
Vector3D<T> GetRotatedZ(double angle) const
|
||||
{
|
||||
if(angle==0.0) {
|
||||
return (*this);
|
||||
}
|
||||
float sinAngle=(float)sin(M_PI*angle/180);
|
||||
float cosAngle=(float)cos(M_PI*angle/180);
|
||||
return Vector3D<T>( x*cosAngle - y*sinAngle,
|
||||
x*sinAngle + y*cosAngle,
|
||||
z);
|
||||
};
|
||||
|
||||
void RotateAxis(double angle, const Vector3D<T> & axis)
|
||||
{
|
||||
(*this)=GetRotatedAxis(angle, axis);
|
||||
};
|
||||
|
||||
Vector3D<T> GetRotatedAxis(double angle, const Vector3D<T> & axis) const
|
||||
{
|
||||
if(angle==0.0) {
|
||||
return (*this);
|
||||
}
|
||||
Vector3D<T> u=axis.GetNormalized();
|
||||
Vector3D<T> rotMatrixRow0, rotMatrixRow1, rotMatrixRow2;
|
||||
float sinAngle=(float)sin(M_PI*angle/180);
|
||||
float cosAngle=(float)cos(M_PI*angle/180);
|
||||
float MinusCosAngle=1.0f-cosAngle;
|
||||
rotMatrixRow0.x=(u.x)*(u.x) + cosAngle*(1-(u.x)*(u.x));
|
||||
rotMatrixRow0.y=(u.x)*(u.y)*(MinusCosAngle) - sinAngle*u.z;
|
||||
rotMatrixRow0.z=(u.x)*(u.z)*(MinusCosAngle) + sinAngle*u.y;
|
||||
rotMatrixRow1.x=(u.x)*(u.y)*(MinusCosAngle) + sinAngle*u.z;
|
||||
rotMatrixRow1.y=(u.y)*(u.y) + cosAngle*(1-(u.y)*(u.y));
|
||||
rotMatrixRow1.z=(u.y)*(u.z)*(MinusCosAngle) - sinAngle*u.x;
|
||||
rotMatrixRow2.x=(u.x)*(u.z)*(MinusCosAngle) - sinAngle*u.y;
|
||||
rotMatrixRow2.y=(u.y)*(u.z)*(MinusCosAngle) + sinAngle*u.x;
|
||||
rotMatrixRow2.z=(u.z)*(u.z) + cosAngle*(1-(u.z)*(u.z));
|
||||
return Vector3D<T>( this->DotProduct(rotMatrixRow0),
|
||||
this->DotProduct(rotMatrixRow1),
|
||||
this->DotProduct(rotMatrixRow2));
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Linar intermolation of the curent Vector
|
||||
* @param[in] input
|
||||
* @param[in] factor
|
||||
* @return the interpolate vector
|
||||
*/
|
||||
Vector3D<T> LinearInterpolate(const Vector3D<T>& input, float factor) const
|
||||
{
|
||||
return (*this)*(1.0f-factor) + input*factor;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief Quadratic intermolation of the curent Vector
|
||||
* @param[in] v1
|
||||
* @param[in] v2
|
||||
* @param[in] factor
|
||||
* @return the interpolate vector
|
||||
*/
|
||||
Vector3D<T> QuadraticInterpolate(const Vector3D<T>& v2, const Vector3D<T>& v3, float factor) const
|
||||
{
|
||||
return (*this)*(1.0f-factor)*(1.0f-factor) + 2*v2*factor*(1.0f-factor) + v3*factor*factor;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -27,7 +27,178 @@
|
||||
|
||||
namespace etk
|
||||
{
|
||||
//template <typename T> class Vector4D
|
||||
template <typename T> class Vector4D
|
||||
{
|
||||
public:
|
||||
T x;
|
||||
T y;
|
||||
union {
|
||||
T z;
|
||||
T width;
|
||||
};
|
||||
union {
|
||||
T w;
|
||||
T height;
|
||||
};
|
||||
public:
|
||||
/*****************************************************
|
||||
* Constructor
|
||||
*****************************************************/
|
||||
Vector4D(void) : x(0), y(0), z(0), w(0) { };
|
||||
Vector4D(double _x, double _y, double _z, double _w) : x(_x), y(_y), z(_z), w(_w) { };
|
||||
Vector4D(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { };
|
||||
Vector4D(int32_t _x, int32_t _y, int32_t _z, int32_t _w) : x(_x), y(_y), z(_z), w(_w) { };
|
||||
Vector4D(const Vector4D<double>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z), w((T)obj.w) { };
|
||||
Vector4D(const Vector4D<float>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z), w((T)obj.w) { };
|
||||
Vector4D(const Vector4D<int32_t>& obj) : x((T)obj.x), y((T)obj.y), z((T)obj.z), w((T)obj.w) { };
|
||||
~Vector4D(void) { };
|
||||
/*****************************************************
|
||||
* = assigment
|
||||
*****************************************************/
|
||||
const Vector4D<T>& operator= (const Vector4D<T>& obj ) {
|
||||
x = (T)obj.x;
|
||||
y = (T)obj.y;
|
||||
z = (T)obj.z;
|
||||
w = (T)obj.w;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* == operator
|
||||
*****************************************************/
|
||||
bool operator== (const Vector4D<T>& obj) const {
|
||||
if ((T)obj.x == x && (T)obj.y == y && (T)obj.z == z) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
/*****************************************************
|
||||
* != operator
|
||||
*****************************************************/
|
||||
bool operator!= (const Vector4D<T>& obj) const {
|
||||
if ((T)obj.x == x && (T)obj.y == y && (T)obj.z == z && (T)obj.w == w) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
/*****************************************************
|
||||
* += operator
|
||||
*****************************************************/
|
||||
const Vector4D<T>& operator+= (const Vector4D<T>& obj) {
|
||||
x += (T)obj.x;
|
||||
y += (T)obj.y;
|
||||
z += (T)obj.z;
|
||||
w += (T)obj.w;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* + operator
|
||||
*****************************************************/
|
||||
Vector4D<T> operator+ (const Vector4D<T>& obj) {
|
||||
Vector4D<T> tmpp(x,y,y);
|
||||
tmpp.x += (T)obj.x;
|
||||
tmpp.y += (T)obj.y;
|
||||
tmpp.z += (T)obj.z;
|
||||
tmpp.w += (T)obj.w;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* -= operator
|
||||
*****************************************************/
|
||||
const Vector4D<T>& operator-= (const Vector4D<T>& obj) {
|
||||
x -= (T)obj.x;
|
||||
y -= (T)obj.y;
|
||||
z -= (T)obj.z;
|
||||
w -= (T)obj.w;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* - operator
|
||||
*****************************************************/
|
||||
Vector4D<T> operator- (const Vector4D<T>& obj) {
|
||||
Vector4D<T> tmpp(x,y,y);
|
||||
tmpp.x -= (T)obj.x;
|
||||
tmpp.y -= (T)obj.y;
|
||||
tmpp.z -= (T)obj.z;
|
||||
tmpp.w -= (T)obj.w;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* /= operator
|
||||
*****************************************************/
|
||||
const Vector4D<T>& operator/= (const Vector4D<T>& obj) {
|
||||
x /= (T)obj.x;
|
||||
y /= (T)obj.y;
|
||||
z /= (T)obj.z;
|
||||
w /= (T)obj.w;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* / operator
|
||||
*****************************************************/
|
||||
Vector4D<T> operator/ (const Vector4D<T>& obj) {
|
||||
Vector4D<T> tmpp(x,y,y);
|
||||
tmpp.x /= (T)obj.x;
|
||||
tmpp.y /= (T)obj.y;
|
||||
tmpp.z /= (T)obj.z;
|
||||
tmpp.w /= (T)obj.w;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* *= operator
|
||||
*****************************************************/
|
||||
const Vector4D<T>& operator*= (const Vector4D<T>& obj) {
|
||||
x *= (T)obj.x;
|
||||
y *= (T)obj.y;
|
||||
z *= (T)obj.z;
|
||||
w *= (T)obj.w;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* * operator
|
||||
*****************************************************/
|
||||
Vector4D<T> operator* (const Vector4D<T>& obj) {
|
||||
Vector4D<T> tmpp(x,y,y);
|
||||
tmpp.x *= (T)obj.x;
|
||||
tmpp.y *= (T)obj.y;
|
||||
tmpp.z *= (T)obj.z;
|
||||
tmpp.w *= (T)obj.w;
|
||||
return *this;
|
||||
}
|
||||
/*****************************************************
|
||||
* ++ operator
|
||||
*****************************************************/
|
||||
Vector4D<T>& operator++() // prefix
|
||||
{
|
||||
++x;
|
||||
++y;
|
||||
++z;
|
||||
++w;
|
||||
return *this;
|
||||
}
|
||||
Vector4D<T> operator++(int unused) // postfix
|
||||
{
|
||||
Vector4D<T> result = *this;
|
||||
++(*this);
|
||||
return result;
|
||||
}
|
||||
/*****************************************************
|
||||
* -- operator
|
||||
*****************************************************/
|
||||
Vector4D<T>& operator--() // prefix
|
||||
{
|
||||
--x;
|
||||
--y;
|
||||
--z;
|
||||
--w;
|
||||
return *this;
|
||||
}
|
||||
Vector4D<T> operator--(int unused) // postfix
|
||||
{
|
||||
Vector4D<T> result = *this;
|
||||
--(*this);
|
||||
return result;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -22,6 +22,9 @@
|
||||
*******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef EPSILON
|
||||
#define EPSILON 0.01f
|
||||
#endif
|
||||
|
||||
#include <math.h>
|
||||
#include <etk/math/Vector2D.h>
|
||||
|
@ -0,0 +1,35 @@
|
||||
Copyright (c)
|
||||
=============
|
||||
|
||||
2011, Edouard DUPIN
|
||||
|
||||
License (DSB)
|
||||
=============
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in
|
||||
the documentation and/or other materials provided with the
|
||||
distribution.
|
||||
|
||||
3. The name of the author may not be used to endorse or promote
|
||||
products derived from this software without specific prior
|
||||
written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT,
|
||||
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
|
||||
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
|
||||
STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
|
||||
IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
@ -0,0 +1,35 @@
|
||||
Copyright (c)
|
||||
=============
|
||||
|
||||
2011, Edouard DUPIN
|
||||
|
||||
License (DSB)
|
||||
=============
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions
|
||||
are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions in binary form must reproduce the above copyright
|
||||
notice, this list of conditions and the following disclaimer in
|
||||
the documentation and/or other materials provided with the
|
||||
distribution.
|
||||
|
||||
3. The name of the author may not be used to endorse or promote
|
||||
products derived from this software without specific prior
|
||||
written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT,
|
||||
INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
|
||||
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
|
||||
STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
|
||||
IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
Loading…
x
Reference in New Issue
Block a user