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math3d_d.h

00001 /*
00002     Copyright (C) 1998,1999,2000 by Jorrit Tyberghein
00003     Largely rewritten by Ivan Avramovic <ivan@avramovic.com>
00004     Converted to double by Thomas Hieber
00005 
00006     This library is free software; you can redistribute it and/or
00007     modify it under the terms of the GNU Library General Public
00008     License as published by the Free Software Foundation; either
00009     version 2 of the License, or (at your option) any later version.
00010 
00011     This library is distributed in the hope that it will be useful,
00012     but WITHOUT ANY WARRANTY; without even the implied warranty of
00013     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00014     Library General Public License for more details.
00015 
00016     You should have received a copy of the GNU Library General Public
00017     License along with this library; if not, write to the Free
00018     Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
00019 */
00020 
00021 #ifndef __CS_MATH3D_D_H__
00022 #define __CS_MATH3D_D_H__
00023 
00024 #include "cstypes.h"
00025 
00026 #ifndef ABS
00027 #define ABS(x) ((x)<0?-(x):(x))
00028 #endif
00029 
00030 class csDVector3;
00031 class csDMatrix3;
00032 class csVector3;
00033 
00034 inline double dSqr (double d)
00035 {
00036   return d * d;
00037 }
00038 
00042 class csDVector3
00043 {
00044 public:
00046   double x;
00048   double y;
00050   double z;
00051 
00057   csDVector3 () {}
00058 
00064   csDVector3 (double m) : x(m), y(m), z(m) {}
00065 
00067   csDVector3 (double ix, double iy, double iz = 0) { x = ix; y = iy; z = iz; }
00068 
00070   csDVector3 (const csDVector3& v) { x = v.x; y = v.y; z = v.z; }
00071 
00073   csDVector3 (const csVector3&);
00074 
00076   inline friend
00077   csDVector3 operator+ (const csDVector3& v1, const csDVector3& v2)
00078   { return csDVector3(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); }
00079 
00081   inline friend
00082   csDVector3 operator- (const csDVector3& v1, const csDVector3& v2)
00083   { return csDVector3(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); }
00084 
00086   inline friend double operator* (const csDVector3& v1, const csDVector3& v2)
00087   { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; }
00088 
00090   inline friend
00091   csDVector3 operator% (const csDVector3& v1, const csDVector3& v2)
00092   {
00093     return csDVector3 (v1.y*v2.z-v1.z*v2.y,
00094                        v1.z*v2.x-v1.x*v2.z,
00095                        v1.x*v2.y-v1.y*v2.x);
00096   }
00097 
00099   void Cross (const csDVector3 & px, const csDVector3 & py)
00100   {
00101     x = px.y*py.z - px.z*py.y;
00102     y = px.z*py.x - px.x*py.z;
00103     z = px.x*py.y - px.y*py.x;
00104   }
00105 
00107   inline friend csDVector3 operator* (const csDVector3& v, double f)
00108   { return csDVector3(v.x*f, v.y*f, v.z*f); }
00109 
00111   inline friend csDVector3 operator* (double f, const csDVector3& v)
00112   { return csDVector3(v.x*f, v.y*f, v.z*f); }
00113 
00115   inline friend csDVector3 operator/ (const csDVector3& v, double f)
00116   { f = 1.0f/f; return csDVector3(v.x*f, v.y*f, v.z*f); }
00117 
00119   inline friend bool operator== (const csDVector3& v1, const csDVector3& v2)
00120   { return v1.x==v2.x && v1.y==v2.y && v1.z==v2.z; }
00121 
00123   inline friend bool operator!= (const csDVector3& v1, const csDVector3& v2)
00124   { return v1.x!=v2.x || v1.y!=v2.y || v1.z!=v2.z; }
00125 
00127   inline friend
00128   csDVector3 operator>> (const csDVector3& v1, const csDVector3& v2)
00129   { return v2*(v1*v2)/(v2*v2); }
00130 
00132   inline friend
00133   csDVector3 operator<< (const csDVector3& v1, const csDVector3& v2)
00134   { return v1*(v1*v2)/(v1*v1); }
00135 
00137   inline friend bool operator< (const csDVector3& v, double f)
00138   { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; }
00139 
00141   inline friend bool operator> (double f, const csDVector3& v)
00142   { return ABS(v.x)<f && ABS(v.y)<f && ABS(v.z)<f; }
00143 
00145   inline double operator[](int n) const {return !n?x:n&1?y:z;}
00146 
00148   inline double & operator[](int n){return !n?x:n&1?y:z;}
00149 
00151   inline csDVector3& operator+= (const csDVector3& v)
00152   {
00153     x += v.x;
00154     y += v.y;
00155     z += v.z;
00156 
00157     return *this;
00158   }
00159 
00161   inline csDVector3& operator-= (const csDVector3& v)
00162   {
00163     x -= v.x;
00164     y -= v.y;
00165     z -= v.z;
00166 
00167     return *this;
00168   }
00169 
00171   inline csDVector3& operator*= (double f)
00172   { x *= f; y *= f; z *= f; return *this; }
00173 
00175   inline csDVector3& operator/= (double f)
00176   { x /= f; y /= f; z /= f; return *this; }
00177 
00179   inline csDVector3 operator+ () const { return *this; }
00180 
00182   inline csDVector3 operator- () const { return csDVector3(-x,-y,-z); }
00183 
00185   inline void Set (double sx, double sy, double sz) { x = sx; y = sy; z = sz; }
00186 
00188   double Norm () const;
00189 
00195   csDVector3 Unit () const { return (*this)/(this->Norm()); }
00196 
00198   inline static double Norm (const csDVector3& v) { return v.Norm(); }
00199 
00201   inline static csDVector3 Unit (const csDVector3& v) { return v.Unit(); }
00202 
00204   void Normalize();
00205 };
00206 
00207 
00211 class csDMatrix3
00212 {
00213 public:
00214   double m11, m12, m13;
00215   double m21, m22, m23;
00216   double m31, m32, m33;
00217 
00218 public:
00220   csDMatrix3 ();
00221 
00223   csDMatrix3 (double m11, double m12, double m13,
00224             double m21, double m22, double m23,
00225             double m31, double m32, double m33);
00226 
00228   inline csDVector3 Row1() const { return csDVector3 (m11,m12,m13); }
00229 
00231   inline csDVector3 Row2() const { return csDVector3 (m21,m22,m23); }
00232 
00234   inline csDVector3 Row3() const { return csDVector3 (m31,m32,m33); }
00235 
00237   inline csDVector3 Col1() const { return csDVector3 (m11,m21,m31); }
00238 
00240   inline csDVector3 Col2() const { return csDVector3 (m12,m22,m32); }
00241 
00243   inline csDVector3 Col3() const { return csDVector3 (m13,m23,m33); }
00244 
00246   inline void Set (double m11, double m12, double m13,
00247                    double m21, double m22, double m23,
00248                    double m31, double m32, double m33)
00249   {
00250     csDMatrix3::m11 = m11; csDMatrix3::m12 = m12; csDMatrix3::m13 = m13;
00251     csDMatrix3::m21 = m21; csDMatrix3::m22 = m22; csDMatrix3::m23 = m23;
00252     csDMatrix3::m31 = m31; csDMatrix3::m32 = m32; csDMatrix3::m33 = m33;
00253   }
00254 
00256   csDMatrix3& operator+= (const csDMatrix3& m);
00257 
00259   csDMatrix3& operator-= (const csDMatrix3& m);
00260 
00262   csDMatrix3& operator*= (const csDMatrix3& m);
00263 
00265   csDMatrix3& operator*= (double s);
00266 
00268   csDMatrix3& operator/= (double s);
00269 
00271   inline csDMatrix3 operator+ () const { return *this; }
00273   inline csDMatrix3 operator- () const
00274   {
00275    return csDMatrix3(-m11,-m12,-m13,
00276                     -m21,-m22,-m23,
00277                     -m31,-m32,-m33);
00278   }
00279 
00281   void Transpose ();
00282 
00284   csDMatrix3 GetTranspose () const;
00285 
00287   inline csDMatrix3 GetInverse () const
00288   {
00289     csDMatrix3 C(
00290              (m22*m33 - m23*m32), -(m12*m33 - m13*m32),  (m12*m23 - m13*m22),
00291             -(m21*m33 - m23*m31),  (m11*m33 - m13*m31), -(m11*m23 - m13*m21),
00292              (m21*m32 - m22*m31), -(m11*m32 - m12*m31),  (m11*m22 - m12*m21) );
00293     double s = (double)1./(m11*C.m11 + m12*C.m21 + m13*C.m31);
00294 
00295     C *= s;
00296 
00297     return C;
00298   }
00299 
00301   void Invert() { *this = GetInverse (); }
00302 
00304   double Determinant () const;
00305 
00307   void Identity ();
00308 
00310   friend csDMatrix3 operator+ (const csDMatrix3& m1, const csDMatrix3& m2);
00312   friend csDMatrix3 operator- (const csDMatrix3& m1, const csDMatrix3& m2);
00314   friend csDMatrix3 operator* (const csDMatrix3& m1, const csDMatrix3& m2);
00315 
00317   inline friend csDVector3 operator* (const csDMatrix3& m, const csDVector3& v)
00318   {
00319    return csDVector3 (m.m11*v.x + m.m12*v.y + m.m13*v.z,
00320                      m.m21*v.x + m.m22*v.y + m.m23*v.z,
00321                      m.m31*v.x + m.m32*v.y + m.m33*v.z);
00322   }
00323 
00325   friend csDMatrix3 operator* (const csDMatrix3& m, double f);
00327   friend csDMatrix3 operator* (double f, const csDMatrix3& m);
00329   friend csDMatrix3 operator/ (const csDMatrix3& m, double f);
00331   friend bool operator== (const csDMatrix3& m1, const csDMatrix3& m2);
00333   friend bool operator!= (const csDMatrix3& m1, const csDMatrix3& m2);
00335   friend bool operator< (const csDMatrix3& m, double f);
00337   friend bool operator> (double f, const csDMatrix3& m);
00338 };
00339 
00340 
00346 class csDPlane
00347 {
00348 public:
00350   csDVector3 norm;
00351 
00353   double DD;
00354 
00356   csDPlane () : norm(0,0,1), DD(0) {}
00357 
00359   csDPlane (const csDVector3& plane_norm, double d=0) :
00360   norm(plane_norm), DD(d) {}
00361 
00363   csDPlane (double a, double b, double c, double d=0) : norm(a,b,c), DD(d) {}
00364 
00366   inline csDVector3& Normal () { return norm; }
00368   inline const csDVector3& Normal () const { return norm; }
00369 
00371   inline double A () const { return norm.x; }
00373   inline double B () const { return norm.y; }
00375   inline double C () const { return norm.z; }
00377   inline double D () const { return DD; }
00378 
00380   inline double& A () { return norm.x; }
00382   inline double& B () { return norm.y; }
00384   inline double& C () { return norm.z; }
00386   inline double& D () { return DD; }
00387 
00389   inline void Set (double a, double b, double c, double d)
00390    { norm.x = a; norm.y = b; norm.z = c; DD = d; }
00391 
00393   inline double Classify (const csDVector3& pt) const { return norm*pt+DD; }
00394 
00396   static double Classify (double A, double B, double C, double D,
00397                          const csDVector3& pt)
00398   { return A*pt.x + B*pt.y + C*pt.z + D; }
00399 
00405   inline double Distance (const csDVector3& pt) const
00406   { return ABS (Classify (pt)); }
00407 
00409   void Invert () { norm = -norm;  DD = -DD; }
00410 
00412   void Normalize ()
00413   {
00414     double f = norm.Norm ();
00415     if (f) { norm /= f;  DD /= f; }
00416   }
00417 
00418 };
00419 
00424 class csDMath3
00425 {
00426 public:
00434   static int WhichSide3D (const csDVector3& p,
00435                           const csDVector3& v1, const csDVector3& v2)
00436   {
00437     // double s = p * (v1%v2); (original expression: expanded to the below:)
00438     double s = p.x*(v1.y*v2.z-v1.z*v2.y) + p.y*(v1.z*v2.x-v1.x*v2.z) +
00439               p.z*(v1.x*v2.y-v1.y*v2.x);
00440     if (s < 0) return 1;
00441     else if (s > 0) return -1;
00442     else return 0;
00443   }
00444 
00450   static bool Visible (const csDVector3& p, const csDVector3& t1,
00451                        const csDVector3& t2, const csDVector3& t3);
00452 
00458   static bool Visible (const csDVector3& p, const csDPlane& pl)
00459   { return pl.Classify (p) <= 0; }
00460 
00470   static void Between (const csDVector3& v1, const csDVector3& v2,
00471                        csDVector3& v, double pct, double wid);
00472 
00479   static void SetMinMax (const csDVector3& v,
00480                          csDVector3& min, csDVector3& max)
00481   {
00482     if (v.x > max.x) max.x = v.x; else if (v.x < min.x ) min.x = v.x;
00483     if (v.y > max.y) max.y = v.y; else if (v.y < min.y ) min.y = v.y;
00484     if (v.z > max.z) max.z = v.z; else if (v.z < min.z ) min.z = v.z;
00485   }
00486 
00492   inline static double Area3 (const csDVector3 &a, const csDVector3 &b,
00493                              const csDVector3 &c)
00494   {
00495     csDVector3 v1 = b - a;
00496     csDVector3 v2 = c - a;
00497     return ((v1.y * v2.z + v1.z * v2.x + v1.x * v2.y) -
00498             (v1.y * v2.x + v1.x * v2.z + v1.z * v2.y));
00499   }
00500 
00506   inline static void CalcNormal (csDVector3& norm,     const csDVector3& v1,
00507                                  const csDVector3& v2, const csDVector3& v3)
00508   {
00509     norm = (v1-v2)%(v1-v3);
00510   }
00511 
00517   static void CalcNormal (csDVector3& norm,
00518                           const csDVector3& v, const csDVector3& u)
00519   { norm = u%v; /* NOT v%u - vertexes are defined clockwise */ }
00520 
00527   static void CalcPlane (const csDVector3& v1, const csDVector3& v2,
00528          const csDVector3& v3, csDVector3& normal, double& D)
00529   {
00530     normal = (v1-v2)%(v1-v3);
00531     D = - (normal * v1);
00532   }
00533 
00540   static bool PlanesEqual (const csDPlane& p1, const csDPlane& p2)
00541   {
00542     return ( ( p1.norm - p2.norm) < (double).001 ) &&
00543              (  ABS (p1.DD-p2.DD) < (double).001 );
00544   }
00545 
00551   static bool PlanesClose (const csDPlane& p1, const csDPlane& p2);
00552 };
00553 
00558 class csDSquaredDist
00559 {
00560 public:
00562   static double PointPoint (const csDVector3& p1, const csDVector3& p2)
00563   { return dSqr (p1.x - p2.x) + dSqr (p1.y - p2.y) + dSqr (p1.z - p2.z); }
00564 
00566   static double PointLine (const csDVector3& p,
00567                           const csDVector3& l1, const csDVector3& l2);
00568 
00570   static double PointPlane (const csDVector3& p, const csDPlane& plane)
00571   { double r = plane.Classify (p);  return r * r; }
00572 
00579   static double PointPoly (const csDVector3& p, csDVector3 *V, int n,
00580                           const csDPlane& plane, double sqdist = -1);
00581 };
00582 
00588 class csDIntersect3
00589 {
00590 public:
00595   static void Plane (
00596     const csDVector3& u, const csDVector3& v, // segment
00597     const csDVector3& normal, const csDVector3& a, // plane
00598     csDVector3& isect);                    // intersection point
00599 
00608   static bool Plane (
00609     const csDVector3& u, const csDVector3& v, // segment
00610     double A, double B, double C, double D, // plane Ax+By+Cz+D=0
00611     csDVector3& isect,                     // intersection point
00612     double& dist);                       // distance from u to isect
00613 
00622   static bool Plane (
00623     const csDVector3& u, const csDVector3& v, // segment
00624     const csDPlane& p,                     // plane Ax+By+Cz+D=0
00625     csDVector3& isect,                     // intersection point
00626     double& dist);                       // distance from u to isect
00627 
00633   static bool Planes(const csDPlane& p1, const csDPlane& p2,
00634                      const csDPlane& p3, csDVector3& isect);
00635 
00642   static double Z0Plane (
00643     const csDVector3& u, const csDVector3& v, // segment
00644     csDVector3& isect);                    // intersection point
00645 
00652   static double ZPlane (double zval,      // plane z = zval
00653     const csDVector3& u, const csDVector3& v, // segment
00654     csDVector3& isect);                    // intersection point
00655 
00660   static double XFrustum (
00661     double A, const csDVector3& u, const csDVector3& v, csDVector3& isect);
00662 
00667   static double YFrustum (
00668     double B, const csDVector3& u, const csDVector3& v, csDVector3& isect);
00669 };
00670 
00671 #endif // __CS_MATH3D_D_H__

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