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math: get rid of the base_vec* classes (thanks to relaxed unions), rename

MASK to SWIZZLE in the vector templates, rename matrix<> to mat<> for
consistency, implement transposition for all matrix sizes, make matrix
columns private and only accessible through operator[].
undefined
Sam Hocevar hace 10 años
padre
commit
7a28671dee
Se han modificado 14 ficheros con 513 adiciones y 480 borrados
  1. +5
    -5
      src/easymesh/easymesh.cpp
  2. +5
    -0
      src/lol/base/features.h
  3. +17
    -1
      src/lol/base/types.h
  4. +168
    -81
      src/lol/math/matrix.h
  5. +214
    -257
      src/lol/math/vector.h
  6. +44
    -71
      src/math/vector.cpp
  7. +12
    -12
      test/btphystest.cpp
  8. +8
    -8
      test/meshviewer.cpp
  9. +3
    -3
      test/physics/easycharactercontroller.cpp
  10. +9
    -9
      test/physics/easyconstraint.h
  11. +5
    -5
      test/physics/easyphysics.cpp
  12. +11
    -16
      tools/lolremez/matrix.h
  13. +11
    -11
      tools/lolremez/solver.cpp
  14. +1
    -1
      tools/vimlol/vimlol.vim

+ 5
- 5
src/easymesh/easymesh.cpp Ver fichero

@@ -1449,15 +1449,15 @@ void EasyMesh::AppendCapsule(int ndivisions, float h, float d)
/* Fill in the icosahedron vertices, rotating them so that there
* is a vertex at [0 1 0] and [0 -1 0] after normalisation. */
float phi = 0.5f + 0.5f * sqrt(5.f);
mat3 mat = mat3::rotate(degrees(asin(1.f / sqrt(2.f + phi))),
vec3(0.f, 0.f, 1.f));
mat3 m = mat3::rotate(degrees(asin(1.f / sqrt(2.f + phi))),
vec3(0.f, 0.f, 1.f));
for (int i = 0; i < 4; i++)
{
float x = (i & 1) ? 0.5f : -0.5f;
float y = (i & 2) ? phi * 0.5f : phi * -0.5f;
vertices << mat * vec3(x, y, 0.f);
vertices << mat * vec3(0.f, x, y);
vertices << mat * vec3(y, 0.f, x);
vertices << m * vec3(x, y, 0.f);
vertices << m * vec3(0.f, x, y);
vertices << m * vec3(y, 0.f, x);
}

static int const trilist[] =


+ 5
- 0
src/lol/base/features.h Ver fichero

@@ -42,6 +42,7 @@
* (planned for Visual Studion 14) */
#define LOL_FEATURE_CXX11_RELAXED_UNIONS 0
#define LOL_FEATURE_CXX11_INHERIT_CONSTRUCTORS 0
#define LOL_FEATURE_CXX11_ARRAY_INITIALIZERS 0
#define LOL_FEATURE_CXX11_CONSTEXPR 0
#define LOL_FEATURE_CXX11_ISNAN 0

@@ -54,6 +55,8 @@
# define LOL_FEATURE_CXX11_CONSTEXPR 1
# undef LOL_FEATURE_CXX11_ISNAN
# define LOL_FEATURE_CXX11_ISNAN 1
# undef LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
# define LOL_FEATURE_CXX11_ARRAY_INITIALIZERS 1
# endif
# if (__GNUC__ * 100 + __GNUC_MINOR__) < 470
# undef LOL_FEATURE_CXX11_TEMPLATE_ALIASES
@@ -64,6 +67,8 @@
# undef LOL_FEATURE_CXX11_CONSTEXPR
# define LOL_FEATURE_CXX11_CONSTEXPR 1
# endif
# undef LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
# define LOL_FEATURE_CXX11_ARRAY_INITIALIZERS 1
#endif




+ 17
- 1
src/lol/base/types.h Ver fichero

@@ -34,7 +34,10 @@ class half;
* Forward declaration of vec and matrix
*/

template<int N, typename T, int MASK = -1> struct vec;
int const FULL_SWIZZLE = 0xaaaa;
int const NO_SWIZZLE = 0xbbbb;

template<int N, typename T, int SWIZZLE = FULL_SWIZZLE> struct vec;
template<int COLS, int ROWS, typename T> struct matrix;
template<typename T> struct Cmplx;
template<typename T> struct Quat;
@@ -99,6 +102,19 @@ typedef mat3x4 float3x4;
typedef mat4x2 float4x2;
typedef mat4x3 float4x3;

typedef f16vec2 half2;
typedef f16vec3 half3;
typedef f16vec4 half4;
typedef f16mat2 half2x2;
typedef f16mat3 half3x3;
typedef f16mat4 half4x4;
typedef f16mat2x3 half2x3;
typedef f16mat2x4 half2x4;
typedef f16mat3x2 half3x2;
typedef f16mat3x4 half3x4;
typedef f16mat4x2 half4x2;
typedef f16mat4x3 half4x3;

typedef ivec2 int2;
typedef ivec3 int3;
typedef ivec4 int4;


+ 168
- 81
src/lol/math/matrix.h Ver fichero

@@ -28,7 +28,10 @@ namespace lol
# define constexpr /* */
#endif

/* The generic "matrix" type, which is a fixed-size matrix */
/*
* The generic "matrix" type, which is fixed-size
*/

template<int COLS, int ROWS, typename T>
struct matrix
{
@@ -61,25 +64,42 @@ struct matrix<2, 2, T>
typedef matrix<2,2,T> type;

inline matrix() {}
inline matrix(vec<2,T> V0, vec<2,T> V1)
: v0(V0), v1(V1) {}
inline matrix(vec<2,T> v0, vec<2,T> v1)
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ v0, v1 } {}
#else
: m_v0(v0), m_v1(v1) {}
#endif

explicit inline matrix(T const &val)
: v0(val, (T)0),
v1((T)0, val) {}
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ vec<2,T>(val, T(0)),
vec<2,T>(T(0), val) } {}
#else
: m_v0(val, T(0)),
m_v1(T(0), val) {}
#endif

explicit inline matrix(matrix<4,4,T> const &mat)
: v0(mat[0].xy),
v1(mat[1].xy) {}
explicit inline matrix(matrix<4,4,T> const &m)
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ m[0].xy, m[1].xy } {}
#else
: m_v0(m[0].xy), m_v1(m[1].xy) {}
#endif

inline vec<2,T>& operator[](size_t n) { return (&v0)[n]; }
inline vec<2,T> const& operator[](size_t n) const { return (&v0)[n]; }
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
inline vec<2,T>& operator[](size_t n) { return m_data[n]; }
inline vec<2,T> const& operator[](size_t n) const { return m_data[n]; }
#else
inline vec<2,T>& operator[](size_t n) { return (&m_v0)[n]; }
inline vec<2,T> const& operator[](size_t n) const { return (&m_v0)[n]; }
#endif

/* Helpers for transformation matrices */
static matrix<2,2,T> rotate(T degrees);
static inline matrix<2,2,T> rotate(matrix<2,2,T> mat, T degrees)
static inline matrix<2,2,T> rotate(matrix<2,2,T> m, T degrees)
{
return rotate(degrees) * mat;
return rotate(degrees) * m;
}

void printf() const;
@@ -89,9 +109,14 @@ struct matrix<2, 2, T>
friend std::ostream &operator<<(std::ostream &stream,
matrix<2,2,U> const &m);

vec<2,T> v0, v1;

static const matrix<2,2,T> identity;

private:
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
vec<2,T> m_data[2];
#else
vec<2,T> m_v0, m_v1;
#endif
};

/*
@@ -104,33 +129,51 @@ struct matrix<3,3,T>
typedef matrix<3,3,T> type;

inline matrix() {}
inline matrix(vec<3,T> V0, vec<3,T> V1, vec<3,T> V2)
: v0(V0), v1(V1), v2(V2) {}
inline matrix(vec<3,T> v0, vec<3,T> v1, vec<3,T> v2)
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ v0, v1, v2 } {}
#else
: m_v0(v0), m_v1(v1), m_v2(v2) {}
#endif

explicit inline matrix(T const &val)
: v0(val, (T)0, (T)0),
v1((T)0, val, (T)0),
v2((T)0, (T)0, val) {}

explicit inline matrix(matrix<2,2,T> mat)
: v0(mat[0], (T)0),
v1(mat[1], (T)0),
v2((T)0, (T)0, (T)0) {}
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ vec<3,T>(val, (T)0, (T)0),
vec<3,T>((T)0, val, (T)0),
vec<3,T>((T)0, (T)0, val) } {}
#else
: m_v0(val, (T)0, (T)0),
m_v1((T)0, val, (T)0),
m_v2((T)0, (T)0, val) {}
#endif

explicit inline matrix(matrix<2,2,T> mat, T const &val)
: v0(vec<3,T>(mat[0], (T)0)),
v1(vec<3,T>(mat[1], (T)0)),
v2((T)0, (T)0, val) {}
explicit inline matrix(matrix<2,2,T> m, T const &val = T(1))
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ vec<3,T>(m[0], (T)0),
vec<3,T>(m[1], (T)0),
vec<3,T>((T)0, (T)0, val) } {}
#else
: m_v0(m[0], (T)0),
m_v1(m[1], (T)0),
m_v2((T)0, (T)0, val) {}
#endif

explicit inline matrix(matrix<4,4,T> const &mat)
: v0(mat[0].xyz),
v1(mat[1].xyz),
v2(mat[2].xyz) {}
explicit inline matrix(matrix<4,4,T> const &m)
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ m[0].xyz, m[1].xyz, m[2].xyz } {}
#else
: m_v0(m[0].xyz), m_v1(m[1].xyz), m_v2(m[2].xyz) {}
#endif

explicit matrix(Quat<T> const &q);

inline vec<3,T>& operator[](size_t n) { return (&v0)[n]; }
inline vec<3,T> const& operator[](size_t n) const { return (&v0)[n]; }
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
inline vec<3,T>& operator[](size_t n) { return m_data[n]; }
inline vec<3,T> const& operator[](size_t n) const { return m_data[n]; }
#else
inline vec<3,T>& operator[](size_t n) { return (&m_v0)[n]; }
inline vec<3,T> const& operator[](size_t n) const { return (&m_v0)[n]; }
#endif

/* Helpers for transformation matrices */
static matrix<3,3,T> scale(T x);
@@ -165,9 +208,9 @@ struct matrix<3,3,T>
static matrix<3,3,T> fromeuler_zxz(T phi, T theta, T psi);
static matrix<3,3,T> fromeuler_zyz(T phi, T theta, T psi);

static inline matrix<3,3,T> rotate(matrix<3,3,T> mat, T degrees, vec<3,T> v)
static inline matrix<3,3,T> rotate(matrix<3,3,T> m, T degrees, vec<3,T> v)
{
return rotate(degrees, v) * mat;
return rotate(degrees, v) * m;
}

void printf() const;
@@ -177,9 +220,14 @@ struct matrix<3,3,T>
friend std::ostream &operator<<(std::ostream &stream,
matrix<3,3,U> const &m);

vec<3,T> v0, v1, v2;

static const matrix<3,3,T> identity;

private:
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
vec<3,T> m_data[3];
#else
vec<3,T> m_v0, m_v1, m_v2;
#endif
};

/*
@@ -192,43 +240,61 @@ struct matrix<4, 4, T>
typedef matrix<4,4,T> type;

inline matrix() {}
inline matrix(vec<4,T> V0, vec<4,T> V1, vec<4,T> V2, vec<4,T> V3)
: v0(V0), v1(V1), v2(V2), v3(V3) {}
inline matrix(vec<4,T> v0, vec<4,T> v1, vec<4,T> v2, vec<4,T> v3)
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ v0, v1, v2, v3 } {}
#else
: m_v0(v0), m_v1(v1), m_v2(v2), m_v3(v3) {}
#endif

explicit inline matrix(T const &val)
: v0(val, (T)0, (T)0, (T)0),
v1((T)0, val, (T)0, (T)0),
v2((T)0, (T)0, val, (T)0),
v3((T)0, (T)0, (T)0, val) {}

explicit inline matrix(matrix<2,2,T> mat)
: v0(mat[0], (T)0, (T)0),
v1(mat[1], (T)0, (T)0),
v2((T)0, (T)0, (T)0, (T)0),
v3((T)0, (T)0, (T)0, (T)0) {}

explicit inline matrix(matrix<2,2,T> mat, T const &val1, T const &val2)
: v0(mat[0], (T)0, (T)0),
v1(mat[1], (T)0, (T)0),
v2((T)0, (T)0, val1, (T)0),
v3((T)0, (T)0, (T)0, val2) {}

explicit inline matrix(matrix<3,3,T> mat)
: v0(mat[0], (T)0),
v1(mat[1], (T)0),
v2(mat[2], (T)0),
v3((T)0, (T)0, (T)0, (T)0) {}

explicit inline matrix(matrix<3,3,T> mat, T const &val)
: v0(mat[0], (T)0),
v1(mat[1], (T)0),
v2(mat[2], (T)0),
v3((T)0, (T)0, (T)0, val) {}
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ vec<4,T>(val, (T)0, (T)0, (T)0),
vec<4,T>((T)0, val, (T)0, (T)0),
vec<4,T>((T)0, (T)0, val, (T)0),
vec<4,T>((T)0, (T)0, (T)0, val) } {}
#else
: m_v0(val, (T)0, (T)0, (T)0),
m_v1((T)0, val, (T)0, (T)0),
m_v2((T)0, (T)0, val, (T)0),
m_v3((T)0, (T)0, (T)0, val) {}
#endif

explicit inline matrix(matrix<2,2,T> m, T const &val = T(1))
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ vec<4,T>(m[0], (T)0, (T)0),
vec<4,T>(m[1], (T)0, (T)0),
vec<4,T>((T)0, (T)0, val, (T)0),
vec<4,T>((T)0, (T)0, (T)0, val) } {}
#else
: m_v0(m[0], (T)0, (T)0),
m_v1(m[1], (T)0, (T)0),
m_v2((T)0, (T)0, val, (T)0),
m_v3((T)0, (T)0, (T)0, val) {}
#endif

explicit inline matrix(matrix<3,3,T> m, T const &val = T(1))
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
: m_data{ vec<4,T>(m[0], (T)0),
vec<4,T>(m[1], (T)0),
vec<4,T>(m[2], (T)0),
vec<4,T>((T)0, (T)0, (T)0, val) } {}
#else
: m_v0(m[0], (T)0),
m_v1(m[1], (T)0),
m_v2(m[2], (T)0),
m_v3((T)0, (T)0, (T)0, val) {}
#endif

explicit matrix(Quat<T> const &q);

inline vec<4,T>& operator[](size_t n) { return (&v0)[n]; }
inline vec<4,T> const& operator[](size_t n) const { return (&v0)[n]; }
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
inline vec<4,T>& operator[](size_t n) { return m_data[n]; }
inline vec<4,T> const& operator[](size_t n) const { return m_data[n]; }
#else
inline vec<4,T>& operator[](size_t n) { return (&m_v0)[n]; }
inline vec<4,T> const& operator[](size_t n) const { return (&m_v0)[n]; }
#endif

/* Helpers for transformation matrices */
static matrix<4,4,T> translate(T x, T y, T z);
@@ -249,9 +315,9 @@ struct matrix<4, 4, T>
return matrix<4,4,T>(matrix<3,3,T>::scale(v), (T)1);
}

static inline matrix<4,4,T> translate(matrix<4,4,T> const &mat, vec<3,T> v)
static inline matrix<4,4,T> translate(matrix<4,4,T> const &m, vec<3,T> v)
{
return translate(v) * mat;
return translate(v) * m;
}

static inline matrix<4,4,T> rotate(T degrees, T x, T y, T z)
@@ -264,9 +330,9 @@ struct matrix<4, 4, T>
return matrix<4,4,T>(matrix<3,3,T>::rotate(degrees, v), (T)1);
}

static inline matrix<4,4,T> rotate(matrix<4,4,T> &mat, T degrees, vec<3,T> v)
static inline matrix<4,4,T> rotate(matrix<4,4,T> &m, T degrees, vec<3,T> v)
{
return rotate(degrees, v) * mat;
return rotate(degrees, v) * m;
}

static matrix<4,4,T> fromeuler_xyz(vec<3,T> const &v);
@@ -312,23 +378,34 @@ struct matrix<4, 4, T>
friend std::ostream &operator<<(std::ostream &stream,
matrix<4,4,U> const &m);

vec<4,T> v0, v1, v2, v3;

static const matrix<4,4,T> identity;

private:
#if LOL_FEATURE_CXX11_ARRAY_INITIALIZERS
vec<4,T> m_data[4];
#else
vec<4,T> m_v0, m_v1, m_v2, m_v3;
#endif
};

template<typename T> T determinant(matrix<2,2,T> const &);
template<typename T> T determinant(matrix<3,3,T> const &);
template<typename T> T determinant(matrix<4,4,T> const &);

template<typename T> matrix<2,2,T> transpose(matrix<2,2,T> const &);
template<typename T> matrix<3,3,T> transpose(matrix<3,3,T> const &);
template<typename T> matrix<4,4,T> transpose(matrix<4,4,T> const &);

template<typename T> matrix<2,2,T> inverse(matrix<2,2,T> const &);
template<typename T> matrix<3,3,T> inverse(matrix<3,3,T> const &);
template<typename T> matrix<4,4,T> inverse(matrix<4,4,T> const &);

template<int COLS, int ROWS, typename T>
static inline matrix<ROWS, COLS, T> transpose(matrix<COLS, ROWS, T> const &m)
{
matrix<ROWS, COLS, T> ret;
for (int i = 0; i < COLS; ++i)
for (int j = 0; j < ROWS; ++j)
ret[j][i] = m[i][j];
return ret;
}

/*
* Addition/subtraction/unary
*/
@@ -383,7 +460,7 @@ static inline matrix<COLS, ROWS, T> operator -(matrix<COLS, ROWS, T> const &m)
}

/*
* Matrix-vector multiplication
* Matrix-vector and vector-matrix multiplication
*/

template<int COLS, int ROWS, int MASK, typename T>
@@ -396,6 +473,16 @@ static inline vec<ROWS, T> operator *(matrix<COLS, ROWS, T> const &m,
return ret;
}

template<int COLS, int ROWS, int MASK, typename T>
static inline vec<COLS, T> operator *(vec<ROWS, T, MASK> const &v,
matrix<COLS, ROWS, T> const &m)
{
vec<COLS, T> ret(T(0));
for (int i = 0; i < COLS; ++i)
ret[i] = dot(v, m[i]);
return ret;
}

/*
* Matrix-matrix multiplication
*/


+ 214
- 257
src/lol/math/vector.h Ver fichero

@@ -48,15 +48,15 @@ namespace lol
* fuck it.
*/

template<int N, typename T, int MASK>
template<int N, typename T, int SWIZZLE>
struct vec
{
typedef vec<N,T> type;

inline vec<N, T, MASK>& operator =(vec<N, T> that);
inline vec<N, T, SWIZZLE>& operator =(vec<N, T> that);

#if LOL_FEATURE_CXX11_RELAXED_UNIONS
inline vec<N, T, MASK>& operator =(vec<N, T, MASK> const &that)
inline vec<N, T, SWIZZLE>& operator =(vec<N, T, SWIZZLE> const &that)
{
/* Pass by value in case this == &that */
return *this = (vec<N,T>)that;
@@ -65,18 +65,19 @@ struct vec

inline T& operator[](size_t n)
{
int i = (MASK >> (4 * (N - 1 - n))) & 3;
int i = (SWIZZLE >> (4 * (N - 1 - n))) & 3;
return static_cast<T*>(static_cast<void*>(this))[i];
}

inline T const& operator[](size_t n) const
{
int i = (MASK >> (4 * (N - 1 - n))) & 3;
int i = (SWIZZLE >> (4 * (N - 1 - n))) & 3;
return static_cast<T const*>(static_cast<void const *>(this))[i];
}
};

/* The generic "vec" type, which is a fixed-size vector */
/* The generic "vec" type, which is a fixed-size vector with no
* swizzling. There's an override for N=2, N=3, N=4 that has swizzling. */
template<int N, typename T>
struct vec<N, T, -1>
{
@@ -218,10 +219,41 @@ private:
* 2-element vectors
*/

template <typename T> struct base_vec2
template <typename T>
struct vec<2,T>
{
explicit inline constexpr base_vec2() {}
explicit inline constexpr base_vec2(T X, T Y) : x(X), y(Y) {}
typedef vec<2,T> type;

/* Default constructor, copy constructor, and destructor */
inline constexpr vec() : x(), y() {}
inline constexpr vec(vec<2,T> const &v) : x(v.x), y(v.y) {}
inline ~vec() { x.~T(); y.~T(); }

/* Implicit constructor for swizzling */
template<int SWIZZLE>
inline constexpr vec(vec<2, T, SWIZZLE> const &v)
: x(v[0]), y(v[1]) {}

/* Explicit constructor for type conversion */
template<typename U, int SWIZZLE>
explicit inline constexpr vec(vec<2, U, SWIZZLE> const &v)
: x(v[0]), y(v[1]) {}

/* Various explicit constructors */
explicit inline constexpr vec(T X, T Y)
: x(X), y(Y) {}
explicit inline constexpr vec(T X)
: x(X), y(X) {}

LOL_COMMON_MEMBER_OPS(x)
LOL_VECTOR_MEMBER_OPS()

static const vec<2,T> zero;
static const vec<2,T> axis_x;
static const vec<2,T> axis_y;

template<typename U>
friend std::ostream &operator<<(std::ostream &stream, vec<2,U> const &v);

union
{
@@ -264,59 +296,86 @@ template <typename T> struct base_vec2
};
};

template <> struct base_vec2<half>
{
explicit inline base_vec2() {}
explicit inline base_vec2(half X, half Y) : x(X), y(Y) {}

half x, y;
};

template <> struct base_vec2<real>
{
explicit inline base_vec2() {}
explicit inline base_vec2(real X, real Y) : x(X), y(Y) {}

real x, y;
};
/*
* 3-element vectors
*/

template <typename T>
struct vec<2,T> : base_vec2<T>
struct vec<3,T>
{
typedef vec<2,T> type;
typedef vec<3,T> type;

inline constexpr vec() {}
inline constexpr vec(T X, T Y) : base_vec2<T>(X, Y) {}
/* Default constructor, copy constructor, and destructor */
inline constexpr vec() : x(), y(), z() {}
inline constexpr vec(vec<3,T> const &v) : x(v.x), y(v.y), z(v.z) {}
inline ~vec() { x.~T(); y.~T(); z.~T(); }

/* Implicit constructor for swizzling */
template<int SWIZZLE>
inline constexpr vec(vec<3, T, SWIZZLE> const &v)
: x(v[0]), y(v[1]), z(v[2]) {}

/* Explicit constructor for type conversion */
template<typename U, int SWIZZLE>
explicit inline constexpr vec(vec<3, U, SWIZZLE> const &v)
: x(v[0]), y(v[1]), z(v[2]) {}

/* Various explicit constructors */
explicit inline constexpr vec(T X)
: x(X), y(X), z(X) {}
explicit inline constexpr vec(T X, T Y, T Z)
: x(X), y(Y), z(Z) {}
explicit inline constexpr vec(vec<2,T> XY, T Z)
: x(XY.x), y(XY.y), z(Z) {}
explicit inline constexpr vec(T X, vec<2,T> YZ)
: x(X), y(YZ.x), z(YZ.y) {}

explicit inline constexpr vec(T X) : base_vec2<T>(X, X) {}
LOL_COMMON_MEMBER_OPS(x)
LOL_VECTOR_MEMBER_OPS()

template<int MASK>
inline constexpr vec(vec<2, T, MASK> const &v)
: base_vec2<T>(v[0], v[1]) {}
static vec<3,T> toeuler_xyx(Quat<T> const &q);
static vec<3,T> toeuler_xzx(Quat<T> const &q);
static vec<3,T> toeuler_yxy(Quat<T> const &q);
static vec<3,T> toeuler_yzy(Quat<T> const &q);
static vec<3,T> toeuler_zxz(Quat<T> const &q);
static vec<3,T> toeuler_zyz(Quat<T> const &q);

template<typename U, int MASK>
explicit inline constexpr vec(vec<2, U, MASK> const &v)
: base_vec2<T>(v[0], v[1]) {}
static vec<3,T> toeuler_xyz(Quat<T> const &q);
static vec<3,T> toeuler_xzy(Quat<T> const &q);
static vec<3,T> toeuler_yxz(Quat<T> const &q);
static vec<3,T> toeuler_yzx(Quat<T> const &q);
static vec<3,T> toeuler_zxy(Quat<T> const &q);
static vec<3,T> toeuler_zyx(Quat<T> const &q);

LOL_COMMON_MEMBER_OPS(x)
LOL_VECTOR_MEMBER_OPS()
/* Return the cross product (vector product) of "a" and "b" */ \
friend inline type cross(type const &a, type const &b)
{
return type(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
}

static const vec<2,T> zero;
static const vec<2,T> axis_x;
static const vec<2,T> axis_y;
/* Return a vector that is orthogonal to "a" */
friend inline type orthogonal(type const &a)
{
return lol::abs(a.x) > lol::abs(a.z)
? type(-a.y, a.x, (T)0)
: type((T)0, -a.z, a.y);
}

template<typename U>
friend std::ostream &operator<<(std::ostream &stream, vec<2,U> const &v);
};
/* Return a vector that is orthonormal to "a" */
friend inline type orthonormal(type const &a)
{
return normalize(orthogonal(a));
}

/*
* 3-element vectors
*/
static const vec<3,T> zero;
static const vec<3,T> axis_x;
static const vec<3,T> axis_y;
static const vec<3,T> axis_z;

template <typename T> struct base_vec3
{
explicit inline constexpr base_vec3() {}
explicit inline constexpr base_vec3(T X, T Y, T Z) : x(X), y(Y), z(Z) {}
template<typename U>
friend std::ostream &operator<<(std::ostream &stream, vec<3,U> const &v);

union
{
@@ -448,100 +507,59 @@ template <typename T> struct base_vec3
};
};

template <> struct base_vec3<half>
{
explicit inline base_vec3() {}
explicit inline base_vec3(half X, half Y, half Z)
: x(X), y(Y), z(Z) {}

half x, y, z;
};

template <> struct base_vec3<real>
{
explicit inline base_vec3() {}
explicit inline base_vec3(real X, real Y, real Z) : x(X), y(Y), z(Z) {}

real x, y, z;
};
/*
* 4-element vectors
*/

template <typename T>
struct vec<3,T> : base_vec3<T>
struct vec<4,T>
{
typedef vec<3,T> type;

inline constexpr vec() {}
inline constexpr vec(T X, T Y, T Z) : base_vec3<T>(X, Y, Z) {}
inline constexpr vec(vec<2,T> XY, T Z) : base_vec3<T>(XY.x, XY.y, Z) {}
inline constexpr vec(T X, vec<2,T> YZ) : base_vec3<T>(X, YZ.x, YZ.y) {}

explicit inline constexpr vec(T X) : base_vec3<T>(X, X, X) {}

template<int MASK>
inline constexpr vec(vec<3, T, MASK> const &v)
: base_vec3<T>(v[0], v[1], v[2]) {}
typedef vec<4,T> type;

template<typename U, int MASK>
explicit inline constexpr vec(vec<3, U, MASK> const &v)
: base_vec3<T>(v[0], v[1], v[2]) {}
/* Default constructor, copy constructor, and destructor */
inline constexpr vec() : x(), y(), z(), w() {}
inline constexpr vec(vec<4,T> const &v) : x(v.x), y(v.y), z(v.z), w(v.w) {}
inline ~vec() { x.~T(); y.~T(); z.~T(); w.~T(); }

/* Implicit constructor for swizzling */
template<int SWIZZLE>
inline constexpr vec(vec<4, T, SWIZZLE> const &v)
: x(v[0]), y(v[1]), z(v[2]), w(v[3]) {}

/* Explicit constructor for type conversion */
template<typename U, int SWIZZLE>
explicit inline constexpr vec(vec<4, U, SWIZZLE> const &v)
: x(v[0]), y(v[1]), z(v[2]), w(v[3]) {}

/* Various explicit constructors */
explicit inline constexpr vec(T X)
: x(X), y(X), z(X), w(X) {}
explicit inline constexpr vec(T X, T Y, T Z, T W)
: x(X), y(Y), z(Z), w(W) {}
explicit inline constexpr vec(vec<2,T> XY, T Z, T W)
: x(XY.x), y(XY.y), z(Z), w(W) {}
explicit inline constexpr vec(T X, vec<2,T> YZ, T W)
: x(X), y(YZ.x), z(YZ.y), w(W) {}
explicit inline constexpr vec(T X, T Y, vec<2,T> ZW)
: x(X), y(Y), z(ZW.x), w(ZW.y) {}
explicit inline constexpr vec(vec<2,T> XY, vec<2,T> ZW)
: x(XY.x), y(XY.y), z(ZW.x), w(ZW.y) {}
explicit inline constexpr vec(vec<3,T> XYZ, T W)
: x(XYZ.x), y(XYZ.y), z(XYZ.z), w(W) {}
explicit inline constexpr vec(T X, vec<3,T> YZW)
: x(X), y(YZW.x), z(YZW.y), w(YZW.z) {}

LOL_COMMON_MEMBER_OPS(x)
LOL_VECTOR_MEMBER_OPS()

static vec<3,T> toeuler_xyx(Quat<T> const &q);
static vec<3,T> toeuler_xzx(Quat<T> const &q);
static vec<3,T> toeuler_yxy(Quat<T> const &q);
static vec<3,T> toeuler_yzy(Quat<T> const &q);
static vec<3,T> toeuler_zxz(Quat<T> const &q);
static vec<3,T> toeuler_zyz(Quat<T> const &q);

static vec<3,T> toeuler_xyz(Quat<T> const &q);
static vec<3,T> toeuler_xzy(Quat<T> const &q);
static vec<3,T> toeuler_yxz(Quat<T> const &q);
static vec<3,T> toeuler_yzx(Quat<T> const &q);
static vec<3,T> toeuler_zxy(Quat<T> const &q);
static vec<3,T> toeuler_zyx(Quat<T> const &q);

/* Return the cross product (vector product) of "a" and "b" */ \
friend inline type cross(type const &a, type const &b)
{
return type(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
}

/* Return a vector that is orthogonal to "a" */
friend inline type orthogonal(type const &a)
{
return lol::abs(a.x) > lol::abs(a.z)
? type(-a.y, a.x, (T)0)
: type((T)0, -a.z, a.y);
}

/* Return a vector that is orthonormal to "a" */
friend inline type orthonormal(type const &a)
{
return normalize(orthogonal(a));
}

static const vec<3,T> zero;
static const vec<3,T> axis_x;
static const vec<3,T> axis_y;
static const vec<3,T> axis_z;
static const vec<4,T> zero;
static const vec<4,T> axis_x;
static const vec<4,T> axis_y;
static const vec<4,T> axis_z;
static const vec<4,T> axis_w;

template<typename U>
friend std::ostream &operator<<(std::ostream &stream, vec<3,U> const &v);
};

/*
* 4-element vectors
*/

template <typename T> struct base_vec4
{
explicit inline constexpr base_vec4() {}
explicit inline constexpr base_vec4(T X, T Y, T Z, T W)
: x(X), y(Y), z(Z), w(W) {}
friend std::ostream &operator<<(std::ostream &stream, vec<4,U> const &v);

union
{
@@ -892,77 +910,15 @@ template <typename T> struct base_vec4
};
};

template <> struct base_vec4<half>
{
explicit inline base_vec4() {}
explicit inline base_vec4(half X, half Y, half Z, half W)
: x(X), y(Y), z(Z), w(W) {}

half x, y, z, w;
};

template <> struct base_vec4<real>
{
explicit inline base_vec4() {}
explicit inline base_vec4(real X, real Y, real Z, real W)
: x(X), y(Y), z(Z), w(W) {}

real x, y, z, w;
};

template <typename T>
struct vec<4,T> : base_vec4<T>
{
typedef vec<4,T> type;

inline constexpr vec() {}
inline constexpr vec(T X, T Y, T Z, T W)
: base_vec4<T>(X, Y, Z, W) {}
inline constexpr vec(vec<2,T> XY, T Z, T W)
: base_vec4<T>(XY.x, XY.y, Z, W) {}
inline constexpr vec(T X, vec<2,T> YZ, T W)
: base_vec4<T>(X, YZ.x, YZ.y, W) {}
inline constexpr vec(T X, T Y, vec<2,T> ZW)
: base_vec4<T>(X, Y, ZW.x, ZW.y) {}
inline constexpr vec(vec<2,T> XY, vec<2,T> ZW)
: base_vec4<T>(XY.x, XY.y, ZW.x, ZW.y) {}
inline constexpr vec(vec<3,T> XYZ, T W)
: base_vec4<T>(XYZ.x, XYZ.y, XYZ.z, W) {}
inline constexpr vec(T X, vec<3,T> YZW)
: base_vec4<T>(X, YZW.x, YZW.y, YZW.z) {}

explicit inline constexpr vec(T X) : base_vec4<T>(X, X, X, X) {}

template<int MASK>
inline constexpr vec(vec<4, T, MASK> const &v)
: base_vec4<T>(v[0], v[1], v[2], v[3]) {}

template<typename U, int MASK>
explicit inline constexpr vec(vec<4, U, MASK> const &v)
: base_vec4<T>(v[0], v[1], v[2], v[3]) {}

LOL_COMMON_MEMBER_OPS(x)
LOL_VECTOR_MEMBER_OPS()

static const vec<4,T> zero;
static const vec<4,T> axis_x;
static const vec<4,T> axis_y;
static const vec<4,T> axis_z;
static const vec<4,T> axis_w;

template<typename U>
friend std::ostream &operator<<(std::ostream &stream, vec<4,U> const &v);
};

/*
* Operators for swizzled vectors. Since template deduction cannot be
* done for two arbitrary vec<> values, we help the compiler understand
* the expected type.
*/

template<int N, int MASK1, int MASK2, typename T>
static inline bool operator ==(vec<N,T,MASK1> const &a,
vec<N,T,MASK2> const &b)
template<int N, int SWIZZLE1, int SWIZZLE2, typename T>
static inline bool operator ==(vec<N,T,SWIZZLE1> const &a,
vec<N,T,SWIZZLE2> const &b)
{
for (size_t i = 0; i < N; ++i)
if (!(a[i] == b[i]))
@@ -970,9 +926,9 @@ static inline bool operator ==(vec<N,T,MASK1> const &a,
return true;
}

template<int N, int MASK1, int MASK2, typename T>
static inline bool operator !=(vec<N,T,MASK1> const &a,
vec<N,T,MASK2> const &b)
template<int N, int SWIZZLE1, int SWIZZLE2, typename T>
static inline bool operator !=(vec<N,T,SWIZZLE1> const &a,
vec<N,T,SWIZZLE2> const &b)
{
for (size_t i = 0; i < N; ++i)
if (a[i] != b[i])
@@ -981,15 +937,15 @@ static inline bool operator !=(vec<N,T,MASK1> const &a,
}

#define LOL_SWIZZLE_V_VV_OP(op) \
template<int N, int MASK1, int MASK2, typename T> \
inline vec<N,T> operator op(vec<N,T,MASK1> const &a, \
vec<N,T,MASK2> const &b) \
template<int N, int SWIZZLE1, int SWIZZLE2, typename T> \
inline vec<N,T> operator op(vec<N,T,SWIZZLE1> const &a, \
vec<N,T,SWIZZLE2> const &b) \
{ \
return vec<N,T>(a) op vec<N,T>(b); \
} \
\
template<int N, int MASK, typename T> \
inline vec<N,T> operator op(vec<N,T,MASK> a, T const &b) \
template<int N, int SWIZZLE, typename T> \
inline vec<N,T> operator op(vec<N,T,SWIZZLE> a, T const &b) \
{ \
return vec<N,T>(a) op b; \
}
@@ -1001,8 +957,8 @@ LOL_SWIZZLE_V_VV_OP(/)

#undef LOL_SWIZZLE_V_VV_OP

template<int N, int MASK, typename T>
static inline vec<N,T> operator *(T const &val, vec<N,T,MASK> const &a)
template<int N, int SWIZZLE, typename T>
static inline vec<N,T> operator *(T const &val, vec<N,T,SWIZZLE> const &a)
{
vec<N,T> ret;
for (size_t i = 0; i < N; ++i)
@@ -1016,8 +972,9 @@ static inline vec<N,T> operator *(T const &val, vec<N,T,MASK> const &a)
*/

#define LOL_SWIZZLE_V_VV_FUN(fun) \
template<int N, int MASK1, int MASK2, typename T> \
inline vec<N,T> fun(vec<N,T,MASK1> const &a, vec<N,T,MASK2> const &b) \
template<int N, int SWIZZLE1, int SWIZZLE2, typename T> \
inline vec<N,T> fun(vec<N,T,SWIZZLE1> const &a, \
vec<N,T,SWIZZLE2> const &b) \
{ \
using lol::fun; \
vec<N,T> ret; \
@@ -1026,8 +983,8 @@ static inline vec<N,T> operator *(T const &val, vec<N,T,MASK> const &a)
return ret; \
} \
\
template<int N, int MASK, typename T> \
inline vec<N,T> fun(vec<N,T,MASK> const &a, T const &b) \
template<int N, int SWIZZLE, typename T> \
inline vec<N,T> fun(vec<N,T,SWIZZLE> const &a, T const &b) \
{ \
using lol::fun; \
vec<N,T> ret; \
@@ -1036,8 +993,8 @@ static inline vec<N,T> operator *(T const &val, vec<N,T,MASK> const &a)
return ret; \
} \
\
template<int N, int MASK, typename T> \
inline vec<N,T> fun(T const &a, vec<N,T,MASK> const &b) \
template<int N, int SWIZZLE, typename T> \
inline vec<N,T> fun(T const &a, vec<N,T,SWIZZLE> const &b) \
{ \
using lol::fun; \
vec<N,T> ret; \
@@ -1059,32 +1016,32 @@ LOL_SWIZZLE_V_VV_FUN(fmod)
* vec clamp(vec, scalar, scalar)
*/

template<int N, int MASK1, int MASK2, int MASK3, typename T>
static inline vec<N,T> clamp(vec<N,T,MASK1> const &x,
vec<N,T,MASK2> const &a,
vec<N,T,MASK3> const &b)
template<int N, int SWIZZLE1, int SWIZZLE2, int SWIZZLE3, typename T>
static inline vec<N,T> clamp(vec<N,T,SWIZZLE1> const &x,
vec<N,T,SWIZZLE2> const &a,
vec<N,T,SWIZZLE3> const &b)
{
return max(min(x, b), a);
}

template<int N, int MASK1, int MASK2, typename T>
static inline vec<N,T> clamp(vec<N,T,MASK1> const &x,
template<int N, int SWIZZLE1, int SWIZZLE2, typename T>
static inline vec<N,T> clamp(vec<N,T,SWIZZLE1> const &x,
T const &a,
vec<N,T,MASK2> const &b)
vec<N,T,SWIZZLE2> const &b)
{
return max(min(x, b), a);
}

template<int N, int MASK1, int MASK2, typename T>
static inline vec<N,T> clamp(vec<N,T,MASK1> const &x,
vec<N,T,MASK2> const &a,
template<int N, int SWIZZLE1, int SWIZZLE2, typename T>
static inline vec<N,T> clamp(vec<N,T,SWIZZLE1> const &x,
vec<N,T,SWIZZLE2> const &a,
T const &b)
{
return max(min(x, b), a);
}

template<int N, int MASK1, typename T>
static inline vec<N,T> clamp(vec<N,T,MASK1> const &x,
template<int N, int SWIZZLE1, typename T>
static inline vec<N,T> clamp(vec<N,T,SWIZZLE1> const &x,
T const &a,
T const &b)
{
@@ -1096,17 +1053,17 @@ static inline vec<N,T> clamp(vec<N,T,MASK1> const &x,
* vec mix(vec, vec, scalar)
*/

template<int N, int MASK1, int MASK2, int MASK3, typename T>
static inline vec<N,T> mix(vec<N,T,MASK1> const &x,
vec<N,T,MASK2> const &y,
vec<N,T,MASK3> const &a)
template<int N, int SWIZZLE1, int SWIZZLE2, int SWIZZLE3, typename T>
static inline vec<N,T> mix(vec<N,T,SWIZZLE1> const &x,
vec<N,T,SWIZZLE2> const &y,
vec<N,T,SWIZZLE3> const &a)
{
return x + a * (y - x);
}

template<int N, int MASK1, int MASK2, typename T>
static inline vec<N,T> mix(vec<N,T,MASK1> const &x,
vec<N,T,MASK2> const &y,
template<int N, int SWIZZLE1, int SWIZZLE2, typename T>
static inline vec<N,T> mix(vec<N,T,SWIZZLE1> const &x,
vec<N,T,SWIZZLE2> const &y,
T const &a)
{
return x + a * (y - x);
@@ -1116,8 +1073,8 @@ static inline vec<N,T> mix(vec<N,T,MASK1> const &x,
* Some GLSL-like functions.
*/

template<int N, int MASK1, int MASK2, typename T>
static inline T dot(vec<N,T,MASK1> const &a, vec<N,T,MASK2> const &b)
template<int N, int SWIZZLE1, int SWIZZLE2, typename T>
static inline T dot(vec<N,T,SWIZZLE1> const &a, vec<N,T,SWIZZLE2> const &b)
{
T ret(0);
for (size_t i = 0; i < N; ++i)
@@ -1125,22 +1082,22 @@ static inline T dot(vec<N,T,MASK1> const &a, vec<N,T,MASK2> const &b)
return ret;
}

template<int N, int MASK, typename T>
static inline T sqlength(vec<N,T,MASK> const &a)
template<int N, int SWIZZLE, typename T>
static inline T sqlength(vec<N,T,SWIZZLE> const &a)
{
return dot(a, a);
}

template<int N, int MASK, typename T>
static inline T length(vec<N,T,MASK> const &a)
template<int N, int SWIZZLE, typename T>
static inline T length(vec<N,T,SWIZZLE> const &a)
{
/* FIXME: this is not very nice */
return (T)sqrt((double)sqlength(a));
}

template<int N, int MASK1, int MASK2, typename T>
static inline vec<N,T> lerp(vec<N,T,MASK1> const &a,
vec<N,T,MASK2> const &b,
template<int N, int SWIZZLE1, int SWIZZLE2, typename T>
static inline vec<N,T> lerp(vec<N,T,SWIZZLE1> const &a,
vec<N,T,SWIZZLE2> const &b,
T const &s)
{
vec<N,T> ret;
@@ -1149,14 +1106,14 @@ static inline vec<N,T> lerp(vec<N,T,MASK1> const &a,
return ret;
}

template<int N, int MASK1, int MASK2, typename T>
static inline T distance(vec<N,T,MASK1> const &a, vec<N,T,MASK2> const &b)
template<int N, int SWIZZLE1, int SWIZZLE2, typename T>
static inline T distance(vec<N,T,SWIZZLE1> const &a, vec<N,T,SWIZZLE2> const &b)
{
return length(a - b);
}

template<int N, int MASK, typename T>
static inline vec<N,T> fract(vec<N,T,MASK> const &a)
template<int N, int SWIZZLE, typename T>
static inline vec<N,T> fract(vec<N,T,SWIZZLE> const &a)
{
vec<N,T> ret;
for (size_t i = 0; i < N; ++i)
@@ -1164,15 +1121,15 @@ static inline vec<N,T> fract(vec<N,T,MASK> const &a)
return ret;
}

template<int N, int MASK, typename T>
static inline vec<N,T> normalize(vec<N,T,MASK> const &a)
template<int N, int SWIZZLE, typename T>
static inline vec<N,T> normalize(vec<N,T,SWIZZLE> const &a)
{
T norm = (T)length(a);
return norm ? a / norm : vec<N,T>(T(0));
}

template<int N, int MASK, typename T>
static inline vec<N,T> abs(vec<N,T,MASK> const &a)
template<int N, int SWIZZLE, typename T>
static inline vec<N,T> abs(vec<N,T,SWIZZLE> const &a)
{
vec<N,T> ret;
for (size_t i = 0; i < N; ++i)
@@ -1180,8 +1137,8 @@ static inline vec<N,T> abs(vec<N,T,MASK> const &a)
return ret;
}

template<int N, int MASK, typename T>
static inline vec<N,T> degrees(vec<N,T,MASK> const &a)
template<int N, int SWIZZLE, typename T>
static inline vec<N,T> degrees(vec<N,T,SWIZZLE> const &a)
{
vec<N,T> ret;
for (size_t i = 0; i < N; ++i)
@@ -1189,8 +1146,8 @@ static inline vec<N,T> degrees(vec<N,T,MASK> const &a)
return ret;
}

template<int N, int MASK, typename T>
static inline vec<N,T> radians(vec<N,T,MASK> const &a)
template<int N, int SWIZZLE, typename T>
static inline vec<N,T> radians(vec<N,T,SWIZZLE> const &a)
{
vec<N,T> ret;
for (size_t i = 0; i < N; ++i)
@@ -1203,8 +1160,8 @@ static inline vec<N,T> radians(vec<N,T,MASK> const &a)
*/

#if LOL_FEATURE_CXX11_RELAXED_UNIONS
template<int N, typename T, int MASK>
inline vec<N, T, MASK>& vec<N, T, MASK>::operator =(vec<N,T> that)
template<int N, typename T, int SWIZZLE>
inline vec<N, T, SWIZZLE>& vec<N, T, SWIZZLE>::operator =(vec<N,T> that)
{
for (int i = 0; i < N; ++i)
(*this)[i] = that[i];


+ 44
- 71
src/math/vector.cpp Ver fichero

@@ -46,125 +46,98 @@ static inline float det3(float a, float b, float c,
/*
* Return the cofactor of the (i,j) entry in a 2×2 matrix.
*/
static inline float cofact(mat2 const &mat, int i, int j)
static inline float cofact(mat2 const &m, int i, int j)
{
float tmp = mat[(i + 1) & 1][(j + 1) & 1];
float tmp = m[(i + 1) & 1][(j + 1) & 1];
return ((i + j) & 1) ? -tmp : tmp;
}

/*
* Return the cofactor of the (i,j) entry in a 3×3 matrix.
*/
static inline float cofact(mat3 const &mat, int i, int j)
static inline float cofact(mat3 const &m, int i, int j)
{
return det2(mat[(i + 1) % 3][(j + 1) % 3],
mat[(i + 2) % 3][(j + 1) % 3],
mat[(i + 1) % 3][(j + 2) % 3],
mat[(i + 2) % 3][(j + 2) % 3]);
return det2(m[(i + 1) % 3][(j + 1) % 3],
m[(i + 2) % 3][(j + 1) % 3],
m[(i + 1) % 3][(j + 2) % 3],
m[(i + 2) % 3][(j + 2) % 3]);
}

/*
* Return the cofactor of the (i,j) entry in a 4×4 matrix.
*/
static inline float cofact(mat4 const &mat, int i, int j)
static inline float cofact(mat4 const &m, int i, int j)
{
return det3(mat[(i + 1) & 3][(j + 1) & 3],
mat[(i + 2) & 3][(j + 1) & 3],
mat[(i + 3) & 3][(j + 1) & 3],
mat[(i + 1) & 3][(j + 2) & 3],
mat[(i + 2) & 3][(j + 2) & 3],
mat[(i + 3) & 3][(j + 2) & 3],
mat[(i + 1) & 3][(j + 3) & 3],
mat[(i + 2) & 3][(j + 3) & 3],
mat[(i + 3) & 3][(j + 3) & 3]) * (((i + j) & 1) ? -1.0f : 1.0f);
return det3(m[(i + 1) & 3][(j + 1) & 3],
m[(i + 2) & 3][(j + 1) & 3],
m[(i + 3) & 3][(j + 1) & 3],
m[(i + 1) & 3][(j + 2) & 3],
m[(i + 2) & 3][(j + 2) & 3],
m[(i + 3) & 3][(j + 2) & 3],
m[(i + 1) & 3][(j + 3) & 3],
m[(i + 2) & 3][(j + 3) & 3],
m[(i + 3) & 3][(j + 3) & 3]) * (((i + j) & 1) ? -1.0f : 1.0f);
}

template<> float determinant(mat2 const &mat)
template<> float determinant(mat2 const &m)
{
return det2(mat[0][0], mat[0][1],
mat[1][0], mat[1][1]);
return det2(m[0][0], m[0][1],
m[1][0], m[1][1]);
}

template<> mat2 transpose(mat2 const &mat)
template<> mat2 inverse(mat2 const &m)
{
mat2 ret;
for (int j = 0; j < 2; j++)
for (int i = 0; i < 2; i++)
ret[j][i] = mat[i][j];
return ret;
}

template<> mat2 inverse(mat2 const &mat)
{
mat2 ret;
float d = determinant(mat);
float d = determinant(m);
if (d)
{
d = 1.0f / d;
for (int j = 0; j < 2; j++)
for (int i = 0; i < 2; i++)
ret[j][i] = cofact(mat, i, j) * d;
ret[j][i] = cofact(m, i, j) * d;
}
return ret;
}

template<> float determinant(mat3 const &mat)
template<> float determinant(mat3 const &m)
{
return det3(mat[0][0], mat[0][1], mat[0][2],
mat[1][0], mat[1][1], mat[1][2],
mat[2][0], mat[2][1], mat[2][2]);
return det3(m[0][0], m[0][1], m[0][2],
m[1][0], m[1][1], m[1][2],
m[2][0], m[2][1], m[2][2]);
}

template<> mat3 transpose(mat3 const &mat)
template<> mat3 inverse(mat3 const &m)
{
mat3 ret;
for (int j = 0; j < 3; j++)
for (int i = 0; i < 3; i++)
ret[j][i] = mat[i][j];
return ret;
}

template<> mat3 inverse(mat3 const &mat)
{
mat3 ret;
float d = determinant(mat);
float d = determinant(m);
if (d)
{
d = 1.0f / d;
for (int j = 0; j < 3; j++)
for (int i = 0; i < 3; i++)
ret[j][i] = cofact(mat, i, j) * d;
ret[j][i] = cofact(m, i, j) * d;
}
return ret;
}

template<> float determinant(mat4 const &mat)
template<> float determinant(mat4 const &m)
{
float ret = 0;
for (int n = 0; n < 4; n++)
ret += mat[n][0] * cofact(mat, n, 0);
return ret;
}

template<> mat4 transpose(mat4 const &mat)
{
mat4 ret;
for (int j = 0; j < 4; j++)
for (int i = 0; i < 4; i++)
ret[j][i] = mat[i][j];
ret += m[n][0] * cofact(m, n, 0);
return ret;
}

template<> mat4 inverse(mat4 const &mat)
template<> mat4 inverse(mat4 const &m)
{
mat4 ret;
float d = determinant(mat);
float d = determinant(m);
if (d)
{
d = 1.0f / d;
for (int j = 0; j < 4; j++)
for (int i = 0; i < 4; i++)
ret[j][i] = cofact(mat, i, j) * d;
ret[j][i] = cofact(m, i, j) * d;
}
return ret;
}
@@ -419,17 +392,17 @@ template<> mat3::matrix(quat const &q)

float s = 2.0f / n;

v0[0] = 1.0f - s * (q.y * q.y + q.z * q.z);
v0[1] = s * (q.x * q.y + q.z * q.w);
v0[2] = s * (q.x * q.z - q.y * q.w);
(*this)[0][0] = 1.0f - s * (q.y * q.y + q.z * q.z);
(*this)[0][1] = s * (q.x * q.y + q.z * q.w);
(*this)[0][2] = s * (q.x * q.z - q.y * q.w);

v1[0] = s * (q.x * q.y - q.z * q.w);
v1[1] = 1.0f - s * (q.z * q.z + q.x * q.x);
v1[2] = s * (q.y * q.z + q.x * q.w);
(*this)[1][0] = s * (q.x * q.y - q.z * q.w);
(*this)[1][1] = 1.0f - s * (q.z * q.z + q.x * q.x);
(*this)[1][2] = s * (q.y * q.z + q.x * q.w);

v2[0] = s * (q.x * q.z + q.y * q.w);
v2[1] = s * (q.y * q.z - q.x * q.w);
v2[2] = 1.0f - s * (q.x * q.x + q.y * q.y);
(*this)[2][0] = s * (q.x * q.z + q.y * q.w);
(*this)[2][1] = s * (q.y * q.z - q.x * q.w);
(*this)[2][2] = 1.0f - s * (q.x * q.x + q.y * q.y);
}

template<> mat4::matrix(quat const &q)


+ 12
- 12
test/btphystest.cpp Ver fichero

@@ -285,8 +285,8 @@ void BtPhysTest::InitApp()
{
EasyConstraint* new_constraint = new EasyConstraint();

vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform().v3.xyz -
RopeElements[i - 1]->GetPhysic()->GetTransform().v3.xyz);
vec3 A2B = .5f * (RopeElements[i]->GetPhysic()->GetTransform()[3].xyz -
RopeElements[i - 1]->GetPhysic()->GetTransform()[3].xyz);
new_constraint->SetPhysObjA(RopeElements[i - 1]->GetPhysic(), lol::mat4::translate(A2B));
new_constraint->SetPhysObjB(RopeElements[i]->GetPhysic(), lol::mat4::translate(-A2B));
new_constraint->InitConstraintToPoint2Point();
@@ -349,7 +349,7 @@ void BtPhysTest::TickGame(float seconds)
PhysicsObject* PhysObj = m_physobj_list[i].m1;
float &Timer = m_physobj_list[i].m2;

vec3 obj_loc = PhysObj->GetPhysic()->GetTransform().v3.xyz;
vec3 obj_loc = PhysObj->GetPhysic()->GetTransform()[3].xyz;

if (m_cam_target == -1 || m_cam_target == i)
{
@@ -371,7 +371,7 @@ void BtPhysTest::TickGame(float seconds)
LocalPos = mat4::translate(vec3(4.f)) * LocalPos0;

LocalPos = cam_screen * LocalPos;
vpos = (LocalPos.v3 / LocalPos.v3.w).xyz;
vpos = (LocalPos[3] / LocalPos[3].w).xyz;
screen_min_max[0] = min(vpos.xy, screen_min_max[0]);
screen_min_max[1] = max(vpos.xy, screen_min_max[1]);
}
@@ -427,7 +427,7 @@ void BtPhysTest::TickGame(float seconds)
PhysicsObject* PhysObj = m_ground_list[i];
mat4 GroundMat = PhysObj->GetTransform();

GroundBarycenter += GroundMat.v3.xyz;
GroundBarycenter += GroundMat[3].xyz;
factor += 1.f;
}

@@ -438,7 +438,7 @@ void BtPhysTest::TickGame(float seconds)
PhysicsObject* PhysObj = m_ground_list[i];

mat4 GroundMat = PhysObj->GetTransform();
vec3 CenterToGround = GroundMat.v3.xyz - GroundBarycenter;
vec3 CenterToGround = GroundMat[3].xyz - GroundBarycenter;
vec3 CenterToCam = m_camera->GetPosition() - GroundBarycenter;

if (dot(normalize(CenterToCam - CenterToGround),
@@ -462,7 +462,7 @@ void BtPhysTest::TickGame(float seconds)
GroundMat = CenterMx *
mat4(quat::fromeuler_xyz(vec3(.0f, 20.f, 20.0f) * seconds))
* GroundMat;
PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
PhysObj->SetTransform(GroundMat[3].xyz, quat(GroundMat));
}
}
#endif //USE_ROTATION
@@ -477,14 +477,14 @@ void BtPhysTest::TickGame(float seconds)
if (i == 0)
{
GroundMat = GroundMat * mat4(quat::fromeuler_xyz(vec3(20.f, .0f, .0f) * seconds));
PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
PhysObj->SetTransform(GroundMat[3].xyz, quat(GroundMat));
}
else if (i == 1)
{
GroundMat =
mat4::translate(vec3(-15.0f, 5.0f, lol::cos(m_loop_value) * 8.f)) *
mat4(quat::fromeuler_xyz(vec3(.0f, lol::cos(m_loop_value) * 20.f, .0f)));
PhysObj->SetTransform(GroundMat.v3.xyz, quat(GroundMat));
PhysObj->SetTransform(GroundMat[3].xyz, quat(GroundMat));
}
}
}
@@ -512,7 +512,7 @@ void BtPhysTest::TickGame(float seconds)
Character->SetMovementForFrame(CharMove);

RayCastResult HitResult;
if (m_simulation->RayHits(HitResult, ERT_Closest, Character->GetTransform().v3.xyz, (Character->GetTransform().v3.xyz + vec3(.0f, -1.f, .0f)), Character))
if (m_simulation->RayHits(HitResult, ERT_Closest, Character->GetTransform()[3].xyz, (Character->GetTransform()[3].xyz + vec3(.0f, -1.f, .0f)), Character))
Character->AttachTo(HitResult.m_collider_list[0], true, true);
else
Character->AttachTo(NULL);
@@ -530,7 +530,7 @@ void BtPhysTest::TickGame(float seconds)
PhysicsObject* PhysObj = m_character_list[i];
mat4 GroundMat = PhysObj->GetTransform();

PhysObjBarycenter += GroundMat.v3.xyz;
PhysObjBarycenter += GroundMat[3].xyz;
factor += 1.f;
}

@@ -550,7 +550,7 @@ void BtPhysTest::TickGame(float seconds)
PhysicsObject* PhysObj = m_physobj_list[i].m1;
mat4 GroundMat = PhysObj->GetTransform();

PhysObjBarycenter += GroundMat.v3.xyz;
PhysObjBarycenter += GroundMat[3].xyz;
factor += 1.f;
}



+ 8
- 8
test/meshviewer.cpp Ver fichero

@@ -493,7 +493,7 @@ public:
TargetCamera tc;
if (m_meshes.Count() && m_mesh_id >= 0)
for (int i = 0; i < m_meshes[m_mesh_id].m1->GetVertexCount(); i++)
tc.AddTarget((m_mat * mat4::translate(m_meshes[m_mesh_id].m1->GetVertexLocation(i))).v3.xyz);
tc.AddTarget((m_mat * mat4::translate(m_meshes[m_mesh_id].m1->GetVertexLocation(i)))[3].xyz);
tc.AddTarget(box3(vec3(0.f), vec3(1.f)));
for (int k = 0; k < m_ssetup->m_lights.Count() && m_ssetup->m_show_lights; ++k)
{
@@ -525,13 +525,13 @@ public:

//Get location in cam coordinates
target_mx = world_cam * target_mx;
vpos = target_mx.v3.xyz;
vpos = target_mx[3].xyz;
local_min_max[0] = min(vpos.xyz, local_min_max[0]);
local_min_max[1] = max(vpos.xyz, local_min_max[1]);

//Get location in screen coordinates
target_mx = cam_screen * target_mx;
vpos = (target_mx.v3 / target_mx.v3.w).xyz;
vpos = (target_mx[3] / target_mx[3].w).xyz;
screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));

@@ -846,7 +846,7 @@ public:
{
Light* ltmp = m_ssetup->m_lights[k];
mat4 world = mat4::translate(ltmp->GetPosition());
mat4 local = mat4::translate((inverse(m_mat) * world).v3.xyz);
mat4 local = mat4::translate((inverse(m_mat) * world)[3].xyz);
//dir light
if (ltmp->GetType() == LightType::Directional)
{
@@ -873,14 +873,14 @@ public:
m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j+2]]
};
for (int k = 0; k < 3; k++)
Debug::DrawLine((m_mat * mat4::translate(v[k].m_coord)).v3.xyz,
(m_mat * mat4::translate(v[(k+1)%3].m_coord)).v3.xyz, vec4(vec3((v[k].m_coord.z + 1.f)*.5f),1.f));
Debug::DrawLine((m_mat * mat4::translate(v[k].m_coord))[3].xyz,
(m_mat * mat4::translate(v[(k+1)%3].m_coord))[3].xyz, vec4(vec3((v[k].m_coord.z + 1.f)*.5f),1.f));
}
for (int j = 0; j < m_meshes[i].m1->m_vert.Count(); j++)
{
VertexData &v = m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j]];
Debug::DrawLine((m_mat * mat4::translate(v.m_coord)).v3.xyz,
(m_mat * mat4::translate(v.m_coord)).v3.xyz +
Debug::DrawLine((m_mat * mat4::translate(v.m_coord))[3].xyz,
(m_mat * mat4::translate(v.m_coord))[3].xyz +
(m_mat * vec4(v.m_normal * 5.f, 0.f)).xyz, vec4(lol::abs(v.m_normal), 1.f));
}
}


+ 3
- 3
test/physics/easycharactercontroller.cpp Ver fichero

@@ -107,10 +107,10 @@ void EasyCharacterController::SetTransform(const lol::vec3& base_location, const
{
if (m_base_is_updating)
{
m_base_cached_movement = base_location - m_local_to_world.v3.xyz;
m_local_to_world = lol::mat4::translate(m_local_to_world.v3.xyz) * lol::mat4(base_rotation);
m_base_cached_movement = base_location - m_local_to_world[3].xyz;
m_local_to_world = lol::mat4::translate(m_local_to_world[3].xyz) * lol::mat4(base_rotation);
if (m_ghost_object)
m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * m_local_to_world.v3.xyz)));
m_ghost_object->setWorldTransform(btTransform(LOL2BT_QUAT(base_rotation), LOL2BT_VEC3(LOL2BT_UNIT * m_local_to_world[3].xyz)));
}
else
EasyPhysic::SetTransform(base_location, base_rotation);


+ 9
- 9
test/physics/easyconstraint.h Ver fichero

@@ -83,15 +83,15 @@ private:
void CustomInitConstraintToPoint2Point()
{
m_p2p_constraint = new btPoint2PointConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body,
LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT));
LOL2BT_VEC3(m_a_transform[3].xyz * LOL2BT_UNIT), LOL2BT_VEC3(m_b_transform[3].xyz * LOL2BT_UNIT));
m_typed_constraint = m_p2p_constraint;
}

void CustomInitConstraintToHinge()
{
m_hinge_constraint = new btHingeConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body,
btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform[3].xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform[3].xyz * LOL2BT_UNIT)),
m_using_ref_a);
m_typed_constraint = m_hinge_constraint;
}
@@ -99,8 +99,8 @@ private:
void CustomInitConstraintToSlider()
{
m_slider_constraint = new btSliderConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body,
btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform[3].xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform[3].xyz * LOL2BT_UNIT)),
m_using_ref_a);
m_typed_constraint = m_slider_constraint;
}
@@ -108,16 +108,16 @@ private:
void CustomInitConstraintToConeTwist()
{
m_cone_twist_constraint = new btConeTwistConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body,
btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT)));
btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform[3].xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform[3].xyz * LOL2BT_UNIT)));
m_typed_constraint = m_cone_twist_constraint;
}

void CustomInitConstraintTo6Dof()
{
m_6dof_constraint = new btGeneric6DofConstraint(*m_a_physobj->m_rigid_body, *m_b_physobj->m_rigid_body,
btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform.v3.xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform.v3.xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_a_transform)), LOL2BT_VEC3(m_a_transform[3].xyz * LOL2BT_UNIT)),
btTransform(LOL2BT_QUAT(quat(m_b_transform)), LOL2BT_VEC3(m_b_transform[3].xyz * LOL2BT_UNIT)),
m_using_ref_a);
m_typed_constraint = m_6dof_constraint;
}


+ 5
- 5
test/physics/easyphysics.cpp Ver fichero

@@ -157,16 +157,16 @@ void EasyPhysic::SetTransform(const lol::vec3& base_location, const lol::quat& b
//Internal callback when Base transform has changed.
void EasyPhysic::BaseTransformChanged(const lol::mat4& PreviousMatrix, const lol::mat4& NewMatrix)
{
mat4 PreviousMatrixLoc = ((m_base_lock_location)?(PreviousMatrix):(lol::mat4::translate(PreviousMatrix.v3.xyz)));
mat4 PreviousMatrixLoc = ((m_base_lock_location)?(PreviousMatrix):(lol::mat4::translate(PreviousMatrix[3].xyz)));
mat4 PreviousMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(PreviousMatrix))):(lol::mat4(1.f)));
mat4 NewMatrixLoc = ((m_base_lock_location)?(NewMatrix):(lol::mat4::translate(NewMatrix.v3.xyz)));
mat4 NewMatrixLoc = ((m_base_lock_location)?(NewMatrix):(lol::mat4::translate(NewMatrix[3].xyz)));
mat4 NewMatrixRot = ((m_base_lock_rotation)?(lol::mat4(lol::quat(NewMatrix))):(lol::mat4(1.f)));

if (m_ghost_object || (m_rigid_body->getCollisionFlags() & btCollisionObject::CF_KINEMATIC_OBJECT))
{
mat4 ThisMatrixLoc = NewMatrixLoc * inverse(PreviousMatrixLoc) * lol::mat4::translate(m_local_to_world.v3.xyz);
mat4 ThisMatrixLoc = NewMatrixLoc * inverse(PreviousMatrixLoc) * lol::mat4::translate(m_local_to_world[3].xyz);
mat4 ThisMatrixRot = NewMatrixRot * inverse(PreviousMatrixRot) * lol::mat4(lol::quat(m_local_to_world));
SetTransform(ThisMatrixLoc.v3.xyz, lol::mat4(lol::quat(ThisMatrixRot)));
SetTransform(ThisMatrixLoc[3].xyz, lol::mat4(lol::quat(ThisMatrixRot)));
}
}

@@ -247,7 +247,7 @@ void EasyPhysic::InitBodyToGhost()
m_collision_object = m_ghost_object;
m_collision_object->setUserPointer(this);

SetTransform(m_local_to_world.v3.xyz, lol::quat(m_local_to_world));
SetTransform(m_local_to_world[3].xyz, lol::quat(m_local_to_world));

m_ghost_object->setCollisionFlags(m_ghost_object->getCollisionFlags());
}


+ 11
- 16
tools/lolremez/matrix.h Ver fichero

@@ -17,38 +17,33 @@ using namespace lol;
* naive inversion and is used for the Remez inversion method.
*/

template<typename T> struct Matrix
template<typename T> struct LinearSystem
{
inline Matrix<T>(int cols, int rows)
: m_cols(cols),
m_rows(rows)
inline LinearSystem<T>(int cols)
: m_cols(cols)
{
ASSERT(cols > 0);
ASSERT(rows > 0);

m_data.Resize(m_cols * m_rows);
m_data.Resize(m_cols * m_cols);
}

inline Matrix<T>(Matrix<T> const &other)
inline LinearSystem<T>(LinearSystem<T> const &other)
{
m_cols = other.m_cols;
m_rows = other.m_rows;
m_data = other.m_data;
}

void Init(T const &x)
{
for (int j = 0; j < m_rows; j++)
for (int j = 0; j < m_cols; j++)
for (int i = 0; i < m_cols; i++)
m(i, j) = (i == j) ? x : (T)0;
}

/* Naive matrix inversion */
Matrix<T> inv() const
LinearSystem<T> inv() const
{
ASSERT(m_cols == m_rows);

Matrix a(*this), b(m_cols, m_rows);
LinearSystem a(*this), b(m_cols);

b.Init((T)1);

@@ -100,10 +95,10 @@ template<typename T> struct Matrix
return b;
}

inline T & m(int i, int j) { return m_data[m_rows * j + i]; }
inline T const & m(int i, int j) const { return m_data[m_rows * j + i]; }
inline T & m(int i, int j) { return m_data[m_cols * j + i]; }
inline T const & m(int i, int j) const { return m_data[m_cols * j + i]; }

int m_cols, m_rows;
int m_cols;

private:
array<T> m_data;


+ 11
- 11
tools/lolremez/solver.cpp Ver fichero

@@ -105,7 +105,7 @@ void RemezSolver::Init()

/* We build a matrix of Chebishev evaluations: row i contains the
* evaluations of x_i for polynomial order n = 0, 1, ... */
Matrix<real> mat(m_order + 1, m_order + 1);
LinearSystem<real> system(m_order + 1);
for (int i = 0; i < m_order + 1; i++)
{
/* Compute the powers of x_i */
@@ -120,19 +120,19 @@ void RemezSolver::Init()
real sum = 0.0;
for (int k = 0; k < m_order + 1; k++)
sum += (real)Cheby(n, k) * powers[k];
mat.m(i, n) = sum;
system.m(i, n) = sum;
}
}

/* Solve the system */
mat = mat.inv();
system = system.inv();

/* Compute interpolation coefficients */
for (int j = 0; j < m_order + 1; j++)
{
m_coeff[j] = 0;
for (int i = 0; i < m_order + 1; i++)
m_coeff[j] += mat.m(j, i) * fxn[i];
m_coeff[j] += system.m(j, i) * fxn[i];
}
}

@@ -245,7 +245,7 @@ void RemezSolver::Step()

/* We build a matrix of Chebishev evaluations: row i contains the
* evaluations of x_i for polynomial order n = 0, 1, ... */
Matrix<real> mat(m_order + 2, m_order + 2);
LinearSystem<real> system(m_order + 2);
for (int i = 0; i < m_order + 2; i++)
{
/* Compute the powers of x_i */
@@ -260,29 +260,29 @@ void RemezSolver::Step()
real sum = 0.0;
for (int k = 0; k < m_order + 1; k++)
sum += (real)Cheby(n, k) * powers[k];
mat.m(i, n) = sum;
system.m(i, n) = sum;
}
if (i & 1)
mat.m(i, m_order + 1) = fabs(Weight(m_control[i]));
system.m(i, m_order + 1) = fabs(Weight(m_control[i]));
else
mat.m(i, m_order + 1) = -fabs(Weight(m_control[i]));
system.m(i, m_order + 1) = -fabs(Weight(m_control[i]));
}

/* Solve the system */
mat = mat.inv();
system = system.inv();

/* Compute interpolation coefficients */
for (int j = 0; j < m_order + 1; j++)
{
m_coeff[j] = 0;
for (int i = 0; i < m_order + 2; i++)
m_coeff[j] += mat.m(j, i) * fxn[i];
m_coeff[j] += system.m(j, i) * fxn[i];
}

/* Compute the error */
real error = 0;
for (int i = 0; i < m_order + 2; i++)
error += mat.m(m_order + 1, i) * fxn[i];
error += system.m(m_order + 1, i) * fxn[i];
}

int RemezSolver::Cheby(int n, int k)


+ 1
- 1
tools/vimlol/vimlol.vim Ver fichero

@@ -28,7 +28,7 @@ au Syntax cpp
" HLSL types
au Syntax cpp
\ syn match cType
\ "\<\(int\|float\)[234]\(\|x[234]\)\>"
\ "\<\(int\|half\|float\)[234]\(\|x[234]\)\>"

" More GLSL-like types from the Lol Engine
au Syntax cpp


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