| @@ -40,7 +40,7 @@ liblolcore_headers = \ | |||
| lol/math/all.h \ | |||
| lol/math/functions.h lol/math/vector.h lol/math/half.h lol/math/real.h \ | |||
| lol/math/geometry.h lol/math/interp.h lol/math/rand.h lol/math/array2d.h \ | |||
| lol/math/constants.h \ | |||
| lol/math/array3d.h lol/math/constants.h \ | |||
| \ | |||
| lol/algorithm/all.h \ | |||
| lol/algorithm/sort.h lol/algorithm/portal.h lol/algorithm/aabb_tree.h \ | |||
| @@ -17,6 +17,7 @@ | |||
| #include <lol/math/real.h> | |||
| #include <lol/math/vector.h> | |||
| #include <lol/math/array2d.h> | |||
| #include <lol/math/array3d.h> | |||
| #include <lol/math/geometry.h> | |||
| #include <lol/math/interp.h> | |||
| #include <lol/math/rand.h> | |||
| @@ -0,0 +1,215 @@ | |||
| // | |||
| // Lol Engine | |||
| // | |||
| // Copyright: (c) 2010-2014 Sam Hocevar <sam@hocevar.net> | |||
| // (c) 2013-2014 Benjamin "Touky" Huet <huet.benjamin@gmail.com> | |||
| // This program is free software; you can redistribute it and/or | |||
| // modify it under the terms of the Do What The Fuck You Want To | |||
| // Public License, Version 2, as published by Sam Hocevar. See | |||
| // http://www.wtfpl.net/ for more details. | |||
| // | |||
| // | |||
| // The Array3D class | |||
| // ----------------- | |||
| // A very simple 3D array class allowing var[i][j][k] indexing, with some nice | |||
| // additional features, eg. Array3D<int,float> for automatic arrays of tuples. | |||
| // | |||
| // | |||
| // FIXME: This file is in lol/math/ instead of lol/base/ because it | |||
| // uses ivec3. | |||
| // | |||
| #if !defined __LOL_MATH_ARRAY3D_H__ | |||
| #define __LOL_MATH_ARRAY3D_H__ | |||
| #include <lol/base/array.h> | |||
| #include <lol/base/assert.h> | |||
| namespace lol | |||
| { | |||
| template<typename T1, typename T2 = void, typename T3 = void, | |||
| typename T4 = void, typename T5 = void, typename T6 = void, | |||
| typename T7 = void, typename T8 = void> | |||
| class Array3D : protected Array<T1, T2, T3, T4, T5, T6, T7, T8> | |||
| { | |||
| public: | |||
| typedef Array<T1, T2, T3, T4, T5, T6, T7, T8> Super; | |||
| typedef typename Super::Element Element; | |||
| inline Array3D() | |||
| : m_size(0, 0, 0) | |||
| { | |||
| } | |||
| inline Array3D(int w, int h, int d) | |||
| { | |||
| SetSize(ivec3(w, h, d)); | |||
| } | |||
| inline Array3D(ivec3 size) | |||
| { | |||
| SetSize(size); | |||
| } | |||
| /* Access elements directly using an ivec3 index */ | |||
| inline Element const &operator [](ivec3 pos) const | |||
| { | |||
| ASSERT(pos.x >= 0); | |||
| ASSERT(pos.y >= 0); | |||
| ASSERT(pos.z >= 0); | |||
| ASSERT(pos.x < m_size.x); | |||
| ASSERT(pos.y < m_size.y); | |||
| ASSERT(pos.z < m_size.z); | |||
| int n = (pos.z * m_size.y + pos.y) * m_size.x + pos.x; | |||
| ASSERT(n >= 0); | |||
| ASSERT(n < this->m_count); | |||
| return this->m_data[n]; | |||
| } | |||
| inline Element &operator [](ivec3 pos) | |||
| { | |||
| ASSERT(pos.x >= 0); | |||
| ASSERT(pos.y >= 0); | |||
| ASSERT(pos.z >= 0); | |||
| ASSERT(pos.x < m_size.x); | |||
| ASSERT(pos.y < m_size.y); | |||
| ASSERT(pos.z < m_size.z); | |||
| int n = (pos.z * m_size.y + pos.y) * m_size.x + pos.x; | |||
| ASSERT(n >= 0); | |||
| ASSERT(n < this->m_count); | |||
| return this->m_data[n]; | |||
| } | |||
| class Slice | |||
| { | |||
| public: | |||
| inline Slice(Array3D &array, int i) | |||
| : m_array(array), | |||
| m_slice(i) | |||
| { | |||
| } | |||
| class Line | |||
| { | |||
| public: | |||
| inline Line(Array3D &array, ivec2 ij) | |||
| : m_array(array), | |||
| m_line(ij) | |||
| { | |||
| } | |||
| inline Element &operator [](int k) | |||
| { | |||
| ASSERT(k >= 0); | |||
| ASSERT(k < m_array.m_size.z); | |||
| return m_array[ivec3(m_line, k)]; | |||
| } | |||
| private: | |||
| Array3D<T1, T2, T3, T4, T5, T6, T7, T8> &m_array; | |||
| ivec2 m_line; | |||
| }; | |||
| inline class Line operator [](int j) | |||
| { | |||
| ASSERT(j >= 0); | |||
| ASSERT(j < m_array.m_size.y); | |||
| return Line(m_array, ivec2(m_slice, j)); | |||
| } | |||
| private: | |||
| Array3D<T1, T2, T3, T4, T5, T6, T7, T8> &m_array; | |||
| int m_slice; | |||
| }; | |||
| class ConstSlice | |||
| { | |||
| public: | |||
| inline ConstSlice(Array3D const &array, int i) | |||
| : m_array(array), | |||
| m_slice(i) | |||
| { | |||
| } | |||
| class Line | |||
| { | |||
| public: | |||
| inline Line(Array3D const &array, ivec2 ij) | |||
| : m_array(array), | |||
| m_line(ij) | |||
| { | |||
| } | |||
| inline Element const &operator [](int k) const | |||
| { | |||
| ASSERT(k >= 0); | |||
| ASSERT(k < m_array.m_size.z); | |||
| return m_array[ivec3(m_line, k)]; | |||
| } | |||
| private: | |||
| Array3D<T1, T2, T3, T4, T5, T6, T7, T8> const &m_array; | |||
| ivec2 m_line; | |||
| }; | |||
| inline class Line operator [](int j) const | |||
| { | |||
| ASSERT(j >= 0); | |||
| ASSERT(j < m_array.m_size.y); | |||
| return Line(m_array, ivec2(m_slice, j)); | |||
| } | |||
| private: | |||
| Array3D<T1, T2, T3, T4, T5, T6, T7, T8> const &m_array; | |||
| int m_slice; | |||
| }; | |||
| /* Access addressable slices, allowing for array[i][j][k] syntax. */ | |||
| inline class Slice operator [](int i) | |||
| { | |||
| ASSERT(i >= 0); | |||
| ASSERT(i < m_size.x); | |||
| return Slice(*this, i); | |||
| } | |||
| inline class ConstSlice operator [](int i) const | |||
| { | |||
| ASSERT(i >= 0); | |||
| ASSERT(i < m_size.x); | |||
| return ConstSlice(*this, i); | |||
| } | |||
| /* Resize the array. | |||
| * FIXME: data gets scrambled; should we care? */ | |||
| inline void SetSize(ivec3 size, Element e = Element()) | |||
| { | |||
| this->Resize(size.x * size.y * size.z, e); | |||
| m_size = size; | |||
| } | |||
| inline ivec3 GetSize() const | |||
| { | |||
| return m_size; | |||
| } | |||
| public: | |||
| inline Element *Data() { return Super::Data(); } | |||
| inline Element const *Data() const { return Super::Data(); } | |||
| inline int Count() const { return Super::Count(); } | |||
| inline int Bytes() const { return Super::Bytes(); } | |||
| private: | |||
| ivec3 m_size; | |||
| }; | |||
| } /* namespace lol */ | |||
| #endif // __LOL_MATH_ARRAY3D_H__ | |||
| @@ -316,6 +316,7 @@ | |||
| <ClInclude Include="lol\image\pixel.h" /> | |||
| <ClInclude Include="lol\math\all.h" /> | |||
| <ClInclude Include="lol\math\array2d.h" /> | |||
| <ClInclude Include="lol\math\array3d.h" /> | |||
| <ClInclude Include="lol\math\constants.h" /> | |||
| <ClInclude Include="lol\math\functions.h" /> | |||
| <ClInclude Include="lol\math\geometry.h" /> | |||
| @@ -615,6 +615,9 @@ | |||
| <ClInclude Include="lol\math\array2d.h"> | |||
| <Filter>lol\base</Filter> | |||
| </ClInclude> | |||
| <ClInclude Include="lol\math\array3d.h"> | |||
| <Filter>lol\base</Filter> | |||
| </ClInclude> | |||
| <ClInclude Include="lol\math\geometry.h"> | |||
| <Filter>lol\math</Filter> | |||
| </ClInclude> | |||
| @@ -18,9 +18,10 @@ endif | |||
| testsuite_SOURCES = testsuite.cpp \ | |||
| unit/vector.cpp unit/matrix.cpp unit/half.cpp unit/trig.cpp \ | |||
| unit/build.cpp unit/real.cpp unit/image.cpp unit/quat.cpp unit/cmplx.cpp \ | |||
| unit/array.cpp unit/rotation.cpp unit/string.cpp unit/map.cpp \ | |||
| unit/color.cpp unit/atomic.cpp unit/interp.cpp unit/box.cpp \ | |||
| unit/rand.cpp unit/thread.cpp unit/camera.cpp unit/enum.cpp | |||
| unit/array.cpp unit/array2d.cpp unit/array3d.cpp unit/rotation.cpp \ | |||
| unit/string.cpp unit/map.cpp unit/color.cpp unit/atomic.cpp \ | |||
| unit/interp.cpp unit/box.cpp unit/rand.cpp unit/thread.cpp \ | |||
| unit/camera.cpp unit/enum.cpp | |||
| testsuite_CPPFLAGS = $(AM_CPPFLAGS) | |||
| testsuite_DEPENDENCIES = @LOL_DEPS@ | |||
| noinst_DATA = data/gradient.png | |||
| @@ -45,6 +45,8 @@ | |||
| <ItemGroup> | |||
| <ClCompile Include="testsuite.cpp" /> | |||
| <ClCompile Include="unit\array.cpp" /> | |||
| <ClCompile Include="unit\array2d.cpp" /> | |||
| <ClCompile Include="unit\array3d.cpp" /> | |||
| <ClCompile Include="unit\box.cpp" /> | |||
| <ClCompile Include="unit\build.cpp" /> | |||
| <ClCompile Include="unit\camera.cpp" /> | |||
| @@ -0,0 +1,51 @@ | |||
| // | |||
| // Lol Engine | |||
| // | |||
| // Copyright: (c) 2010-2014 Sam Hocevar <sam@hocevar.net> | |||
| // This program is free software; you can redistribute it and/or | |||
| // modify it under the terms of the Do What The Fuck You Want To | |||
| // Public License, Version 2, as published by Sam Hocevar. See | |||
| // http://www.wtfpl.net/ for more details. | |||
| // | |||
| #if defined HAVE_CONFIG_H | |||
| # include "config.h" | |||
| #endif | |||
| #include "core.h" | |||
| #include "lol/unit.h" | |||
| namespace lol | |||
| { | |||
| LOLUNIT_FIXTURE(Array2DTest) | |||
| { | |||
| void SetUp() {} | |||
| void TearDown() {} | |||
| LOLUNIT_TEST(Array2DCreate) | |||
| { | |||
| Array2D<int> a(ivec2(10, 10)); | |||
| a[0][0] = 2; | |||
| a[9][0] = 4; | |||
| a[0][9] = 6; | |||
| a[9][9] = 8; | |||
| LOLUNIT_ASSERT_EQUAL(a[0][0], 2); | |||
| LOLUNIT_ASSERT_EQUAL(a[9][0], 4); | |||
| LOLUNIT_ASSERT_EQUAL(a[0][9], 6); | |||
| LOLUNIT_ASSERT_EQUAL(a[9][9], 8); | |||
| Array2D<int> const &b = a; | |||
| LOLUNIT_ASSERT_EQUAL(b[0][0], 2); | |||
| LOLUNIT_ASSERT_EQUAL(b[9][0], 4); | |||
| LOLUNIT_ASSERT_EQUAL(b[0][9], 6); | |||
| LOLUNIT_ASSERT_EQUAL(b[9][9], 8); | |||
| } | |||
| }; | |||
| } /* namespace lol */ | |||
| @@ -0,0 +1,51 @@ | |||
| // | |||
| // Lol Engine | |||
| // | |||
| // Copyright: (c) 2010-2014 Sam Hocevar <sam@hocevar.net> | |||
| // This program is free software; you can redistribute it and/or | |||
| // modify it under the terms of the Do What The Fuck You Want To | |||
| // Public License, Version 2, as published by Sam Hocevar. See | |||
| // http://www.wtfpl.net/ for more details. | |||
| // | |||
| #if defined HAVE_CONFIG_H | |||
| # include "config.h" | |||
| #endif | |||
| #include "core.h" | |||
| #include "lol/unit.h" | |||
| namespace lol | |||
| { | |||
| LOLUNIT_FIXTURE(Array3DTest) | |||
| { | |||
| void SetUp() {} | |||
| void TearDown() {} | |||
| LOLUNIT_TEST(Array3DCreate) | |||
| { | |||
| Array3D<int> a(ivec3(10, 10, 10)); | |||
| a[0][0][0] = 2; | |||
| a[9][0][0] = 4; | |||
| a[0][9][9] = 6; | |||
| a[9][9][9] = 8; | |||
| LOLUNIT_ASSERT_EQUAL(a[0][0][0], 2); | |||
| LOLUNIT_ASSERT_EQUAL(a[9][0][0], 4); | |||
| LOLUNIT_ASSERT_EQUAL(a[0][9][9], 6); | |||
| LOLUNIT_ASSERT_EQUAL(a[9][9][9], 8); | |||
| Array3D<int> const &b = a; | |||
| LOLUNIT_ASSERT_EQUAL(b[0][0][0], 2); | |||
| LOLUNIT_ASSERT_EQUAL(b[9][0][0], 4); | |||
| LOLUNIT_ASSERT_EQUAL(b[0][9][9], 6); | |||
| LOLUNIT_ASSERT_EQUAL(b[9][9][9], 8); | |||
| } | |||
| }; | |||
| } /* namespace lol */ | |||