@@ -40,7 +40,7 @@ liblolcore_headers = \ | |||||
lol/math/all.h \ | lol/math/all.h \ | ||||
lol/math/functions.h lol/math/vector.h lol/math/half.h lol/math/real.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/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/all.h \ | ||||
lol/algorithm/sort.h lol/algorithm/portal.h lol/algorithm/aabb_tree.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/real.h> | ||||
#include <lol/math/vector.h> | #include <lol/math/vector.h> | ||||
#include <lol/math/array2d.h> | #include <lol/math/array2d.h> | ||||
#include <lol/math/array3d.h> | |||||
#include <lol/math/geometry.h> | #include <lol/math/geometry.h> | ||||
#include <lol/math/interp.h> | #include <lol/math/interp.h> | ||||
#include <lol/math/rand.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\image\pixel.h" /> | ||||
<ClInclude Include="lol\math\all.h" /> | <ClInclude Include="lol\math\all.h" /> | ||||
<ClInclude Include="lol\math\array2d.h" /> | <ClInclude Include="lol\math\array2d.h" /> | ||||
<ClInclude Include="lol\math\array3d.h" /> | |||||
<ClInclude Include="lol\math\constants.h" /> | <ClInclude Include="lol\math\constants.h" /> | ||||
<ClInclude Include="lol\math\functions.h" /> | <ClInclude Include="lol\math\functions.h" /> | ||||
<ClInclude Include="lol\math\geometry.h" /> | <ClInclude Include="lol\math\geometry.h" /> | ||||
@@ -615,6 +615,9 @@ | |||||
<ClInclude Include="lol\math\array2d.h"> | <ClInclude Include="lol\math\array2d.h"> | ||||
<Filter>lol\base</Filter> | <Filter>lol\base</Filter> | ||||
</ClInclude> | </ClInclude> | ||||
<ClInclude Include="lol\math\array3d.h"> | |||||
<Filter>lol\base</Filter> | |||||
</ClInclude> | |||||
<ClInclude Include="lol\math\geometry.h"> | <ClInclude Include="lol\math\geometry.h"> | ||||
<Filter>lol\math</Filter> | <Filter>lol\math</Filter> | ||||
</ClInclude> | </ClInclude> | ||||
@@ -18,9 +18,10 @@ endif | |||||
testsuite_SOURCES = testsuite.cpp \ | testsuite_SOURCES = testsuite.cpp \ | ||||
unit/vector.cpp unit/matrix.cpp unit/half.cpp unit/trig.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/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_CPPFLAGS = $(AM_CPPFLAGS) | ||||
testsuite_DEPENDENCIES = @LOL_DEPS@ | testsuite_DEPENDENCIES = @LOL_DEPS@ | ||||
noinst_DATA = data/gradient.png | noinst_DATA = data/gradient.png | ||||
@@ -45,6 +45,8 @@ | |||||
<ItemGroup> | <ItemGroup> | ||||
<ClCompile Include="testsuite.cpp" /> | <ClCompile Include="testsuite.cpp" /> | ||||
<ClCompile Include="unit\array.cpp" /> | <ClCompile Include="unit\array.cpp" /> | ||||
<ClCompile Include="unit\array2d.cpp" /> | |||||
<ClCompile Include="unit\array3d.cpp" /> | |||||
<ClCompile Include="unit\box.cpp" /> | <ClCompile Include="unit\box.cpp" /> | ||||
<ClCompile Include="unit\build.cpp" /> | <ClCompile Include="unit\build.cpp" /> | ||||
<ClCompile Include="unit\camera.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 */ | |||||