@@ -1,7 +1,7 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright © 2010—2019 Sam Hocevar <sam@hocevar.net> | |||
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net> | |||
// | |||
// Lol Engine is free software. It comes without any warranty, to | |||
// the extent permitted by applicable law. You can redistribute it | |||
@@ -14,13 +14,13 @@ | |||
// | |||
// The matrix classes | |||
// ------------------ | |||
// —————————————————— | |||
// | |||
#include <ostream> | |||
#include <lol/math/private/ops.h> | |||
#include <lol/math/vector.h> | |||
#include <lol/math/transform.h> | |||
#if _WIN32 | |||
# pragma push_macro("near") | |||
@@ -29,6 +29,8 @@ | |||
# undef far | |||
#endif | |||
#define have_lol_matrix_h | |||
namespace lol | |||
{ | |||
@@ -109,7 +111,6 @@ struct lol_attr_nodiscard mat_t<T, 2, 2> | |||
return rotate(radians) * m; | |||
} | |||
void printf() const; | |||
std::string tostring() const; | |||
static const mat_t<T,2,2> identity; | |||
@@ -158,7 +159,7 @@ struct lol_attr_nodiscard mat_t<T, 3, 3> | |||
explicit inline mat_t(mat_t<U,3,3> const &m) | |||
: m_data{ (element)m[0], (element)m[1], (element)m[2] } {} | |||
explicit mat_t(quat_t<T> const &q); | |||
explicit mat_t(class quat_t<T> const &q); | |||
inline vec_t<T,3>& operator[](size_t n) { return m_data[n]; } | |||
inline vec_t<T,3> const& operator[](size_t n) const { return m_data[n]; } | |||
@@ -201,7 +202,6 @@ struct lol_attr_nodiscard mat_t<T, 3, 3> | |||
return rotate(radians, v) * m; | |||
} | |||
void printf() const; | |||
std::string tostring() const; | |||
static const mat_t<T,3,3> identity; | |||
@@ -256,7 +256,7 @@ struct lol_attr_nodiscard mat_t<T, 4, 4> | |||
: m_data{ (element)m[0], (element)m[1], | |||
(element)m[2], (element)m[3] } {} | |||
explicit mat_t(quat_t<T> const &q); | |||
explicit mat_t(class quat_t<T> const &q); | |||
inline vec_t<T,4>& operator[](size_t n) { return m_data[n]; } | |||
inline vec_t<T,4> const& operator[](size_t n) const { return m_data[n]; } | |||
@@ -336,7 +336,6 @@ struct lol_attr_nodiscard mat_t<T, 4, 4> | |||
static mat_t<T,4,4> perspective(T fov_y, T width, T height, T near, T far); | |||
static mat_t<T,4,4> shifted_perspective(T fov_y, T screen_size, T screen_ratio_yx, T near, T far); | |||
void printf() const; | |||
std::string tostring() const; | |||
static const mat_t<T,4,4> identity; |
@@ -1,7 +1,7 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright © 2010—2015 Sam Hocevar <sam@hocevar.net> | |||
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net> | |||
// | |||
// Lol Engine is free software. It comes without any warranty, to | |||
// the extent permitted by applicable law. You can redistribute it | |||
@@ -10,52 +10,93 @@ | |||
// See http://www.wtfpl.net/ for more details. | |||
// | |||
#include <lol/engine-internal.h> | |||
#pragma once | |||
#include <cassert> | |||
#include <cmath> | |||
namespace lol | |||
{ | |||
template<> mat3 mat3::scale(float x, float y, float z) | |||
template<> | |||
inline std::string mat2::tostring() const | |||
{ | |||
mat2 const &p = *this; | |||
return format("[ %6.6f %6.6f\n", p[0][0], p[1][0]) + | |||
format(" %6.6f %6.6f ]\n", p[0][1], p[1][1]); | |||
} | |||
template<> | |||
inline std::string mat3::tostring() const | |||
{ | |||
mat3 const &p = *this; | |||
return format("[ %6.6f %6.6f %6.6f\n", p[0][0], p[1][0], p[2][0]) + | |||
format(" %6.6f %6.6f %6.6f\n", p[0][1], p[1][1], p[2][1]) + | |||
format(" %6.6f %6.6f %6.6f ]\n", p[0][2], p[1][2], p[2][2]); | |||
} | |||
template<> | |||
inline std::string mat4::tostring() const | |||
{ | |||
mat3 ret(1.0f); | |||
mat4 const &p = *this; | |||
return format("[ %6.6f %6.6f %6.6f %6.6f\n", | |||
p[0][0], p[1][0], p[2][0], p[3][0]) + | |||
format(" %6.6f %6.6f %6.6f %6.6f\n", | |||
p[0][1], p[1][1], p[2][1], p[3][1]) + | |||
format(" %6.6f %6.6f %6.6f %6.6f\n", | |||
p[0][2], p[1][2], p[2][2], p[3][2]) + | |||
format(" %6.6f %6.6f %6.6f %6.6f ]\n", | |||
p[0][3], p[1][3], p[2][3], p[3][3]); | |||
} | |||
template<typename T> | |||
mat_t<T,3,3> mat_t<T,3,3>::scale(T x, T y, T z) | |||
{ | |||
mat_t<T,3,3> ret(T(1)); | |||
ret[0][0] = x; | |||
ret[1][1] = y; | |||
ret[2][2] = z; | |||
return ret; | |||
} | |||
template<> mat3 mat3::scale(float x) | |||
template<typename T> | |||
mat_t<T,3,3> mat_t<T,3,3>::scale(T x) | |||
{ | |||
return scale(x, x, x); | |||
} | |||
template<> mat3 mat3::scale(vec3 v) | |||
template<typename T> | |||
mat_t<T,3,3> mat_t<T,3,3>::scale(vec_t<T,3> v) | |||
{ | |||
return scale(v.x, v.y, v.z); | |||
} | |||
template<> mat4 mat4::translate(float x, float y, float z) | |||
template<typename T> | |||
mat_t<T,4,4> mat_t<T,4,4>::translate(T x, T y, T z) | |||
{ | |||
mat4 ret(1.0f); | |||
mat_t<T,4,4> ret(T(1)); | |||
ret[3][0] = x; | |||
ret[3][1] = y; | |||
ret[3][2] = z; | |||
return ret; | |||
} | |||
template<> mat4 mat4::translate(vec3 v) | |||
template<typename T> | |||
mat_t<T,4,4> mat_t<T,4,4>::translate(vec_t<T,3> v) | |||
{ | |||
return translate(v.x, v.y, v.z); | |||
} | |||
template<> mat2 mat2::rotate(float radians) | |||
template<typename T> | |||
mat_t<T,2,2> mat_t<T,2,2>::rotate(T radians) | |||
{ | |||
float st = sin(radians); | |||
float ct = cos(radians); | |||
T st = sin(radians); | |||
T ct = cos(radians); | |||
mat2 ret; | |||
mat_t<T,2,2> ret; | |||
ret[0][0] = ct; | |||
ret[0][1] = st; | |||
@@ -66,22 +107,23 @@ template<> mat2 mat2::rotate(float radians) | |||
return ret; | |||
} | |||
template<> mat3 mat3::rotate(float radians, float x, float y, float z) | |||
template<typename T> | |||
mat_t<T,3,3> mat_t<T,3,3>::rotate(T radians, T x, T y, T z) | |||
{ | |||
float st = sin(radians); | |||
float ct = cos(radians); | |||
T st = sin(radians); | |||
T ct = cos(radians); | |||
float len = std::sqrt(x * x + y * y + z * z); | |||
float invlen = len ? 1.0f / len : 0.0f; | |||
T len = std::sqrt(x * x + y * y + z * z); | |||
T invlen = len ? T(1) / len : T(0); | |||
x *= invlen; | |||
y *= invlen; | |||
z *= invlen; | |||
float mtx = (1.0f - ct) * x; | |||
float mty = (1.0f - ct) * y; | |||
float mtz = (1.0f - ct) * z; | |||
T mtx = (T(1) - ct) * x; | |||
T mty = (T(1) - ct) * y; | |||
T mtz = (T(1) - ct) * z; | |||
mat3 ret; | |||
mat_t<T,3,3> ret; | |||
ret[0][0] = x * mtx + ct; | |||
ret[0][1] = x * mty + st * z; | |||
@@ -98,44 +140,50 @@ template<> mat3 mat3::rotate(float radians, float x, float y, float z) | |||
return ret; | |||
} | |||
template<> mat3 mat3::rotate(float radians, vec3 v) | |||
template<typename T> | |||
mat_t<T,3,3> mat_t<T,3,3>::rotate(T radians, vec_t<T,3> v) | |||
{ | |||
return rotate(radians, v.x, v.y, v.z); | |||
} | |||
template<> mat3::mat_t(quat const &q) | |||
template<typename T> | |||
mat_t<T,3,3>::mat_t(quat_t<T> const &q) | |||
{ | |||
float n = norm(q); | |||
T n = norm(q); | |||
if (!n) | |||
{ | |||
for (int j = 0; j < 3; j++) | |||
for (int i = 0; i < 3; i++) | |||
(*this)[i][j] = (i == j) ? 1.f : 0.f; | |||
(*this)[i][j] = (i == j) ? T(1) : T(0); | |||
return; | |||
} | |||
float s = 2.0f / n; | |||
T s = T(2) / n; | |||
(*this)[0][0] = 1.0f - s * (q.y * q.y + q.z * q.z); | |||
(*this)[0][0] = T(1) - 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); | |||
(*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][1] = T(1) - s * (q.z * q.z + q.x * q.x); | |||
(*this)[1][2] = s * (q.y * q.z + q.x * q.w); | |||
(*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); | |||
(*this)[2][2] = T(1) - s * (q.x * q.x + q.y * q.y); | |||
} | |||
template<> mat4::mat_t(quat const &q) | |||
template<typename T> | |||
mat_t<T,4,4>::mat_t(quat_t<T> const &q) | |||
{ | |||
*this = mat4(mat3(q), 1.f); | |||
*this = mat_t<T,4,4>(mat_t<T,3,3>(q), T(1)); | |||
} | |||
template<> mat4 mat4::lookat(vec3 eye, vec3 center, vec3 up) | |||
// These are only specialised for float type, but could be extended | |||
// to anything else. I’m just not sure it’s worth it. | |||
template<> | |||
inline mat4 mat4::lookat(vec3 eye, vec3 center, vec3 up) | |||
{ | |||
vec3 v3 = normalize(eye - center); | |||
vec3 v1 = normalize(cross(up, v3)); | |||
@@ -147,8 +195,9 @@ template<> mat4 mat4::lookat(vec3 eye, vec3 center, vec3 up) | |||
vec4(-dot(eye, v1), -dot(eye, v2), -dot(eye, v3), 1.f)); | |||
} | |||
template<> mat4 mat4::ortho(float left, float right, float bottom, | |||
float top, float near, float far) | |||
template<> | |||
inline mat4 mat4::ortho(float left, float right, float bottom, | |||
float top, float near, float far) | |||
{ | |||
float invrl = (right != left) ? 1.0f / (right - left) : 0.0f; | |||
float invtb = (top != bottom) ? 1.0f / (top - bottom) : 0.0f; | |||
@@ -165,15 +214,17 @@ template<> mat4 mat4::ortho(float left, float right, float bottom, | |||
return ret; | |||
} | |||
template<> mat4 mat4::ortho(float width, float height, | |||
float near, float far) | |||
template<> | |||
inline mat4 mat4::ortho(float width, float height, | |||
float near, float far) | |||
{ | |||
return mat4::ortho(-0.5f * width, 0.5f * width, | |||
-0.5f * height, 0.5f * height, near, far); | |||
} | |||
template<> mat4 mat4::frustum(float left, float right, float bottom, | |||
float top, float near, float far) | |||
template<> | |||
inline mat4 mat4::frustum(float left, float right, float bottom, | |||
float top, float near, float far) | |||
{ | |||
float invrl = (right != left) ? 1.0f / (right - left) : 0.0f; | |||
float invtb = (top != bottom) ? 1.0f / (top - bottom) : 0.0f; | |||
@@ -194,8 +245,9 @@ template<> mat4 mat4::frustum(float left, float right, float bottom, | |||
* Return a standard perspective matrix | |||
*/ | |||
template<> mat4 mat4::perspective(float fov_y, float width, | |||
float height, float near, float far) | |||
template<> | |||
inline mat4 mat4::perspective(float fov_y, float width, | |||
float height, float near, float far) | |||
{ | |||
float t2 = lol::tan(fov_y * 0.5f); | |||
float t1 = t2 * width / height; | |||
@@ -208,12 +260,13 @@ template<> mat4 mat4::perspective(float fov_y, float width, | |||
* the near plane | |||
*/ | |||
template<> mat4 mat4::shifted_perspective(float fov_y, float screen_size, | |||
float screen_ratio_yx, | |||
float near, float far) | |||
template<> | |||
inline mat4 mat4::shifted_perspective(float fov_y, float screen_size, | |||
float screen_ratio_yx, | |||
float near, float far) | |||
{ | |||
float tan_y = tanf(fov_y * .5f); | |||
ASSERT(tan_y > 0.000001f); | |||
assert(tan_y > 0.000001f); | |||
float dist_scr = (screen_size * screen_ratio_yx * .5f) / tan_y; | |||
return mat4::perspective(fov_y, screen_size, screen_size * screen_ratio_yx, |
@@ -1,18 +1,20 @@ | |||
// | |||
// Lol Engine | |||
// 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. | |||
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net> | |||
// | |||
// Lol Engine is free software. It comes without any warranty, to | |||
// the extent permitted by applicable law. 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 the WTFPL Task Force. | |||
// See http://www.wtfpl.net/ for more details. | |||
// | |||
#pragma once | |||
// | |||
// Operations for vector classes | |||
// ----------------------------- | |||
// ————————————————————————————— | |||
// | |||
#include <ostream> |
@@ -10,6 +10,8 @@ | |||
// See http://www.wtfpl.net/ for more details. | |||
// | |||
#pragma once | |||
#include <new> | |||
#include <string> | |||
#include <sstream> |
@@ -1,7 +1,7 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright © 2010—2015 Sam Hocevar <sam@hocevar.net> | |||
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net> | |||
// | |||
// Lol Engine is free software. It comes without any warranty, to | |||
// the extent permitted by applicable law. You can redistribute it | |||
@@ -10,12 +10,26 @@ | |||
// See http://www.wtfpl.net/ for more details. | |||
// | |||
#include <lol/engine-internal.h> | |||
#pragma once | |||
namespace lol | |||
{ | |||
template<> quat quat::rotate(float radians, vec3 const &v) | |||
template<> | |||
inline std::string cmplx::tostring() const | |||
{ | |||
return format("[ %6.6f %6.6f ]", x, y); | |||
} | |||
template<> | |||
inline std::string quat::tostring() const | |||
{ | |||
return format("[ %6.6f %6.6f %6.6f %6.6f ]", w, x, y, z); | |||
} | |||
template<> | |||
inline quat quat::rotate(float radians, vec3 const &v) | |||
{ | |||
float half_angle = radians * 0.5f; | |||
@@ -24,12 +38,14 @@ template<> quat quat::rotate(float radians, vec3 const &v) | |||
return quat(cos(half_angle), tmp.x, tmp.y, tmp.z); | |||
} | |||
template<> quat quat::rotate(float radians, float x, float y, float z) | |||
template<> | |||
inline quat quat::rotate(float radians, float x, float y, float z) | |||
{ | |||
return quat::rotate(radians, vec3(x, y, z)); | |||
} | |||
template<> quat quat::rotate(vec3 const &src, vec3 const &dst) | |||
template<> | |||
inline quat quat::rotate(vec3 const &src, vec3 const &dst) | |||
{ | |||
/* Algorithm directly taken from Sam Hocevar's article "Quaternion from | |||
* two vectors: the final version". | |||
@@ -56,7 +72,8 @@ template<> quat quat::rotate(vec3 const &src, vec3 const &dst) | |||
return normalize(quat(real_part, w.x, w.y, w.z)); | |||
} | |||
template<> quat slerp(quat const &qa, quat const &qb, float f) | |||
template<> | |||
inline quat slerp(quat const &qa, quat const &qb, float f) | |||
{ | |||
float const magnitude = lol::sqrt(sqlength(qa) * sqlength(qb)); | |||
float const product = lol::dot(qa, qb) / magnitude; | |||
@@ -199,43 +216,43 @@ static inline quat quat_fromeuler_generic(vec3 const &v, int i, int j, int k) | |||
#define DEFINE_GENERIC_EULER_CONVERSIONS_INNER(a1, a2, a3, name) \ | |||
/* Create quaternions from Euler angles */ \ | |||
template<> quat quat::fromeuler_##name(vec3 const &v) \ | |||
template<> inline quat quat::fromeuler_##name(vec3 const &v) \ | |||
{ \ | |||
int x = 0, y = 1, z = 2; UNUSED(x, y, z); \ | |||
return quat_fromeuler_generic(v, a1, a2, a3); \ | |||
} \ | |||
\ | |||
template<> quat quat::fromeuler_##name(float phi, float theta, float psi) \ | |||
template<> inline quat quat::fromeuler_##name(float phi, float theta, float psi) \ | |||
{ \ | |||
return quat::fromeuler_##name(vec3(phi, theta, psi)); \ | |||
} \ | |||
\ | |||
/* Create 3×3 matrices from Euler angles */ \ | |||
template<> mat3 mat3::fromeuler_##name(vec3 const &v) \ | |||
template<> inline mat3 mat3::fromeuler_##name(vec3 const &v) \ | |||
{ \ | |||
int x = 0, y = 1, z = 2; UNUSED(x, y, z); \ | |||
return mat3_fromeuler_generic(v, a1, a2, a3); \ | |||
} \ | |||
\ | |||
template<> mat3 mat3::fromeuler_##name(float phi, float theta, float psi) \ | |||
template<> inline mat3 mat3::fromeuler_##name(float phi, float theta, float psi) \ | |||
{ \ | |||
return mat3::fromeuler_##name(vec3(phi, theta, psi)); \ | |||
} \ | |||
\ | |||
/* Create 4×4 matrices from Euler angles */ \ | |||
template<> mat4 mat4::fromeuler_##name(vec3 const &v) \ | |||
template<> inline mat4 mat4::fromeuler_##name(vec3 const &v) \ | |||
{ \ | |||
int x = 0, y = 1, z = 2; UNUSED(x, y, z); \ | |||
return mat4(mat3_fromeuler_generic(v, a1, a2, a3), 1.f); \ | |||
} \ | |||
\ | |||
template<> mat4 mat4::fromeuler_##name(float phi, float theta, float psi) \ | |||
template<> inline mat4 mat4::fromeuler_##name(float phi, float theta, float psi) \ | |||
{ \ | |||
return mat4::fromeuler_##name(vec3(phi, theta, psi)); \ | |||
} \ | |||
\ | |||
/* Retrieve Euler angles from a quaternion */ \ | |||
template<> vec3 vec3::toeuler_##name(quat const &q) \ | |||
template<> inline vec3 vec3::toeuler_##name(quat const &q) \ | |||
{ \ | |||
int x = 0, y = 1, z = 2; UNUSED(x, y, z); \ | |||
return quat_toeuler_generic(q, a1, a2, a3); \ |
@@ -0,0 +1,55 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net> | |||
// | |||
// Lol Engine is free software. It comes without any warranty, to | |||
// the extent permitted by applicable law. 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 the WTFPL Task Force. | |||
// See http://www.wtfpl.net/ for more details. | |||
// | |||
#pragma once | |||
namespace lol | |||
{ | |||
template<> | |||
inline std::string vec2::tostring() const | |||
{ | |||
return format("[ %6.6f %6.6f ]", x, y); | |||
} | |||
template<> | |||
inline std::string ivec2::tostring() const | |||
{ | |||
return format("[ %i %i ]", x, y); | |||
} | |||
template<> | |||
inline std::string vec3::tostring() const | |||
{ | |||
return format("[ %6.6f %6.6f %6.6f ]", x, y, z); | |||
} | |||
template<> | |||
inline std::string ivec3::tostring() const | |||
{ | |||
return format("[ %i %i %i ]", x, y, z); | |||
} | |||
template<> | |||
inline std::string vec4::tostring() const | |||
{ | |||
return format("[ %6.6f %6.6f %6.6f %6.6f ]", x, y, z, w); | |||
} | |||
template<> | |||
inline std::string ivec4::tostring() const | |||
{ | |||
return format("[ %i %i %i %i ]", x, y, z, w); | |||
} | |||
} /* namespace lol */ | |||
@@ -376,5 +376,5 @@ template<> std::string real::xstr() const; | |||
} /* namespace lol */ | |||
#include "real.ipp" | |||
#include "private/real.ipp" | |||
@@ -1,7 +1,7 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright © 2010—2019 Sam Hocevar <sam@hocevar.net> | |||
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net> | |||
// | |||
// Lol Engine is free software. It comes without any warranty, to | |||
// the extent permitted by applicable law. You can redistribute it | |||
@@ -14,13 +14,16 @@ | |||
// | |||
// The complex, quaternion and dual quaternion classes | |||
// --------------------------------------------------- | |||
// ——————————————————————————————————————————————————— | |||
// | |||
#include <lol/math/private/ops.h> | |||
#include <lol/math/vector.h> | |||
#include <ostream> | |||
#include "private/matrix.h" | |||
namespace lol | |||
{ | |||
@@ -497,3 +500,6 @@ static inline sqt_t<T> operator /(sqt_t<T> const &x, sqt_t<T> const &y) | |||
} /* namespace lol */ | |||
#include "private/matrix.ipp" | |||
#include "private/transform.ipp" | |||
@@ -1,7 +1,7 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright © 2010—2019 Sam Hocevar <sam@hocevar.net> | |||
// Copyright © 2010—2020 Sam Hocevar <sam@hocevar.net> | |||
// | |||
// Lol Engine is free software. It comes without any warranty, to | |||
// the extent permitted by applicable law. You can redistribute it | |||
@@ -14,15 +14,12 @@ | |||
// | |||
// The vector classes | |||
// ------------------ | |||
// —————————————————— | |||
// | |||
#include <lol/base/assert.h> | |||
#include <lol/math/functions.h> | |||
#include <lol/math/half.h> | |||
#include <lol/math/real.h> | |||
#include <lol/math/ops.h> | |||
#include <lol/math/private/ops.h> | |||
#include <cassert> | |||
#include <ostream> | |||
#include <type_traits> | |||
@@ -112,7 +109,6 @@ private: | |||
return *this; \ | |||
} \ | |||
\ | |||
void printf() const; \ | |||
std::string tostring() const; | |||
/* The generic “vec_t” type, which is a fixed-size vector with no | |||
@@ -166,8 +162,8 @@ struct lol_attr_nodiscard vec_t<T, N, FULL_SWIZZLE> | |||
/* Factory for base axis vectors, e.g. [1,0,0,…,0] */ | |||
static inline vec_t<T, N> axis(int i) | |||
{ | |||
ASSERT(i >= 0); | |||
ASSERT(i < N); | |||
assert(i >= 0); | |||
assert(i < N); | |||
vec_t<T, N> ret(T(0)); | |||
ret[i] = T(1); | |||
return ret; | |||
@@ -250,8 +246,8 @@ struct lol_attr_nodiscard vec_t<T,2> | |||
/* Factory for base axis vectors, e.g. [1,0,0,…,0] */ | |||
static inline vec_t<T,2> axis(int i) | |||
{ | |||
ASSERT(i >= 0); | |||
ASSERT(i < 2); | |||
assert(i >= 0); | |||
assert(i < 2); | |||
return vec_t<T,2>(T(i == 0), T(i == 1)); | |||
} | |||
@@ -365,8 +361,8 @@ struct lol_attr_nodiscard vec_t<T,3> | |||
/* Factory for base axis vectors, e.g. [1,0,0,…,0] */ | |||
static inline vec_t<T,3> axis(int i) | |||
{ | |||
ASSERT(i >= 0); | |||
ASSERT(i < 3); | |||
assert(i >= 0); | |||
assert(i < 3); | |||
return vec_t<T,3>(T(i == 0), T(i == 1), T(i == 2)); | |||
} | |||
@@ -614,8 +610,8 @@ struct lol_attr_nodiscard vec_t<T,4> | |||
/* Factory for base axis vectors, e.g. [1,0,0,…,0] */ | |||
static inline vec_t<T,4> axis(int i) | |||
{ | |||
ASSERT(i >= 0); | |||
ASSERT(i < 4); | |||
assert(i >= 0); | |||
assert(i < 4); | |||
return vec_t<T,4>(T(i == 0), T(i == 1), T(i == 2), T(i == 3)); | |||
} | |||
@@ -1347,3 +1343,5 @@ vec_t<T,4> const vec_t<T,4>::axis_w = vec_t<T,4>(T(0), T(0), T(0), T(1)); | |||
} /* namespace lol */ | |||
#include "private/vector.ipp" | |||
@@ -1,96 +0,0 @@ | |||
// | |||
// Lol Engine | |||
// | |||
// Copyright © 2010—2015 Sam Hocevar <sam@hocevar.net> | |||
// | |||
// Lol Engine is free software. It comes without any warranty, to | |||
// the extent permitted by applicable law. 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 the WTFPL Task Force. | |||
// See http://www.wtfpl.net/ for more details. | |||
// | |||
#include <lol/engine-internal.h> | |||
#include <ostream> /* std::ostream */ | |||
namespace lol | |||
{ | |||
#define LOL_PRINTF_TOSTRING(type, ...) \ | |||
template<> void type::printf() const { msg::debug(__VA_ARGS__); } \ | |||
template<> std::string type::tostring() const { return format(__VA_ARGS__); } | |||
LOL_PRINTF_TOSTRING(vec2, "[ %6.6f %6.6f ]\n", x, y); | |||
LOL_PRINTF_TOSTRING(ivec2, "[ %i %i ]\n", x, y); | |||
LOL_PRINTF_TOSTRING(cmplx, "[ %6.6f %6.6f ]\n", x, y); | |||
LOL_PRINTF_TOSTRING(vec3, "[ %6.6f %6.6f %6.6f ]\n", x, y, z); | |||
LOL_PRINTF_TOSTRING(ivec3, "[ %i %i %i ]\n", x, y, z); | |||
LOL_PRINTF_TOSTRING(vec4, "[ %6.6f %6.6f %6.6f %6.6f ]\n", x, y, z, w); | |||
LOL_PRINTF_TOSTRING(ivec4, "[ %i %i %i %i ]\n", x, y, z, w); | |||
LOL_PRINTF_TOSTRING(quat, "[ %6.6f %6.6f %6.6f %6.6f ]\n", w, x, y, z); | |||
template<> void mat2::printf() const | |||
{ | |||
mat2 const &p = *this; | |||
msg::debug("[ %6.6f %6.6f\n", p[0][0], p[1][0]); | |||
msg::debug(" %6.6f %6.6f ]\n", p[0][1], p[1][1]); | |||
} | |||
template<> std::string mat2::tostring() const | |||
{ | |||
mat2 const &p = *this; | |||
return format("[ %6.6f %6.6f\n", p[0][0], p[1][0]) + | |||
format(" %6.6f %6.6f ]\n", p[0][1], p[1][1]); | |||
} | |||
template<> void mat3::printf() const | |||
{ | |||
mat3 const &p = *this; | |||
msg::debug("[ %6.6f %6.6f %6.6f\n", p[0][0], p[1][0], p[2][0]); | |||
msg::debug(" %6.6f %6.6f %6.6f\n", p[0][1], p[1][1], p[2][1]); | |||
msg::debug(" %6.6f %6.6f %6.6f ]\n", p[0][2], p[1][2], p[2][2]); | |||
} | |||
template<> std::string mat3::tostring() const | |||
{ | |||
mat3 const &p = *this; | |||
return format("[ %6.6f %6.6f %6.6f\n", p[0][0], p[1][0], p[2][0]) + | |||
format(" %6.6f %6.6f %6.6f\n", p[0][1], p[1][1], p[2][1]) + | |||
format(" %6.6f %6.6f %6.6f ]\n", p[0][2], p[1][2], p[2][2]); | |||
} | |||
template<> void mat4::printf() const | |||
{ | |||
mat4 const &p = *this; | |||
msg::debug("[ %6.6f %6.6f %6.6f %6.6f\n", | |||
p[0][0], p[1][0], p[2][0], p[3][0]); | |||
msg::debug(" %6.6f %6.6f %6.6f %6.6f\n", | |||
p[0][1], p[1][1], p[2][1], p[3][1]); | |||
msg::debug(" %6.6f %6.6f %6.6f %6.6f\n", | |||
p[0][2], p[1][2], p[2][2], p[3][2]); | |||
msg::debug(" %6.6f %6.6f %6.6f %6.6f ]\n", | |||
p[0][3], p[1][3], p[2][3], p[3][3]); | |||
} | |||
template<> std::string mat4::tostring() const | |||
{ | |||
mat4 const &p = *this; | |||
return format("[ %6.6f %6.6f %6.6f %6.6f\n", | |||
p[0][0], p[1][0], p[2][0], p[3][0]) + | |||
format(" %6.6f %6.6f %6.6f %6.6f\n", | |||
p[0][1], p[1][1], p[2][1], p[3][1]) + | |||
format(" %6.6f %6.6f %6.6f %6.6f\n", | |||
p[0][2], p[1][2], p[2][2], p[3][2]) + | |||
format(" %6.6f %6.6f %6.6f %6.6f ]\n", | |||
p[0][3], p[1][3], p[2][3], p[3][3]); | |||
} | |||
} /* namespace lol */ | |||