| @@ -1,7 +1,7 @@ | |||||
| // | // | ||||
| // Lol Engine | // 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 | // Lol Engine is free software. It comes without any warranty, to | ||||
| // the extent permitted by applicable law. You can redistribute it | // the extent permitted by applicable law. You can redistribute it | ||||
| @@ -14,13 +14,13 @@ | |||||
| // | // | ||||
| // The matrix classes | // The matrix classes | ||||
| // ------------------ | |||||
| // —————————————————— | |||||
| // | // | ||||
| #include <ostream> | #include <ostream> | ||||
| #include <lol/math/private/ops.h> | |||||
| #include <lol/math/vector.h> | #include <lol/math/vector.h> | ||||
| #include <lol/math/transform.h> | |||||
| #if _WIN32 | #if _WIN32 | ||||
| # pragma push_macro("near") | # pragma push_macro("near") | ||||
| @@ -29,6 +29,8 @@ | |||||
| # undef far | # undef far | ||||
| #endif | #endif | ||||
| #define have_lol_matrix_h | |||||
| namespace lol | namespace lol | ||||
| { | { | ||||
| @@ -109,7 +111,6 @@ struct lol_attr_nodiscard mat_t<T, 2, 2> | |||||
| return rotate(radians) * m; | return rotate(radians) * m; | ||||
| } | } | ||||
| void printf() const; | |||||
| std::string tostring() const; | std::string tostring() const; | ||||
| static const mat_t<T,2,2> identity; | 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) | explicit inline mat_t(mat_t<U,3,3> const &m) | ||||
| : m_data{ (element)m[0], (element)m[1], (element)m[2] } {} | : 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>& operator[](size_t n) { return m_data[n]; } | ||||
| inline vec_t<T,3> const& operator[](size_t n) const { 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; | return rotate(radians, v) * m; | ||||
| } | } | ||||
| void printf() const; | |||||
| std::string tostring() const; | std::string tostring() const; | ||||
| static const mat_t<T,3,3> identity; | 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], | : m_data{ (element)m[0], (element)m[1], | ||||
| (element)m[2], (element)m[3] } {} | (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>& operator[](size_t n) { return m_data[n]; } | ||||
| inline vec_t<T,4> const& operator[](size_t n) const { 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> 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); | 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; | std::string tostring() const; | ||||
| static const mat_t<T,4,4> identity; | static const mat_t<T,4,4> identity; | ||||
| @@ -1,7 +1,7 @@ | |||||
| // | // | ||||
| // Lol Engine | // 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 | // Lol Engine is free software. It comes without any warranty, to | ||||
| // the extent permitted by applicable law. You can redistribute it | // the extent permitted by applicable law. You can redistribute it | ||||
| @@ -10,52 +10,93 @@ | |||||
| // See http://www.wtfpl.net/ for more details. | // See http://www.wtfpl.net/ for more details. | ||||
| // | // | ||||
| #include <lol/engine-internal.h> | |||||
| #pragma once | |||||
| #include <cassert> | |||||
| #include <cmath> | |||||
| namespace lol | 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[0][0] = x; | ||||
| ret[1][1] = y; | ret[1][1] = y; | ||||
| ret[2][2] = z; | ret[2][2] = z; | ||||
| return ret; | 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); | 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); | 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][0] = x; | ||||
| ret[3][1] = y; | ret[3][1] = y; | ||||
| ret[3][2] = z; | ret[3][2] = z; | ||||
| return ret; | 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); | 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][0] = ct; | ||||
| ret[0][1] = st; | ret[0][1] = st; | ||||
| @@ -66,22 +107,23 @@ template<> mat2 mat2::rotate(float radians) | |||||
| return ret; | 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; | x *= invlen; | ||||
| y *= invlen; | y *= invlen; | ||||
| z *= 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][0] = x * mtx + ct; | ||||
| ret[0][1] = x * mty + st * z; | 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; | 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); | 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) | if (!n) | ||||
| { | { | ||||
| for (int j = 0; j < 3; j++) | for (int j = 0; j < 3; j++) | ||||
| for (int i = 0; i < 3; i++) | 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; | 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][1] = s * (q.x * q.y + q.z * q.w); | ||||
| (*this)[0][2] = s * (q.x * q.z - q.y * 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][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)[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][0] = s * (q.x * q.z + q.y * q.w); | ||||
| (*this)[2][1] = s * (q.y * q.z - q.x * 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 v3 = normalize(eye - center); | ||||
| vec3 v1 = normalize(cross(up, v3)); | 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)); | 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 invrl = (right != left) ? 1.0f / (right - left) : 0.0f; | ||||
| float invtb = (top != bottom) ? 1.0f / (top - bottom) : 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; | 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, | return mat4::ortho(-0.5f * width, 0.5f * width, | ||||
| -0.5f * height, 0.5f * height, near, far); | -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 invrl = (right != left) ? 1.0f / (right - left) : 0.0f; | ||||
| float invtb = (top != bottom) ? 1.0f / (top - bottom) : 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 | * 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 t2 = lol::tan(fov_y * 0.5f); | ||||
| float t1 = t2 * width / height; | float t1 = t2 * width / height; | ||||
| @@ -208,12 +260,13 @@ template<> mat4 mat4::perspective(float fov_y, float width, | |||||
| * the near plane | * 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); | 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; | float dist_scr = (screen_size * screen_ratio_yx * .5f) / tan_y; | ||||
| return mat4::perspective(fov_y, screen_size, screen_size * screen_ratio_yx, | 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 | #pragma once | ||||
| // | // | ||||
| // Operations for vector classes | // Operations for vector classes | ||||
| // ----------------------------- | |||||
| // ————————————————————————————— | |||||
| // | // | ||||
| #include <ostream> | #include <ostream> | ||||
| @@ -10,6 +10,8 @@ | |||||
| // See http://www.wtfpl.net/ for more details. | // See http://www.wtfpl.net/ for more details. | ||||
| // | // | ||||
| #pragma once | |||||
| #include <new> | #include <new> | ||||
| #include <string> | #include <string> | ||||
| #include <sstream> | #include <sstream> | ||||
| @@ -1,7 +1,7 @@ | |||||
| // | // | ||||
| // Lol Engine | // 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 | // Lol Engine is free software. It comes without any warranty, to | ||||
| // the extent permitted by applicable law. You can redistribute it | // the extent permitted by applicable law. You can redistribute it | ||||
| @@ -10,12 +10,26 @@ | |||||
| // See http://www.wtfpl.net/ for more details. | // See http://www.wtfpl.net/ for more details. | ||||
| // | // | ||||
| #include <lol/engine-internal.h> | |||||
| #pragma once | |||||
| namespace lol | 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; | 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); | 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)); | 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 | /* Algorithm directly taken from Sam Hocevar's article "Quaternion from | ||||
| * two vectors: the final version". | * 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)); | 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 magnitude = lol::sqrt(sqlength(qa) * sqlength(qb)); | ||||
| float const product = lol::dot(qa, qb) / magnitude; | 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) \ | #define DEFINE_GENERIC_EULER_CONVERSIONS_INNER(a1, a2, a3, name) \ | ||||
| /* Create quaternions from Euler angles */ \ | /* 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); \ | int x = 0, y = 1, z = 2; UNUSED(x, y, z); \ | ||||
| return quat_fromeuler_generic(v, a1, a2, a3); \ | 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)); \ | return quat::fromeuler_##name(vec3(phi, theta, psi)); \ | ||||
| } \ | } \ | ||||
| \ | \ | ||||
| /* Create 3×3 matrices from Euler angles */ \ | /* 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); \ | int x = 0, y = 1, z = 2; UNUSED(x, y, z); \ | ||||
| return mat3_fromeuler_generic(v, a1, a2, a3); \ | 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)); \ | return mat3::fromeuler_##name(vec3(phi, theta, psi)); \ | ||||
| } \ | } \ | ||||
| \ | \ | ||||
| /* Create 4×4 matrices from Euler angles */ \ | /* 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); \ | int x = 0, y = 1, z = 2; UNUSED(x, y, z); \ | ||||
| return mat4(mat3_fromeuler_generic(v, a1, a2, a3), 1.f); \ | 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)); \ | return mat4::fromeuler_##name(vec3(phi, theta, psi)); \ | ||||
| } \ | } \ | ||||
| \ | \ | ||||
| /* Retrieve Euler angles from a quaternion */ \ | /* 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); \ | int x = 0, y = 1, z = 2; UNUSED(x, y, z); \ | ||||
| return quat_toeuler_generic(q, a1, a2, a3); \ | 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 */ | } /* namespace lol */ | ||||
| #include "real.ipp" | |||||
| #include "private/real.ipp" | |||||
| @@ -1,7 +1,7 @@ | |||||
| // | // | ||||
| // Lol Engine | // 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 | // Lol Engine is free software. It comes without any warranty, to | ||||
| // the extent permitted by applicable law. You can redistribute it | // the extent permitted by applicable law. You can redistribute it | ||||
| @@ -14,13 +14,16 @@ | |||||
| // | // | ||||
| // The complex, quaternion and dual quaternion classes | // The complex, quaternion and dual quaternion classes | ||||
| // --------------------------------------------------- | |||||
| // ——————————————————————————————————————————————————— | |||||
| // | // | ||||
| #include <lol/math/private/ops.h> | |||||
| #include <lol/math/vector.h> | #include <lol/math/vector.h> | ||||
| #include <ostream> | #include <ostream> | ||||
| #include "private/matrix.h" | |||||
| namespace lol | namespace lol | ||||
| { | { | ||||
| @@ -497,3 +500,6 @@ static inline sqt_t<T> operator /(sqt_t<T> const &x, sqt_t<T> const &y) | |||||
| } /* namespace lol */ | } /* namespace lol */ | ||||
| #include "private/matrix.ipp" | |||||
| #include "private/transform.ipp" | |||||
| @@ -1,7 +1,7 @@ | |||||
| // | // | ||||
| // Lol Engine | // 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 | // Lol Engine is free software. It comes without any warranty, to | ||||
| // the extent permitted by applicable law. You can redistribute it | // the extent permitted by applicable law. You can redistribute it | ||||
| @@ -14,15 +14,12 @@ | |||||
| // | // | ||||
| // The vector classes | // 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 <ostream> | ||||
| #include <type_traits> | #include <type_traits> | ||||
| @@ -112,7 +109,6 @@ private: | |||||
| return *this; \ | return *this; \ | ||||
| } \ | } \ | ||||
| \ | \ | ||||
| void printf() const; \ | |||||
| std::string tostring() const; | std::string tostring() const; | ||||
| /* The generic “vec_t” type, which is a fixed-size vector with no | /* 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] */ | /* Factory for base axis vectors, e.g. [1,0,0,…,0] */ | ||||
| static inline vec_t<T, N> axis(int i) | 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)); | vec_t<T, N> ret(T(0)); | ||||
| ret[i] = T(1); | ret[i] = T(1); | ||||
| return ret; | 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] */ | /* Factory for base axis vectors, e.g. [1,0,0,…,0] */ | ||||
| static inline vec_t<T,2> axis(int i) | 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)); | 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] */ | /* Factory for base axis vectors, e.g. [1,0,0,…,0] */ | ||||
| static inline vec_t<T,3> axis(int i) | 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)); | 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] */ | /* Factory for base axis vectors, e.g. [1,0,0,…,0] */ | ||||
| static inline vec_t<T,4> axis(int i) | 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)); | 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 */ | } /* 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 */ | |||||