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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2012 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://sam.zoy.org/projects/COPYING.WTFPL for more details.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #if defined _XBOX
- # define _USE_MATH_DEFINES /* for M_PI */
- # include <xtl.h>
- # undef near /* Fuck Microsoft */
- # undef far /* Fuck Microsoft again */
- #elif defined _WIN32
- # define _USE_MATH_DEFINES /* for M_PI */
- # define WIN32_LEAN_AND_MEAN
- # include <windows.h>
- # undef near /* Fuck Microsoft */
- # undef far /* Fuck Microsoft again */
- #endif
-
- #include <cmath> /* for M_PI */
- #include <cstdlib> /* free() */
- #include <cstring> /* strdup() */
-
- #include "core.h"
-
- using namespace std;
-
- namespace lol
- {
-
- static inline float det3(float a, float b, float c,
- float d, float e, float f,
- float g, float h, float i)
- {
- return a * (e * i - h * f)
- + b * (f * g - i * d)
- + c * (d * h - g * e);
- }
-
- static inline float cofact3(mat4 const &mat, 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);
- }
-
- template<> float mat4::det() const
- {
- float ret = 0;
- for (int n = 0; n < 4; n++)
- ret += (*this)[n][0] * cofact3(*this, n, 0);
- return ret;
- }
-
- template<> mat4 mat4::invert() const
- {
- mat4 ret;
- float d = det();
- if (d)
- {
- d = 1.0f / d;
- for (int j = 0; j < 4; j++)
- for (int i = 0; i < 4; i++)
- ret[j][i] = cofact3(*this, i, j) * d;
- }
- return ret;
- }
-
- template<> void vec2::printf() const
- {
- Log::Debug("[ %6.6f %6.6f ]\n", x, y);
- }
-
- template<> void ivec2::printf() const
- {
- Log::Debug("[ %i %i ]\n", x, y);
- }
-
- template<> void cmplx::printf() const
- {
- Log::Debug("[ %6.6f %6.6f ]\n", x, y);
- }
-
- template<> void vec3::printf() const
- {
- Log::Debug("[ %6.6f %6.6f %6.6f ]\n", x, y, z);
- }
-
- template<> void ivec3::printf() const
- {
- Log::Debug("[ %i %i %i ]\n", x, y, z);
- }
-
- template<> void vec4::printf() const
- {
- Log::Debug("[ %6.6f %6.6f %6.6f %6.6f ]\n", x, y, z, w);
- }
-
- template<> void ivec4::printf() const
- {
- Log::Debug("[ %i %i %i %i ]\n", x, y, z, w);
- }
-
- template<> void quat::printf() const
- {
- Log::Debug("[ %6.6f %6.6f %6.6f %6.6f ]\n", x, y, z, w);
- }
-
- template<> void mat4::printf() const
- {
- mat4 const &p = *this;
-
- Log::Debug("[ %6.6f %6.6f %6.6f %6.6f\n",
- p[0][0], p[1][0], p[2][0], p[3][0]);
- Log::Debug(" %6.6f %6.6f %6.6f %6.6f\n",
- p[0][1], p[1][1], p[2][1], p[3][1]);
- Log::Debug(" %6.6f %6.6f %6.6f %6.6f\n",
- p[0][2], p[1][2], p[2][2], p[3][2]);
- Log::Debug(" %6.6f %6.6f %6.6f %6.6f ]\n",
- p[0][3], p[1][3], p[2][3], p[3][3]);
- }
-
- #if !defined __ANDROID__
- template<> std::ostream &operator<<(std::ostream &stream, ivec2 const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, icmplx const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, ivec3 const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ", " << v.z << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, ivec4 const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ", "
- << v.z << ", " << v.w << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, iquat const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ", "
- << v.z << ", " << v.w << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, vec2 const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, cmplx const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, vec3 const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ", " << v.z << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, vec4 const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ", "
- << v.z << ", " << v.w << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, quat const &v)
- {
- return stream << "(" << v.x << ", " << v.y << ", "
- << v.z << ", " << v.w << ")";
- }
-
- template<> std::ostream &operator<<(std::ostream &stream, mat4 const &m)
- {
- stream << "((" << m[0][0] << ", " << m[1][0]
- << ", " << m[2][0] << ", " << m[3][0] << "), ";
- stream << "(" << m[0][1] << ", " << m[1][1]
- << ", " << m[2][1] << ", " << m[3][1] << "), ";
- stream << "(" << m[0][2] << ", " << m[1][2]
- << ", " << m[2][2] << ", " << m[3][2] << "), ";
- stream << "(" << m[0][3] << ", " << m[1][3]
- << ", " << m[2][3] << ", " << m[3][3] << "))";
- return stream;
- }
- #endif
-
- template<> mat4 mat4::translate(float x, float y, float z)
- {
- mat4 ret(1.0f);
- ret[3][0] = x;
- ret[3][1] = y;
- ret[3][2] = z;
- return ret;
- }
-
- template<> mat4 mat4::translate(vec3 v)
- {
- return translate(v.x, v.y, v.z);
- }
-
- template<> mat4 mat4::rotate(float angle, float x, float y, float z)
- {
- angle *= (M_PI / 180.0f);
-
- float st = sinf(angle);
- float ct = cosf(angle);
-
- float len = sqrtf(x * x + y * y + z * z);
- float invlen = len ? 1.0f / len : 0.0f;
- x *= invlen;
- y *= invlen;
- z *= invlen;
-
- float mtx = (1.0f - ct) * x;
- float mty = (1.0f - ct) * y;
- float mtz = (1.0f - ct) * z;
-
- mat4 ret(1.0f);
-
- ret[0][0] = x * mtx + ct;
- ret[0][1] = x * mty + st * z;
- ret[0][2] = x * mtz - st * y;
-
- ret[1][0] = y * mtx - st * z;
- ret[1][1] = y * mty + ct;
- ret[1][2] = y * mtz + st * x;
-
- ret[2][0] = z * mtx + st * y;
- ret[2][1] = z * mty - st * x;
- ret[2][2] = z * mtz + ct;
-
- return ret;
- }
-
- template<> mat4 mat4::rotate(float angle, vec3 v)
- {
- return rotate(angle, v.x, v.y, v.z);
- }
-
- template<> mat4 mat4::rotate(quat q)
- {
- mat4 ret(1.0f);
- float n = norm(q);
-
- if (!n)
- return ret;
-
- float s = 2.0f / n;
-
- ret[0][0] = 1.0f - s * (q.y * q.y + q.z * q.z);
- ret[0][1] = s * (q.x * q.y - q.z * q.w);
- ret[0][2] = s * (q.x * q.z + q.y * q.w);
-
- ret[1][0] = s * (q.x * q.y + q.z * q.w);
- ret[1][1] = 1.0f - s * (q.z * q.z + q.x * q.x);
- ret[1][2] = s * (q.y * q.z - q.x * q.w);
-
- ret[2][0] = s * (q.x * q.z - q.y * q.w);
- ret[2][1] = s * (q.y * q.z + q.x * q.w);
- ret[2][2] = 1.0f - s * (q.x * q.x + q.y * q.y);
-
- return ret;
- }
-
- template<> quat::Quat(mat4 const &m)
- {
- /* See http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/christian.htm for a version with no branches */
- float t = m[0][0] + m[1][1] + m[2][2];
- if (t > 0)
- {
- w = 0.5f * sqrtf(1.0f + t);
- float s = 0.25f / w;
- x = s * (m[2][1] - m[1][2]);
- y = s * (m[0][2] - m[2][0]);
- z = s * (m[1][0] - m[0][1]);
- }
- else if (m[0][0] > m[1][1] && m[0][0] > m[2][2])
- {
- x = 0.5f * sqrtf(1.0f + m[0][0] - m[1][1] - m[2][2]);
- float s = 0.25f / x;
- y = s * (m[1][0] + m[0][1]);
- z = s * (m[0][2] + m[2][0]);
- w = s * (m[2][1] - m[1][2]);
- }
- else if (m[1][1] > m[2][2])
- {
- y = 0.5f * sqrtf(1.0f - m[0][0] + m[1][1] - m[2][2]);
- float s = 0.25f / y;
- x = s * (m[1][0] + m[0][1]);
- z = s * (m[2][1] + m[1][2]);
- w = s * (m[0][2] - m[2][0]);
- }
- else
- {
- z = 0.5f * sqrtf(1.0f - m[0][0] - m[1][1] + m[2][2]);
- float s = 0.25f / z;
- x = s * (m[0][2] + m[2][0]);
- y = s * (m[2][1] + m[1][2]);
- w = s * (m[1][0] - m[0][1]);
- }
- }
-
- template<> mat4 mat4::lookat(vec3 eye, vec3 center, vec3 up)
- {
- vec3 v3 = normalize(eye - center);
- vec3 v2 = normalize(up);
- vec3 v1 = normalize(cross(v2, v3));
- v2 = cross(v3, v1);
-
- mat4 orient(1.0f);
- orient[0][0] = v1.x;
- orient[0][1] = v2.x;
- orient[0][2] = v3.x;
- orient[1][0] = v1.y;
- orient[1][1] = v2.y;
- orient[1][2] = v3.y;
- orient[2][0] = v1.z;
- orient[2][1] = v2.z;
- orient[2][2] = v3.z;
-
- return orient * mat4::translate(-eye);
- }
-
- template<> 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;
- float invfn = (far != near) ? 1.0f / (far - near) : 0.0f;
-
- mat4 ret(0.0f);
- ret[0][0] = 2.0f * invrl;
- ret[1][1] = 2.0f * invtb;
- ret[2][2] = -2.0f * invfn;
- ret[3][0] = - (right + left) * invrl;
- ret[3][1] = - (top + bottom) * invtb;
- ret[3][2] = - (far + near) * invfn;
- ret[3][3] = 1.0f;
- return ret;
- }
-
- template<> 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;
- float invfn = (far != near) ? 1.0f / (far - near) : 0.0f;
-
- mat4 ret(0.0f);
- ret[0][0] = 2.0f * near * invrl;
- ret[1][1] = 2.0f * near * invtb;
- ret[2][0] = (right + left) * invrl;
- ret[2][1] = (top + bottom) * invtb;
- ret[2][2] = - (far + near) * invfn;
- ret[2][3] = -1.0f;
- ret[3][2] = -2.0f * far * near * invfn;
- return ret;
- }
-
- template<> mat4 mat4::perspective(float fov_y, float width,
- float height, float near, float far)
- {
- fov_y *= (M_PI / 180.0f);
-
- float t2 = tanf(fov_y * 0.5f);
- float t1 = t2 * width / height;
-
- return frustum(-near * t1, near * t1, -near * t2, near * t2, near, far);
- }
-
- } /* namespace lol */
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