/** \file G3D.lib/source/Vector3.cpp 3D vector class \maintainer Morgan McGuire, http://graphics.cs.williams.edu \cite Portions based on Dave Eberly's Magic Software Library at http://www.magic-software.com \created 2001-06-02 \edited 2011-11-27 */ #include #include #include "G3D/Vector3.h" #include "G3D/g3dmath.h" #include "G3D/stringutils.h" #include "G3D/BinaryInput.h" #include "G3D/BinaryOutput.h" #include "G3D/TextInput.h" #include "G3D/TextOutput.h" #include "G3D/Vector3int16.h" #include "G3D/Matrix3.h" #include "G3D/Vector2.h" #include "G3D/Color3.h" #include "G3D/Vector4int8.h" #include "G3D/Vector4.h" #include "G3D/Vector3int32.h" #include "G3D/Any.h" namespace G3D { Vector3 Vector3::movedTowards(const Vector3& goal, float maxTranslation) const { Vector3 t = *this; t.moveTowards(goal, maxTranslation); return t; } void Vector3::moveTowards(const Vector3& goal, float maxTranslation) { // Apply clamped translation Vector3 dX = goal - *this; float length = dX.length(); if ((length < 0.00001f) || (length < maxTranslation)) { *this = goal; } else { *this += G3D::min(1.0f, maxTranslation / length) * dX; } } Vector3::Vector3(const Any& any) { if (any.name() == "Vector3::inf" || any.name() == "Point3::inf") { *this = inf(); return; } else if (any.name() == "Vector3::zero" || any.name() == "Point3::zero") { *this = zero(); return; } else if (any.name() == "Vector3::nan" || any.name() == "Point3::nan") { *this = nan(); return; } any.verifyName("Vector3", "Point3"); any.verifyType(Any::TABLE, Any::ARRAY); any.verifySize(3); if (any.type() == Any::ARRAY) { x = any[0]; y = any[1]; z = any[2]; } else { // Table x = any["x"]; y = any["y"]; z = any["z"]; } } bool Vector3::isNaN() const { return G3D::isNaN(x) || G3D::isNaN(y) || G3D::isNaN(z); } Vector3& Vector3::operator=(const Any& a) { *this = Vector3(a); return *this; } Any Vector3::toAny() const { return toAny("Vector3"); } Any Vector3::toAny(const std::string& name) const { Any any(Any::ARRAY, name); any.append(x, y, z); return any; } Vector3::Vector3(const class Color3& v) : x(v.r), y(v.g), z(v.b) {} Vector3::Vector3(const class Vector3int32& v) : x((float)v.x), y((float)v.y), z((float)v.z) {} Vector3::Vector3(const Vector4int8& v) : x(v.x / 127.0f), y(v.y / 127.0f), z(v.z / 127.0f) {} Vector3::Vector3(const class Vector2& v, float _z) : x(v.x), y(v.y), z(_z) { } Vector3& Vector3::ignore() { static Vector3 v; return v; } const Vector3& Vector3::zero() { static const Vector3 v(0, 0, 0); return v; } const Vector3& Vector3::one() { static const Vector3 v(1, 1, 1); return v; } const Vector3& Vector3::unitX() { static const Vector3 v(1, 0, 0); return v; } const Vector3& Vector3::unitY() { static const Vector3 v(0, 1, 0); return v; } const Vector3& Vector3::unitZ() { static const Vector3 v(0, 0, 1); return v; } const Vector3& Vector3::inf() { static const Vector3 v((float)G3D::finf(), (float)G3D::finf(), (float)G3D::finf()); return v; } const Vector3& Vector3::nan() { static const Vector3 v((float)G3D::fnan(), (float)G3D::fnan(), (float)G3D::fnan()); return v; } const Vector3& Vector3::minFinite(){ static const Vector3 v(-FLT_MAX, -FLT_MAX, -FLT_MAX); return v; } const Vector3& Vector3::maxFinite(){ static const Vector3 v(FLT_MAX, FLT_MAX, FLT_MAX); return v; } Vector3::Axis Vector3::primaryAxis() const { Axis a = X_AXIS; double nx = abs(x); double ny = abs(y); double nz = abs(z); if (nx > ny) { if (nx > nz) { a = X_AXIS; } else { a = Z_AXIS; } } else { if (ny > nz) { a = Y_AXIS; } else { a = Z_AXIS; } } return a; } size_t Vector3::hashCode() const { const uint32* u = (const uint32*)this; return HashTrait::hashCode(u[0]) ^ HashTrait::hashCode(~u[1]) ^ HashTrait::hashCode((u[2] << 16) | ~(u[2] >> 16)); } std::ostream& operator<<(std::ostream& os, const Vector3& v) { return os << v.toString(); } //---------------------------------------------------------------------------- double frand() { return rand() / (double) RAND_MAX; } Vector3::Vector3(TextInput& t) { deserialize(t); } Vector3::Vector3(BinaryInput& b) { deserialize(b); } Vector3::Vector3(const class Vector3int16& v) { x = v.x; y = v.y; z = v.z; } void Vector3::deserialize(BinaryInput& b) { x = b.readFloat32(); y = b.readFloat32(); z = b.readFloat32(); } void Vector3::deserialize(TextInput& t) { t.readSymbol("("); x = (float)t.readNumber(); t.readSymbol(","); y = (float)t.readNumber(); t.readSymbol(","); z = (float)t.readNumber(); t.readSymbol(")"); } void Vector3::serialize(TextOutput& t) const { t.writeSymbol("("); t.writeNumber(x); t.writeSymbol(","); t.writeNumber(y); t.writeSymbol(","); t.writeNumber(z); t.writeSymbol(")"); } void Vector3::serialize(BinaryOutput& b) const { b.writeFloat32(x); b.writeFloat32(y); b.writeFloat32(z); } Vector3 Vector3::random(Random& r) { Vector3 result; r.sphere(result.x, result.y, result.z); return result; } Vector3 Vector3::reflectAbout(const Vector3& normal) const { Vector3 out; Vector3 N = normal.direction(); // 2 * normal.dot(this) * normal - this return N * 2 * this->dot(N) - *this; } Vector3 Vector3::cosHemiRandom(const Vector3& normal, Random& r) { debugAssertM(G3D::fuzzyEq(normal.length(), 1.0f), "cosHemiRandom requires its argument to have unit length"); float x, y, z; r.cosHemi(x, y, z); // Make a coordinate system const Vector3& Z = normal; Vector3 X, Y; normal.getTangents(X, Y); return x * X + y * Y + z * Z; } Vector3 Vector3::cosSphereRandom(const Vector3& normal, Random& r) { debugAssertM(G3D::fuzzyEq(normal.length(), 1.0f), "cosSphereRandom requires its argument to have unit length"); float x, y, z; r.cosSphere(x, y, z); // Make a coordinate system const Vector3& Z = normal; Vector3 X, Y; normal.getTangents(X, Y); return x * X + y * Y + z * Z; } Vector3 Vector3::cosPowHemiRandom(const Vector3& normal, const float k, Random& r) { debugAssertM(G3D::fuzzyEq(normal.length(), 1.0f), "cosPowHemiRandom requires its argument to have unit length"); float x, y, z; r.cosPowHemi(k, x, y, z); // Make a coordinate system const Vector3& Z = normal; Vector3 X, Y; normal.getTangents(X, Y); return x * X + y * Y + z * Z; } Vector3 Vector3::hemiRandom(const Vector3& normal, Random& r) { const Vector3& V = Vector3::random(r); if (V.dot(normal) < 0) { return -V; } else { return V; } } //---------------------------------------------------------------------------- Vector3 Vector3::reflectionDirection(const Vector3& normal) const { return -reflectAbout(normal).direction(); } //---------------------------------------------------------------------------- Vector3 Vector3::refractionDirection( const Vector3& normal, float iInside, float iOutside) const { // From pg. 24 of Henrik Wann Jensen. Realistic Image Synthesis // Using Photon Mapping. AK Peters. ISBN: 1568811470. July 2001. // Invert the directions from Wann Jensen's formulation // and normalize the vectors. const Vector3 W = -direction(); Vector3 N = normal.direction(); float h1 = iOutside; float h2 = iInside; if (normal.dot(*this) > 0.0f) { h1 = iInside; h2 = iOutside; N = -N; } const float hRatio = h1 / h2; const float WdotN = W.dot(N); float det = 1.0f - (float)square(hRatio) * (1.0f - (float)square(WdotN)); if (det < 0) { // Total internal reflection return Vector3::zero(); } else { return -hRatio * (W - WdotN * N) - N * sqrt(det); } } //---------------------------------------------------------------------------- void Vector3::orthonormalize (Vector3 akVector[3]) { // If the input vectors are v0, v1, and v2, then the Gram-Schmidt // orthonormalization produces vectors u0, u1, and u2 as follows, // // u0 = v0/|v0| // u1 = (v1-(u0*v1)u0)/|v1-(u0*v1)u0| // u2 = (v2-(u0*v2)u0-(u1*v2)u1)/|v2-(u0*v2)u0-(u1*v2)u1| // // where |A| indicates length of vector A and A*B indicates dot // product of vectors A and B. // compute u0 akVector[0] = akVector[0].direction(); // compute u1 float fDot0 = akVector[0].dot(akVector[1]); akVector[1] -= akVector[0] * fDot0; akVector[1] = akVector[1].direction(); // compute u2 float fDot1 = akVector[1].dot(akVector[2]); fDot0 = akVector[0].dot(akVector[2]); akVector[2] -= akVector[0] * fDot0 + akVector[1] * fDot1; akVector[2] = akVector[2].direction(); } //---------------------------------------------------------------------------- std::string Vector3::toString() const { return G3D::format("(%g, %g, %g)", x, y, z); } //---------------------------------------------------------------------------- Matrix3 Vector3::cross() const { return Matrix3( 0, -z, y, z, 0, -x, -y, x, 0); } void serialize(const Vector3::Axis& a, class BinaryOutput& bo) { bo.writeUInt8((uint8)a); } void deserialize(Vector3::Axis& a, class BinaryInput& bi) { a = (Vector3::Axis)bi.readUInt8(); } //---------------------------------------------------------------------------- // 2-char swizzles Vector2 Vector3::xx() const { return Vector2 (x, x); } Vector2 Vector3::yx() const { return Vector2 (y, x); } Vector2 Vector3::zx() const { return Vector2 (z, x); } Vector2 Vector3::xy() const { return Vector2 (x, y); } Vector2 Vector3::yy() const { return Vector2 (y, y); } Vector2 Vector3::zy() const { return Vector2 (z, y); } Vector2 Vector3::xz() const { return Vector2 (x, z); } Vector2 Vector3::yz() const { return Vector2 (y, z); } Vector2 Vector3::zz() const { return Vector2 (z, z); } // 3-char swizzles Vector3 Vector3::xxx() const { return Vector3 (x, x, x); } Vector3 Vector3::yxx() const { return Vector3 (y, x, x); } Vector3 Vector3::zxx() const { return Vector3 (z, x, x); } Vector3 Vector3::xyx() const { return Vector3 (x, y, x); } Vector3 Vector3::yyx() const { return Vector3 (y, y, x); } Vector3 Vector3::zyx() const { return Vector3 (z, y, x); } Vector3 Vector3::xzx() const { return Vector3 (x, z, x); } Vector3 Vector3::yzx() const { return Vector3 (y, z, x); } Vector3 Vector3::zzx() const { return Vector3 (z, z, x); } Vector3 Vector3::xxy() const { return Vector3 (x, x, y); } Vector3 Vector3::yxy() const { return Vector3 (y, x, y); } Vector3 Vector3::zxy() const { return Vector3 (z, x, y); } Vector3 Vector3::xyy() const { return Vector3 (x, y, y); } Vector3 Vector3::yyy() const { return Vector3 (y, y, y); } Vector3 Vector3::zyy() const { return Vector3 (z, y, y); } Vector3 Vector3::xzy() const { return Vector3 (x, z, y); } Vector3 Vector3::yzy() const { return Vector3 (y, z, y); } Vector3 Vector3::zzy() const { return Vector3 (z, z, y); } Vector3 Vector3::xxz() const { return Vector3 (x, x, z); } Vector3 Vector3::yxz() const { return Vector3 (y, x, z); } Vector3 Vector3::zxz() const { return Vector3 (z, x, z); } Vector3 Vector3::xyz() const { return Vector3 (x, y, z); } Vector3 Vector3::yyz() const { return Vector3 (y, y, z); } Vector3 Vector3::zyz() const { return Vector3 (z, y, z); } Vector3 Vector3::xzz() const { return Vector3 (x, z, z); } Vector3 Vector3::yzz() const { return Vector3 (y, z, z); } Vector3 Vector3::zzz() const { return Vector3 (z, z, z); } // 4-char swizzles Vector4 Vector3::xxxx() const { return Vector4 (x, x, x, x); } Vector4 Vector3::yxxx() const { return Vector4 (y, x, x, x); } Vector4 Vector3::zxxx() const { return Vector4 (z, x, x, x); } Vector4 Vector3::xyxx() const { return Vector4 (x, y, x, x); } Vector4 Vector3::yyxx() const { return Vector4 (y, y, x, x); } Vector4 Vector3::zyxx() const { return Vector4 (z, y, x, x); } Vector4 Vector3::xzxx() const { return Vector4 (x, z, x, x); } Vector4 Vector3::yzxx() const { return Vector4 (y, z, x, x); } Vector4 Vector3::zzxx() const { return Vector4 (z, z, x, x); } Vector4 Vector3::xxyx() const { return Vector4 (x, x, y, x); } Vector4 Vector3::yxyx() const { return Vector4 (y, x, y, x); } Vector4 Vector3::zxyx() const { return Vector4 (z, x, y, x); } Vector4 Vector3::xyyx() const { return Vector4 (x, y, y, x); } Vector4 Vector3::yyyx() const { return Vector4 (y, y, y, x); } Vector4 Vector3::zyyx() const { return Vector4 (z, y, y, x); } Vector4 Vector3::xzyx() const { return Vector4 (x, z, y, x); } Vector4 Vector3::yzyx() const { return Vector4 (y, z, y, x); } Vector4 Vector3::zzyx() const { return Vector4 (z, z, y, x); } Vector4 Vector3::xxzx() const { return Vector4 (x, x, z, x); } Vector4 Vector3::yxzx() const { return Vector4 (y, x, z, x); } Vector4 Vector3::zxzx() const { return Vector4 (z, x, z, x); } Vector4 Vector3::xyzx() const { return Vector4 (x, y, z, x); } Vector4 Vector3::yyzx() const { return Vector4 (y, y, z, x); } Vector4 Vector3::zyzx() const { return Vector4 (z, y, z, x); } Vector4 Vector3::xzzx() const { return Vector4 (x, z, z, x); } Vector4 Vector3::yzzx() const { return Vector4 (y, z, z, x); } Vector4 Vector3::zzzx() const { return Vector4 (z, z, z, x); } Vector4 Vector3::xxxy() const { return Vector4 (x, x, x, y); } Vector4 Vector3::yxxy() const { return Vector4 (y, x, x, y); } Vector4 Vector3::zxxy() const { return Vector4 (z, x, x, y); } Vector4 Vector3::xyxy() const { return Vector4 (x, y, x, y); } Vector4 Vector3::yyxy() const { return Vector4 (y, y, x, y); } Vector4 Vector3::zyxy() const { return Vector4 (z, y, x, y); } Vector4 Vector3::xzxy() const { return Vector4 (x, z, x, y); } Vector4 Vector3::yzxy() const { return Vector4 (y, z, x, y); } Vector4 Vector3::zzxy() const { return Vector4 (z, z, x, y); } Vector4 Vector3::xxyy() const { return Vector4 (x, x, y, y); } Vector4 Vector3::yxyy() const { return Vector4 (y, x, y, y); } Vector4 Vector3::zxyy() const { return Vector4 (z, x, y, y); } Vector4 Vector3::xyyy() const { return Vector4 (x, y, y, y); } Vector4 Vector3::yyyy() const { return Vector4 (y, y, y, y); } Vector4 Vector3::zyyy() const { return Vector4 (z, y, y, y); } Vector4 Vector3::xzyy() const { return Vector4 (x, z, y, y); } Vector4 Vector3::yzyy() const { return Vector4 (y, z, y, y); } Vector4 Vector3::zzyy() const { return Vector4 (z, z, y, y); } Vector4 Vector3::xxzy() const { return Vector4 (x, x, z, y); } Vector4 Vector3::yxzy() const { return Vector4 (y, x, z, y); } Vector4 Vector3::zxzy() const { return Vector4 (z, x, z, y); } Vector4 Vector3::xyzy() const { return Vector4 (x, y, z, y); } Vector4 Vector3::yyzy() const { return Vector4 (y, y, z, y); } Vector4 Vector3::zyzy() const { return Vector4 (z, y, z, y); } Vector4 Vector3::xzzy() const { return Vector4 (x, z, z, y); } Vector4 Vector3::yzzy() const { return Vector4 (y, z, z, y); } Vector4 Vector3::zzzy() const { return Vector4 (z, z, z, y); } Vector4 Vector3::xxxz() const { return Vector4 (x, x, x, z); } Vector4 Vector3::yxxz() const { return Vector4 (y, x, x, z); } Vector4 Vector3::zxxz() const { return Vector4 (z, x, x, z); } Vector4 Vector3::xyxz() const { return Vector4 (x, y, x, z); } Vector4 Vector3::yyxz() const { return Vector4 (y, y, x, z); } Vector4 Vector3::zyxz() const { return Vector4 (z, y, x, z); } Vector4 Vector3::xzxz() const { return Vector4 (x, z, x, z); } Vector4 Vector3::yzxz() const { return Vector4 (y, z, x, z); } Vector4 Vector3::zzxz() const { return Vector4 (z, z, x, z); } Vector4 Vector3::xxyz() const { return Vector4 (x, x, y, z); } Vector4 Vector3::yxyz() const { return Vector4 (y, x, y, z); } Vector4 Vector3::zxyz() const { return Vector4 (z, x, y, z); } Vector4 Vector3::xyyz() const { return Vector4 (x, y, y, z); } Vector4 Vector3::yyyz() const { return Vector4 (y, y, y, z); } Vector4 Vector3::zyyz() const { return Vector4 (z, y, y, z); } Vector4 Vector3::xzyz() const { return Vector4 (x, z, y, z); } Vector4 Vector3::yzyz() const { return Vector4 (y, z, y, z); } Vector4 Vector3::zzyz() const { return Vector4 (z, z, y, z); } Vector4 Vector3::xxzz() const { return Vector4 (x, x, z, z); } Vector4 Vector3::yxzz() const { return Vector4 (y, x, z, z); } Vector4 Vector3::zxzz() const { return Vector4 (z, x, z, z); } Vector4 Vector3::xyzz() const { return Vector4 (x, y, z, z); } Vector4 Vector3::yyzz() const { return Vector4 (y, y, z, z); } Vector4 Vector3::zyzz() const { return Vector4 (z, y, z, z); } Vector4 Vector3::xzzz() const { return Vector4 (x, z, z, z); } Vector4 Vector3::yzzz() const { return Vector4 (y, z, z, z); } Vector4 Vector3::zzzz() const { return Vector4 (z, z, z, z); } void serialize(const Vector3& v, class BinaryOutput& b) { v.serialize(b); } void deserialize(Vector3& v, class BinaryInput& b) { v.deserialize(b); } } // namespace