/*
-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2005 The OGRE Team
Also see acknowledgements in Readme.html
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA, or go to
http://www.gnu.org/copyleft/lesser.txt.
-----------------------------------------------------------------------------
*/
#ifndef __Math_H__
#define __Math_H__
#include "OgrePrerequisites.h"
namespace Ogre
{
/** Wrapper class which indicates a given angle value is in Radians.
@remarks
Radian values are interchangeable with Degree values, and conversions
will be done automatically between them.
*/
class Radian
{
Real mRad;
public:
explicit Radian ( Real r=0 ) : mRad(r) {}
Radian ( const Degree& d );
const Radian& operator = ( const Real& f ) { mRad = f; return *this; }
const Radian& operator = ( const Radian& r ) { mRad = r.mRad; return *this; }
const Radian& operator = ( const Degree& d );
Real valueDegrees() const; // see bottom of this file
Real valueRadians() const { return mRad; }
Real valueAngleUnits() const;
Radian operator + ( const Radian& r ) const { return Radian ( mRad + r.mRad ); }
Radian operator + ( const Degree& d ) const;
Radian& operator += ( const Radian& r ) { mRad += r.mRad; return *this; }
Radian& operator += ( const Degree& d );
Radian operator - () { return Radian(-mRad); }
Radian operator - ( const Radian& r ) const { return Radian ( mRad - r.mRad ); }
Radian operator - ( const Degree& d ) const;
Radian& operator -= ( const Radian& r ) { mRad -= r.mRad; return *this; }
Radian& operator -= ( const Degree& d );
Radian operator * ( Real f ) const { return Radian ( mRad * f ); }
Radian operator * ( const Radian& f ) const { return Radian ( mRad * f.mRad ); }
Radian& operator *= ( Real f ) { mRad *= f; return *this; }
Radian operator / ( Real f ) const { return Radian ( mRad / f ); }
Radian& operator /= ( Real f ) { mRad /= f; return *this; }
bool operator < ( const Radian& r ) const { return mRad < r.mRad; }
bool operator <= ( const Radian& r ) const { return mRad <= r.mRad; }
bool operator == ( const Radian& r ) const { return mRad == r.mRad; }
bool operator != ( const Radian& r ) const { return mRad != r.mRad; }
bool operator >= ( const Radian& r ) const { return mRad >= r.mRad; }
bool operator > ( const Radian& r ) const { return mRad > r.mRad; }
};
/** Wrapper class which indicates a given angle value is in Degrees.
@remarks
Degree values are interchangeable with Radian values, and conversions
will be done automatically between them.
*/
class Degree
{
Real mDeg; // if you get an error here - make sure to define/typedef 'Real' first
public:
explicit Degree ( Real d=0 ) : mDeg(d) {}
Degree ( const Radian& r ) : mDeg(r.valueDegrees()) {}
const Degree& operator = ( const Real& f ) { mDeg = f; return *this; }
const Degree& operator = ( const Degree& d ) { mDeg = d.mDeg; return *this; }
const Degree& operator = ( const Radian& r ) { mDeg = r.valueDegrees(); return *this; }
Real valueDegrees() const { return mDeg; }
Real valueRadians() const; // see bottom of this file
Real valueAngleUnits() const;
Degree operator + ( const Degree& d ) const { return Degree ( mDeg + d.mDeg ); }
Degree operator + ( const Radian& r ) const { return Degree ( mDeg + r.valueDegrees() ); }
Degree& operator += ( const Degree& d ) { mDeg += d.mDeg; return *this; }
Degree& operator += ( const Radian& r ) { mDeg += r.valueDegrees(); return *this; }
Degree operator - () { return Degree(-mDeg); }
Degree operator - ( const Degree& d ) const { return Degree ( mDeg - d.mDeg ); }
Degree operator - ( const Radian& r ) const { return Degree ( mDeg - r.valueDegrees() ); }
Degree& operator -= ( const Degree& d ) { mDeg -= d.mDeg; return *this; }
Degree& operator -= ( const Radian& r ) { mDeg -= r.valueDegrees(); return *this; }
Degree operator * ( Real f ) const { return Degree ( mDeg * f ); }
Degree operator * ( const Degree& f ) const { return Degree ( mDeg * f.mDeg ); }
Degree& operator *= ( Real f ) { mDeg *= f; return *this; }
Degree operator / ( Real f ) const { return Degree ( mDeg / f ); }
Degree& operator /= ( Real f ) { mDeg /= f; return *this; }
bool operator < ( const Degree& d ) const { return mDeg < d.mDeg; }
bool operator <= ( const Degree& d ) const { return mDeg <= d.mDeg; }
bool operator == ( const Degree& d ) const { return mDeg == d.mDeg; }
bool operator != ( const Degree& d ) const { return mDeg != d.mDeg; }
bool operator >= ( const Degree& d ) const { return mDeg >= d.mDeg; }
bool operator > ( const Degree& d ) const { return mDeg > d.mDeg; }
};
/** Wrapper class which identifies a value as the currently default angle
type, as defined by Math::setAngleUnit.
@remarks
Angle values will be automatically converted between radians and degrees,
as appropriate.
*/
class Angle
{
Real mAngle;
public:
explicit Angle ( Real angle ) : mAngle(angle) {}
operator Radian();
operator Degree();
};
// these functions could not be defined within the class definition of class
// Radian because they required class Degree to be defined
inline Radian::Radian ( const Degree& d ) : mRad(d.valueRadians()) {
}
inline const Radian& Radian::operator = ( const Degree& d ) {
mRad = d.valueRadians(); return *this;
}
inline Radian Radian::operator + ( const Degree& d ) const {
return Radian ( mRad + d.valueRadians() );
}
inline Radian& Radian::operator += ( const Degree& d ) {
mRad += d.valueRadians();
return *this;
}
inline Radian Radian::operator - ( const Degree& d ) const {
return Radian ( mRad - d.valueRadians() );
}
inline Radian& Radian::operator -= ( const Degree& d ) {
mRad -= d.valueRadians();
return *this;
}
/** Class to provide access to common mathematical functions.
@remarks
Most of the maths functions are aliased versions of the C runtime
library functions. They are aliased here to provide future
optimisation opportunities, either from faster RTLs or custom
math approximations.
@note
This is based on MgcMath.h from
Wild Magic.
*/
class _OgreExport Math
{
public:
/** The angular units used by the API. This functionality is now deprecated in favor
of discreet angular unit types ( see Degree and Radian above ). The only place
this functionality is actually still used is when parsing files. Search for
usage of the Angle class for those instances
*/
enum AngleUnit
{
AU_DEGREE,
AU_RADIAN
};
protected:
// angle units used by the api
static AngleUnit msAngleUnit;
/// Size of the trig tables as determined by constructor.
static int mTrigTableSize;
/// Radian -> index factor value ( mTrigTableSize / 2 * PI )
static Real mTrigTableFactor;
static Real* mSinTable;
static Real* mTanTable;
/** Private function to build trig tables.
*/
void buildTrigTables();
static Real SinTable (Real fValue);
static Real TanTable (Real fValue);
public:
/** Default constructor.
@param
trigTableSize Optional parameter to set the size of the
tables used to implement Sin, Cos, Tan
*/
Math(unsigned int trigTableSize = 4096);
/** Default destructor.
*/
~Math();
static inline int IAbs (int iValue) { return ( iValue >= 0 ? iValue : -iValue ); }
static inline int ICeil (float fValue) { return int(ceil(fValue)); }
static inline int IFloor (float fValue) { return int(floor(fValue)); }
static int ISign (int iValue);
static inline Real Abs (Real fValue) { return Real(fabs(fValue)); }
static inline Degree Abs (const Degree& dValue) { return Degree(fabs(dValue.valueDegrees())); }
static inline Radian Abs (const Radian& rValue) { return Radian(fabs(rValue.valueRadians())); }
static Radian ACos (Real fValue);
static Radian ASin (Real fValue);
static inline Radian ATan (Real fValue) { return Radian(atan(fValue)); }
static inline Radian ATan2 (Real fY, Real fX) { return Radian(atan2(fY,fX)); }
static inline Real Ceil (Real fValue) { return Real(ceil(fValue)); }
/** Cosine function.
@param
fValue Angle in radians
@param
useTables If true, uses lookup tables rather than
calculation - faster but less accurate.
*/
static inline Real Cos (const Radian& fValue, bool useTables = false) {
return (!useTables) ? Real(cos(fValue.valueRadians())) : SinTable(fValue.valueRadians() + HALF_PI);
}
/** Cosine function.
@param
fValue Angle in radians
@param
useTables If true, uses lookup tables rather than
calculation - faster but less accurate.
*/
static inline Real Cos (Real fValue, bool useTables = false) {
return (!useTables) ? Real(cos(fValue)) : SinTable(fValue + HALF_PI);
}
static inline Real Exp (Real fValue) { return Real(exp(fValue)); }
static inline Real Floor (Real fValue) { return Real(floor(fValue)); }
static inline Real Log (Real fValue) { return Real(log(fValue)); }
static inline Real Pow (Real fBase, Real fExponent) { return Real(pow(fBase,fExponent)); }
static Real Sign (Real fValue);
static inline Radian Sign ( const Radian& rValue )
{
return Radian(Sign(rValue.valueRadians()));
}
static inline Degree Sign ( const Degree& dValue )
{
return Degree(Sign(dValue.valueDegrees()));
}
/** Sine function.
@param
fValue Angle in radians
@param
useTables If true, uses lookup tables rather than
calculation - faster but less accurate.
*/
static inline Real Sin (const Radian& fValue, bool useTables = false) {
return (!useTables) ? Real(sin(fValue.valueRadians())) : SinTable(fValue.valueRadians());
}
/** Sine function.
@param
fValue Angle in radians
@param
useTables If true, uses lookup tables rather than
calculation - faster but less accurate.
*/
static inline Real Sin (Real fValue, bool useTables = false) {
return (!useTables) ? Real(sin(fValue)) : SinTable(fValue);
}
static inline Real Sqr (Real fValue) { return fValue*fValue; }
static inline Real Sqrt (Real fValue) { return Real(sqrt(fValue)); }
static inline Radian Sqrt (const Radian& fValue) { return Radian(sqrt(fValue.valueRadians())); }
static inline Degree Sqrt (const Degree& fValue) { return Degree(sqrt(fValue.valueDegrees())); }
/** Inverse square root i.e. 1 / Sqrt(x), good for vector
normalisation.
*/
static Real InvSqrt(Real fValue);
static Real UnitRandom (); // in [0,1]
static Real RangeRandom (Real fLow, Real fHigh); // in [fLow,fHigh]
static Real SymmetricRandom (); // in [-1,1]
/** Tangent function.
@param
fValue Angle in radians
@param
useTables If true, uses lookup tables rather than
calculation - faster but less accurate.
*/
static inline Real Tan (const Radian& fValue, bool useTables = false) {
return (!useTables) ? Real(tan(fValue.valueRadians())) : TanTable(fValue.valueRadians());
}
/** Tangent function.
@param
fValue Angle in radians
@param
useTables If true, uses lookup tables rather than
calculation - faster but less accurate.
*/
static inline Real Tan (Real fValue, bool useTables = false) {
return (!useTables) ? Real(tan(fValue)) : TanTable(fValue);
}
static inline Real DegreesToRadians(Real degrees) { return degrees * fDeg2Rad; }
static inline Real RadiansToDegrees(Real radians) { return radians * fRad2Deg; }
/** These functions used to set the assumed angle units (radians or degrees)
expected when using the Angle type.
@par
You can set this directly after creating a new Root, and also before/after resource creation,
depending on whether you want the change to affect resource files.
*/
static void setAngleUnit(AngleUnit unit);
/** Get the unit being used for angles. */
static AngleUnit getAngleUnit(void);
/** Convert from the current AngleUnit to radians. */
static Real AngleUnitsToRadians(Real units);
/** Convert from radians to the current AngleUnit . */
static Real RadiansToAngleUnits(Real radians);
/** Convert from the current AngleUnit to degrees. */
static Real AngleUnitsToDegrees(Real units);
/** Convert from degrees to the current AngleUnit. */
static Real DegreesToAngleUnits(Real degrees);
/** Checks wether a given point is inside a triangle, in a
2-dimensional (Cartesian) space.
@remarks
The vertices of the triangle must be given in either
trigonometrical (anticlockwise) or inverse trigonometrical
(clockwise) order.
@param
px The X-coordinate of the point.
@param
py The Y-coordinate of the point.
@param
ax The X-coordinate of the triangle's first vertex.
@param
ay The Y-coordinate of the triangle's first vertex.
@param
bx The X-coordinate of the triangle's second vertex.
@param
by The Y-coordinate of the triangle's second vertex.
@param
cx The X-coordinate of the triangle's third vertex.
@param
cy The Y-coordinate of the triangle's third vertex.
@returns
If the point resides in the triangle, true is
returned.
@par
If the point is outside the triangle, false is
returned.
*/
static bool pointInTri2D( Real px, Real pz, Real ax, Real az, Real bx, Real bz, Real cx, Real cz );
/** Ray / plane intersection, returns boolean result and distance. */
static std::pair intersects(const Ray& ray, const Plane& plane);
/** Ray / sphere intersection, returns boolean result and distance. */
static std::pair intersects(const Ray& ray, const Sphere& sphere,
bool discardInside = true);
/** Ray / box intersection, returns boolean result and distance. */
static std::pair intersects(const Ray& ray, const AxisAlignedBox& sphere);
/** Sphere / box intersection test. */
static bool intersects(const Sphere& sphere, const AxisAlignedBox& box);
/** Plane / box intersection test. */
static bool intersects(const Plane& plane, const AxisAlignedBox& box);
/** Ray / convex plane list intersection test.
@param ray The ray to test with
@param plaeList List of planes which form a convex volume
@param normalIsOutside Does the normal point outside the volume
*/
static std::pair intersects(
const Ray& ray, const std::vector& planeList,
bool normalIsOutside);
/** Ray / convex plane list intersection test.
@param ray The ray to test with
@param plaeList List of planes which form a convex volume
@param normalIsOutside Does the normal point outside the volume
*/
static std::pair intersects(
const Ray& ray, const std::list& planeList,
bool normalIsOutside);
/** Sphere / plane intersection test.
@remarks NB just do a plane.getDistance(sphere.getCenter()) for more detail!
*/
static bool intersects(const Sphere& sphere, const Plane& plane);
/** Compare 2 reals, using tolerance for inaccuracies.
*/
static bool RealEqual(Real a, Real b,
Real tolerance = std::numeric_limits::epsilon());
/** Calculates the tangent space vector for a given set of positions / texture coords. */
static Vector3 calculateTangentSpaceVector(
const Vector3& position1, const Vector3& position2, const Vector3& position3,
Real u1, Real v1, Real u2, Real v2, Real u3, Real v3);
/** Build a reflection matrix for the passed in plane. */
static Matrix4 buildReflectionMatrix(const Plane& p);
/** Calculate a face normal, including the w component which is the offset from the origin. */
static Vector4 calculateFaceNormal(const Vector3& v1, const Vector3& v2, const Vector3& v3);
/** Calculate a face normal, no w-information. */
static Vector3 calculateBasicFaceNormal(const Vector3& v1, const Vector3& v2, const Vector3& v3);
/** Calculate a face normal without normalize, including the w component which is the offset from the origin. */
static Vector4 calculateFaceNormalWithoutNormalize(const Vector3& v1, const Vector3& v2, const Vector3& v3);
/** Calculate a face normal without normalize, no w-information. */
static Vector3 calculateBasicFaceNormalWithoutNormalize(const Vector3& v1, const Vector3& v2, const Vector3& v3);
static const Real POS_INFINITY;
static const Real NEG_INFINITY;
static const Real PI;
static const Real TWO_PI;
static const Real HALF_PI;
static const Real fDeg2Rad;
static const Real fRad2Deg;
};
// these functions must be defined down here, because they rely on the
// angle unit conversion functions in class Math:
inline Real Radian::valueDegrees() const
{
return Math::RadiansToDegrees ( mRad );
}
inline Real Radian::valueAngleUnits() const
{
return Math::RadiansToAngleUnits ( mRad );
}
inline Real Degree::valueRadians() const
{
return Math::DegreesToRadians ( mDeg );
}
inline Real Degree::valueAngleUnits() const
{
return Math::DegreesToAngleUnits ( mDeg );
}
inline Angle::operator Radian()
{
return Radian(Math::AngleUnitsToRadians(mAngle));
}
inline Angle::operator Degree()
{
return Degree(Math::AngleUnitsToDegrees(mAngle));
}
inline Radian operator * ( Real a, const Radian& b )
{
return Radian ( a * b.valueRadians() );
}
inline Radian operator / ( Real a, const Radian& b )
{
return Radian ( a / b.valueRadians() );
}
inline Degree operator * ( Real a, const Degree& b )
{
return Degree ( a * b.valueDegrees() );
}
inline Degree operator / ( Real a, const Degree& b )
{
return Degree ( a / b.valueDegrees() );
}
}
#endif