source: GTP/trunk/App/Demos/Vis/CHC_revisited/Vector3.h @ 2752

Revision 2752, 13.2 KB checked in by mattausch, 16 years ago (diff)
Line 
1#ifndef _Vector3_h__
2#define _Vector3_h__
3
4#include <iostream>
5#include "common.h"
6#include <math.h>
7
8
9// Forward-declare some other classes.
10class Matrix4x4;
11
12
13namespace CHCDemo
14{
15
16/** Vector class.
17*/
18class Vector3
19{
20public:
21
22        ///////////
23        //-- members;
24
25        float x;
26        float y;
27        float z;
28
29
30        /////////////////////////
31
32        void  SetX(float q) { x = q; }
33        void  SetY(float q) { y = q; }
34        void  SetZ(float q) { z = q; }
35
36        float GetX() const { return x; }
37        float GetY() const { return y; }
38        float GetZ() const { return z; }
39
40
41        //////////////
42        //-- constructors
43
44        Vector3() { }
45
46        Vector3(float x, float y, float z):
47        x(x), y(y), z(z)
48        {
49        }
50        Vector3(float v):
51        x(v), y(v), z(v)
52        {
53        }
54        /** Copy constructor.
55        */
56        Vector3(const Vector3 &v): x(v.x), y(v.y), z(v.z)
57        {}
58
59        // Functions to get at the std::vector components
60        float& operator[] (const int inx)
61        {
62                return (&x)[inx];
63        }
64
65        operator const float*() const
66        {
67                return (const float*) this;
68        }
69
70        const float &operator[] (const int inx) const
71        {
72                return *(&x + inx);
73        }
74
75        void ExtractVerts(float *px, float *py, int which) const;
76 
77        void SetValue(float a, float b, float c)
78        { 
79                x = a; y = b; z = c;
80        }
81
82        void SetValue(float a)
83        {
84                x = y = z = a;
85        }
86 
87        /** Returns the axis, where the std::vector has the largest value.
88        */
89        int DrivingAxis(void) const;
90        /** returns the axis, where the std::vector has the smallest value
91        */
92        int TinyAxis(void) const;
93        /** Returns largest component in this vector
94        */
95        inline float MaxComponent(void) const
96        {
97                return (x > y) ? ( (x > z) ? x : z) : ( (y > z) ? y : z);
98        }
99        /** Returns copy of this vector where all components are positiv.
100        */
101        inline Vector3 Abs(void) const
102        {
103                return Vector3(fabs(x), fabs(y), fabs(z));
104        }
105        /** normalizes the std::vector of unit size corresponding to given std::vector
106        */
107        inline void Normalize();
108        /** Returns false if this std::vector has a nan component.
109        */
110        bool CheckValidity() const;
111        /**
112        Find a right handed coordinate system with (*this) being
113        the z-axis. For a right-handed system, U x V = (*this) holds.
114        This implementation is here to avoid inconsistence and confusion
115        when construction coordinate systems using ArbitraryNormal():
116        In fact:
117        V = ArbitraryNormal(N);
118        U = CrossProd(V,N);
119        constructs a right-handed coordinate system as well, BUT:
120        1) bugs can be introduced if one mistakenly constructs a
121        left handed sytems e.g. by doing
122        U = ArbitraryNormal(N);
123        V = CrossProd(U,N);
124        2) this implementation gives non-negative base vectors
125        for (*this)==(0,0,1) |  (0,1,0) | (1,0,0), which is
126        good for debugging and is not the case with the implementation
127        using ArbitraryNormal()
128
129        ===> Using ArbitraryNormal() for constructing coord systems
130        is obsoleted by this method (<JK> 12/20/03).   
131        */
132        void RightHandedBase(Vector3& U, Vector3& V) const;
133       
134       
135        // Unary operators
136
137        Vector3 operator+ () const;
138        Vector3 operator- () const;
139
140        // Assignment operators
141       
142        Vector3& operator+= (const Vector3 &A);
143        Vector3& operator-= (const Vector3 &A);
144        Vector3& operator*= (const Vector3 &A);
145        Vector3& operator*= (float A);
146        Vector3& operator/= (float A);
147
148
149        //////////
150        //-- friends
151       
152        /**
153        ===> Using ArbitraryNormal() for constructing coord systems
154        ===> is obsoleted by RightHandedBase() method (<JK> 12/20/03).   
155
156        Return an arbitrary normal to `v'.
157        In fact it tries v x (0,0,1) an if the result is too small,
158        it definitely does v x (0,1,0). It will always work for
159        non-degenareted std::vector and is much faster than to use
160        TangentVectors.
161
162        @param v(in) The std::vector we want to find normal for.
163        @return The normal std::vector to v.
164        */
165        friend inline Vector3 ArbitraryNormal(const Vector3 &v);
166
167        /// Transforms a std::vector to the global coordinate frame.
168        /**
169        Given a local coordinate frame (U,V,N) (i.e. U,V,N are
170        the x,y,z axes of the local coordinate system) and
171        a std::vector 'loc' in the local coordiante system, this
172        function returns a the coordinates of the same std::vector
173        in global frame (i.e. frame (1,0,0), (0,1,0), (0,0,1).
174        */
175        friend inline Vector3 ToGlobalFrame(const Vector3& loc,
176                                                const Vector3& U,
177                                                                                const Vector3& V,
178                                                                                const Vector3& N);
179
180        /// Transforms a std::vector to a local coordinate frame.
181        /**
182        Given a local coordinate frame (U,V,N) (i.e. U,V,N are
183        the x,y,z axes of the local coordinate system) and
184        a std::vector 'loc' in the global coordiante system, this
185        function returns a the coordinates of the same std::vector
186        in the local frame.
187        */
188        friend inline Vector3 ToLocalFrame(const Vector3& loc,
189                                           const Vector3& U,
190                                                                           const Vector3& V,
191                                                                           const Vector3& N);
192
193        /// the magnitude=size of the std::vector
194        friend inline float Magnitude(const Vector3 &v);
195        /// the squared magnitude of the std::vector .. for efficiency in some cases
196        friend inline float SqrMagnitude(const Vector3 &v);
197        /// Magnitude(v1-v2)
198        friend inline float Distance(const Vector3 &v1, const Vector3 &v2);
199        /// SqrMagnitude(v1-v2)
200        friend inline float SqrDistance(const Vector3 &v1, const Vector3 &v2);
201        /// creates the std::vector of unit size corresponding to given std::vector
202        friend inline Vector3 Normalize(const Vector3 &A);
203        /// // Rotate a direction vector
204        friend Vector3 PlaneRotate(const Matrix4x4 &, const Vector3 &);
205
206        // construct view vectors .. DirAt is the main viewing direction
207        // Viewer is the coordinates of viewer location, UpL is the std::vector.
208        friend void ViewVectors(const Vector3 &DirAt,
209                                                        const Vector3 &Viewer,
210                                                        const Vector3 &UpL,
211                                                        Vector3 &ViewV,
212                                                        Vector3 &ViewU,
213                                                        Vector3 &ViewN);
214
215        // Given the intersection point `P', you have available normal `N'
216        // of unit length. Let us suppose the incoming ray has direction `D'.
217        // Then we can construct such two vectors `U' and `V' that
218        // `U',`N', and `D' are coplanar, and `V' is perpendicular
219        // to the vectors `N','D', and `V'. Then 'N', 'U', and 'V' create
220        // the orthonormal base in space R3.
221        friend void TangentVectors(Vector3 &U, Vector3 &V, // output
222                                                           const Vector3 &normal, // input
223                                                           const Vector3 &dirIncoming);
224
225
226        // Binary operators
227       
228        friend inline Vector3 operator+ (const Vector3 &A, const Vector3 &B);
229        friend inline Vector3 operator- (const Vector3 &A, const Vector3 &B);
230        friend inline Vector3 operator* (const Vector3 &A, const Vector3 &B);
231        friend inline Vector3 operator* (const Vector3 &A, float B);
232        friend inline Vector3 operator* (float A, const Vector3 &B);
233        friend Vector3 operator* (const Matrix4x4 &, const Vector3 &);
234        friend inline Vector3 operator/ (const Vector3 &A, const Vector3 &B);
235
236        friend inline int operator< (const Vector3 &A, const Vector3 &B);
237        friend inline int operator<= (const Vector3 &A, const Vector3 &B);
238
239        friend inline Vector3 operator/ (const Vector3 &A, float B);
240        friend inline int operator== (const Vector3 &A, const Vector3 &B);
241        friend inline float DotProd(const Vector3 &A, const Vector3 &B);
242        friend inline Vector3 CrossProd (const Vector3 &A, const Vector3 &B);
243
244        friend std::ostream& operator<< (std::ostream &s, const Vector3 &A);
245        friend std::istream& operator>> (std::istream &s, Vector3 &A);
246
247        friend void Minimize(Vector3 &min, const Vector3 &candidate);
248        friend void Maximize(Vector3 &max, const Vector3 &candidate);
249
250        friend inline int EpsilonEqualV3(const Vector3 &v1, const Vector3 &v2, float thr);
251        friend inline int EpsilonEqualV3(const Vector3 &v1, const Vector3 &v2);
252
253        friend Vector3 CosineRandomVector(const Vector3 &normal);
254        friend Vector3 UniformRandomVector(const Vector3 &normal);
255        friend Vector3 UniformRandomVector();
256
257        friend Vector3 UniformRandomVector(float r1, float r2);
258
259        friend Vector3 CosineRandomVector(float r1, float r2, const Vector3 &normal);
260};
261
262
263
264// forward declaration
265extern Vector3 UniformRandomVector(const Vector3 &normal);
266extern Vector3 UniformRandomVector();
267extern Vector3 UniformRandomVector(const float r1, const float r2);
268
269inline Vector3 ArbitraryNormal(const Vector3 &N)
270{
271        float dist2 = N.x * N.x + N.y * N.y;
272
273        if (dist2 > 0.0001f)
274        {
275                float inv_size = 1.0f / sqrtf(dist2);
276                return Vector3(N.y * inv_size, -N.x * inv_size, 0); // N x (0,0,1)
277        }
278
279        float inv_size = 1.0f / sqrtf(N.z * N.z + N.x * N.x);
280        return Vector3(-N.z * inv_size, 0, N.x * inv_size); // N x (0,1,0)
281}
282
283
284inline void Vector3::RightHandedBase(Vector3& U, Vector3& V) const
285{
286        // HACK
287        V = ArbitraryNormal(*this);
288        U = CrossProd(V, *this);
289}
290
291
292inline Vector3 ToGlobalFrame(const Vector3 &loc,
293                                                         const Vector3 &U,
294                                                         const Vector3 &V,
295                                                         const Vector3 &N)
296{
297        return loc.x * U + loc.y * V + loc.z * N;
298}
299
300
301inline Vector3 ToLocalFrame(const Vector3 &loc,
302                                                        const Vector3 &U,
303                                                        const Vector3 &V,
304                                                        const Vector3 &N)
305{
306        return Vector3(loc.x * U.x + loc.y * U.y + loc.z * U.z,
307                                   loc.x * V.x + loc.y * V.y + loc.z * V.z,
308                                   loc.x * N.x + loc.y * N.y + loc.z * N.z);
309}
310
311
312inline float Magnitude(const Vector3 &v)
313{
314        return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
315}
316
317
318inline float SqrMagnitude(const Vector3 &v)
319{
320  return v.x * v.x + v.y * v.y + v.z * v.z;
321}
322
323
324inline float Distance(const Vector3 &v1, const Vector3 &v2)
325{
326  return sqrtf(sqrt(v1.x - v2.x) + sqrt(v1.y - v2.y) + sqrt(v1.z - v2.z));
327}
328
329
330inline float SqrDistance(const Vector3 &v1, const Vector3 &v2)
331{
332  return sqrt(v1.x - v2.x) + sqrt(v1.y - v2.y) + sqrt(v1.z - v2.z);
333}
334
335
336inline Vector3 Normalize(const Vector3 &A)
337{
338  return A * (1.0f / Magnitude(A));
339}
340
341
342inline float DotProd(const Vector3 &A, const Vector3 &B)
343{
344  return A.x * B.x + A.y * B.y + A.z * B.z;
345}
346
347
348// angle between two vectors with respect to a surface normal in the
349// range [0 .. 2 * pi]
350inline float Angle(const Vector3 &A, const Vector3 &B, const Vector3 &norm)
351{
352        Vector3 cross = CrossProd(A, B);
353
354        float signedAngle;
355
356        if (DotProd(cross, norm) > 0)
357                signedAngle = atan2(-Magnitude(CrossProd(A, B)), DotProd(A, B));
358        else
359                signedAngle = atan2(Magnitude(CrossProd(A, B)), DotProd(A, B));
360
361        if (signedAngle < 0)
362                return 2 * M_PI + signedAngle;
363
364        return signedAngle;
365}
366
367
368inline Vector3 Vector3::operator+() const
369{
370        return *this;
371}
372
373
374inline Vector3 Vector3::operator-() const
375{
376  return Vector3(-x, -y, -z);
377}
378
379
380inline Vector3 &Vector3::operator+=(const Vector3 &A)
381{
382        x += A.x;  y += A.y;  z += A.z;
383        return *this;
384}
385
386
387inline Vector3& Vector3::operator-=(const Vector3 &A)
388{
389        x -= A.x;  y -= A.y;  z -= A.z;
390       
391        return *this;
392}
393
394
395inline Vector3& Vector3::operator*= (float A)
396{
397        x *= A;  y *= A;  z *= A;
398        return *this;
399}
400
401
402inline Vector3& Vector3::operator/=(float A)
403{
404        float a = 1.0f / A;
405       
406        x *= a;  y *= a;  z *= a;
407       
408        return *this;
409}
410
411
412inline Vector3& Vector3::operator*= (const Vector3 &A)
413{
414  x *= A.x;  y *= A.y;  z *= A.z;
415  return *this;
416}
417
418
419inline Vector3 operator+ (const Vector3 &A, const Vector3 &B)
420{
421        return Vector3(A.x + B.x, A.y + B.y, A.z + B.z);
422}
423
424
425inline Vector3 operator- (const Vector3 &A, const Vector3 &B)
426{
427        return Vector3(A.x - B.x, A.y - B.y, A.z - B.z);
428}
429
430
431inline Vector3 operator* (const Vector3 &A, const Vector3 &B)
432{
433        return Vector3(A.x * B.x, A.y * B.y, A.z * B.z);
434}
435
436
437inline Vector3 operator* (const Vector3 &A, float B)
438{
439  return Vector3(A.x * B, A.y * B, A.z * B);
440}
441
442
443inline Vector3 operator* (float A, const Vector3 &B)
444{
445        return Vector3(B.x * A, B.y * A, B.z * A);
446}
447
448
449inline Vector3 operator/ (const Vector3 &A, const Vector3 &B)
450{
451        return Vector3(A.x / B.x, A.y / B.y, A.z / B.z);
452}
453
454
455inline Vector3 operator/ (const Vector3 &A, float B)
456{
457        float b = 1.0f / B;
458        return Vector3(A.x * b, A.y * b, A.z * b);
459}
460
461
462inline int operator< (const Vector3 &A, const Vector3 &B)
463{
464        return A.x < B.x && A.y < B.y && A.z < B.z;
465}
466
467
468inline int operator<= (const Vector3 &A, const Vector3 &B)
469{
470        return A.x <= B.x && A.y <= B.y && A.z <= B.z;
471}
472
473
474// Might replace floating-point == with comparisons of
475// magnitudes, if needed.
476inline int operator== (const Vector3 &A, const Vector3 &B)
477{
478        return (A.x == B.x) && (A.y == B.y) && (A.z == B.z);
479}
480
481
482inline Vector3 CrossProd (const Vector3 &A, const Vector3 &B)
483{
484        return Vector3(A.y * B.z - A.z * B.y,
485                           A.z * B.x - A.x * B.z,
486                                   A.x * B.y - A.y * B.x);
487}
488
489
490inline void Vector3::Normalize()
491{
492        float sqrmag = x * x + y * y + z * z;
493       
494        if (sqrmag > 0.0f)
495                (*this) *= 1.0f / sqrtf(sqrmag);
496}
497
498
499// Overload << operator for C++-style output
500inline std::ostream& operator<< (std::ostream &s, const Vector3 &A)
501{
502        return s << "(" << A.x << ", " << A.y << ", " << A.z << ")";
503}
504
505
506// Overload >> operator for C++-style input
507inline std::istream& operator>> (std::istream &s, Vector3 &A)
508{
509        char a;
510        // read "(x, y, z)"
511        return s >> a >> A.x >> a >> A.y >> a >> A.z >> a;
512}
513
514
515inline int EpsilonEqualV3(const Vector3 &v1, const Vector3 &v2, float thr)
516{
517        if (fabsf(v1.x-v2.x) > thr)
518                return false;
519        if (fabsf(v1.y-v2.y) > thr)
520                return false;
521        if (fabsf(v1.z-v2.z) > thr)
522                return false;
523       
524        return true;
525}
526
527
528inline int EpsilonEqualV3(const Vector3 &v1, const Vector3 &v2)
529{
530        return EpsilonEqualV3(v1, v2, Limits::Small);
531}
532
533
534}
535
536#endif
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