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/**
@file Vector3.cpp
3D vector class
@maintainer Morgan McGuire, matrix@graphics3d.com
@cite Portions based on Dave Eberly's Magic Software Library at http://www.magic-software.com
@created 2001-06-02
@edited 2006-01-30
*/
#include <limits>
#include <stdlib.h>
#include "G3D/Vector3.h"
#include "G3D/g3dmath.h"
#include "G3D/format.h"
#include "G3D/stringutils.h"
#include "G3D/Vector3int16.h"
#include "G3D/Matrix3.h"
#include "G3D/Vector2.h"
namespace G3D {
Vector3 Vector3::dummy;
// Deprecated.
const Vector3 Vector3::ZERO(0, 0, 0);
const Vector3 Vector3::ZERO3(0, 0, 0);
const Vector3 Vector3::UNIT_X(1, 0, 0);
const Vector3 Vector3::UNIT_Y(0, 1, 0);
const Vector3 Vector3::UNIT_Z(0, 0, 1);
const Vector3 Vector3::INF3((float)G3D::inf(), (float)G3D::inf(), (float)G3D::inf());
const Vector3 Vector3::NAN3((float)G3D::nan(), (float)G3D::nan(), (float)G3D::nan());
Vector3::Vector3(const class Vector2& v, float _z) : x(v.x), y(v.y), z(_z) {
}
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;
}
unsigned int Vector3::hashCode() const {
unsigned int xhash = (*(int*)(void*)(&x));
unsigned int yhash = (*(int*)(void*)(&y));
unsigned int zhash = (*(int*)(void*)(&z));
return xhash + (yhash * 37) + (zhash * 101);
}
std::ostream& operator<<(std::ostream& os, const Vector3& v) {
return os << v.toString();
}
//----------------------------------------------------------------------------
double frand() {
return rand() / (double) RAND_MAX;
}
Vector3::Vector3(const class Vector3int16& v) {
x = v.x;
y = v.y;
z = v.z;
}
Vector3 Vector3::random() {
Vector3 result;
do {
result = Vector3(uniformRandom(-1.0, 1.0),
uniformRandom(-1.0, 1.0),
uniformRandom(-1.0, 1.0));
} while (result.squaredMagnitude() >= 1.0f);
result.unitize();
return result;
}
//----------------------------------------------------------------------------
Vector3 Vector3::operator/ (float fScalar) const {
Vector3 kQuot;
if ( fScalar != 0.0 ) {
float fInvScalar = 1.0f / fScalar;
kQuot.x = fInvScalar * x;
kQuot.y = fInvScalar * y;
kQuot.z = fInvScalar * z;
return kQuot;
} else {
return Vector3::inf();
}
}
//----------------------------------------------------------------------------
Vector3& Vector3::operator/= (float fScalar) {
if (fScalar != 0.0) {
float fInvScalar = 1.0f / fScalar;
x *= fInvScalar;
y *= fInvScalar;
z *= fInvScalar;
} else {
x = (float)G3D::inf();
y = (float)G3D::inf();
z = (float)G3D::inf();
}
return *this;
}
//----------------------------------------------------------------------------
float Vector3::unitize (float fTolerance) {
float fMagnitude = magnitude();
if (fMagnitude > fTolerance) {
float fInvMagnitude = 1.0f / fMagnitude;
x *= fInvMagnitude;
y *= fInvMagnitude;
z *= fInvMagnitude;
} else {
fMagnitude = 0.0f;
}
return fMagnitude;
}
//----------------------------------------------------------------------------
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;
}
//----------------------------------------------------------------------------
#if 0
Vector3 Vector3::cosRandom(const Vector3& normal) {
double e1 = G3D::random(0, 1);
double e2 = G3D::random(0, 1);
// Angle from normal
double theta = acos(sqrt(e1));
// Angle about normal
double phi = 2 * G3D_PI * e2;
// Make a coordinate system
Vector3 U = normal.direction();
Vector3 V = Vector3::unitX();
if (abs(U.dot(V)) > .9) {
V = Vector3::unitY();
}
Vector3 W = U.cross(V).direction();
V = W.cross(U);
// Convert to rectangular form
return cos(theta) * U + sin(theta) * (cos(phi) * V + sin(phi) * W);
}
//----------------------------------------------------------------------------
Vector3 Vector3::hemiRandom(const Vector3& normal) {
Vector3 V = Vector3::random();
if (V.dot(normal) < 0) {
return -V;
} else {
return V;
}
}
#endif
//----------------------------------------------------------------------------
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].unitize();
// compute u1
float fDot0 = akVector[0].dot(akVector[1]);
akVector[1] -= akVector[0] * fDot0;
akVector[1].unitize();
// 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].unitize();
}
//----------------------------------------------------------------------------
void Vector3::generateOrthonormalBasis (Vector3& rkU, Vector3& rkV,
Vector3& rkW, bool bUnitLengthW) {
if ( !bUnitLengthW )
rkW.unitize();
if ( G3D::abs(rkW.x) >= G3D::abs(rkW.y)
&& G3D::abs(rkW.x) >= G3D::abs(rkW.z) ) {
rkU.x = -rkW.y;
rkU.y = + rkW.x;
rkU.z = 0.0;
} else {
rkU.x = 0.0;
rkU.y = + rkW.z;
rkU.z = -rkW.y;
}
rkU.unitize();
rkV = rkW.cross(rkU);
}
//----------------------------------------------------------------------------
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);
}
//----------------------------------------------------------------------------
// 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); }
} // namespace