[10097] Update G3D up to v8.0b4

+ Got rid of zip lib requirement in G3D...
  Still can re-enable code by defining _HAVE_ZIP...

+ Remove silly X11 lib dependency from G3D
  Code doesn't seem to do anything yet anyway, and even if, we don't want it :p

+ Fix another weird G3D build problem...

+ Remove some __asm usage in g3d, which is not available on Win64
  My editor also decided to remove a ton of trailing white spaces...tss...

+ Reapply G3D fixes for 64bit VC

+ not use SSE specific header when SSE not enabled in *nix

+ Updated project files

+ New vmap_assembler VC90/VC80 Project

+ vmap assembler binaries updates

NOTE: Old vmap fikes expected work (as tests show) with new library version.
      But better use new generated versions. Its different in small parts to bad or good...

(based on Lynx3d's repo commit 44798d3)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Lynx3d 2010-06-23 04:01:54 +04:00 committed by VladimirMangos
parent 2f3c518935
commit ae3ad10bcf
235 changed files with 58189 additions and 4547 deletions

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@ -1,13 +0,0 @@
#
# NOTE! Don't add files that are generated in specific
# subdirectories here. Add them in the ".gitignore" file
# in that subdirectory instead.
#
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# any tracked files which get ignored after the change.
#
# MaNGOS generated files at Windows build
#
*.user

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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "g3dlite", "..\..\win\VC80\g3dlite.vcproj", "{8072769E-CF10-48BF-B9E1-12752A5DAC6E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug_NoPCH|Win32 = Debug_NoPCH|Win32
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{572FFF74-480C-4472-8ABF-81733BB4049D}.Debug_NoPCH|Win32.ActiveCfg = Debug|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Debug_NoPCH|Win32.Build.0 = Debug|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Debug|Win32.ActiveCfg = Debug|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Debug|Win32.Build.0 = Debug|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Release|Win32.ActiveCfg = Release|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Release|Win32.Build.0 = Release|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Debug_NoPCH|Win32.ActiveCfg = Debug_NoPCH|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Debug_NoPCH|Win32.Build.0 = Debug_NoPCH|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Debug|Win32.ActiveCfg = Debug|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Debug|Win32.Build.0 = Debug|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Release|Win32.ActiveCfg = Release|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Release|Win32.Build.0 = Release|Win32
{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Debug_NoPCH|Win32.ActiveCfg = Debug_NoPCH|Win32
{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Debug_NoPCH|Win32.Build.0 = Debug_NoPCH|Win32
{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Debug|Win32.ActiveCfg = Debug|Win32
{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Debug|Win32.Build.0 = Debug|Win32
{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Release|Win32.ActiveCfg = Release|Win32
{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Release|Win32.Build.0 = Release|Win32
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View file

@ -1,17 +1,40 @@
Microsoft Visual Studio Solution File, Format Version 10.00
# Visual Studio 2008
# Visual C++ Express 2008
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "vmap_assembler", "VC90\vmap_assembler.vcproj", "{572FFF74-480C-4472-8ABF-81733BB4049D}"
ProjectSection(ProjectDependencies) = postProject
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2} = {8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}
{8072769E-CF10-48BF-B9E1-12752A5DAC6E} = {8072769E-CF10-48BF-B9E1-12752A5DAC6E}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "zlib", "..\..\win\VC90\zlib.vcproj", "{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "g3dlite", "..\..\win\VC90\g3dlite.vcproj", "{8072769E-CF10-48BF-B9E1-12752A5DAC6E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{572FFF74-480C-4472-8ABF-81733BB4049D}.Debug_NoPCH|Win32.ActiveCfg = Debug|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Debug_NoPCH|Win32.Build.0 = Debug|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Debug|Win32.ActiveCfg = Debug|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Debug|Win32.Build.0 = Debug|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Release|Win32.ActiveCfg = Release|Win32
{572FFF74-480C-4472-8ABF-81733BB4049D}.Release|Win32.Build.0 = Release|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Debug_NoPCH|Win32.ActiveCfg = Debug_NoPCH|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Debug_NoPCH|Win32.Build.0 = Debug_NoPCH|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Debug|Win32.ActiveCfg = Debug|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Debug|Win32.Build.0 = Debug|Win32
{8F1DEA42-6A5B-4B62-839D-C141A7BFACF2}.Release|Win32.ActiveCfg = Release|Win32
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{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Debug_NoPCH|Win32.ActiveCfg = Debug_NoPCH|Win32
{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Debug_NoPCH|Win32.Build.0 = Debug_NoPCH|Win32
{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Debug|Win32.ActiveCfg = Debug|Win32
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{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Release|Win32.ActiveCfg = Release|Win32
{8072769E-CF10-48BF-B9E1-12752A5DAC6E}.Release|Win32.Build.0 = Release|Win32
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View file

@ -1,23 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 8.00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "vmapExtractor", "vmapExtractor_VC71.vcproj", "{87335BBF-5DA8-4FEC-A51E-1FB948F2FFE9}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Global
GlobalSection(SolutionConfiguration) = preSolution
Debug Ansi Static = Debug Ansi Static
Release Ansi Static = Release Ansi Static
EndGlobalSection
GlobalSection(ProjectDependencies) = postSolution
EndGlobalSection
GlobalSection(ProjectConfiguration) = postSolution
{87335BBF-5DA8-4FEC-A51E-1FB948F2FFE9}.Debug Ansi Static.ActiveCfg = Debug Ansi Static|Win32
{87335BBF-5DA8-4FEC-A51E-1FB948F2FFE9}.Debug Ansi Static.Build.0 = Debug Ansi Static|Win32
{87335BBF-5DA8-4FEC-A51E-1FB948F2FFE9}.Release Ansi Static.ActiveCfg = Release Ansi Static|Win32
{87335BBF-5DA8-4FEC-A51E-1FB948F2FFE9}.Release Ansi Static.Build.0 = Release Ansi Static|Win32
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
EndGlobalSection
GlobalSection(ExtensibilityAddIns) = postSolution
EndGlobalSection
EndGlobal

View file

@ -1,786 +0,0 @@
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</VisualStudioProject>

View file

@ -3,12 +3,12 @@
Axis-aligned box class
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2004-01-10
@edited 2006-02-10
@edited 2009-02-10
Copyright 2000-2006, Morgan McGuire.
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
@ -19,6 +19,7 @@
#include "G3D/Vector3.h"
#include "G3D/debug.h"
#include "G3D/Array.h"
#include "G3D/Plane.h"
namespace G3D {
@ -27,6 +28,7 @@ namespace G3D {
*/
class AABox {
private:
friend class Intersect;
/** Optional argument placeholder */
static int dummy;
@ -42,7 +44,7 @@ public:
/**
Constructs a zero-area AABox at v.
*/
inline AABox(const Vector3& v) {
inline explicit AABox(const Vector3& v) {
lo = hi = v;
}
@ -65,6 +67,26 @@ public:
hi = high;
}
/**
Grows to include the bounds of a
*/
inline void merge(const AABox& a) {
lo = lo.min(a.lo);
hi = hi.max(a.hi);
}
inline void merge(const Vector3& a) {
lo = lo.min(a);
hi = hi.max(a);
}
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
inline bool isFinite() const {
return lo.isFinite() && hi.isFinite();
}
inline const Vector3& low() const {
return lo;
@ -77,20 +99,15 @@ public:
/**
The largest possible finite box.
*/
static inline const AABox& maxFinite() {
static const AABox b = AABox(Vector3::minFinite(), Vector3::maxFinite());
return b;
}
static const AABox& maxFinite();
static inline const AABox& inf() {
static const AABox b = AABox(-Vector3::inf(), Vector3::inf());
return b;
}
/** A large finite box. This is smaller than FLT_MAX
because it leaves room to add boxes together. */
static const AABox& large();
static inline const AABox& zero() {
static const AABox b = AABox(Vector3::zero(), Vector3::zero());
return b;
}
static const AABox& inf();
static const AABox& zero();
/**
Returns the centroid of the box.
@ -99,36 +116,21 @@ public:
return (lo + hi) * 0.5;
}
Vector3 corner(int index) const;
/**
Distance from corner(0) to the next corner along axis a.
*/
inline double extent(int a) const {
inline float extent(int a) const {
debugAssert(a < 3);
return hi[a] - lo[a];
}
inline Vector3 extent() const {
return hi - lo;
}
/**
@deprecated Use culledBy(Array<Plane>&)
*/
bool culledBy(
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
/**
@deprecated Use culledBy(Array<Plane>&)
*/
bool culledBy(
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = 0xFFFFFF) const;
/**
Splits the box into two AABoxes along the specified axis. low contains
@ -176,7 +178,18 @@ public:
bool culledBy(
const Array<Plane>& plane,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = -1) const;
const uint32 testMask = 0xFFFFFFFF) const;
/** less than or equal to containment */
inline bool contains(const AABox& other) const {
return
(other.hi.x <= hi.x) &&
(other.hi.y <= hi.y) &&
(other.hi.z <= hi.z) &&
(other.lo.x >= lo.x) &&
(other.lo.y >= lo.y) &&
(other.lo.z >= lo.z);
}
inline bool contains(
const Vector3& point) const {
@ -189,16 +202,11 @@ public:
(point.z <= hi.z);
}
/** @deprecated */
inline float surfaceArea() const {
inline float area() const {
Vector3 diag = hi - lo;
return 2.0f * (diag.x * diag.y + diag.y * diag.z + diag.x * diag.z);
}
inline float area() const {
return surfaceArea();
}
inline float volume() const {
Vector3 diag = hi - lo;
return diag.x * diag.y * diag.z;
@ -208,9 +216,6 @@ public:
Vector3 randomSurfacePoint() const;
/** @deprecated use Box constructor */
class Box toBox() const;
/** Returns true if there is any overlap */
bool intersects(const AABox& other) const;
@ -225,7 +230,7 @@ public:
return AABox(L, H);
}
inline unsigned int hashCode() const {
inline size_t hashCode() const {
return lo.hashCode() + hi.hashCode();
}
@ -237,6 +242,20 @@ public:
return !((lo == b.lo) && (hi == b.hi));
}
inline AABox operator+(const Vector3& v) const {
AABox out;
out.lo = lo + v;
out.hi = hi + v;
return out;
}
inline AABox operator-(const Vector3& v) const {
AABox out;
out.lo = lo - v;
out.hi = hi - v;
return out;
}
void getBounds(AABox& out) const {
out = *this;
}
@ -244,12 +263,10 @@ public:
}
/**
Hashing function for use with Table.
*/
inline unsigned int hashCode(const G3D::AABox& b) {
return b.hashCode();
}
template <> struct HashTrait<G3D::AABox> {
static size_t hashCode(const G3D::AABox& key) { return key.hashCode(); }
};
#endif

View file

@ -0,0 +1,570 @@
/**
@file Any.h
@author Morgan McGuire, Shawn Yarbrough, and Corey Taylor
@maintainer Morgan McGuire
@created 2006-06-11
@edited 2009-12-16
Copyright 2000-2010, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Any_h
#define G3D_Any_h
#include "G3D/platform.h"
#include "G3D/Table.h"
#include "G3D/Array.h"
#include "G3D/AtomicInt32.h"
#include <string>
// needed for Token
#include "G3D/TextInput.h"
#ifdef verify
#undef verify
#endif
namespace G3D {
class TextOutput;
/**
\brief Easy loading and saving of human-readable configuration files.
Encodes typed, structured data and can serialize it to a human
readable format that is very similar to the Python language's data
syntax. Well-suited for quickly creating human-readable file formats,
especially since deserialization and serialization preserve comments and
an Any can tell you what file and line it came from.
The class is designed so that copying Anys generally is fast, even if
it is a large array or table. This is because data is shared between
copies until it is mutated, at which point an actual copy occurs.
\section Example
Sample File:
<pre>
{
shape = "round",
# in meters
radius = 3.7,
position = Vector3(1.0, -1.0, 0.0),
texture = { format = "RGB8", size = (320, 200)}
}
</pre>
Sample code using:
<pre>
Any x;
x.load("ball.txt");
if (x["shape"].string() == "round") {
x["density"] = 3;
}
x.save("ball.txt");
</pre>
The custom serialization format was chosen to be terse, easy for
humans to read, and easy for machines to parse. It was specifically
chosen over formats like XML, YAML, JSON, S-expressions, and Protocol
Buffers, although there is no reason you could not write readers and
writers for G3D::Any that support those.
G3D::Any assumes that structures do not contain cycles; it is an
error to create a structure like:
<pre>
Any x(Any::ARRAY);
x.array().append(x); // don't do this!
</pre>
although no exception will be thrown at runtime during that append.
\section Parsing
The primary use of Any is to create your own text file formats.
The Vector3 constructor is a good example of how to use the Any::verify
methods to provide good error checking while parsing such formats:
<pre>
Vector3::Vector3(const Any& any) {
any.verifyName("Vector3");
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"];
}
}
</pre>
\section BNF
Serialized format BNF:
<pre>
identifier ::= (letter | "_") (letter | digit | "_")*
identifier-op ::= "::" | "->" | "."
identifier-exp ::= [identifier-op] identifier (identifier-op identifier)*
comment ::= "#" <any characters> "\n"
separator ::= "," | ";"
number ::= <legal C printf number format>
string ::= <legal C double-quoted string; backslashes must be escaped>
boolean ::= "True" | "False"
none ::= "None"
array ::= "(" [value ("," value)*] ")"
pair ::= (identifier | string) "=" value
table ::= "{" [pair (separator pair)*] "}"
named-array ::= identifier-exp tuple
named-table ::= identifier-exp dict
value ::= [comment] (none | number | boolean | string | array | table | named-array | named-table)
</pre>
Except for single-line comments, whitespace is not significant.
All parsing is case-insensitive.
The deserializer allows the substitution of [] for () when writing
tuples and ";" for ",".
The serializer indents four spaces for each level of nesting.
Tables are written with the keys in alphabetic order.
*/
class Any {
public:
enum Type {NONE, BOOLEAN, NUMBER, STRING, ARRAY, TABLE};
static std::string toString(Type t);
/** Where an Any came from in a file. Useful for throwing parsing errors */
class Source {
public:
std::string filename;
int line;
int character;
Source() : line(0), character(0) {}
void set(const TextInput& ti, const Token& t) {
filename = ti.filename();
line = t.line();
character = t.character();
}
};
typedef Array<Any> AnyArray;
typedef Table<std::string, Any> AnyTable;
private:
/** Called from deserialize() */
static void deserializeComment(TextInput& ti, Token& token, std::string& comment);
/** NONE, BOOLEAN, and NUMBER are stored directly in the Any */
union SimpleValue {
bool b;
double n;
inline SimpleValue() : n(0.0) {}
inline SimpleValue(bool x) : b(x) {}
inline SimpleValue(double x) : n(x) {}
};
class Data {
public:
/** ARRAY, TABLE, or STRING value only. NULL otherwise. */
union Value {
std::string* s;
Array<Any>* a;
AnyTable* t;
inline Value() : s(NULL) {}
};
// Needed so that the destructor knows what is in Value
// and can call its destructor.
Type type;
/** Always points to memory that is allocated with the Data, so
the destructor does not delete this. */
Value value;
std::string comment;
std::string name;
/** For STRING, ARRAY and TABLE types, m_value is shared between
multiple instances. Mutation is allowed only if the reference
count is exactly 1, otherwise the mutating instance must copy
the value. This is not used for other types.
*/
AtomicInt32 referenceCount;
Source source;
private:
/** Called by create() */
inline Data(Type t) : type(t), referenceCount(1) {}
/** Called by destroy */
~Data();
public:
/** Clones the argument */
static Data* create(const Data* d);
static Data* create(Type t);
/** Free d, invoking its destructor and freeing the memory for
the value. */
static void destroy(Data* d);
};
/** If not empty, this Any was created from operator[] on a table
and perhaps was not intended to exist. The name is needed to
format the error message if it is read from before it is
written to.
The source of a placeholder object is that of the parent
object until it is written.
*/
std::string m_placeholderName;
Type m_type;
SimpleValue m_simpleValue;
mutable Data* m_data;
/** Called before every read operation to ensure that this object
is not a placeholder. */
void beforeRead() const;
/** Called before every write operation to wipe the placeholder
status. */
void beforeWrite();
/** Decrements the reference count (if there is one). If the
reference count is zero after decrement, calls delete on @a m_data
and sets it to NULL.
*/
void dropReference();
/** Allocate the Data object if it does not exist */
void ensureData();
/** If m_data is not NULL, ensure that it has a unique reference
and contains a valid m_data. This has a race condition if two
threads are both trying to modify the same Any
simultaneously.*/
void ensureMutable();
/** Read an unnamed a TABLE or ARRAY. Token should be the open
paren token; it is the next token after the close on
return. Called from deserialize().*/
void deserializeBody(TextInput& ti, Token& token);
void deserialize(TextInput& ti, Token& token);
/** Read the name of a named Array or Table. */
static void deserializeName(TextInput& ti, Token& token, std::string& name);
/** Read until a comma is consumed or a close paren is hit, and
return that token. Considers the passed in token to be the first
value read. */
static void readUntilCommaOrClose(TextInput& ti, Token& token);
/** Construct an Any that is a proxy for a table fetch from \a data.
This proxy can be copied exactly once on return from operator[].*/
Any(const std::string& key, Data* data);
inline bool isPlaceholder() const {
return ! m_placeholderName.empty();
}
public:
/** Base class for all Any exceptions.*/
class Exception {
public:
virtual ~Exception() {}
};
/** Thrown by operator[] when a key is not present in a const table. */
class KeyNotFound : public ParseError {
public:
std::string key;
};
/** Thrown by operator[] when an array index is not present. */
class IndexOutOfBounds : public Exception {
public:
int index;
int size;
inline IndexOutOfBounds() : index(0), size(0) {}
inline IndexOutOfBounds(int i, int s) : index(i), size(s) {}
};
/** NONE constructor */
Any();
/** Deserialize */
explicit Any(TextInput& t);
Any(const Any& x);
/** NUMBER constructor */
Any(double x);
#ifdef G3D_32BIT
/** NUMBER constructor */
Any(int64 x);
#endif // G3D_32BIT
#if 0
/** NUMBER constructor */
Any(int32 x);
#endif // 0
/** NUMBER constructor */
Any(long x);
/** NUMBER constructor */
Any(int x);
/** NUMBER constructor */
Any(short x);
/** BOOLEAN constructor */
Any(bool x);
/** STRING constructor */
Any(const std::string& x);
/** STRING constructor */
Any(const char* x);
/** \a t must be ARRAY or TABLE */
Any(Type t, const std::string& name = "");
~Any();
/** Removes the comment and name */
Any& operator=(const Any& x);
/** Removes the comment and name */
Any& operator=(double x);
/** Removes the comment and name */
Any& operator=(int x);
/** Removes the comment and name */
Any& operator=(bool x);
/** Removes the comment and name */
Any& operator=(const std::string& x);
/** Removes the comment and name */
Any& operator=(const char* x);
/** \a t must be ARRAY, TABLE, or NONE. Removes the comment and name */
Any& operator=(Type t);
Type type() const;
/** Same as deserialize or load, but operates on a string instead
of a stream or file.
\sa deserialize, load
*/
void parse(const std::string& src);
std::string unparse() const;
/** Comments appear before values when they are in serialized form.*/
const std::string& comment() const;
void setComment(const std::string& c);
/** True if this is the NONE value */
bool isNone() const;
/** Throws a ParseError exception if this is not a number */
double number() const;
const std::string& string() const;
bool boolean() const;
/** If this is named ARRAY or TABLE, returns the name. */
const std::string& name() const;
/** \brief Set the name used when serializing an ARRAY or TABLE.
Only legal for ARRAY or TABLE. The \a name must begin with a letter
and contain only letters, numbers, underscores and scope operators.
<pre>
a2z
hello
Foo::bar
color.red
this->that
__x
</pre>
The scope operators "::", "->", and
".", may have spaces around them. The name may not
contain parentheses.
*/
void setName(const std::string& name);
/** Number of elements if this is an ARRAY or TABLE */
int size() const;
int length() const;
/** For an array, returns the ith element */
const Any& operator[](int i) const;
Any& operator[](int i);
/** Directly exposes the underlying data structure for an ARRAY. */
const Array<Any>& array() const;
void append(const Any& v0);
void append(const Any& v0, const Any& v1);
void append(const Any& v0, const Any& v1, const Any& v2);
void append(const Any& v0, const Any& v1, const Any& v2, const Any& v3);
/** Directly exposes the underlying data structure for table.*/
const Table<std::string, Any>& table() const;
/** For a table, returns the element for \a key. Throws KeyNotFound
exception if the element does not exist.
*/
const Any& operator[](const std::string& key) const;
// Needed to prevent the operator[](int) overload from catching
// string literals
inline const Any& operator[](const char* key) const {
return operator[](std::string(key));
}
/**
Fetch an element from a table. This can be used as:
<pre>
a["key"] = value; (create the key if it did not exist)
</pre>
or
<pre>
value = a["key"]; (throw an error if the key did not exist)
</pre>
<b>Note:</b>
In order to cause elements to be correctly created in the
first case while still providing "key not found" errors in the
second case, the Any returned is a special object that delays
the actual fetch until the following assignment or method
call. This means that in the event of an error, the exception
may be thrown from a line other than the actual fetch. Use
the Any::get() or the const Any::operator[]() methods to avoid
this behavior and ensure error-checking at fetch time.
*/
Any& operator[](const std::string& key);
/** \copydoc Any::operator[](const std::string&) */
inline Any& operator[](const char* key) {
return operator[](std::string(key));
}
/** For a table, returns the element for key \a x and \a
defaultVal if it does not exist. */
const Any& get(const std::string& key, const Any& defaultVal) const;
/** Returns true if this key is in the TABLE. Illegal to call on an object that is not a TABLE. */
bool containsKey(const std::string& key) const;
/** For a table, assigns the element for key k. */
void set(const std::string& key, const Any& val);
/** for an ARRAY, resizes and returns the last element */
Any& next();
/** True if the Anys are exactly equal, ignoring comments. Applies deeply on arrays and tables. */
bool operator==(const Any& x) const;
bool operator!=(const Any& x) const;
operator int() const;
operator float() const;
operator double() const;
operator bool() const;
operator std::string() const;
/** Resize to \a n elements, where new elements are NIL
It is an error to call this method if this is not an Any::ARRAY */
void resize(int n);
/**
Clears all entries.
This must be a TABLE or ARRAY */
void clear();
/** Parse from a file.
\sa deserialize, parse */
void load(const std::string& filename);
/** Uses the serialize method. */
void save(const std::string& filename) const;
void serialize(TextOutput& to) const;
/** Parse from a stream.
\sa load, parse */
void deserialize(TextInput& ti);
const Source& source() const;
/** Throws a ParseError if \a value is false. Useful for quickly
creating parse rules in classes that deserialize from Any.
*/
void verify(bool value, const std::string& message = "") const;
/** Verifies that the name begins with identifier \a n. It may contain
identifier operators after this */
void verifyName(const std::string& n) const;
/** Verifies that the type is \a t. */
void verifyType(Type t) const;
/** Throws an exception if the type is not \a t0 or \a t1. */
void verifyType(Type t0, Type t1) const;
/** Verifies that the size is between \a low and \a high, inclusive */
void verifySize(int low, int high) const;
/** Verifies that the size is exactly \a s */
void verifySize(int s) const;
private:
void deserializeTable(TextInput& ti);
void deserializeArray(TextInput& ti,const std::string& term);
}; // class Any
} // namespace G3D
#endif

View file

@ -0,0 +1,512 @@
/**
@file AnyVal.h
@author Morgan McGuire
@created 2006-06-11
@edited 2008-07-14
*/
#ifndef G3D_ANYVAL_H
#define G3D_ANYVAL_H
#include "G3D/platform.h"
#include <string>
#include "G3D/Array.h"
#include "G3D/TextInput.h"
namespace G3D {
// Forward declarations for G3D types
class Vector2;
class Vector3;
class Vector4;
class Color1;
class Color3;
class Color4;
class Quat;
class Matrix2;
class Matrix3;
class Matrix4;
class CoordinateFrame;
class TextInput;
class TextOutput;
class BinaryInput;
class BinaryOutput;
class Rect2D;
class AABox;
/**
\deprecated
<b>Use the G3D::Any class instead. This is only provided for
backwards compatibility to G3D 7.xx.</b>
A generic value, useful for defining property trees that can
be loaded from and saved to disk. The values are intentionally
restricted to a small set.
When written to files, the syntax is as follows. Note that you can
nest arrays and tables in order to create full tree (i.e., XML-like)
structures as configuration files:
<table>
<tr><td>NULL</td><td><code>Nil</code></td></tr>
<tr><td>double</td><td><i>The number in printf double format</i></td></tr>
<tr><td>bool</td><td><code>true</code> <i>or</i> <code>false</code></td></tr>
<tr><td>std::string</td><td><i>The string in double-quotes (</i><code>"</code><i>)</i></td></tr>
<tr><td>Rect2D</td><td><code>R(</code><i>x<sub>0</sub></i><code>,</code><i>y<sub>0</sub></i><code>,</code><i>x<sub>1</sub></i><code>,</code><i>y<sub>1</sub></i><code>)</code></td></tr>
<tr><td>Color1</td><td><code>C1(</code><i>value</i><code>)</code></td></tr>
<tr><td>Color3</td><td><code>C3(</code><i>r</i><code>,</code><i>g</i><code>,</code><i>b</i><code>)</code></td></tr>
<tr><td>Color4</td><td><code>C4(</code><i>r</i><code>,</code><i>g</i><code>,</code><i>b</i><code>,</code><i>a</i><code>)</code></td></tr>
<tr><td>Vector2</td><td><code>V2(</code><i>x</i><code>,</code><i>y</i><code>)</code></td></tr>
<tr><td>Vector3</td><td><code>V3(</code><i>x</i><code>,</code><i>y</i><code>,</code><i>z</i><code>)</code></td></tr>
<tr><td>Vector4</td><td><code>V4(</code><i>x</i><code>,</code><i>y</i><code>,</code><i>z</i><code>,</code><i>w</i><code>)</code></td></tr>
<tr><td>Quat</td><td><code>V(</code>x<code>,</code>y<code>,</code>z<code>,</code>w<code>)</code></td></tr>
<tr><td>AABox</td><td><code>AAB(</code>low Vector3<code>, </code>high Vector3<code>)</code></td></tr>
<tr><td>Matrix2</td><td><code>M2(</code>r0c0<code>, </code>r0c1<code>,
<br>&nbsp;&nbsp;&nbsp;</code>r1c0<code>, </code>r1c1<code>)</code></td></tr>
<tr><td>Matrix3</td><td><code>M3(</code>r0c0<code>, </code>r0c1<code>, </code>r0c2<code>,
<br>&nbsp;&nbsp;&nbsp;</code>r1c0<code>, </code>r1c1<code>, </code>r1c2<code>,
<br>&nbsp;&nbsp;&nbsp;</code>r2c0<code>, </code>r2c1<code>, </code>r2c2<code>)</code></td></tr>
<tr><td>Matrix4</td><td><code>M4(</code>r0c0<code>, </code>r0c1<code>, </code>r0c2<code>, </code>r0c3<code>,
<br>&nbsp;&nbsp;&nbsp;</code>r1c0<code>, </code>r1c1<code>, </code>r1c2<code>, </code>r1c3<code>,
<br>&nbsp;&nbsp;&nbsp;</code>r2c0<code>, </code>r2c1<code>, </code>r2c2<code>, </code>r2c3<code>,
<br>&nbsp;&nbsp;&nbsp;</code>r3c0<code>, </code>r3c1<code>, </code>r3c2<code>, </code>r3c3<code>)</code></td></tr>
<tr><td>CoordinateFrame</td><td><code>CF(</code>r0c0<code>, </code>r0c1<code>, </code>r0c2<code>, </code>r0c3<code>,
<br>&nbsp;&nbsp;&nbsp;</code>r1c0<code>, </code>r1c1<code>, </code>r1c2<code>, </code>r1c3<code>,
<br>&nbsp;&nbsp;&nbsp;</code>r2c0<code>, </code>r2c1<code>, </code>r2c2<code>, </code>r2c3<code>)</code></td></tr>
<tr><td>CoordinateFrame</td><td><code>CF(V3(</code><i>x</i><code>, </code><i>y</i><code>, </code><i>z</i><code>), </code><i>yaw deg</i><code>, </code><i>pitch deg</i><code>, </code><i>optional roll deg</i><code>)</code></td></tr>
<tr><td>Array</td><td><code>[</code><i>element<sub>0</sub></i><code>, </code><i>element<sub>1</sub></i><code>, </code> ... <code>, </code><i>element<sub>n-1</sub></i><code>]</code></td></tr>
<tr><td>Table</td><td><code>{</code><i>symbol<sub>0</sub></i><code> = </code><i>value<sub>0</sub></i>
<br><code>&nbsp;</code><i>symbol<sub>1</sub></i><code> = </code><i>value<sub>1</sub></i>
<br><code>&nbsp;</code>...
<br><code>&nbsp;</code><i>symbol<sub>n-1</sub></i><code> = </code><i>value<sub>n-1</sub></i><code>}</code></td></tr>
</table>
See also boost::any for a more general purpose but slightly harder to use
"any" for C++.
The semantics of operator[] and the get() methods are slightly different;
operator[] acts more like a scripting language that automatically extends
arrays and tables instead of generating errors. get() has more strict semantics,
like a C++ class.
AnyVal uses copy-on-mutate, so that <code>AnyVal a = b</code> semantically copies <code>b</code> (like <code>int a = b</code> would), although in practice
it delays the copy until one is mutated so that it is still fast to "copy" large arrays and tables.
Reading example:
<pre>
AnyVal property = AnyVal::fromFile("c:/tmp/test.txt"));
Vector3 vel = property["angular velocity"]
<i>Using defaults to handle errors:
If there was no "enabled" value, this will return the default instead of failing</i>
bool enabled = property["enabled"].boolean(true);
</pre>
Writing to a file:
<pre>
AnyVal dict(AnyVal::TABLE);
dict["enabled"] = AnyVal(true);
dict["weight"] = 100;
dict["angular velocity"] = Vector3(1, -3, 4.5);
TextOutput t("c:/tmp/test.txt");
dict.serialize(t);
t.commit();
</pre>
Example of a data file:
<pre>
{
heights = [1, 17, 32]
model =
{
color = C3(1, 1, 1)
filename = "foo.md2"
}
position = V3(23, 14, 0)
name = "Elmer"
}
</pre>
<p>
<b>What's the difference from boost::any?</b>
<br>I think that AnyVal will be easier for novice C++ users. It addresses the problem that
even though G3D::TextInput makes reading configuration files extremely simple, many people
still don't use it. So AnyVal makes it ridiculously simple to read and write a tree of G3D
types to a file.
<i>AnyVal:</i>
<pre>
{
AnyVal tree(TextInput("config.txt"));
bool enabled = tree.get("enabled", false);
Vector3 direction = tree.get("direction", Vector3::zero());
...
}
</pre>
<i>boost:</i>
<pre>
{
bool enabled = false;
Vector3 direction;
Table<boost::any> tree;
...write lots of file parsing code...
if (tree.containsKey("enabled")) {
const boost::any& val = tree["enabled"];
try {
enabled = any_cast<bool>(val);
} catch(const boost::bad_any_cast &) {
}
}
if (tree.containsKey("direction")) {
const boost::any& val = tree["direction"];
try {
direction = any_cast<Vector3>(val);
} catch(const boost::bad_any_cast &) {
}
}
...
}
</pre>
\deprecated
*/
class AnyVal {
public:
/** Array and table values are all Any.*/
enum Type {
NIL,
NUMBER,
BOOLEAN,
STRING,
VECTOR2,
VECTOR3,
VECTOR4,
MATRIX2,
MATRIX3,
MATRIX4,
QUAT,
COORDINATEFRAME,
COORDINATEFRAME2D,
CFRAME = COORDINATEFRAME,
CFRAME2D = COORDINATEFRAME2D,
COLOR1,
COLOR3,
COLOR4,
RECT2D,
AABOX2D = RECT2D,
AABOX,
ARRAY,
TABLE};
/** Base class for all AnyVal exceptions.*/
class Exception {
public:
virtual ~Exception() {}
};
/** Thrown when an inappropriate operation is performed (e.g., operator[] on a number) */
class WrongType : public Exception {
public:
Type expected;
Type actual;
WrongType() : expected(NIL), actual(NIL) {}
WrongType(Type e, Type a) : expected(e), actual(a) {}
};
/** Thrown by operator[] when a key is not present. */
class KeyNotFound : public Exception {
public:
std::string key;
KeyNotFound() {}
KeyNotFound(const std::string& k) : key(k) {}
};
class IndexOutOfBounds : public Exception {
public:
int index;
int size;
IndexOutOfBounds() : index(0), size(0) {}
IndexOutOfBounds(int i, int s) : index(i), size(s) {}
};
/** Thrown when deserialize() when the input is incorrectly formatted. */
class CorruptText : public Exception {
public:
std::string message;
/** Token where the problem occurred.*/
G3D::Token token;
CorruptText() {}
CorruptText(const std::string& s, const G3D::Token& t) : message(s), token(t) {}
};
private:
Type m_type;
void* m_value;
/** For table and array types, *m_value is shared between multiple
instances. Mutation is allowed only if the reference count is
exactly 1, otherwise the mutating instance must copy the
value. This is not used for other types.
*/
int* m_referenceCount;
/** Decrements the reference count (if there is one). If the
reference count is zero or does not exist. Calls delete on @a
m_value and sets it to NULL.
*/
void deleteValue();
/** Returns a copy of the value. */
void* copyValue() const;
/** Assumes isSharedType. Ensures that this has a unique reference */
void makeMutable();
/** True if this is a shared value between multiple instances. */
inline bool isShared() const {
return m_referenceCount && (*m_referenceCount > 1);
}
/** True when m_value is a double pointer */
inline bool isSharedType() const {
return (m_type == TABLE) || (m_type == ARRAY);
}
public:
AnyVal();
/** Deserialize */
explicit AnyVal(G3D::TextInput& t);
static AnyVal fromFile(const std::string& filename);
void load(const std::string& filename);
void save(const std::string& filename) const;
///** Deserialize */
//explicit AnyVal(G3D::BinaryInput& t);
/** Construct a number */
AnyVal(double);
AnyVal(int);
// Explicit to avoid ambiguity with the 'double' constructor
// when an integer type is constructed
AnyVal(bool);
AnyVal(const G3D::Vector2&);
AnyVal(const G3D::Vector3&);
AnyVal(const G3D::Vector4&);
AnyVal(const G3D::Color1&);
AnyVal(const G3D::Color3&);
AnyVal(const G3D::Color4&);
AnyVal(const std::string&);
AnyVal(const char*);
AnyVal(const G3D::Quat&);
AnyVal(const G3D::Rect2D&);
AnyVal(const G3D::AABox&);
AnyVal(const G3D::CoordinateFrame&);
AnyVal(const G3D::Matrix2&);
AnyVal(const G3D::Matrix3&);
AnyVal(const G3D::Matrix4&);
AnyVal(const AnyVal&);
AnyVal(Type arrayOrTable);
AnyVal& operator=(const AnyVal&);
/** Frees the underlying storage */
~AnyVal();
Type type() const;
bool isNil() const {
return type() == NIL;
}
void serialize(G3D::TextOutput& t) const;
//void serialize(G3D::BinaryOutput& t) const;
void deserialize(G3D::TextInput& t);
//void deserialize(G3D::BinaryInput& t);
/** Array dereference. If the index is out of bounds, IndexOutOfBounds is thrown */
const AnyVal& operator[](int) const;
/** Extend this array by one element. */
void append(const AnyVal&);
/** If the index is out of bounds, the array is resized. If the index is negative,
IndexOutOfBounds is thrown.*/
AnyVal& operator[](int);
/** If @a i is out of bounds or this is not an ARRAY, defaultVal is returned.*/
const AnyVal& get(int i, const AnyVal& defaultVal) const;
/** If out of bounds, IndexOutOfBounds is thrown. */
const AnyVal& get(int i) const;
/** Returns defaultVal if this is not a TABLE or the key is not found. */
const AnyVal& get(const std::string& key, const AnyVal& defaultVal) const;
/** Throws KeyNotFound exception if the key is not present.*/
const AnyVal& get(const std::string& key) const;
/** Table reference */
const AnyVal& operator[](const std::string&) const;
/** Table reference. If the element does not exist, it is created. */
AnyVal& operator[](const std::string&);
/** Table reference */
const AnyVal& operator[](const char*) const;
/** Table reference. If the element does not exist, it is created. */
AnyVal& operator[](const char*);
/** If this value is not a number throws a WrongType exception. */
double number() const;
/** If this value is not a number, returns defaultVal. */
double number(double defaultVal) const;
operator double () const {
return number();
}
operator float () const {
return (float)number();
}
bool boolean() const;
bool boolean(bool b) const;
operator bool() const {
return boolean();
}
const std::string& string() const;
const std::string& string(const std::string& defaultVal) const;
operator const std::string& () const {
return string();
}
const G3D::Rect2D& rect2D() const;
const G3D::Rect2D& rect2D(const G3D::Rect2D& defaultVal) const;
operator const Rect2D& () const {
return rect2D();
}
const G3D::AABox& aabox() const;
const G3D::AABox& aabox(const G3D::AABox& defaultVal) const;
operator const AABox& () const {
return aabox();
}
const G3D::Vector2& vector2() const;
const G3D::Vector2& vector2(const G3D::Vector2& defaultVal) const;
operator const Vector2& () const {
return vector2();
}
const G3D::Vector3& vector3() const;
const G3D::Vector3& vector3(const G3D::Vector3& defaultVal) const;
operator const Vector3& () {
return vector3();
}
const G3D::Vector4& vector4() const;
const G3D::Vector4& vector4(const G3D::Vector4& defaultVal) const;
operator const Vector4& () const {
return vector4();
}
const G3D::Color1& color1() const;
const G3D::Color1& color1(const G3D::Color1& defaultVal) const;
const G3D::Color3& color3() const;
const G3D::Color3& color3(const G3D::Color3& defaultVal) const;
operator const Color3& () const {
return color3();
}
const G3D::Color4& color4() const;
const G3D::Color4& color4(const G3D::Color4& defaultVal) const;
operator const Color4& () const {
return color4();
}
const G3D::CoordinateFrame& coordinateFrame() const;
const G3D::CoordinateFrame& coordinateFrame(const G3D::CoordinateFrame& defaultVal) const;
operator const CoordinateFrame& () const {
return coordinateFrame();
}
const G3D::Matrix2& matrix2() const;
const G3D::Matrix2& matrix2(const G3D::Matrix2& defaultVal) const;
operator const Matrix2& () const {
return matrix2();
}
const G3D::Matrix3& matrix3() const;
const G3D::Matrix3& matrix3(const G3D::Matrix3& defaultVal) const;
operator const Matrix3& () const {
return matrix3();
}
const G3D::Matrix4& matrix4() const;
const G3D::Matrix4& matrix4(const G3D::Matrix4& defaultVal) const;
operator const Matrix4& () const {
return matrix4();
}
const G3D::Quat& quat() const;
const G3D::Quat& quat(const G3D::Quat& defaultVal) const;
operator const Quat& () const {
return quat();
}
std::string toString() const;
/** Number of elements for an array or table.*/
int size() const;
/** For a table, returns the keys. */
void getKeys(G3D::Array<std::string>&) const;
};
}
#endif

View file

@ -0,0 +1,93 @@
/**
@file AreaMemoryManager.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2009-01-20
@edited 2009-05-29
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_AreaMemoryManager_h
#define G3D_AreaMemoryManager_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Array.h"
#include "G3D/MemoryManager.h"
namespace G3D {
/**
\brief Allocates memory in large blocks and then frees it as an area.
Useful for ensuring cache coherence and for reducing the time cost of
multiple allocations and deallocations.
<b>Not threadsafe</b>
*/
class AreaMemoryManager : public MemoryManager {
private:
class Buffer {
private:
uint8* m_first;
size_t m_size;
size_t m_used;
public:
Buffer(size_t size);
~Buffer();
/** Returns NULL if out of space */
void* alloc(size_t s);
};
size_t m_sizeHint;
/** The underlying array is stored in regular MemoryManager heap memory */
Array<Buffer*> m_bufferArray;
AreaMemoryManager(size_t sizeHint);
public:
typedef ReferenceCountedPointer<AreaMemoryManager> Ref;
/**
\param sizeHint Total amount of memory expected to be allocated.
The allocator will allocate memory from the system in increments
of this size.
*/
static AreaMemoryManager::Ref create(size_t sizeHint = 10 * 1024 * 1024);
/** Invokes deallocateAll. */
~AreaMemoryManager();
size_t bytesAllocated() const;
/** Allocates memory out of the buffer pool.
@param s must be no larger than sizeHint */
virtual void* alloc(size_t s);
/** Ignored. */
virtual void free(void* x);
virtual bool isThreadsafe() const;
/** Deletes all previously allocated memory. Because delete is not
invoked on objects in this memory, it is not safe to simply
free memory containing C++ objects that expect their destructors
to be called. */
void deallocateAll();
};
typedef AreaMemoryManager CoherentAllocator;
}
#endif

View file

@ -5,18 +5,19 @@
@cite Portions written by Aaron Orenstein, a@orenstein.name
@created 2001-03-11
@edited 2007-05-12
@edited 2009-05-29
Copyright 2000-2007, Morgan McGuire.
Copyright 2000-2009, Morgan McGuire, http://graphics.cs.williams.edu
All rights reserved.
*/
#ifndef G3D_ARRAY_H
#define G3D_ARRAY_H
#ifndef G3D_Array_h
#define G3D_Array_h
#include "G3D/platform.h"
#include "G3D/debug.h"
#include "G3D/System.h"
#include "G3D/MemoryManager.h"
#ifdef G3D_DEBUG
// For formatting error messages
# include "G3D/format.h"
@ -24,7 +25,7 @@
#include <vector>
#include <algorithm>
#ifdef G3D_WIN32
#ifdef _MSC_VER
# include <new>
# pragma warning (push)
@ -47,7 +48,7 @@ const int SORT_INCREASING = 1;
const int SORT_DECREASING = -1;
/**
Dynamic 1D array.
\brief Dynamic 1D array tuned for performance.
Objects must have a default constructor (constructor that
takes no arguments) in order to be used with this template.
@ -57,20 +58,15 @@ const int SORT_DECREASING = -1;
Do not use with objects that overload placement <code>operator new</code>,
since the speed of Array is partly due to pooled allocation.
If SSE is defined Arrays allocate the first element aligned to
16 bytes.
Array is highly optimized compared to std::vector.
Array operations are less expensive than on std::vector and for large
amounts of data, Array consumes only 1.5x the total size of the
data, while std::vector consumes 2.0x. The default
array takes up zero heap space. The first resize (or append)
operation grows it to a reasonable internal size so it is efficient
to append to small arrays. Memory is allocated using
System::alignedMalloc, which produces pointers aligned to 16-byte
boundaries for use with SSE instructions and uses pooled storage for
fast allocation. When Array needs to copy
to append to small arrays.
Then Array needs to copy
data internally on a resize operation it correctly invokes copy
constructors of the elements (the MSVC6 implementation of
std::vector uses realloc, which can create memory leaks for classes
@ -81,24 +77,38 @@ const int SORT_DECREASING = -1;
To serialize an array, see G3D::serialize.
The template parameter MIN_ELEMENTS indicates the smallest number of
elements that will be allocated. The default of 10 is designed to avoid
the overhead of repeatedly allocating the array as it grows from 1, to 2, and so on.
If you are creating a lot of small Arrays, however, you may want to set this smaller
to reduce the memory cost. Once the array has been allocated, it will never
deallocate the underlying array unless MIN_ELEMENTS is set to 0, MIN_BYTES is 0, and the array
is empty.
Do not subclass an Array.
\sa G3D::SmallArray
*/
template <class T>
template <class T, int MIN_ELEMENTS = 10, size_t MIN_BYTES = 32>
class Array {
private:
/** 0...num-1 are initialized elements, num...numAllocated-1 are not */
T* data;
T* data;
int num;
int numAllocated;
int num;
int numAllocated;
void init(int n, int a) {
debugAssert(n <= a);
MemoryManager::Ref m_memoryManager;
/** \param n Number of elements
*/
void init(int n, const MemoryManager::Ref& m) {
m_memoryManager = m;
debugAssert(n >= 0);
this->num = 0;
this->numAllocated = 0;
data = NULL;
if (a > 0) {
if (n > 0) {
resize(n);
} else {
data = NULL;
@ -106,7 +116,7 @@ private:
}
void _copy(const Array &other) {
init(other.num, other.num);
init(other.num, MemoryManager::create());
for (int i = 0; i < num; i++) {
data[i] = other.data[i];
}
@ -140,10 +150,11 @@ private:
// elements are actually revealed to the application. They
// will be constructed in the resize() method.
data = (T*)System::alignedMalloc(sizeof(T) * numAllocated, 16);
data = (T*)m_memoryManager->alloc(sizeof(T) * numAllocated);
alwaysAssertM(data, "Memory manager returned NULL: out of memory?");
// Call the copy constructors
{const int N = iMin(oldNum, numAllocated);
{const int N = G3D::min(oldNum, numAllocated);
const T* end = data + N;
T* oldPtr = oldData;
for (T* ptr = data; ptr < end; ++ptr, ++oldPtr) {
@ -163,20 +174,31 @@ private:
ptr->~T();
}}
System::alignedFree(oldData);
m_memoryManager->free(oldData);
}
public:
/**
C++ STL style iterator variable. Call begin() to get
G3D C++ STL style iterator variable. Call begin() to get
the first iterator, pre-increment (++i) the iterator to get to
the next value. Use dereference (*i) to access the element.
*/
typedef T* Iterator;
/** G3D C++ STL style const iterator in same style as Iterator. */
typedef const T* ConstIterator;
/** stl porting compatibility helper */
typedef Iterator iterator;
/** stl porting compatibility helper */
typedef ConstIterator const_iterator;
/** stl porting compatibility helper */
typedef T value_type;
/** stl porting compatibility helper */
typedef int size_type;
/** stl porting compatibility helper */
typedef int difference_type;
/**
C++ STL style iterator method. Returns the first iterator element.
Do not change the size of the array while iterating.
@ -216,23 +238,60 @@ public:
return data;
}
/** Creates a zero length array (no heap allocation occurs until resize). */
Array() {
init(0, 0);
}
/** Creates a zero length array (no heap allocation occurs until resize). */
Array() : num(0) {
init(0, MemoryManager::create());
debugAssert(num >= 0);
}
/** Creates an array containing v0. */
Array(const T& v0) {
init(1, MemoryManager::create());
(*this)[0] = v0;
}
/** Creates an array containing v0 and v1. */
Array(const T& v0, const T& v1) {
init(2, MemoryManager::create());
(*this)[0] = v0;
(*this)[1] = v1;
}
/** Creates an array containing v0...v2. */
Array(const T& v0, const T& v1, const T& v2) {
init(3, MemoryManager::create());
(*this)[0] = v0;
(*this)[1] = v1;
(*this)[2] = v2;
}
/** Creates an array containing v0...v3. */
Array(const T& v0, const T& v1, const T& v2, const T& v3) {
init(4, MemoryManager::create());
(*this)[0] = v0;
(*this)[1] = v1;
(*this)[2] = v2;
(*this)[3] = v3;
}
/** Creates an array containing v0...v4. */
Array(const T& v0, const T& v1, const T& v2, const T& v3, const T& v4) {
init(5, MemoryManager::create());
(*this)[0] = v0;
(*this)[1] = v1;
(*this)[2] = v2;
(*this)[3] = v3;
(*this)[4] = v4;
}
/**
Creates an array of size.
*/
Array(int size) {
init(size, size);
}
/**
Copy constructor
*/
Array(const Array& other) {
Array(const Array& other) : num(0) {
_copy(other);
debugAssert(num >= 0);
}
/**
@ -248,36 +307,43 @@ public:
(data + i)->~T();
}
System::alignedFree(data);
m_memoryManager->free(data);
// Set to 0 in case this Array is global and gets referenced during app exit
data = NULL;
num = 0;
numAllocated = 0;
}
/**
Removes all elements. Use resize(0, false) or fastClear if you want to
remove all elements without deallocating the underlying array
so that future append() calls will be faster.
*/
void clear() {
resize(0);
void clear(bool shrink = true) {
resize(0, shrink);
}
/** resize(0, false) */
void clearAndSetMemoryManager(const MemoryManager::Ref& m) {
clear();
debugAssert(data == NULL);
m_memoryManager = m;
}
/** resize(0, false)
@deprecated*/
void fastClear() {
resize(0, false);
clear(false);
}
/**
Assignment operator.
*/
Array& operator=(const Array& other) {
resize(other.num);
for (int i = 0; i < num; ++i) {
debugAssert(num >= 0);
resize(other.num); for (int i = 0; i < num; ++i) {
data[i] = other[i];
}
debugAssert(num >= 0);
return *this;
}
@ -289,6 +355,10 @@ public:
return *this;
}
inline MemoryManager::Ref memoryManager() const {
return m_memoryManager;
}
/**
Number of elements in the array.
*/
@ -308,25 +378,11 @@ public:
Swaps element index with the last element in the array then
shrinks the array by one.
*/
void fastRemove(int index) {
void fastRemove(int index, bool shrinkIfNecessary = false) {
debugAssert(index >= 0);
debugAssert(index < num);
data[index] = data[num - 1];
resize(size() - 1);
}
/**
Resizes, calling the default constructor for
newly created objects and shrinking the underlying
array as needed (and calling destructors as needed).
*/
void resize(int n) {
resize(n, true);
}
/** Resizes without shrinking the underlying array */
void fastResize(int n) {
resize(n, false);
resize(size() - 1, shrinkIfNecessary);
}
@ -345,20 +401,34 @@ public:
/** @param shrinkIfNecessary if false, memory will never be
reallocated when the array shrinks. This makes resizing much
faster but can waste memory. */
void resize(int n, bool shrinkIfNecessary) {
int oldNum = num;
num = n;
faster but can waste memory.
*/
void resize(int n, bool shrinkIfNecessary = true) {
debugAssert(n >= 0);
if (num == n) {
return;
}
// Call the destructors on newly hidden elements if there are any
for (int i = num; i < oldNum; ++i) {
(data + i)->~T();
}
int oldNum = num;
num = n;
// Once allocated, always maintain 10 elements or 32 bytes, whichever is higher.
static const int minSize = iMax(10, 32 / sizeof(T));
// Call the destructors on newly hidden elements if there are any
for (int i = num; i < oldNum; ++i) {
(data + i)->~T();
}
// Once allocated, always maintain MIN_ELEMENTS elements or 32 bytes, whichever is higher.
const int minSize = std::max(MIN_ELEMENTS, (int)(MIN_BYTES / sizeof(T)));
if (num > numAllocated) {
if ((MIN_ELEMENTS == 0) && (MIN_BYTES == 0) && (n == 0) && shrinkIfNecessary) {
// Deallocate the array completely
numAllocated = 0;
m_memoryManager->free(data);
data = NULL;
return;
}
if (num > numAllocated) {
// Grow the underlying array
if (numAllocated == 0) {
@ -382,7 +452,7 @@ public:
float growFactor = 3.0;
size_t oldSizeBytes = numAllocated * sizeof(T);
int oldSizeBytes = numAllocated * sizeof(T);
if (oldSizeBytes > 400000) {
// Avoid bloat
growFactor = 1.5;
@ -447,6 +517,8 @@ public:
inline void append(const T& v1, const T& v2) {
if (inArray(&v1) || inArray(&v2)) {
// Copy into temporaries so that the references won't break when
// the array resizes.
T t1 = v1;
T t2 = v2;
append(t1, t2);
@ -457,6 +529,7 @@ public:
new (data + num + 1) T(v2);
num += 2;
} else {
// Resize the array. Note that neither value is already in the array.
resize(num + 2, DONT_SHRINK_UNDERLYING_ARRAY);
data[num - 2] = v1;
data[num - 1] = v2;
@ -597,6 +670,24 @@ public:
return (*this)[0];
}
/**
"The member function returns a reference to the last element of the controlled sequence,
which must be non-empty."
For compatibility with std::vector.
*/
T& back() {
return (*this)[size()-1];
}
/**
"The member function returns a reference to the last element of the controlled sequence,
which must be non-empty."
For compatibility with std::vector.
*/
const T& back() const {
return (*this)[size()-1];
}
/**
Removes the last element and returns it. By default, shrinks the underlying array.
*/
@ -638,7 +729,7 @@ public:
}
inline T& operator[](unsigned int n) {
debugAssertM(((int)n < num), format("Array index out of bounds. n = %d, size() = %d", n, num));
debugAssertM(n < (unsigned int)num, format("Array index out of bounds. n = %d, size() = %d", n, num));
return data[n];
}
@ -737,6 +828,19 @@ public:
resize(0);
}
/**
Returns the index of (the first occurance of) an index or -1 if
not found. Searches from the right.
*/
int rfindIndex(const T& value) const {
for (int i = num -1 ; i >= 0; --i) {
if (data[i] == value) {
return i;
}
}
return -1;
}
/**
Returns the index of (the first occurance of) an index or -1 if
not found.
@ -827,12 +931,26 @@ public:
return elem1->x < elem2->x;
}
</PRE>
or a functor, e.g.,
<pre>
bool
less_than_functor::operator()( const double& lhs, const double& rhs ) const
{
return( lhs < rhs? true : false );
}
</pre>
*/
void sort(bool (__cdecl *lessThan)(const T& elem1, const T& elem2)) {
// void sort(bool (__cdecl *lessThan)(const T& elem1, const T& elem2)) {
// std::sort(data, data + num, lessThan);
//}
template<class LessThan>
void sort(const LessThan& lessThan) {
// Using std::sort, which according to http://www.open-std.org/JTC1/SC22/WG21/docs/D_4.cpp
// was 2x faster than qsort for arrays around size 2000 on intel core2 with gcc
std::sort(data, data + num, lessThan);
}
/**
Sorts the array in increasing order using the > or < operator. To
invoke this method on Array<T>, T must override those operator.
@ -1149,8 +1267,8 @@ template<class T> bool contains(const T* array, int len, const T& e) {
} // namespace
#ifdef _MSC_VER
# pragma warning (pop)
#endif
#ifdef G3D_WIN32
# pragma warning (push)
#endif

View file

@ -0,0 +1,164 @@
/**
@file AtomicInt32.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2005-09-01
@edited 2006-06-21
*/
#ifndef G3D_ATOMICINT32_H
#define G3D_ATOMICINT32_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#if defined(G3D_OSX)
# include <libkern/OSAtomic.h>
#endif
namespace G3D {
/**
An integer that may safely be used on different threads without
external locking.
On Win32, Linux, FreeBSD, and Mac OS X this is implemented without locks.
<B>BETA API</B> This is unsupported and may change
*/
class AtomicInt32 {
private:
# if defined(G3D_WIN32)
volatile long m_value;
# elif defined(G3D_OSX)
int32_t m_value;
# else
volatile int32 m_value;
# endif
public:
/** Initial value is undefined. */
AtomicInt32() {}
/** Atomic set */
explicit AtomicInt32(const int32 x) {
m_value = x;
}
/** Atomic set */
AtomicInt32(const AtomicInt32& x) {
m_value = x.m_value;
}
/** Atomic set */
const AtomicInt32& operator=(const int32 x) {
m_value = x;
return *this;
}
/** Atomic set */
void operator=(const AtomicInt32& x) {
m_value = x.m_value;
}
/** Returns the current value */
int32 value() const {
return m_value;
}
/** Returns the old value, before the add. */
int32 add(const int32 x) {
# if defined(G3D_WIN32)
return InterlockedExchangeAdd(&m_value, x);
# elif defined(G3D_LINUX) || defined(G3D_FREEBSD)
int32 old;
asm volatile ("lock; xaddl %0,%1"
: "=r"(old), "=m"(m_value) /* outputs */
: "0"(x), "m"(m_value) /* inputs */
: "memory", "cc");
return old;
# elif defined(G3D_OSX)
int32 old = m_value;
OSAtomicAdd32(x, &m_value);
return old;
# endif
}
/** Returns old value. */
int32 sub(const int32 x) {
return add(-x);
}
void increment() {
# if defined(G3D_WIN32)
// Note: returns the newly incremented value
InterlockedIncrement(&m_value);
# elif defined(G3D_LINUX) || defined(G3D_FREEBSD)
add(1);
# elif defined(G3D_OSX)
// Note: returns the newly incremented value
OSAtomicIncrement32(&m_value);
# endif
}
/** Returns zero if the result is zero after decrement, non-zero otherwise.*/
int32 decrement() {
# if defined(G3D_WIN32)
// Note: returns the newly decremented value
return InterlockedDecrement(&m_value);
# elif defined(G3D_LINUX) || defined(G3D_FREEBSD)
unsigned char nz;
asm volatile ("lock; decl %1;\n\t"
"setnz %%al"
: "=a" (nz)
: "m" (m_value)
: "memory", "cc");
return nz;
# elif defined(G3D_OSX)
// Note: returns the newly decremented value
return OSAtomicDecrement32(&m_value);
# endif
}
/** Atomic test-and-set: if <code>*this == comperand</code> then <code>*this := exchange</code> else do nothing.
In both cases, returns the old value of <code>*this</code>.
Performs an atomic comparison of this with the Comperand value.
If this is equal to the Comperand value, the Exchange value is stored in this.
Otherwise, no operation is performed.
Under VC6 the sign bit may be lost.
*/
int32 compareAndSet(const int32 comperand, const int32 exchange) {
# if defined(G3D_WIN32)
return InterlockedCompareExchange(&m_value, exchange, comperand);
# elif defined(G3D_LINUX) || defined(G3D_FREEBSD) || defined(G3D_OSX)
// Based on Apache Portable Runtime
// http://koders.com/c/fid3B6631EE94542CDBAA03E822CA780CBA1B024822.aspx
int32 ret;
asm volatile ("lock; cmpxchgl %1, %2"
: "=a" (ret)
: "r" (exchange), "m" (m_value), "0"(comperand)
: "memory", "cc");
return ret;
// Note that OSAtomicCompareAndSwap32 does not return a useful value for us
// so it can't satisfy the cmpxchgl contract.
# endif
}
};
} // namespace
#endif

View file

@ -0,0 +1,140 @@
/**
@file BinaryFormat.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@author 2005-06-03
@edited 2005-06-03
Copyright 2000-2005, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_BINARYFORMAT_H
#define G3D_BINARYFORMAT_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
namespace G3D {
class Vector2;
class Vector2int16;
class Vector3;
class Vector3int16;
class Vector4;
class Vector4int16;
class Color3;
class Color3uint8;
class Color4;
class Color4uint8;
/**
Some values like float16 and int128 have no current CPU data structure that implements them but are useful
for file formats and for GPUs.
CHUNK_BINFMT data follows the protocol.
*/
// Must be packed int 16 bits for the chunk reader
// We can't name these just "INT8" etc. because some libraries #define names like that
enum BinaryFormat {
FIRST_BINFMT = 1000,
BOOL8_BINFMT,
UINT8_BINFMT, INT8_BINFMT, UINT16_BINFMT, INT16_BINFMT, UINT32_BINFMT, INT32_BINFMT, UINT64_BINFMT, INT64_BINFMT, UINT128_BINFMT, INT128_BINFMT,
FLOAT16_BINFMT, FLOAT32_BINFMT, FLOAT64_BINFMT,
VECTOR2_BINFMT, VECTOR2INT16_BINFMT,
VECTOR3_BINFMT, VECTOR3INT16_BINFMT,
VECTOR4_BINFMT, VECTOR4INT16_BINFMT,
COLOR3_BINFMT, COLOR3UINT8_BINFMT, COLOR3INT16_BINFMT,
COLOR4_BINFMT, COLOR4UINT8_BINFMT, COLOR4INT16_BINFMT,
STRING_BINFMT, STRINGEVEN_BINFMT, STRING8_BINFMT, STRING16_BINFMT, STRING32_BINFMT,
CHUNK_BINFMT,
CUSTOM_BINFMT,
LAST_BINFMT
};
}
/** A macro that maps G3D types to format constants.
(e.g. binaryFormatOf(Vector3) == VECTOR3_BINFMT).
*/
// This implementation is designed to meet the following constraints:
// 1. Work around the many MSVC++ partial template bugs
// 2. Work for primitive types (e.g. int)
#define binaryFormatOf(T) (G3D::_internal::_BinaryFormat<T>::x())
namespace G3D {
namespace _internal {
template<class T> class _BinaryFormat {
public:
static BinaryFormat x() {
return CUSTOM_BINFMT;
}
};
}}
/**
Macro to declare the underlying format (as will be returned by glFormatOf)
of a type. For example,
<PRE>
DECLARE_BINARYFORMATOF(Vector4, VECTOR4_BINFMT)
</PRE>
Use this so you can make vertex arrays of your own classes and not just
the standard ones.
*/
#define DECLARE_BINARYFORMATOF(CType, EnumType) \
namespace G3D { \
namespace _internal { \
template<> class _BinaryFormat<CType> { \
public: \
static BinaryFormat x() { \
return EnumType; \
} \
}; \
} \
}
DECLARE_BINARYFORMATOF( bool, BOOL8_BINFMT )
DECLARE_BINARYFORMATOF( uint8, UINT8_BINFMT )
DECLARE_BINARYFORMATOF( int8, INT8_BINFMT )
DECLARE_BINARYFORMATOF( uint16, UINT16_BINFMT )
DECLARE_BINARYFORMATOF( int16, INT16_BINFMT )
DECLARE_BINARYFORMATOF( uint32, UINT32_BINFMT )
DECLARE_BINARYFORMATOF( int32, INT32_BINFMT )
DECLARE_BINARYFORMATOF( uint64, UINT64_BINFMT )
DECLARE_BINARYFORMATOF( int64, INT64_BINFMT )
DECLARE_BINARYFORMATOF( float32, FLOAT32_BINFMT )
DECLARE_BINARYFORMATOF( float64, FLOAT64_BINFMT )
DECLARE_BINARYFORMATOF( Vector2, VECTOR2_BINFMT )
DECLARE_BINARYFORMATOF( Vector2int16, VECTOR2INT16_BINFMT )
DECLARE_BINARYFORMATOF( Vector3, VECTOR3_BINFMT )
DECLARE_BINARYFORMATOF( Vector3int16, VECTOR3INT16_BINFMT )
DECLARE_BINARYFORMATOF( Vector4, VECTOR4_BINFMT )
DECLARE_BINARYFORMATOF( Vector4int16, VECTOR4INT16_BINFMT )
DECLARE_BINARYFORMATOF( Color3, COLOR3_BINFMT )
DECLARE_BINARYFORMATOF( Color3uint8, COLOR3UINT8_BINFMT )
DECLARE_BINARYFORMATOF( Color4, COLOR4_BINFMT )
DECLARE_BINARYFORMATOF( Color4uint8, COLOR4UINT8_BINFMT )
namespace G3D {
/** Returns -1 if the format is custom, otherwise the byte size
of a single element in this format.*/
int32 byteSize(BinaryFormat f);
} //G3D
#endif

View file

@ -0,0 +1,441 @@
/**
@file BinaryInput.h
@maintainer Morgan McGuire, graphics3d.com
@created 2001-08-09
@edited 2006-07-19
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_BinaryInput_h
#define G3D_BinaryInput_h
#ifdef _MSC_VER
// Disable conditional expression is constant, which occurs incorrectly on inlined functions
# pragma warning(push)
# pragma warning( disable : 4127 )
#endif
#include <assert.h>
#include <string>
#include <vector>
#include <sys/stat.h>
#include <sys/types.h>
#include <stdio.h>
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/Color4.h"
#include "G3D/Color3.h"
#include "G3D/Vector4.h"
#include "G3D/Vector3.h"
#include "G3D/Vector2.h"
#include "G3D/g3dmath.h"
#include "G3D/debug.h"
#include "G3D/System.h"
namespace G3D {
#if defined(G3D_WIN32) || defined(G3D_LINUX)
// Allow writing of integers to non-word aligned locations.
// This is legal on x86, but not on other platforms.
#define G3D_ALLOW_UNALIGNED_WRITES
#endif
/**
Sequential or random access byte-order independent binary file access.
Files compressed with zlib and beginning with an unsigned 32-bit int
size are transparently decompressed when the compressed = true flag is
specified to the constructor.
For every readX method there are also versions that operate on a whole
Array, std::vector, or C-array. e.g. readFloat32(Array<float32>& array, n)
These methods resize the array or std::vector to the appropriate size
before reading. For a C-array, they require the pointer to reference
a memory block at least large enough to hold <I>n</I> elements.
Most classes define serialize/deserialize methods that use BinaryInput,
BinaryOutput, TextInput, and TextOutput. There are text serializer
functions for primitive types (e.g. int, std::string, float, double) but not
binary serializers-- you <B>must</b> call the BinaryInput::readInt32 or
other appropriate function. This is because it would be very hard to
debug the error sequence: <CODE>serialize(1.0, bo); ... float f; deserialize(f, bi);</CODE>
in which a double is serialized and then deserialized as a float.
*/
class BinaryInput {
private:
// The initial buffer will be no larger than this, but
// may grow if a large memory read occurs. 50 MB
enum {INITIAL_BUFFER_LENGTH = 50000000};
/**
is the file big or little endian
*/
G3DEndian m_fileEndian;
std::string m_filename;
bool m_swapBytes;
/** Next position to read from in bitString during readBits. */
int m_bitPos;
/** Bits currently being read by readBits.
Contains at most 8 (low) bits. Note that
beginBits/readBits actually consumes one extra byte, which
will be restored by writeBits.*/
uint32 m_bitString;
/** 1 when between beginBits and endBits, 0 otherwise. */
int m_beginEndBits;
/** When operating on huge files, we cannot load the whole file into memory.
This is the file position to which buffer[0] corresponds.
*/
int64 m_alreadyRead;
/**
Length of the entire file, in bytes.
For the length of the buffer, see bufferLength
*/
int64 m_length;
/** Length of the array referenced by buffer. May go past the end of the file!*/
int64 m_bufferLength;
uint8* m_buffer;
/**
Next byte in file, relative to buffer.
*/
int64 m_pos;
/**
When true, the buffer is freed in the destructor.
*/
bool m_freeBuffer;
/** Ensures that we are able to read at least minLength from startPosition (relative
to start of file). */
void loadIntoMemory(int64 startPosition, int64 minLength = 0);
/** Verifies that at least this number of bytes can be read.*/
inline void prepareToRead(int64 nbytes) {
debugAssertM(m_length > 0, m_filename + " not found or corrupt.");
debugAssertM(m_pos + nbytes + m_alreadyRead <= m_length, "Read past end of file.");
if (m_pos + nbytes > m_bufferLength) {
loadIntoMemory(m_pos + m_alreadyRead, nbytes);
}
}
// Not implemented on purpose, don't use
BinaryInput(const BinaryInput&);
BinaryInput& operator=(const BinaryInput&);
bool operator==(const BinaryInput&);
/** Buffer is compressed; replace it with a decompressed version */
void decompress();
public:
/** false, constant to use with the copyMemory option */
static const bool NO_COPY;
/**
If the file cannot be opened, a zero length buffer is presented.
Automatically opens files that are inside zipfiles.
@param compressed Set to true if and only if the file was
compressed using BinaryOutput's zlib compression. This has
nothing to do with whether the input is in a zipfile.
*/
BinaryInput(
const std::string& filename,
G3DEndian fileEndian,
bool compressed = false);
/**
Creates input stream from an in memory source.
Unless you specify copyMemory = false, the data is copied
from the pointer, so you may deallocate it as soon as the
object is constructed. It is an error to specify copyMemory = false
and compressed = true.
To decompress part of a file, you can follow the following paradigm:
<PRE>
BinaryInput master(...);
// read from master to point where compressed data exists.
BinaryInput subset(master.getCArray() + master.getPosition(),
master.length() - master.getPosition(),
master.endian(), true, true);
// Now read from subset (it is ok for master to go out of scope)
</PRE>
*/
BinaryInput(
const uint8* data,
int64 dataLen,
G3DEndian dataEndian,
bool compressed = false,
bool copyMemory = true);
virtual ~BinaryInput();
/** Change the endian-ness of the file. This only changes the
interpretation of the file for future read calls; the
underlying data is unmodified.*/
void setEndian(G3DEndian endian);
G3DEndian endian() const {
return m_fileEndian;
}
std::string getFilename() const {
return m_filename;
}
/**
Returns a pointer to the internal memory buffer.
May throw an exception for huge files.
*/
const uint8* getCArray() const {
if (m_alreadyRead > 0) {
throw "Cannot getCArray for a huge file";
}
return m_buffer;
}
/**
Performs bounds checks in debug mode. [] are relative to
the start of the file, not the current position.
Seeks to the new position before reading (and leaves
that as the current position)
*/
inline uint8 operator[](int64 n) {
setPosition(n);
return readUInt8();
}
/**
Returns the length of the file in bytes.
*/
inline int64 getLength() const {
return m_length;
}
inline int64 size() const {
return getLength();
}
/**
Returns the current byte position in the file,
where 0 is the beginning and getLength() - 1 is the end.
*/
inline int64 getPosition() const {
return m_pos + m_alreadyRead;
}
/**
Sets the position. Cannot set past length.
May throw a char* when seeking backwards more than 10 MB on a huge file.
*/
inline void setPosition(int64 p) {
debugAssertM(p <= m_length, "Read past end of file");
m_pos = p - m_alreadyRead;
if ((m_pos < 0) || (m_pos > m_bufferLength)) {
loadIntoMemory(m_pos + m_alreadyRead);
}
}
/**
Goes back to the beginning of the file.
*/
inline void reset() {
setPosition(0);
}
inline int8 readInt8() {
prepareToRead(1);
return m_buffer[m_pos++];
}
inline bool readBool8() {
return (readInt8() != 0);
}
inline uint8 readUInt8() {
prepareToRead(1);
return ((uint8*)m_buffer)[m_pos++];
}
uint16 inline readUInt16() {
prepareToRead(2);
m_pos += 2;
if (m_swapBytes) {
uint8 out[2];
out[0] = m_buffer[m_pos - 1];
out[1] = m_buffer[m_pos - 2];
return *(uint16*)out;
} else {
#ifdef G3D_ALLOW_UNALIGNED_WRITES
return *(uint16*)(&m_buffer[m_pos - 2]);
#else
uint8 out[2];
out[0] = m_buffer[m_pos - 2];
out[1] = m_buffer[m_pos - 1];
return *(uint16*)out;
#endif
}
}
inline int16 readInt16() {
uint16 a = readUInt16();
return *(int16*)&a;
}
inline uint32 readUInt32() {
prepareToRead(4);
m_pos += 4;
if (m_swapBytes) {
uint8 out[4];
out[0] = m_buffer[m_pos - 1];
out[1] = m_buffer[m_pos - 2];
out[2] = m_buffer[m_pos - 3];
out[3] = m_buffer[m_pos - 4];
return *(uint32*)out;
} else {
#ifdef G3D_ALLOW_UNALIGNED_WRITES
return *(uint32*)(&m_buffer[m_pos - 4]);
#else
uint8 out[4];
out[0] = m_buffer[m_pos - 4];
out[1] = m_buffer[m_pos - 3];
out[2] = m_buffer[m_pos - 2];
out[3] = m_buffer[m_pos - 1];
return *(uint32*)out;
#endif
}
}
inline int32 readInt32() {
uint32 a = readUInt32();
return *(int32*)&a;
}
uint64 readUInt64();
inline int64 readInt64() {
uint64 a = readUInt64();
return *(int64*)&a;
}
inline float32 readFloat32() {
union {
uint32 a;
float32 b;
};
a = readUInt32();
return b;
}
inline float64 readFloat64() {
union {
uint64 a;
float64 b;
};
a = readUInt64();
return b;
}
void readBytes(void* bytes, int64 n);
/**
Reads an n character string. The string is not
required to end in NULL in the file but will
always be a proper std::string when returned.
*/
std::string readString(int64 n);
/**
Reads until NULL or the end of the file is encountered.
*/
std::string readString();
/**
Reads until NULL or the end of the file is encountered.
If the string has odd length (including NULL), reads
another byte.
*/
std::string readStringEven();
std::string readString32();
Vector4 readVector4();
Vector3 readVector3();
Vector2 readVector2();
Color4 readColor4();
Color3 readColor3();
/**
Skips ahead n bytes.
*/
inline void skip(int64 n) {
setPosition(m_pos + m_alreadyRead + n);
}
/**
Returns true if the position is not at the end of the file
*/
inline bool hasMore() const {
return m_pos + m_alreadyRead < m_length;
}
/** Prepares for bit reading via readBits. Only readBits can be
called between beginBits and endBits without corrupting the
data stream. */
void beginBits();
/** Can only be called between beginBits and endBits */
uint32 readBits(int numBits);
/** Ends bit-reading. */
void endBits();
# define DECLARE_READER(ucase, lcase)\
void read##ucase(lcase* out, int64 n);\
void read##ucase(std::vector<lcase>& out, int64 n);\
void read##ucase(Array<lcase>& out, int64 n);
DECLARE_READER(Bool8, bool)
DECLARE_READER(UInt8, uint8)
DECLARE_READER(Int8, int8)
DECLARE_READER(UInt16, uint16)
DECLARE_READER(Int16, int16)
DECLARE_READER(UInt32, uint32)
DECLARE_READER(Int32, int32)
DECLARE_READER(UInt64, uint64)
DECLARE_READER(Int64, int64)
DECLARE_READER(Float32, float32)
DECLARE_READER(Float64, float64)
# undef DECLARE_READER
};
}
#ifdef _MSC_VER
# pragma warning(pop)
#endif
#endif

View file

@ -0,0 +1,421 @@
/**
@file BinaryOutput.h
@maintainer Morgan McGuire, graphics3d.com
@created 2001-08-09
@edited 2008-01-24
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_BINARYOUTPUT_H
#define G3D_BINARYOUTPUT_H
#include "G3D/platform.h"
#include <assert.h>
#include <string>
#include <sys/stat.h>
#include <sys/types.h>
#include <stdio.h>
#include "G3D/Color4.h"
#include "G3D/Color3.h"
#include "G3D/Vector4.h"
#include "G3D/Vector3.h"
#include "G3D/Vector2.h"
#include "G3D/g3dmath.h"
#include "G3D/debug.h"
#include "G3D/BinaryInput.h"
#include "G3D/System.h"
#ifdef _MSC_VER
# pragma warning (push)
// Conditional is constant (wrong in inline)
# pragma warning (disable : 4127)
#endif
namespace G3D {
/**
Sequential or random access byte-order independent binary file access.
The compress() call can be used to compress with zlib.
Any method call can trigger an out of memory error (thrown as char*)
when writing to "<memory>" instead of a file.
Compressed writing and seeking backwards is not supported for huge files
(i.e., BinaryOutput may have to dump the contents to disk if they
exceed available RAM).
*/
class BinaryOutput {
private:
std::string m_filename;
bool m_committed;
/** 0 outside of beginBits...endBits, 1 inside */
int m_beginEndBits;
/** The current string of bits being built up by beginBits...endBits.
This string is treated semantically, as if the lowest bit was
on the left and the highest was on the right.*/
int8 m_bitString;
/** Position (from the lowest bit) currently used in bitString.*/
int m_bitPos;
// True if the file endianess does not match the machine endian
bool m_swapBytes;
G3DEndian m_fileEndian;
uint8* m_buffer;
/** Size of the elements used */
int m_bufferLen;
/** Underlying size of memory allocaded */
int m_maxBufferLen;
/** Next byte in file */
int m_pos;
/** is this initialized? */
bool m_init;
/** Number of bytes already written to the file.*/
size_t m_alreadyWritten;
bool m_ok;
void reserveBytesWhenOutOfMemory(size_t bytes);
void reallocBuffer(size_t bytes, size_t oldBufferLen);
/**
Make sure at least bytes can be written, resizing if
necessary.
*/
inline void reserveBytes(int bytes) {
debugAssert(bytes > 0);
size_t oldBufferLen = (size_t)m_bufferLen;
m_bufferLen = iMax(m_bufferLen, (m_pos + bytes));
if (m_bufferLen > m_maxBufferLen) {
reallocBuffer(bytes, oldBufferLen);
}
}
// Not implemented on purpose, don't use
BinaryOutput(const BinaryOutput&);
BinaryOutput& operator=(const BinaryOutput&);
bool operator==(const BinaryOutput&);
public:
/**
You must call setEndian() if you use this (memory) constructor.
*/
BinaryOutput();
/**
Doesn't actually open the file; commit() does that.
Use "<memory>" as the filename if you're going to commit
to memory.
*/
BinaryOutput(
const std::string& filename,
G3DEndian fileEndian);
~BinaryOutput();
/** Compresses the data in the buffer in place,
preceeding it with a little-endian uint32 indicating
the uncompressed size.
Call immediately before commit().
Cannot be used for huge files (ones where the data
was already written to disk)-- will throw char*.
*/
void compress();
/** True if no errors have been encountered.*/
bool ok() const;
/**
Returns a pointer to the internal memory buffer.
*/
inline const uint8* getCArray() const {
return m_buffer;
}
void setEndian(G3DEndian fileEndian);
G3DEndian endian() const {
return m_fileEndian;
}
std::string getFilename() const {
return m_filename;
}
/**
Write the bytes to disk. It is ok to call this
multiple times; it will just overwrite the previous file.
Parent directories are created as needed if they do
not exist.
<B>Not</B> called from the destructor; you must call
it yourself.
@param flush If true (default) the file is ready for reading when the method returns, otherwise
the method returns immediately and writes the file in the background.
*/
void commit(bool flush = true);
/**
Write the bytes to memory (which must be of
at least size() bytes).
*/
void commit(uint8*);
/**
A memory BinaryOutput may be reset so that it can be written to again
without allocating new memory. The underlying array will not be deallocated,
but the reset structure will act like a newly intialized one.
*/
void reset();
inline int length() const {
return (int)m_bufferLen + (int)m_alreadyWritten;
}
inline int size() const {
return length();
}
/**
Sets the length of the file to n, padding
with 0's past the current end. Does not
change the position of the next byte to be
written unless n < size().
Throws char* when resetting a huge file to be shorter
than its current length.
*/
inline void setLength(int n) {
n = n - (int)m_alreadyWritten;
if (n < 0) {
throw "Cannot resize huge files to be shorter.";
}
if (n < m_bufferLen) {
m_pos = n;
}
if (n > m_bufferLen) {
reserveBytes(n - m_bufferLen);
}
}
/**
Returns the current byte position in the file,
where 0 is the beginning and getLength() - 1 is the end.
*/
inline int64 position() const {
return (int64)m_pos + (int64)m_alreadyWritten;
}
/**
Sets the position. Can set past length, in which case
the file is padded with zeros up to one byte before the
next to be written.
May throw a char* exception when seeking backwards on a huge file.
*/
inline void setPosition(int64 p) {
p = p - (int64)m_alreadyWritten;
if (p > m_bufferLen) {
setLength((int)(p + (int64)m_alreadyWritten));
}
if (p < 0) {
throw "Cannot seek more than 10 MB backwards on huge files.";
}
m_pos = (int)p;
}
void writeBytes(
const void* b,
int count) {
reserveBytes(count);
debugAssert(m_pos >= 0);
debugAssert(m_bufferLen >= count);
System::memcpy(m_buffer + m_pos, b, count);
m_pos += count;
}
/**
Writes a signed 8-bit integer to the current position.
*/
inline void writeInt8(int8 i) {
reserveBytes(1);
m_buffer[m_pos] = *(uint8*)&i;
m_pos++;
}
inline void writeBool8(bool b) {
writeInt8(b ? 1 : 0);
}
inline void writeUInt8(uint8 i) {
reserveBytes(1);
m_buffer[m_pos] = i;
m_pos++;
}
void writeUInt16(uint16 u);
inline void writeInt16(int16 i) {
writeUInt16(*(uint16*)&i);
}
void writeUInt32(uint32 u);
inline void writeInt32(int32 i) {
debugAssert(m_beginEndBits == 0);
writeUInt32(*(uint32*)&i);
}
void writeUInt64(uint64 u);
inline void writeInt64(int64 i) {
writeUInt64(*(uint64*)&i);
}
inline void writeFloat32(float32 f) {
debugAssert(m_beginEndBits == 0);
union {
float32 a;
uint32 b;
};
a = f;
writeUInt32(b);
}
inline void writeFloat64(float64 f) {
union {
float64 a;
uint64 b;
};
a = f;
writeUInt64(b);
}
/**
Write a string with NULL termination.
*/
inline void writeString(const std::string& s) {
writeString(s.c_str());
}
void writeString(const char* s);
/**
Write a string, ensuring that the total length
including NULL is even.
*/
void writeStringEven(const std::string& s) {
writeStringEven(s.c_str());
}
void writeStringEven(const char* s);
void writeString32(const char* s);
/**
Write a string with a 32-bit length field in front
of it.
*/
void writeString32(const std::string& s) {
writeString32(s.c_str());
}
void writeVector4(const Vector4& v);
void writeVector3(const Vector3& v);
void writeVector2(const Vector2& v);
void writeColor4(const Color4& v);
void writeColor3(const Color3& v);
/**
Skips ahead n bytes.
*/
inline void skip(int n) {
if (m_pos + n > m_bufferLen) {
setLength((int)m_pos + (int)m_alreadyWritten + n);
}
m_pos += n;
}
/** Call before a series of BinaryOutput::writeBits calls. Only writeBits
can be called between beginBits and endBits without corrupting the stream.*/
void beginBits();
/** Write numBits from bitString to the output stream. Bits are numbered from
low to high.
Can only be
called between beginBits and endBits. Bits written are semantically
little-endian, regardless of the actual endian-ness of the system. That is,
<CODE>writeBits(0xABCD, 16)</CODE> writes 0xCD to the first byte and
0xAB to the second byte. However, if used with BinaryInput::readBits, the ordering
is transparent to the caller.
*/
void writeBits(uint32 bitString, int numBits);
/** Call after a series of BinaryOutput::writeBits calls. This will
finish out with zeros the last byte into which bits were written.*/
void endBits();
# define DECLARE_WRITER(ucase, lcase)\
void write##ucase(const lcase* out, int n);\
void write##ucase(const std::vector<lcase>& out, int n);\
void write##ucase(const Array<lcase>& out, int n);
DECLARE_WRITER(Bool8, bool)
DECLARE_WRITER(UInt8, uint8)
DECLARE_WRITER(Int8, int8)
DECLARE_WRITER(UInt16, uint16)
DECLARE_WRITER(Int16, int16)
DECLARE_WRITER(UInt32, uint32)
DECLARE_WRITER(Int32, int32)
DECLARE_WRITER(UInt64, uint64)
DECLARE_WRITER(Int64, int64)
DECLARE_WRITER(Float32, float32)
DECLARE_WRITER(Float64, float64)
# undef DECLARE_WRITER
};
}
#ifdef _MSC_VER
# pragma warning (pop)
#endif
#endif

View file

@ -0,0 +1,20 @@
/**
@file BoundsTrait.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2008-10-01
@edited 2008-10-01
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_BOUNDSTRAIT_H
#define G3D_BOUNDSTRAIT_H
#include "G3D/platform.h"
template<typename Value>
struct BoundsTrait{};
#endif

View file

@ -3,11 +3,11 @@
Box class
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Portions based on Dave Eberly's Magic Software Library at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A>
@created 2001-06-02
@edited 2006-01-05
@edited 2007-06-05
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
@ -84,8 +84,14 @@ public:
const Vector3& min,
const Vector3& max);
static Box inf();
Box(class BinaryInput& b);
Box(const class AABox& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/**
Returns the object to world transformation for
@ -105,18 +111,6 @@ public:
return _center;
}
inline Vector3 getCenter() const {
return center();
}
/**
Returns a corner (0 <= i < 8)
@deprecated
*/
inline Vector3 getCorner(int i) const {
debugAssert(i < 8);
return _corner[i];
}
inline Vector3 corner(int i) const {
debugAssert(i < 8);
@ -155,65 +149,34 @@ public:
Vector3& v2,
Vector3& v3) const;
/**
@deprecated Use culledBy(Array<Plane>&)
*/
bool culledBy(
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
/**
@deprecated Use culledBy(Array<Plane>&)
*/
bool culledBy(
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = -1) const;
/**
See AABox::culledBy
*/
bool culledBy(
const Array<Plane>& plane,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
bool culledBy
(
const Array<Plane>& plane,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
/**
Conservative culling test that does not produce a mask for children.
*/
bool culledBy(
const Array<Plane>& plane,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = -1) const;
bool culledBy
(
const Array<Plane>& plane,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = -1) const;
bool contains(
const Vector3& point) const;
/** @deprecated */
float surfaceArea() const;
inline float area() const {
return surfaceArea();
}
float area() const;
float volume() const;
void getRandomSurfacePoint(Vector3& P, Vector3& N = Vector3::dummy) const;
/**
@deprecated
Uniformly distributed on the surface.
*/
inline Vector3 randomSurfacePoint() const {
Vector3 V;
getRandomSurfacePoint(V);
return V;
}
void getRandomSurfacePoint(Vector3& P, Vector3& N = Vector3::ignore()) const;
/**
Uniformly distributed on the interior (includes surface)
@ -221,6 +184,10 @@ public:
Vector3 randomInteriorPoint() const;
void getBounds(class AABox&) const;
bool isFinite() const {
return G3D::isFinite(_volume);
}
};
}

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@ -0,0 +1,121 @@
/**
@file Box2D.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-06-02
@edited 2008-12-27
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Box2D_h
#define G3D_Box2D_h
#include "G3D/platform.h"
#include "G3D/Vector2.h"
namespace G3D {
class CoordinateFrame;
typedef class CoordinateFrame CFrame;
class Rect2D;
typedef class Rect2D AABox2D;
/**
2D oriented box
@cite http://www.flipcode.com/archives/2D_OBB_Intersection.shtml
*/
class Box2D {
private:
/** Corners of the box, where 0 is the lower left. */
Vector2 m_corner[4];
/** Two edges of the box extended away from corner[0], with length
= 1 / extentSquared */
Vector2 m_axisin[2];
/** Two edges of the box extended away from corner[0], with unit length */
Vector2 m_axis[2];
/** Centroid of the box */
Vector2 m_center;
/** origin[a] = m_corner[0].dot(m_axisin[a]); */
float origin[2];
/** Surface area */
float m_area;
Vector2 m_extent;
/** Returns true if other overlaps one dimension of this. */
bool overlaps1Way(const Box2D& other) const;
/** Updates the axes after the m_corners move. Assumes the
m_corners actually form a rectangle. */
void computeAxes();
public:
/**
@param center World-space center
@param w Width along object-space x-axis
@param h Height along object-space y-axis
@param angle Counter-clockwise angle from object-space x-axis in radians
*/
Box2D(const Vector2& center = Vector2(0, 0), float w = 0, float h = 0, float angle = 0);
Box2D(const AABox2D& b);
Box2D(const Vector2& min, const Vector2& max);
/** Transform @a b by @a frame, discarding the Z components, and
compute the new box.*/
Box2D(const CFrame& frame, Box2D& b);
inline bool contains(const Vector2& v) const {
// Take to object space:
const Vector2& p = v - m_center;
float x = p.dot(m_axisin[0]);
float y = p.dot(m_axisin[1]);
// Must be within extent/2 on both axes in object space
return (abs(x) <= 0.5f) && (abs(y) <= 0.5f);
}
/** @brief Distance from corner(0) to the next corner along the box's local axis a. */
inline const Vector2& extent() const {
return m_extent;
}
/** @brief Unit length vector along axis @a a */
inline const Vector2& axis(int a) const {
debugAssert(a == 0 || a == 1);
return m_axis[a];
}
/** @brief Surface area */
inline float area() const {
return m_area;
}
inline const Vector2& corner(int i) const {
debugAssert(i >=0 && i <= 3);
return m_corner[i];
}
inline const Vector2& center() const {
return m_center;
}
/** Returns true if the intersection of the boxes is non-empty. */
inline bool overlaps(const Box2D& other) const {
return overlaps1Way(other) && other.overlaps1Way(*this);
}
};
} // G3D
#endif

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@ -0,0 +1,61 @@
/**
\file BumpMapPreprocess.h
\maintainer Morgan McGuire, http://graphics.cs.williams.edu
\created 2010-01-28
\edited 2010-01-28
Copyright 2000-2010, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_BumpMapPreprocess_h
#define G3D_BumpMapPreprocess_h
#include "G3D/platform.h"
namespace G3D {
class Any;
/**
Not in the BumpMap class to avoid a circular dependency between Texture and BumpMap.
G3D::GImage::computeNormalMap().
*/
class BumpMapPreprocess {
public:
/** If true, the elevations are box filtered after computing normals
and before uploading, which produces better results for parallax offset mapping
Defaults to false. */
bool lowPassFilter;
/** Height of the maximum ("white") value, in pixels, for the purpose of computing normals.
A value of 255 means that a 255 x 255 bump image with a full black-to-white gradient
will produce a 45-degree ramp (this also results in "cubic" voxels).
A negative value means to set zExtentPixels to -zExtentPixels * max(width, height).
The default is -0.02.
*/
float zExtentPixels;
/** After computing normals, scale the height by |N.z|, a trick that reduces texture swim in steep areas for parallax offset
mapping. Defaults to false.*/
bool scaleZByNz;
BumpMapPreprocess() : lowPassFilter(false), zExtentPixels(-0.02f), scaleZByNz(false) {}
BumpMapPreprocess(const Any& any);
operator Any() const;
bool operator==(const BumpMapPreprocess& other) const {
return
(lowPassFilter == other.lowPassFilter) &&
(zExtentPixels == other.zExtentPixels) &&
(scaleZByNz == other.scaleZByNz);
}
};
}
#endif

View file

@ -0,0 +1,90 @@
/**
@file Capsule.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-02-07
@edited 2005-08-20
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_CAPSULE_H
#define G3D_CAPSULE_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
namespace G3D {
class Line;
class AABox;
/**
A shape formed by extruding a sphere along a line segment.
*/
class Capsule {
private:
Vector3 p1;
Vector3 p2;
float _radius;
public:
/** Uninitialized */
Capsule();
Capsule(class BinaryInput& b);
Capsule(const Vector3& _p1, const Vector3& _p2, float _r);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/** The line down the center of the capsule */
Line axis() const;
inline float radius() const {
return _radius;
}
/** Argument may be 0 or 1 */
inline Vector3 point(int i) const {
debugAssert(i == 0 || i == 1);
return (i == 0) ? p1 : p2;
}
/** Distance between the sphere centers. The total extent of the cylinder is
2r + h. */
inline float height() const {
return (p1 - p2).magnitude();
}
inline Vector3 center() const {
return (p1 + p2) / 2.0;
}
/** Get a reference frame in which the center of mass is the origin and Y is the axis of the capsule.*/
void getReferenceFrame(class CoordinateFrame& cframe) const;
/**
Returns true if the point is inside the capsule or on its surface.
*/
bool contains(const Vector3& p) const;
float volume() const;
float area() const;
/** Get axis aligned bounding box */
void getBounds(AABox& out) const;
/** Random world space point with outward facing normal. */
void getRandomSurfacePoint(Vector3& P, Vector3& N) const;
/** Point selected uniformly at random over the volume. */
Vector3 randomInteriorPoint() const;
};
} // namespace
#endif

View file

@ -4,17 +4,18 @@
Moving collision detection for simple primitives.
@author Morgan McGuire, matrix@graphics3d.com
@author Morgan McGuire, http://graphics.cs.williams.edu
@cite Spherical collision based on Paul Nettle's
ftp://ftp.3dmaileffects.com/pub/FluidStudios/CollisionDetection/Fluid_Studios_Generic_Collision_Detection_for_Games_Using_Ellipsoids.pdf
and comments by Max McGuire. Ray-sphere intersection by Eric Haines.
Box-Box intersection written by Kevin Egan.
Thanks to Max McGuire of Iron Lore for various bug fixes.
Box-Triangle by Tomas Akenine-Moller
@created 2001-11-19
@edited 2006-01-10
@edited 2008-12-19
Copyright 2000-2006, Morgan McGuire.
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
@ -68,17 +69,17 @@ namespace G3D {
<table>
<tr><td></td><td><b>Vector3</b></td><td><b>LineSegment</b></td><td><b>Ray *</b></td><td><b>Line</b></td><td><b>Plane</b></td><td><b>Triangle</b></td><td><b>Sphere</b></td><td><b>Cylinder</b></td><td><b>Capsule</b></td><td><b>AABox</b></td><td><b>Box</b></td></tr>
<tr><td><b>Vector3</b></td><td>Vector3::operator== Vector3::fuzzyEq G3D::distance</td><td bgcolor=#C0C0C0 colspan=10 ></td></tr>
<tr><td><b>LineSegment</b></td><td>LineSegment::closestPoint LineSegment::distance CollisionDetection::closestPointOnLineSegment</td><td></td><td bgcolor=#C0C0C0 colspan=9 ></td></tr>
<tr><td><b>Vector3</b></td><td>\link Vector3::operator== V3::==\endlink \link Vector3::fuzzyEq V3::fuzzy \endlink \link G3D::distance distance \endlink</td><td bgcolor=#C0C0C0 colspan=10 ></td></tr>
<tr><td><b>LineSegment</b></td><td>\link LineSegment::closestPoint LS::closestPoint\endlink \link LineSegment::distance LS::distance\endlink \link CollisionDetection::closestPointOnLineSegment CD\endlink</td><td></td><td bgcolor=#C0C0C0 colspan=9 ></td></tr>
<tr><td><b>Ray *</b></td><td>Ray::closestPoint Ray::distance</td><td></td><td></td><td bgcolor=#C0C0C0 colspan=8 ></td></tr>
<tr><td><b>Line</b></td><td>Line::closestPoint Line::distance</td><td></td><td>CollisionDetection::closestPointsBetweenLineAndLine</td><td></td><td bgcolor=#C0C0C0 colspan=7 ></td></tr>
<tr><td><b>Line</b></td><td>Line::closestPoint Line::distance</td><td></td><td>\link CollisionDetection::closestPointsBetweenLineAndLine CD\endlink</td><td></td><td bgcolor=#C0C0C0 colspan=7 ></td></tr>
<tr><td><b>Plane</b></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=6 ></td></tr>
<tr><td><b>Triangle</b></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=5 ></td></tr>
<tr><td><b>Sphere</b></td><td>Sphere::contains</td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=4 ></td></tr>
<tr><td><b>Sphere</b></td><td>Sphere::contains</td><td></td><td>\link CollisionDetection::collisionTimeForMovingPointFixedSphere CD \endlink, \link Ray::intersectionTime R::time\endlink</td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=4 ></td></tr>
<tr><td><b>Cylinder</b></td><td>Cylinder::contains</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=3 ></td></tr>
<tr><td><b>Capsule</b></td><td>Capsule::contains</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=2 ></td></tr>
<tr><td><b>AABox</b></td><td>AABox::contains</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=1 ></td></tr>
<tr><td><b>Box</b></td><td>Box::contains</td><td>(treat as Ray)</td><td>CollisionDetection::collisionTimeForMovingPointFixedBox</td><td>(treat as Ray)</td><td>CollisionDetection::penetrationDepthForFixedBoxFixedPlane</td><td>CollisionDetection::penetrationDepthForFixedBoxFixedPlane</td><td>CollisionDetection::penetrationDepthForFixedSphereFixedBox</td><td>None (use OPCODE)</td><td>CollisionDetection::movingSpherePassesThroughFixedBox</td><td>CollisionDetection::penetrationDepthForFixedBoxFixedBox</td><td>CollisionDetection::penetrationDepthForFixedBoxFixedBox</td></tr>
<tr><td><b>AABox</b></td><td>AABox::contains</td><td></td><td></td><td></td><td></td><td>\link CollisionDetection::fixedSolidBoxIntersectsFixedTriangle CD\endlink</td><td></td><td></td><td></td><td></td><td bgcolor=#C0C0C0 colspan=1 ></td></tr>
<tr><td><b>Box</b></td><td>Box::contains</td><td>(treat as Ray)</td><td>\link CollisionDetection::collisionTimeForMovingPointFixedBox CD\endlink</td><td>(treat as Ray)</td><td>\link CollisionDetection::penetrationDepthForFixedBoxFixedPlane CD \endlink</td><td>\link CollisionDetection::penetrationDepthForFixedBoxFixedPlane CD\endlink</td><td>\link CollisionDetection::penetrationDepthForFixedSphereFixedBox CD\endlink</td><td>None (use OPCODE)</td><td>\link CollisionDetection::movingSpherePassesThroughFixedBox CD \endlink</td><td>\link CollisionDetection::penetrationDepthForFixedBoxFixedBox CD\endlink</td><td>\link CollisionDetection::penetrationDepthForFixedBoxFixedBox CD\endlink</td></tr>
</table>
<p>
@ -86,6 +87,8 @@ namespace G3D {
<i>* Note: Moving collision detection against certain primitives is equivalent to static collision
detection against a bigger primitive. Ray, Line Segment == ``moving Point''; Capsule ==``moving Sphere''; Plane == ``moving Line''</i>
@deprecated Routines moving to the G3D::Intersect class in G3D 8.0
*/
class CollisionDetection {
private:
@ -404,11 +407,11 @@ public:
Plane as well as the deepest point of the sphere that penetrates the plane
and the plane normal at that intersection.
@param sphere Fixed Sphere.
@param plane Fixed Plane.
@param contactPoints Sphere point that penetrates the plane.
@param sphereA Fixed Sphere.
@param planeB Fixed Plane.
@param contactPoints Sphere point that penetrates the plane.
[Post Condition]
@param contactNormals Normal at penetration point. [Post Condition]
@param contactNormals Normal at penetration point. [Post Condition]
@return Depth of penetration. If there is no intersection between the
objects then the depth will be a negative value.
@ -477,8 +480,6 @@ public:
@param v0 Triangle vertex 1.
@param v1 Triangle vertex 2.
@param v2 Triangle vertex 3
@param location Location of collision. [Post Condition]
(Infinite vector on no collision)
@return Time til collision. If there is no collision then the return
value will be inf().
@ -519,7 +520,7 @@ public:
const Vector3& v2,
Vector3& location) {
float t = collisionTimeForMovingPointFixedTriangle(orig, dir, v0, v1, v2);
if (t < inf()) {
if (t < finf()) {
location = orig + dir * t;
}
return t;
@ -553,7 +554,7 @@ public:
float t = collisionTimeForMovingPointFixedTriangle(
orig, dir, tri.vertex(0), tri.vertex(1), tri.vertex(2));
if ((t < inf()) && (&location != &ignore)) {
if ((t < finf()) && (&location != &ignore)) {
location = orig + dir * t;
normal = tri.normal();
}
@ -589,21 +590,20 @@ public:
Vector3& location,
Vector3& normal) {
float t = collisionTimeForMovingPointFixedTriangle(orig, dir, v0, v1, v2);
if (t < inf()) {
if (t < finf()) {
location = orig + dir * t;
normal = (v2 - v0).cross(v1 - v0).direction();
normal = (v1 - v0).cross(v2 - v0).direction();
}
return t;
}
/**
Unlike other methods, does not support an output normal.
If the ray origin is inside the box, returns inf() but inside
is set to true.
<B>Beta API</B>
@cite Andrew Woo, from "Graphics Gems", Academic Press, 1990
@cite Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)
@cite Optimized code by Pierre Terdiman, 2000 (~20-30% faster on Celeron 500)
@cite Epsilon value added by Klaus Hartmann
@cite http://www.codercorner.com/RayAABB.cpp
*/
@ -639,6 +639,29 @@ public:
bool& inside = ignoreBool,
Vector3& normal = ignore);
/**
@brief Calculates intersection of a ray and a static
Axis-Aligned Box (AABox).
@note Avoids the sqrt from collisionTimeForMovingPointFixedAABox;
early-out branches and operations optimized for Intel Core2 architecture.
@param invDir 1/dir
@param location Location of collision. [Post Condition]
@param inside Does the ray originate inside the box? [Post Condition]
@return True if the ray hits the box
*/
static bool __fastcall rayAABox(
const Ray& ray,
const Vector3& invDir,
const AABox& box,
const Vector3& boxCenter,
float boundingRadiusSquared,
Vector3& location,
bool& inside);
/**
Calculates time between the intersection of a moving point and a fixed
sphere.
@ -648,11 +671,12 @@ public:
@param point Moving point.
@param velocity Point's velocity.
@param Sphere Fixed Sphere.
@param location Location of collision. [Post Condition]
@param sphere Fixed Sphere.
@param outLocation Location of collision. [Post Condition]
@param outNormal Sphere's surface normal to collision [Post Condition]
\param solid If true, rays inside the sphere immediately intersect (good for collision detection). If false, they hit the opposite side of the sphere (good for ray tracing).
@return Time til collision. If there is no collision then the return
@return Time until collision. If there is no collision then the return
value will be inf().
*/
static float collisionTimeForMovingPointFixedSphere(
@ -660,7 +684,8 @@ public:
const Vector3& velocity,
const class Sphere& sphere,
Vector3& outLocation,
Vector3& outNormal = ignore);
Vector3& outNormal = ignore,
bool solid = false);
/**
Calculates time between the intersection of a moving point and a fixed
@ -721,7 +746,7 @@ public:
@param point Moving point.
@param velocity Point's velocity.
@param capsule Fixed capsule.
@param location Location of collision. [Post Condition]
@param outLocation Location of collision. [Post Condition]
@param outNormal Capsule's surface normal to collision [Post Condition]
@return Time til collision. If there is no collision then the return
@ -741,7 +766,7 @@ public:
@param sphere Moving sphere.
@param velocity Sphere's velocity.
@param plane Fixed Plane.
@param location Location of collision -- not center position of sphere
@param outLocation Location of collision -- not center position of sphere
at the collision time. [Post Condition]
@param outNormal Box's surface normal to collision [Post Condition]
@ -761,10 +786,11 @@ public:
@param sphere Moving sphere.
@param velocity Sphere's velocity.
@param triangle Fixed Triangle.
@param location Location of collision -- not center position of sphere
at the collision time. [Post Condition]
@param outNormal Box's surface normal to collision [Post Condition]
@param triangle Fixed Triangle. (collisions can happen on the back side of the triangle)
@param outLocation Location of collision, if collision occurs -- not center position of sphere
at the collision time. If there is interpenetration at the start, this point may be inside
the sphere.
@param b Barycentric coordinates. These are not valid unless collision occurs.
@return Time til collision. If there is no collision then the return
value will be inf().
@ -772,9 +798,9 @@ public:
static float collisionTimeForMovingSphereFixedTriangle(
const class Sphere& sphere,
const Vector3& velocity,
const Triangle& triangle,
const Triangle& triangle,
Vector3& outLocation,
Vector3& outNormal = ignore);
float b[3] = (float*)&ignore);
/**
Calculates time between the intersection of a moving sphere and a fixed
@ -786,7 +812,7 @@ public:
@param v1 Rectangle vertex 2.
@param v2 Rectangle vertex 3
@param v3 Rectangle vertex 4.
@param location Location of collision -- not center position of sphere
@param outLocation Location of collision -- not center position of sphere
at the collision time. [Post Condition]
@param outNormal Box's surface normal to collision [Post Condition]
@ -827,29 +853,29 @@ public:
Vector3& outLocation,
Vector3& outNormal = ignore);
/**
Calculates time between the intersection of a moving sphere and a fixed
sphere.
/** Calculates time between the intersection of a moving sphere
and a fixed sphere.
@note This won't detect a collision if the sphere is already interpenetrating
the fixed sphere.
@param movingSphere Moving sphere.
@param velocity Sphere's velocity.
@param fixedSphere Fixed Sphere.
@param location Location of collision -- not center position of sphere
at the collision time. [Post Condition]
@param outNormal Sphere's surface normal to collision [Post Condition]
@return Time til collision. If there is no collision then the return
value will be inf().
*/
static float collisionTimeForMovingSphereFixedSphere(
const class Sphere& sphere,
const Vector3& velocity,
const class Sphere& fixedSphere,
Vector3& outLocation,
Vector3& outNormal = ignore);
If they are already interpenetrating, returns 0 and @a
location is the closest point on the surface of the fixed sphere
to the center of the moving sphere.
@param sphere Moving sphere.
@param velocity Sphere's velocity.
@param fixedSphere Fixed Sphere.
@param outLocation Location of collision -- not center position of sphere
at the collision time. [Post Condition]
@param outNormal Moving sphere's surface normal to collision [Post Condition]
@return Time until collision. If there is no collision then the return
value will be inf().
*/
static float collisionTimeForMovingSphereFixedSphere(
const Sphere& sphere,
const Vector3& velocity,
const Sphere& fixedSphere,
Vector3& outLocation,
Vector3& outNormal = ignore);
/**
Calculates time between the intersection of a moving sphere and a fixed
@ -940,8 +966,8 @@ public:
and direction can be used in this function if already pre-calculated. This
prevents doing the same work twice.
@param v0 line vertex 1.
@param v1 line vertex 2.
@param v0 line vertex 0.
@param v1 line vertex 1.
@param edgeDirection The direction of the segment (unit length).
@param edgeLength The length of the segment.
@param point External point.
@ -952,22 +978,22 @@ public:
const Vector3& v0,
const Vector3& v1,
const Vector3& edgeDirection,
float edgeLength,
float edgeLength,
const Vector3& point);
/**
Finds the closest point on the perimeter of the triangle to an external point;
given a triangle defined by three points v0, v1, & v2, and the external point.
@param v0 Triangle vertex 1.
@param v1 Triangle vertex 2.
@param v2 Triangle vertex 3.
@param v0 Triangle vertex 0.
@param v1 Triangle vertex 1.
@param v2 Triangle vertex 2.
@param point External point.
@return Closests point to <code>point</code> on the perimeter of the
triangle.
*/
static Vector3 closestPointToTrianglePerimeter(
static Vector3 closestPointOnTrianglePerimeter(
const Vector3& v0,
const Vector3& v1,
const Vector3& v2,
@ -982,42 +1008,56 @@ public:
and direction can be used in this function if already pre-calculated. This
prevents doing the same work twice.
@param v0 Triangle vertex 1.
@param v1 Triangle vertex 2.
@param v2 Triangle vertex 3.
@param point External point.
@param v Triangle vertices.
@param point External point.
@param edgeIndex The point lies on the edge between v[edgeIndex] and v[(edgeIndex + 1) % 3]
@return Closests point to <code>point</code> on the perimeter of the
@return Closest point to <code>point</code> on the perimeter of the
triangle.
*/
static Vector3 closestPointToTrianglePerimeter(
static Vector3 closestPointOnTrianglePerimeter(
const Vector3 v[3],
const Vector3 edgeDirection[3],
const double edgeLength[3],
const Vector3& point);
const float edgeLength[3],
const Vector3& point,
int& edgeIndex);
/**
Tests whether a point is contained within the triangle defined by
v0, v1, & v2 and its plane's normal.
v0, v1, and v2 and its plane's normal.
@param v0 Triangle vertex 1.
@param v1 Triangle vertex 2.
@param v2 Triangle vertex 3.
@param v0 Triangle vertex 0.
@param v1 Triangle vertex 1.
@param v2 Triangle vertex 2.
@param normal Normal to triangle's plane.
@param point The point in question.
@param primaryAxis Primary axis of triangle. This will be detected
if not given. This parameter is provided as an optimization.
@param b Barycentric coordinates; b[i] is the weight on v[i]
@return true - if point is inside the triangle.
@return false - otherwise
*/
static bool isPointInsideTriangle(
const Vector3& v0,
const Vector3& v1,
const Vector3& v2,
const Vector3& normal,
const Vector3& point,
float b[3],
Vector3::Axis primaryAxis = Vector3::DETECT_AXIS);
inline static bool isPointInsideTriangle(
const Vector3& v0,
const Vector3& v1,
const Vector3& v2,
const Vector3& normal,
const Vector3& point,
Vector3::Axis primaryAxis = Vector3::DETECT_AXIS);
Vector3::Axis primaryAxis = Vector3::DETECT_AXIS) {
float b[3];
return isPointInsideTriangle(v0, v1, v2, normal, point, b, primaryAxis);
}
/**
Tests for the intersection of a moving sphere and a fixed box in a
@ -1088,6 +1128,14 @@ public:
const Sphere& sphere,
const Box& box);
static bool fixedSolidSphereIntersectsFixedTriangle(
const Sphere& sphere,
const Triangle& triangle);
static bool fixedSolidBoxIntersectsFixedTriangle(
const AABox& box,
const Triangle& triangle);
/**
Tests whether a point is inside a rectangle defined by the vertexes
v0, v1, v2, & v3, and the rectangle's plane normal.

View file

@ -0,0 +1,144 @@
/**
@file Color1.h
Monochrome Color class
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2007-01-31
@edited 2009-03-20
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_COLOR1_H
#define G3D_COLOR1_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/HashTrait.h"
#include <string>
namespace G3D {
/**
Monochrome color. This is just a float, but it has nice semantics
because a scaling by 255 automatically occurs when switching between
fixed point (Color1uint8) and floating point (Color1) formats.
*/
class Color1 {
private:
// Hidden operators
bool operator<(const Color1&) const;
bool operator>(const Color1&) const;
bool operator<=(const Color1&) const;
bool operator>=(const Color1&) const;
public:
float value;
/**
Initializes to 0
*/
inline Color1() : value(0) {}
Color1(class BinaryInput& bi);
inline explicit Color1(float v) : value(v) {
}
inline bool isZero() const {
return value == 0.0f;
}
inline bool isOne() const {
return value == 1.0f;
}
static const Color1& one();
static const Color1& zero();
/** Returns the value three times */
class Color3 rgb() const;
Color1 (const class Color1uint8& other);
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
Color1 operator+ (const Color1& other) const {
return Color1(value + other.value);
}
Color1 operator+ (const float other) const {
return Color1(value + other);
}
Color1& operator+= (const Color1 other) {
value += other.value;
return *this;
}
Color1& operator-= (const Color1 other) {
value -= other.value;
return *this;
}
Color1 operator- (const Color1& other) const {
return Color1(value - other.value);
}
Color1 operator- (const float other) const {
return Color1(value - other);
}
Color1 operator- () const {
return Color1(-value);
}
Color1 operator* (const Color1& other) const {
return Color1(value * other.value);
}
Color1 operator* (const float other) const {
return Color1(value * other);
}
Color1 operator/ (const Color1& other) const {
return Color1(value / other.value);
}
Color1 operator/ (const float other) const {
return Color1(value / other);
}
inline Color1 max(const Color1& other) const {
return Color1(G3D::max(value, other.value));
}
inline Color1 min(const Color1& other) const {
return Color1(G3D::min(value, other.value));
}
inline Color1 lerp(const Color1& other, float a) const {
return Color1(value + (other.value - value) * a);
}
inline size_t hashCode() const {
return (size_t)(value * 0xFFFFFF);
}
};
}
template <>
struct HashTrait<G3D::Color1> {
static size_t hashCode(const G3D::Color1& key) {
return key.hashCode();
}
};
#endif

View file

@ -0,0 +1,91 @@
/**
@file Color1uint8.h
@maintainer Morgan McGuire, graphics3d.com
@created 2007-01-30
@edited 2007-01-30
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_COLOR1UINT8_H
#define G3D_COLOR1UINT8_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
namespace G3D {
/**
Represents a Color1 as a packed integer. Convenient
for creating unsigned int vertex arrays.
<B>WARNING</B>: Integer color formats are different than
integer vertex formats. The color channels are automatically
scaled by 255 (because OpenGL automatically scales integer
colors back by this factor). So Color3(1,1,1) == Color3uint8(255,255,255)
but Vector3(1,1,1) == Vector3int16(1,1,1).
<B>Note</B>:
Conversion of a float32 to uint8 is accomplished by min(iFloor(f * 256)) and
back to float32 by u / 255.0f. This gives equal size intervals.
Consider a number line from 0 to 1 and a corresponding one from 0 to 255. If we use iRound(x * 255), then the mapping for three critical intervals are:
<pre>
let s = 0.5/255
float int size
[0, s) -> 0 s
[s, s * 3) -> 1 2*s
(1 - s, 1] -> 255 s
</pre>
If we use max(floor(x * 256), 255), then we get:
<pre>
let s = 1/256
float int size
[0, s) -> 0 s
[s, 2 * s) -> 1 s
(1 - s, 1] -> 255 s
</PRE>
and the intervals are all the same size, thus giving equal precision to all values.
*/
G3D_BEGIN_PACKED_CLASS(1)
class Color1uint8 {
private:
// Hidden operators
bool operator<(const Color1uint8&) const;
bool operator>(const Color1uint8&) const;
bool operator<=(const Color1uint8&) const;
bool operator>=(const Color1uint8&) const;
public:
uint8 value;
Color1uint8() : value(0) {}
explicit Color1uint8(const uint8 _v) : value(_v) {}
Color1uint8(const class Color1& c);
Color1uint8(class BinaryInput& bi);
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
inline bool operator==(const Color1uint8& other) const {
return value == other.value;
}
inline bool operator!=(const Color1uint8& other) const {
return value != other.value;
}
}
G3D_END_PACKED_CLASS(1)
}
#endif

View file

@ -0,0 +1,432 @@
/**
@file Color3.h
Color class
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Portions based on Dave Eberly's Magic Software Library
at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A>
@created 2001-06-02
@edited 2009-04-28
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Color3_h
#define G3D_Color3_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/HashTrait.h"
#include "G3D/Color1.h"
#include <string>
namespace G3D {
class Any;
/**
Do not subclass-- this implementation makes assumptions about the
memory layout.
*/
class Color3 {
private:
// Hidden operators
bool operator<(const Color3&) const;
bool operator>(const Color3&) const;
bool operator<=(const Color3&) const;
bool operator>=(const Color3&) const;
public:
/**
Does not initialize fields.
*/
Color3();
/** \param any Must be in one of the following forms:
- Color3(#, #, #)
- Color3::fromARGB(#)
- Color3{r = #, g = #, b = #)
- Color3::one()
- Color3::zero()
*/
Color3(const Any& any);
/** Converts the Color3 to an Any. */
operator Any() const;
explicit Color3(class BinaryInput& bi);
Color3(float r, float g, float b);
Color3(float v) : r(v), g(v), b(v) {}
explicit Color3(const class Vector3& v);
explicit Color3(const float value[3]);
/** Returns this color */
const Color3& rgb() const {
return *this;
}
/**
Initialize from another color.
*/
Color3 (const Color3& other);
Color3 (const class Color3uint8& other);
inline bool isZero() const {
return (r == 0.0f) && (g == 0.0f) && (b == 0.0f);
}
inline bool isOne() const {
return (r == 1.0f) && (g == 1.0f) && (b == 1.0f);
}
bool isFinite() const;
/**
Initialize from an HTML-style color (e.g. 0xFF0000 == RED)
*/
static Color3 fromARGB(uint32);
/** Returns one of the color wheel colors (e.g. RED, GREEN, CYAN).
Does not include white, black, or gray. */
static const Color3& wheelRandom();
/** Generate colors according to the ANSI color set, mod 16.
\sa pastelMap */
static Color3 ansiMap(uint32 i);
/**
Generate colors using a hash such that adjacent values
are unlikely to have similar colors.
Useful for rendering with
stable but arbitrary colors, e.g., when debugging a mesh
algorithm.
\sa ansiMap
*/
static Color3 pastelMap(uint32 i);
/**
* Channel value.
*/
float r, g, b;
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
// access vector V as V[0] = V.r, V[1] = V.g, V[2] = V.b
//
// WARNING. These member functions rely on
// (1) Color3 not having virtual functions
// (2) the data packed in a 3*sizeof(float) memory block
const float& operator[] (int i) const;
float& operator[] (int i);
// assignment and comparison
Color3& operator= (const Color3& rkVector);
bool operator== (const Color3& rkVector) const;
bool operator!= (const Color3& rkVector) const;
size_t hashCode() const;
// arithmetic operations
Color3 operator+ (const Color3& rkVector) const;
Color3 operator- (const Color3& rkVector) const;
inline Color3 operator* (float s) const {
return Color3(r * s, g * s, b * s);
}
Color3 operator* (const Color3& rkVector) const;
inline Color3 operator/ (float fScalar) const {
return (*this) * (1.0f / fScalar);
}
Color3 operator- () const;
// arithmetic updates
Color3& operator+= (const Color3& rkVector);
Color3& operator-= (const Color3& rkVector);
Color3& operator*= (const Color3& rkVector);
Color3& operator*= (float fScalar);
Color3& operator/= (float fScalar);
bool fuzzyEq(const Color3& other) const;
bool fuzzyNe(const Color3& other) const;
// vector operations
float length () const;
Color3 direction() const;
float squaredLength () const;
float dot (const Color3& rkVector) const;
float unitize (float fTolerance = 1e-06);
Color3 cross (const Color3& rkVector) const;
Color3 unitCross (const Color3& rkVector) const;
inline Color3 pow(const Color3& other) const {
return Color3(::pow(r, other.r), ::pow(g, other.g), ::pow(b, other.b));
}
inline Color3 pow(float other) const {
return Color3(::pow(r, other), ::pow(g, other), ::pow(b, other));
}
inline Color3 max(const Color3& other) const {
return Color3(G3D::max(r, other.r), G3D::max(g, other.g), G3D::max(b, other.b));
}
inline Color3 min(const Color3& other) const {
return Color3(G3D::min(r, other.r), G3D::min(g, other.g), G3D::min(b, other.b));
}
/** Smallest element */
inline float min() const {
return G3D::min(G3D::min(r, g), b);
}
/** Largest element */
inline float max() const {
return G3D::max(G3D::max(r, g), b);
}
inline Color3 lerp(const Color3& other, float a) const {
return (*this) + (other - *this) * a;
}
inline float sum() const {
return r + g + b;
}
inline float average() const {
return sum() / 3.0f;
}
/**
* Converts from HSV to RGB , note: toHSV(fromHSV(_hsv)) may not be _hsv, if it is at a grey point or black point.
* The components of _hsv should lie in the unit interval.
* @cite Alvy Ray Smith SIGGRAPH 1978 "Color Gamut Transform Pairs"
**/
static Color3 fromHSV(const Vector3& _hsv);
static Vector3 toHSV(const Color3& _rgb);
/** Duplicates the matlab jet colormap maps [0,1] --> (r,g,b) where blue is close to 0 and red is close to 1. */
static Color3 jetColorMap(const float& val);
/** Returns colors with maximum saturation and value @param hue [0, 1]*/
static Color3 rainbowColorMap(float hue);
std::string toString() const;
/** Random unit vector */
static Color3 random();
// Special values.
// Intentionally not inlined: see Matrix3::identity() for details.
static const Color3& red();
static const Color3& green();
static const Color3& blue();
static const Color3& purple();
static const Color3& cyan();
static const Color3& yellow();
static const Color3& brown();
static const Color3& orange();
static const Color3& black();
static const Color3& gray();
static const Color3& white();
static const Color3& zero();
static const Color3& one();
inline Color3 bgr() const {
return Color3(b, g, r);
}
};
inline G3D::Color3 operator* (float s, const G3D::Color3& c) {
return c * s;
}
inline G3D::Color3 operator* (G3D::Color1& s, const G3D::Color3& c) {
return c * s.value;
}
inline G3D::Color3 operator* (const G3D::Color3& c, G3D::Color1& s) {
return c * s.value;
}
//----------------------------------------------------------------------------
inline Color3::Color3 () {
}
//----------------------------------------------------------------------------
inline Color3::Color3(float fX, float fY, float fZ) {
r = fX;
g = fY;
b = fZ;
}
//----------------------------------------------------------------------------
inline Color3::Color3(const float afCoordinate[3]) {
r = afCoordinate[0];
g = afCoordinate[1];
b = afCoordinate[2];
}
//----------------------------------------------------------------------------
inline Color3::Color3 (const Color3& rkVector) {
r = rkVector.r;
g = rkVector.g;
b = rkVector.b;
}
//----------------------------------------------------------------------------
inline float& Color3::operator[] (int i) {
return ((float*)this)[i];
}
//----------------------------------------------------------------------------
inline const float& Color3::operator[] (int i) const {
return ((float*)this)[i];
}
//----------------------------------------------------------------------------
inline bool Color3::fuzzyEq(const Color3& other) const {
return G3D::fuzzyEq((*this - other).squaredLength(), 0);
}
//----------------------------------------------------------------------------
inline bool Color3::fuzzyNe(const Color3& other) const {
return G3D::fuzzyNe((*this - other).squaredLength(), 0);
}
//----------------------------------------------------------------------------
inline Color3& Color3::operator= (const Color3& rkVector) {
r = rkVector.r;
g = rkVector.g;
b = rkVector.b;
return *this;
}
//----------------------------------------------------------------------------
inline bool Color3::operator== (const Color3& rkVector) const {
return ( r == rkVector.r && g == rkVector.g && b == rkVector.b );
}
//----------------------------------------------------------------------------
inline bool Color3::operator!= (const Color3& rkVector) const {
return ( r != rkVector.r || g != rkVector.g || b != rkVector.b );
}
//----------------------------------------------------------------------------
inline Color3 Color3::operator+ (const Color3& rkVector) const {
return Color3(r + rkVector.r, g + rkVector.g, b + rkVector.b);
}
//----------------------------------------------------------------------------
inline Color3 Color3::operator- (const Color3& rkVector) const {
return Color3(r -rkVector.r, g - rkVector.g, b - rkVector.b);
}
//----------------------------------------------------------------------------
inline Color3 Color3::operator* (const Color3& rkVector) const {
return Color3(r * rkVector.r, g * rkVector.g, b * rkVector.b);
}
//----------------------------------------------------------------------------
inline Color3 Color3::operator- () const {
return Color3( -r, -g, -b);
}
//----------------------------------------------------------------------------
inline Color3& Color3::operator+= (const Color3& rkVector) {
r += rkVector.r;
g += rkVector.g;
b += rkVector.b;
return *this;
}
//----------------------------------------------------------------------------
inline Color3& Color3::operator-= (const Color3& rkVector) {
r -= rkVector.r;
g -= rkVector.g;
b -= rkVector.b;
return *this;
}
//----------------------------------------------------------------------------
inline Color3& Color3::operator*= (float fScalar) {
r *= fScalar;
g *= fScalar;
b *= fScalar;
return *this;
}
//----------------------------------------------------------------------------
inline Color3& Color3::operator*= (const Color3& rkVector) {
r *= rkVector.r;
g *= rkVector.g;
b *= rkVector.b;
return *this;
}
//----------------------------------------------------------------------------
inline float Color3::squaredLength () const {
return r*r + g*g + b*b;
}
//----------------------------------------------------------------------------
inline float Color3::length () const {
return sqrtf(r*r + g*g + b*b);
}
//----------------------------------------------------------------------------
inline Color3 Color3::direction () const {
float lenSquared = r * r + g * g + b * b;
if (lenSquared != 1.0f) {
return *this / sqrtf(lenSquared);
} else {
return *this;
}
}
//----------------------------------------------------------------------------
inline float Color3::dot (const Color3& rkVector) const {
return r*rkVector.r + g*rkVector.g + b*rkVector.b;
}
//----------------------------------------------------------------------------
inline Color3 Color3::cross (const Color3& rkVector) const {
return Color3(g*rkVector.b - b*rkVector.g, b*rkVector.r - r*rkVector.b,
r*rkVector.g - g*rkVector.r);
}
//----------------------------------------------------------------------------
inline Color3 Color3::unitCross (const Color3& rkVector) const {
Color3 kCross(g*rkVector.b - b*rkVector.g, b*rkVector.r - r*rkVector.b,
r*rkVector.g - g*rkVector.r);
kCross.unitize();
return kCross;
}
} // namespace
template <> struct HashTrait<G3D::Color3> {
static size_t hashCode(const G3D::Color3& key) {
return key.hashCode();
}
};
#endif

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/**
@file Color3uint8.h
@maintainer Morgan McGuire, graphics3d.com
@created 2003-04-07
@edited 2006-06-24
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_COLOR3UINT8_H
#define G3D_COLOR3UINT8_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
namespace G3D {
/**
Represents a Color3 as a packed integer. Convenient
for creating unsigned int vertex arrays. Used by
G3D::GImage as the underlying format.
<B>WARNING</B>: Integer color formats are different than
integer vertex formats. The color channels are automatically
scaled by 255 (because OpenGL automatically scales integer
colors back by this factor). So Color3(1,1,1) == Color3uint8(255,255,255)
but Vector3(1,1,1) == Vector3int16(1,1,1).
*/
G3D_BEGIN_PACKED_CLASS(1)
class Color3uint8 {
private:
// Hidden operators
bool operator<(const Color3uint8&) const;
bool operator>(const Color3uint8&) const;
bool operator<=(const Color3uint8&) const;
bool operator>=(const Color3uint8&) const;
public:
uint8 r;
uint8 g;
uint8 b;
Color3uint8() : r(0), g(0), b(0) {}
Color3uint8(const uint8 _r, const uint8 _g, const uint8 _b) : r(_r), g(_g), b(_b) {}
Color3uint8(const class Color3& c);
Color3uint8(class BinaryInput& bi);
inline static Color3uint8 fromARGB(uint32 i) {
Color3uint8 c;
c.r = (i >> 16) & 0xFF;
c.g = (i >> 8) & 0xFF;
c.b = i & 0xFF;
return c;
}
inline Color3uint8 bgr() const {
return Color3uint8(b, g, r);
}
/**
Returns the color packed into a uint32
(the upper byte is 0xFF)
*/
inline uint32 asUInt32() const {
return (0xFF << 24) + ((uint32)r << 16) + ((uint32)g << 8) + b;
}
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
// access vector V as V[0] = V.r, V[1] = V.g, V[2] = V.b
//
// WARNING. These member functions rely on
// (1) Color3 not having virtual functions
// (2) the data packed in a 3*sizeof(uint8) memory block
uint8& operator[] (int i) const {
debugAssert((unsigned int)i < 3);
return ((uint8*)this)[i];
}
operator uint8* () {
return (G3D::uint8*)this;
}
operator const uint8* () const {
return (uint8*)this;
}
bool operator==(const Color3uint8& other) const {
return (other.r == r) && (other.g == g) && (other.b == b);
}
bool operator!=(const Color3uint8& other) const {
return (other.r != r) && (other.g != g) && (other.b != b);
}
}
G3D_END_PACKED_CLASS(1)
} // namespace G3D
#endif

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/**
@file Color4.h
Color class
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Portions based on Dave Eberly's Magic Software Library
at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A>
@created 2002-06-25
@edited 2009-11-15
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Color4_h
#define G3D_Color4_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Color3.h"
#include <string>
namespace G3D {
class Any;
/**
Do not subclass-- this implementation makes assumptions about the
memory layout.
*/
class Color4 {
private:
// Hidden operators
bool operator<(const Color4&) const;
bool operator>(const Color4&) const;
bool operator<=(const Color4&) const;
bool operator>=(const Color4&) const;
public:
/** \param any Must be in one of the following forms:
- Color4(#, #, #, #)
- Color4::fromARGB(#)
- Color4{r = #, g = #, b = #, a = #)
*/
Color4(const Any& any);
/** Converts the Color4 to an Any. */
operator Any() const;
/**
* Does not initialize fields.
*/
Color4 ();
Color4(const Color3& c3, float a = 1.0);
Color4(const class Color4uint8& c);
Color4(class BinaryInput& bi);
Color4(const class Vector4& v);
Color4(float r, float g, float b, float a = 1.0);
static const Color4& one();
Color4(float value[4]);
/**
* Initialize from another color.
*/
Color4(const Color4& other);
inline bool isZero() const {
return (r == 0.0f) && (g == 0.0f) && (b == 0.0f) && (a == 0.0f);
}
inline bool isOne() const {
return (r == 1.0f) && (g == 1.0f) && (b == 1.0f) && (a == 1.0f);
}
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
/**
Initialize from an HTML-style color (e.g. 0xFFFF0000 == RED)
*/
static Color4 fromARGB(uint32);
/**
* Channel values.
*/
float r, g, b, a;
inline Color3 rgb() const {
return Color3(r, g, b);
}
// access vector V as V[0] = V.r, V[1] = V.g, V[2] = V.b, v[3] = V.a
//
// WARNING. These member functions rely on
// (1) Color4 not having virtual functions
// (2) the data packed in a 3*sizeof(float) memory block
float& operator[] (int i) const;
// assignment and comparison
Color4& operator= (const Color4& rkVector);
bool operator== (const Color4& rkVector) const;
bool operator!= (const Color4& rkVector) const;
size_t hashCode() const;
// arithmetic operations
Color4 operator+ (const Color4& rkVector) const;
Color4 operator- (const Color4& rkVector) const;
Color4 operator* (float fScalar) const;
inline Color4 operator* (const Color4& k) const {
return Color4(r*k.r, g*k.g, b*k.b, a * k.a);
}
Color4 operator/ (float fScalar) const;
Color4 operator- () const;
friend Color4 operator* (double fScalar, const Color4& rkVector);
// arithmetic updates
Color4& operator+= (const Color4& rkVector);
Color4& operator-= (const Color4& rkVector);
Color4& operator*= (float fScalar);
Color4& operator/= (float fScalar);
bool fuzzyEq(const Color4& other) const;
bool fuzzyNe(const Color4& other) const;
std::string toString() const;
inline Color4 max(const Color4& other) const {
return Color4(G3D::max(r, other.r), G3D::max(g, other.g), G3D::max(b, other.b), G3D::max(a, other.a));
}
inline Color4 min(const Color4& other) const {
return Color4(G3D::min(r, other.r), G3D::min(g, other.g), G3D::min(b, other.b), G3D::min(a, other.a));
}
/** r + g + b + a */
inline float sum() const {
return r + g + b + a;
}
inline Color4 lerp(const Color4& other, float a) const {
return (*this) + (other - *this) * a;
}
// Special values.
// Intentionally not inlined: see Matrix3::identity() for details.
static const Color4& zero();
static const Color4& clear();
static const Color4& inf();
static const Color4& nan();
inline bool isFinite() const {
return G3D::isFinite(r) && G3D::isFinite(g) && G3D::isFinite(b) && G3D::isFinite(a);
}
inline Color3 bgr() const {
return Color3(b, g, r);
}
};
/**
Extends the c3 with alpha = 1.0
*/
Color4 operator*(const Color3& c3, const Color4& c4);
inline Color4 operator*(const Color3& c3, const Color4& c4) {
return Color4(c3.r * c4.r, c3.g * c4.g, c3.b * c4.b, c4.a);
}
//----------------------------------------------------------------------------
inline Color4::Color4 () {
// For efficiency in construction of large arrays of vectors, the
// default constructor does not initialize the vector.
}
//----------------------------------------------------------------------------
inline Color4::Color4(const Color3& c3, float a) {
r = c3.r;
g = c3.g;
b = c3.b;
this->a = a;
}
//----------------------------------------------------------------------------
inline Color4::Color4(
float r,
float g,
float b,
float a) :
r(r), g(g), b(b), a(a) {
}
//----------------------------------------------------------------------------
inline Color4::Color4 (float afCoordinate[4]) {
r = afCoordinate[0];
g = afCoordinate[1];
b = afCoordinate[2];
a = afCoordinate[3];
}
//----------------------------------------------------------------------------
inline Color4::Color4(
const Color4& other) {
r = other.r;
g = other.g;
b = other.b;
a = other.a;
}
//----------------------------------------------------------------------------
inline float& Color4::operator[] (int i) const {
return ((float*)this)[i];
}
//----------------------------------------------------------------------------
inline bool Color4::fuzzyEq(const Color4& other) const {
Color4 dif = (*this - other);
return G3D::fuzzyEq(dif.r * dif.r + dif.g * dif.g + dif.b * dif.b + dif.a * dif.a, 0);
}
//----------------------------------------------------------------------------
inline bool Color4::fuzzyNe(const Color4& other) const {
Color4 dif = (*this - other);
return G3D::fuzzyNe(dif.r * dif.r + dif.g * dif.g + dif.b * dif.b + dif.a * dif.a, 0);
}
//----------------------------------------------------------------------------
inline Color4& Color4::operator= (const Color4& other) {
r = other.r;
g = other.g;
b = other.b;
a = other.a;
return *this;
}
//----------------------------------------------------------------------------
inline bool Color4::operator== (const Color4& other) const {
return ( r == other.r && g == other.g && b == other.b && a == other.a);
}
//----------------------------------------------------------------------------
inline bool Color4::operator!= (const Color4& other) const {
return ( r != other.r || g != other.g || b != other.b || a != other.a);
}
//----------------------------------------------------------------------------
inline Color4 Color4::operator+ (const Color4& other) const {
return Color4(r + other.r, g + other.g, b + other.b, a + other.a);
}
//----------------------------------------------------------------------------
inline Color4 Color4::operator- (const Color4& other) const {
return Color4(r - other.r, g - other.g, b - other.b, a - other.a);
}
//----------------------------------------------------------------------------
inline Color4 Color4::operator* (float fScalar) const {
return Color4(fScalar * r, fScalar * g, fScalar * b, fScalar * a);
}
//----------------------------------------------------------------------------
inline Color4 Color4::operator- () const {
return Color4(-r, -g, -b, -a);
}
//----------------------------------------------------------------------------
inline Color4 operator* (float fScalar, const Color4& other) {
return Color4(fScalar * other.r, fScalar * other.g,
fScalar * other.b, fScalar * other.a);
}
//----------------------------------------------------------------------------
inline Color4& Color4::operator+= (const Color4& other) {
r += other.r;
g += other.g;
b += other.b;
a += other.a;
return *this;
}
//----------------------------------------------------------------------------
inline Color4& Color4::operator-= (const Color4& other) {
r -= other.r;
g -= other.g;
b -= other.b;
a -= other.a;
return *this;
}
//----------------------------------------------------------------------------
inline Color4& Color4::operator*= (float fScalar) {
r *= fScalar;
g *= fScalar;
b *= fScalar;
a *= fScalar;
return *this;
}
} // namespace
template <>
struct HashTrait<G3D::Color4> {
static size_t hashCode(const G3D::Color4& key) {
return key.hashCode();
}
};
#endif

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/**
@file Color4uint8.h
@maintainer Morgan McGuire, graphics3d.com
@created 2003-04-07
@edited 2006-03-24
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef COLOR4UINT8_H
#define COLOR4UINT8_H
#include "G3D/g3dmath.h"
#include "G3D/platform.h"
#include "G3D/Color3uint8.h"
namespace G3D {
/**
Represents a Color4 as a packed integer. Convenient
for creating unsigned int vertex arrays. Used by
G3D::GImage as the underlying format.
<B>WARNING</B>: Integer color formats are different than
integer vertex formats. The color channels are automatically
scaled by 255 (because OpenGL automatically scales integer
colors back by this factor). So Color4(1,1,1) == Color4uint8(255,255,255)
but Vector3(1,1,1) == Vector3int16(1,1,1).
*/
G3D_BEGIN_PACKED_CLASS(1)
class Color4uint8 {
private:
// Hidden operators
bool operator<(const Color4uint8&) const;
bool operator>(const Color4uint8&) const;
bool operator<=(const Color4uint8&) const;
bool operator>=(const Color4uint8&) const;
public:
uint8 r;
uint8 g;
uint8 b;
uint8 a;
Color4uint8() : r(0), g(0), b(0), a(0) {}
Color4uint8(const class Color4& c);
Color4uint8(const uint8 _r, const uint8 _g, const uint8 _b, const uint8 _a) : r(_r), g(_g), b(_b), a(_a) {}
Color4uint8(const Color3uint8& c, const uint8 _a) : r(c.r), g(c.g), b(c.b), a(_a) {}
Color4uint8(class BinaryInput& bi);
inline static Color4uint8 fromARGB(uint32 i) {
Color4uint8 c;
c.a = (i >> 24) & 0xFF;
c.r = (i >> 16) & 0xFF;
c.g = (i >> 8) & 0xFF;
c.b = i & 0xFF;
return c;
}
inline uint32 asUInt32() const {
return ((uint32)a << 24) + ((uint32)r << 16) + ((uint32)g << 8) + b;
}
// access vector V as V[0] = V.r, V[1] = V.g, V[2] = V.b
//
// WARNING. These member functions rely on
// (1) Color4uint8 not having virtual functions
// (2) the data packed in a 3*sizeof(uint8) memory block
uint8& operator[] (int i) const {
return ((uint8*)this)[i];
}
operator uint8* () {
return (uint8*)this;
}
operator const uint8* () const {
return (uint8*)this;
}
inline Color3uint8 bgr() const {
return Color3uint8(b, g, r);
}
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
inline Color3uint8 rgb() const {
return Color3uint8(r, g, b);
}
bool operator==(const Color4uint8& other) const {
return *reinterpret_cast<const uint32*>(this) == *reinterpret_cast<const uint32*>(&other);
}
bool operator!=(const Color4uint8& other) const {
return *reinterpret_cast<const uint32*>(this) != *reinterpret_cast<const uint32*>(&other);
}
}
G3D_END_PACKED_CLASS(1)
} // namespace G3D
#endif

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/**
@file Cone.h
Cone class
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Portions based on Dave Eberly's Magic Software Library at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A>
@created 2001-06-02
@edited 2006-02-23
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_CONE_H
#define G3D_CONE_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
namespace G3D {
/**
An infinite cone.
*/
class Cone {
private:
Vector3 tip;
Vector3 direction;
/** Angle from the center line to the edge. */
float angle;
public:
/**
@param angle Angle from the center line to the edge, in radians
*/
Cone(const Vector3& tip, const Vector3& direction, float angle);
/**
Forms the smallest cone that contains the box. Undefined if
the tip is inside or on the box.
*/
Cone(const Vector3& tip, const class Box& box);
virtual ~Cone() {}
/**
Returns true if the cone touches, intersects, or contains b.
If c.intersects(s) and c.intersects(Sphere(s.center, s.radius * 2)
then the sphere s is entirely within cone c.
*/
bool intersects(const class Sphere& s) const;
/**
True if v is a point inside the cone.
*/
bool contains(const class Vector3& v) const;
};
} // namespace
#endif

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/**
@file ConvexPolyhedron.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-11-11
@edited 2006-04-10
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_CONVEXPOLYHEDRON_H
#define G3D_CONVEXPOLYHEDRON_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Vector2.h"
#include "G3D/CoordinateFrame.h"
#include "G3D/Plane.h"
#include "G3D/Line.h"
#include "G3D/Array.h"
namespace G3D {
class DirectedEdge {
public:
Vector3 start;
Vector3 stop;
};
class ConvexPolygon {
private:
friend class ConvexPolyhedron;
Array<Vector3> _vertex;
public:
ConvexPolygon() {}
ConvexPolygon(const Vector3& v0, const Vector3& v1, const Vector3& v2);
ConvexPolygon(const Array<Vector3>& __vertex);
virtual ~ConvexPolygon() {}
/**
Counter clockwise winding order.
*/
inline const Vector3& vertex(int i) const {
return _vertex[i];
}
inline void setVertex(int i, const Vector3& v) {
_vertex[i] = v;
}
/**
Zero vertices indicates an empty polygon (zero area).
*/
inline int numVertices() const {
return _vertex.size();
}
inline void setNumVertices(int n) {
_vertex.resize(n);
}
/**
O(n) in the number of edges
*/
bool isEmpty() const;
/**
Cuts the polygon at the plane. If the polygon is entirely above or below
the plane, one of the returned polygons will be empty.
@param above The part of the polygon above (on the side the
normal points to or in the plane) the plane
@param below The part of the polygon below the plane.
@param newEdge If a new edge was introduced, this is that edge (on the above portion; the below portion is the opposite winding.
*/
void cut(const Plane& plane, ConvexPolygon &above, ConvexPolygon &below, DirectedEdge& newEdge);
void cut(const Plane& plane, ConvexPolygon &above, ConvexPolygon &below);
/**
When a cut plane grazes a vertex in the polygon, two near-identical vertices may be created.
The closeness of these two points can cause a number of problems, such as ConvexPolygon::normal()
returning an infinite vector. It should be noted, however, that not all applications are
sensitive to near-identical vertices.
removeDuplicateVertices() detects and eliminates redundant vertices.
*/
void removeDuplicateVertices();
/**
O(n) in the number of edges
*/
float getArea() const;
inline Vector3 normal() const {
debugAssert(_vertex.length() >= 3);
return (_vertex[1] - _vertex[0]).cross(_vertex[2] - _vertex[0]).direction();
}
/**
Returns the same polygon with inverse winding.
*/
ConvexPolygon inverse() const;
};
class ConvexPolyhedron {
public:
/**
Zero faces indicates an empty polyhedron
*/
Array<ConvexPolygon> face;
ConvexPolyhedron() {}
ConvexPolyhedron(const Array<ConvexPolygon>& _face);
/**
O(n) in the number of edges
*/
bool isEmpty() const;
/**
O(n) in the number of edges
*/
float getVolume() const;
/**
Cuts the polyhedron at the plane. If the polyhedron is entirely above or below
the plane, one of the returned polyhedra will be empty.
@param above The part of the polyhedron above (on the side the
normal points to or in the plane) the plane
@param below The part of the polyhedron below the plane.
*/
void cut(const Plane& plane, ConvexPolyhedron &above, ConvexPolyhedron &below);
};
/**
*/
class ConvexPolygon2D {
private:
Array<Vector2> m_vertex;
public:
ConvexPolygon2D() {}
/**
Points are counter-clockwise in a Y = down, X = right coordinate
system.
@param reverse If true, the points are reversed (i.e. winding direction is changed)
before the polygon is created.
*/
ConvexPolygon2D(const Array<Vector2>& pts, bool reverse = false);
inline int numVertices() const {
return m_vertex.size();
}
inline const Vector2& vertex(int index) const {
debugAssert((index >= 0) && (index <= m_vertex.size()));
return m_vertex[index];
}
/** @param reverseWinding If true, the winding direction of the polygon is reversed for this test.*/
bool contains(const Vector2& p, bool reverseWinding = false) const;
};
} // namespace
#endif

View file

@ -1,17 +1,17 @@
/**
@file CoordinateFrame.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-03-04
@edited 2006-04-07
@edited 2009-04-29
Copyright 2000-2006, Morgan McGuire.
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_COORDINATEFRAME_H
#define G3D_COORDINATEFRAME_H
#ifndef G3D_CFrame_h
#define G3D_CFrame_h
#include "G3D/platform.h"
#include "G3D/Vector3.h"
@ -24,7 +24,15 @@
#include <cstdarg>
#include <assert.h>
#ifdef _MSC_VER
// Turn off "conditional expression is constant" warning; MSVC generates this
// for debug assertions in inlined methods.
# pragma warning (disable : 4127)
#endif
namespace G3D {
class Any;
/**
A rigid body RT (rotation-translation) transformation.
@ -45,26 +53,26 @@ Convert to Matrix4 using CoordinateFrame::toMatrix4. You <I>can</I> construct a
from a Matrix4 using Matrix4::approxCoordinateFrame, however, because a Matrix4 is more
general than a CoordinateFrame, some information may be lost.
See also: G3D::Matrix4, G3D::Quat
@sa G3D::UprightFrame, G3D::PhysicsFrame, G3D::Matrix4, G3D::Quat
*/
class CoordinateFrame {
public:
/**
Takes object space points to world space.
*/
/** Takes object space points to world space. */
Matrix3 rotation;
/**
Takes object space points to world space.
*/
/** Takes object space points to world space. */
Vector3 translation;
/**
The direction an object "looks" relative to its own axes.
@deprecated This is always -1 and will be fixed at that value in future releases.
*/
static const float zLookDirection;
/** \param any Must be in one of the following forms:
- CFrame((matrix3 expr), (vector3 expr))
- CFrame::fromXYZYPRDegrees(#, #, #, #, #, #)
- CFrame { rotation = (matrix3 expr), translation = (vector3 expr) }
*/
CoordinateFrame(const Any& any);
/** Converts the CFrame to an Any. */
operator Any() const;
inline bool operator==(const CoordinateFrame& other) const {
return (translation == other.translation) && (rotation == other.rotation);
@ -83,14 +91,12 @@ public:
/**
Initializes to the identity coordinate frame.
*/
inline CoordinateFrame() :
rotation(Matrix3::identity()), translation(Vector3::zero()) {
}
CoordinateFrame();
CoordinateFrame(const Vector3& _translation) :
CoordinateFrame(const Vector3& _translation) :
rotation(Matrix3::identity()), translation(_translation) {
}
}
CoordinateFrame(const Matrix3 &rotation, const Vector3 &translation) :
rotation(rotation), translation(translation) {
}
@ -99,6 +105,23 @@ public:
rotation(rotation), translation(Vector3::zero()) {
}
CoordinateFrame(const class UprightFrame& f);
static CoordinateFrame fromXYZYPRRadians(float x, float y, float z, float yaw = 0.0f, float pitch = 0.0f, float roll = 0.0f);
/** Construct a coordinate frame from translation = (x,y,z) and
rotations (in that order) about Y, object space X, object space
Z. Note that because object-space axes are used, these are not
equivalent to Euler angles; they are known as Tait-Bryan
rotations and are more convenient for intuitive positioning.*/
static CoordinateFrame fromXYZYPRDegrees(float x, float y, float z, float yaw = 0.0f, float pitch = 0.0f, float roll = 0.0f);
CoordinateFrame(class BinaryInput& b);
void deserialize(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
CoordinateFrame(const CoordinateFrame &other) :
rotation(other.rotation), translation(other.translation) {}
@ -117,8 +140,13 @@ public:
/** See also Matrix4::approxCoordinateFrame */
class Matrix4 toMatrix4() const;
void getXYZYPRRadians(float& x, float& y, float& z, float& yaw, float& pitch, float& roll) const;
void getXYZYPRDegrees(float& x, float& y, float& z, float& yaw, float& pitch, float& roll) const;
/**
Produces an XML serialization of this coordinate frame.
@deprecated
*/
std::string toXML() const;
@ -131,7 +159,7 @@ public:
object has an inverted heading.
*/
inline float getHeading() const {
Vector3 look = rotation.getColumn(2);
Vector3 look = rotation.column(2);
float angle = -(float) atan2(-look.x, look.z);
return angle;
}
@ -163,17 +191,18 @@ public:
}
/**
Transforms the point into object space.
Transforms the point into object space. Assumes that the rotation matrix is orthonormal.
*/
inline Vector3 pointToObjectSpace(const Vector3& v) const {
float p[3];
p[0] = v[0] - translation[0];
p[1] = v[1] - translation[1];
p[2] = v[2] - translation[2];
return Vector3(
rotation[0][0] * p[0] + rotation[1][0] * p[1] + rotation[2][0] * p[2],
rotation[0][1] * p[0] + rotation[1][1] * p[1] + rotation[2][1] * p[2],
rotation[0][2] * p[0] + rotation[1][2] * p[1] + rotation[2][2] * p[2]);
inline Vector3 pointToObjectSpace(const Vector3& v) const {
float p[3];
p[0] = v[0] - translation[0];
p[1] = v[1] - translation[1];
p[2] = v[2] - translation[2];
debugAssert(G3D::fuzzyEq(rotation.determinant(), 1.0f));
return Vector3(
rotation[0][0] * p[0] + rotation[1][0] * p[1] + rotation[2][0] * p[2],
rotation[0][1] * p[0] + rotation[1][1] * p[1] + rotation[2][1] * p[2],
rotation[0][2] * p[0] + rotation[1][2] * p[1] + rotation[2][2] * p[2]);
}
/**
@ -260,14 +289,9 @@ public:
const Vector3& target,
Vector3 up);
/** @deprecated See lookVector */
inline Vector3 getLookVector() const {
return rotation.getColumn(2) * zLookDirection;
}
/** The direction this camera is looking (its negative z axis)*/
inline Vector3 lookVector() const {
return rotation.getColumn(2) * zLookDirection;
return -rotation.column(2);
}
/** Returns the ray starting at the camera origin travelling in direction CoordinateFrame::lookVector. */
@ -275,20 +299,11 @@ public:
/** Up direction for this camera (its y axis). */
inline Vector3 upVector() const {
return rotation.getColumn(1);
return rotation.column(1);
}
/**
If a viewer looks along the look vector, this is the viewer's "left"
@deprecated leftVector
*/
inline Vector3 getLeftVector() const {
return -rotation.getColumn(0);
}
/** @deprecated See rightVector */
inline Vector3 getRightVector() const {
return rotation.getColumn(0);
inline Vector3 rightVector() const {
return rotation.column(0);
}
/**
@ -296,11 +311,7 @@ public:
Useful for strafing motions and building alternative coordinate frames.
*/
inline Vector3 leftVector() const {
return -rotation.getColumn(0);
}
inline Vector3 rightVector() const {
return rotation.getColumn(0);
return -rotation.column(0);
}
/**
@ -313,6 +324,8 @@ public:
};
typedef CoordinateFrame CFrame;
} // namespace
#endif

View file

@ -1,7 +1,7 @@
/**
@file Crypto.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2006-03-29
@ -17,6 +17,48 @@
namespace G3D {
/** See G3D::Crypto::md5 */
class MD5Hash {
private:
uint8 value[16];
public:
MD5Hash() {
for (int i = 0; i < 16; ++i) {
value[i] = 0;
}
}
explicit MD5Hash(class BinaryInput& b);
uint8& operator[](int i) {
return value[i];
}
const uint8& operator[](int i) const {
return value[i];
}
bool operator==(const MD5Hash& other) const {
bool match = true;
for (int i = 0; i < 16; ++i) {
match = match && (other.value[i] == value[i]);
}
return match;
}
inline bool operator!=(const MD5Hash& other) const {
return !(*this == other);
}
void deserialize(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
};
/** Cryptography and hashing helper functions */
class Crypto {
public:
@ -31,6 +73,14 @@ public:
*/
static uint32 crc32(const void* bytes, size_t numBytes);
/**
Computes the MD5 hash (message digest) of a byte stream, as defined by
http://www.ietf.org/rfc/rfc1321.txt.
@cite Based on implementation by L. Peter Deutsch, ghost@aladdin.com
*/
MD5Hash md5(const void* bytes, size_t numBytes);
/**
Returns the nth prime less than 2000 in constant time. The first prime has index
0 and is the number 2.

View file

@ -0,0 +1,92 @@
/**
@file Cylinder.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-02-07
@edited 2005-09-26
Copyright 2000-2005, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Cylinder_H
#define G3D_Cylinder_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
namespace G3D {
class Line;
class AABox;
/**
Right cylinder
*/
class Cylinder {
private:
Vector3 p1;
Vector3 p2;
float mRadius;
public:
/** Uninitialized */
Cylinder();
Cylinder(class BinaryInput& b);
Cylinder(const Vector3& _p1, const Vector3& _p2, float _r);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/** The line down the center of the Cylinder */
Line axis() const;
/**
A reference frame in which the center of mass is at the origin and
the Y-axis is the cylinder's axis. If the cylinder is transformed, this reference frame
may freely rotate around its axis.*/
void getReferenceFrame(class CoordinateFrame& cframe) const;
/** Returns point 0 or 1 */
inline const Vector3& point(int i) const {
debugAssert(i >= 0 && i <= 1);
return (i == 0) ? p1 : p2;
}
/**
Returns true if the point is inside the Cylinder or on its surface.
*/
bool contains(const Vector3& p) const;
float area() const;
float volume() const;
float radius() const;
/** Center of mass */
inline Vector3 center() const {
return (p1 + p2) / 2.0f;
}
inline float height() const {
return (p1 - p2).magnitude();
}
/**
Get close axis aligned bounding box.
With vertical world orientation, the top and bottom might not be very tight. */
void getBounds(AABox& out) const;
/** Random world space point with outward facing normal. */
void getRandomSurfacePoint(Vector3& P, Vector3& N) const;
/** Point selected uniformly at random over the volume. */
Vector3 randomInteriorPoint() const;
};
} // namespace
#endif

View file

@ -0,0 +1,26 @@
/**
@file EqualsTrait.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2008-10-01
@edited 2008-10-01
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_EQUALSTRAIT_H
#define G3D_EQUALSTRAIT_H
#include "G3D/platform.h"
/** Default implementation of EqualsTrait.
@see G3D::Table for specialization requirements.
*/
template<typename Key> struct EqualsTrait {
static bool equals(const Key& a, const Key& b) {
return a == b;
}
};
#endif

View file

@ -0,0 +1,162 @@
/**
@file G3D.h
This header includes all of the G3D libraries in
appropriate namespaces.
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-08-25
@edited 2010-01-30
Copyright 2000-2010, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_G3D_h
#define G3D_G3D_h
#define NOMINMAX 1
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#include "G3D/platform.h"
#include "G3D/units.h"
#include "G3D/ParseError.h"
#include "G3D/Random.h"
#include "G3D/Array.h"
#include "G3D/SmallArray.h"
#include "G3D/Queue.h"
#include "G3D/Crypto.h"
#include "G3D/format.h"
#include "G3D/Vector2.h"
#include "G3D/Vector3.h"
#include "G3D/Vector4.h"
#include "G3D/Color1.h"
#include "G3D/Color3.h"
#include "G3D/Color4.h"
#include "G3D/Matrix2.h"
#include "G3D/Matrix3.h"
#include "G3D/Matrix4.h"
#include "G3D/CoordinateFrame.h"
#include "G3D/PhysicsFrame.h"
#include "G3D/Plane.h"
#include "G3D/Line.h"
#include "G3D/Ray.h"
#include "G3D/Sphere.h"
#include "G3D/Box.h"
#include "G3D/Box2D.h"
#include "G3D/AABox.h"
#include "G3D/WrapMode.h"
#include "G3D/Cone.h"
#include "G3D/Quat.h"
#include "G3D/stringutils.h"
#include "G3D/prompt.h"
#include "G3D/Table.h"
#include "G3D/Set.h"
#include "G3D/GUniqueID.h"
#include "G3D/BinaryFormat.h"
#include "G3D/BinaryInput.h"
#include "G3D/BinaryOutput.h"
#include "G3D/debug.h"
#include "G3D/g3dfnmatch.h"
#include "G3D/G3DGameUnits.h"
#include "G3D/g3dmath.h"
#include "G3D/uint128.h"
#include "G3D/fileutils.h"
#include "G3D/ReferenceCount.h"
#include "G3D/Welder.h"
#include "G3D/GMutex.h"
#include "G3D/PrecomputedRandom.h"
#include "G3D/MemoryManager.h"
#include "G3D/AreaMemoryManager.h"
#include "G3D/BumpMapPreprocess.h"
template<class T> struct HashTrait< G3D::ReferenceCountedPointer<T> > {
static size_t hashCode(G3D::ReferenceCountedPointer<T> key) { return reinterpret_cast<size_t>( key.pointer() ); }
};
#include "G3D/GImage.h"
#include "G3D/CollisionDetection.h"
#include "G3D/Intersect.h"
#include "G3D/Log.h"
#include "G3D/serialize.h"
#include "G3D/TextInput.h"
#include "G3D/NetAddress.h"
#include "G3D/NetworkDevice.h"
#include "G3D/System.h"
#include "G3D/splinefunc.h"
#include "G3D/Spline.h"
#include "G3D/UprightFrame.h"
#include "G3D/LineSegment.h"
#include "G3D/Capsule.h"
#include "G3D/Cylinder.h"
#include "G3D/Triangle.h"
#include "G3D/Color3uint8.h"
#include "G3D/Color4uint8.h"
#include "G3D/Vector2int16.h"
#include "G3D/Vector3int16.h"
#include "G3D/Vector3int32.h"
#include "G3D/Vector4int8.h"
#include "G3D/ConvexPolyhedron.h"
#include "G3D/MeshAlg.h"
#include "G3D/vectorMath.h"
#include "G3D/Rect2D.h"
#include "G3D/GCamera.h"
#include "G3D/GLight.h"
#include "G3D/KDTree.h"
#include "G3D/PointKDTree.h"
#include "G3D/TextOutput.h"
#include "G3D/MeshBuilder.h"
#include "G3D/Stopwatch.h"
#include "G3D/AtomicInt32.h"
#include "G3D/GThread.h"
#include "G3D/ThreadSet.h"
#include "G3D/RegistryUtil.h"
#include "G3D/Any.h"
#include "G3D/PointHashGrid.h"
#include "G3D/Map2D.h"
#include "G3D/Image1.h"
#include "G3D/Image1uint8.h"
#include "G3D/Image3.h"
#include "G3D/Image3uint8.h"
#include "G3D/Image4.h"
#include "G3D/Image4uint8.h"
#include "G3D/filter.h"
#include "G3D/WeakCache.h"
#include "G3D/Pointer.h"
#include "G3D/Matrix.h"
#include "G3D/ImageFormat.h"
#ifdef _MSC_VER
# pragma comment(lib, "zlib")
# pragma comment(lib, "ws2_32")
# pragma comment(lib, "winmm")
# pragma comment(lib, "imagehlp")
# pragma comment(lib, "gdi32")
# pragma comment(lib, "user32")
# pragma comment(lib, "kernel32")
# pragma comment(lib, "version")
# pragma comment(lib, "advapi32")
# pragma comment(lib, "png")
# pragma comment(lib, "jpeg")
# pragma comment(lib, "zip")
# ifdef _DEBUG
// Don't link against G3D when building G3D itself.
# ifndef G3D_BUILDING_LIBRARY_DLL
# pragma comment(lib, "G3Dd.lib")
# endif
# else
// Don't link against G3D when building G3D itself.
# ifndef G3D_BUILDING_LIBRARY_DLL
# pragma comment(lib, "G3D.lib")
# endif
# endif
#endif
#endif

View file

@ -0,0 +1,26 @@
/**
@file G3DAll.h
Includes all G3D and GLG3D files and uses the G3D namespace.
This requires OpenGL and SDL headers. If you don't want all of this,
\#include <G3D.h> separately.
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-01-01
@edited 2006-08-13
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_G3DALL_H
#define G3D_G3DALL_H
#include "G3D/G3D.h"
#include "GLG3D/GLG3D.h"
using namespace G3D;
#endif

View file

@ -0,0 +1,42 @@
/**
@file G3DGameUnits.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-10-05
@edited 2006-11-10
*/
#ifndef G3D_GAMEUNITS_H
#define G3D_GAMEUNITS_H
#include "G3D/platform.h"
namespace G3D {
/**
Time, in seconds.
*/
typedef double GameTime;
typedef double SimTime;
/**
Actual wall clock time in seconds.
*/
typedef double RealTime;
enum AMPM {AM, PM};
/** \deprecated */
enum {SECOND=1, MINUTE=60, HOUR = 60*60, DAY=24*60*60, SUNRISE=24*60*60/4, SUNSET=24*60*60*3/4, MIDNIGHT=0, METER=1, KILOMETER=1000};
/**
Converts a 12 hour clock time into the number of seconds since
midnight. Note that 12:00 PM is noon and 12:00 AM is midnight.
Example: <CODE>toSeconds(10, 00, AM)</CODE>
*/
SimTime toSeconds(int hour, int minute, double seconds, AMPM ap);
SimTime toSeconds(int hour, int minute, AMPM ap);
}
#endif

View file

@ -1,58 +1,87 @@
/**
@file GCamera.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-06-02
@edited 2006-02-11
@created 2005-07-20
@edited 2009-04-20
*/
#ifndef G3D_GCAMERA_H
#define G3D_GCAMERA_H
#ifndef G3D_GCamera_H
#define G3D_GCamera_H
#include "G3D/platform.h"
#include "G3D/CoordinateFrame.h"
#include "G3D/Vector3.h"
#include "G3D/Plane.h"
#include "G3D/debugAssert.h"
namespace G3D {
class Matrix4;
class Rect2D;
class Any;
/**
There is a viewport of width x height size in world space that corresponds to
a screenWidth x screenHeight pixel grid on a
renderDevice->getWidth() x renderDevice->getHeight()
window.
Abstraction of a pinhole camera.
The area a camera sees is called a frustum. It is bounded by the
near plane, the far plane, and the sides of the view frame projected
into the scene. It has the shape of a pyramid with the top cut off.
Cameras can project points from 3D to 2D. The "unit" projection
matches OpenGL. It maps the entire view frustum to a cube of unit
radius (i.e., edges of length 2) centered at the origin. The
non-unit projection then maps that cube to the specified pixel
viewport in X and Y and the range [0, 1] in Z. The projection is
reversable as long as the projected Z value is known.
All viewport arguments are the pixel bounds of the viewport-- e.g.,
RenderDevice::getViewport().
RenderDevice::viewport().
*/
class GCamera {
private:
/**
Vertical field of view (in radians)
*/
float fieldOfView;
/**
The image plane depth corresponding to a vertical field of
view, where the film size is 1x1.
*/
float imagePlaneDepth;
/**
Clipping plane, *not* imaging plane. Positive numbers.
*/
float nearPlane;
/**
Positive
*/
float farPlane;
CoordinateFrame cframe;
public:
/**
Stores the direction of the field of view
*/
enum FOVDirection {HORIZONTAL, VERTICAL};
private:
/** Full field of view (in radians) */
float m_fieldOfView;
/** Clipping plane, *not* imaging plane. Negative numbers. */
float m_nearPlaneZ;
/** Negative */
float m_farPlaneZ;
/** Stores the camera's location and orientation */
CoordinateFrame m_cframe;
/** Horizontal or Vertical */
FOVDirection m_direction;
public:
/** Must be of the format produced by the Any cast, e.g.,
<pre>
GCamera {
coordinateFrame = CFrame::fromXYZYPRDegrees(-13.3f, 8.0f, -1.9f, 246.6f, -3),
nearPlaneZ = -0.5,
farPlaneZ = -50,
fovDirection = "HORIZONTAL",
fovAngleDegrees = 90
}</pre>
Missing fields are filled from the default GCamera constructor.
*/
GCamera(const Any& any);
operator Any() const;
class Frustum {
public:
@ -77,53 +106,97 @@ public:
Array<Face> faceArray;
};
GCamera();
GCamera();
GCamera(const Matrix4& proj, const CFrame& frame);
virtual ~GCamera();
/** Returns the current coordinate frame */
const CoordinateFrame& coordinateFrame() const {
return m_cframe;
}
CoordinateFrame getCoordinateFrame() const;
void getCoordinateFrame(CoordinateFrame& c) const;
void setCoordinateFrame(const CoordinateFrame& c);
/** Sets c to the camera's coordinate frame */
void getCoordinateFrame(CoordinateFrame& c) const;
/** Sets a new coordinate frame for the camera */
void setCoordinateFrame(const CoordinateFrame& c);
/**
Sets the horizontal field of view, in radians. The
initial angle is toRadians(55).
<UL>
<LI> toRadians(50) - Telephoto
<LI> toRadians(110) - Normal
<LI> toRadians(140) - Wide angle
</UL>
*/
void setFieldOfView(float angle);
/** Sets \a P equal to the camera's projection matrix. This is the
matrix that maps points to the homogeneous clip cube that
varies from -1 to 1 on all axes. The projection matrix does
not include the camera transform.
/**
Sets the field of view based on a desired image plane depth
(<I>s'</I>) and film dimensions in world space. Depth must be positive. Width,
depth, and height are measured in the same units (meters are
recommended). The field of view will span the diagonal to the
image.<P> <I>Note</I>: to simulate a 35mm GCamera, set width =
0.36 mm and height = 0.24 mm. The width and height used are
generally not the pixel dimensions of the image.
*/
void setImagePlaneDepth(
float depth,
const class Rect2D& viewport);
This is the matrix that a RenderDevice (or OpenGL) uses as the projection matrix.
@sa RenderDevice::setProjectionAndCameraMatrix, RenderDevice::setProjectionMatrix, Matrix4::perspectiveProjection
*/
void getProjectUnitMatrix(const Rect2D& viewport, Matrix4& P) const;
inline double getFieldOfView() const {
return fieldOfView;
}
/** Sets \a P equal to the matrix that transforms points to pixel
coordinates on the given viewport. A point correspoinding to
the top-left corner of the viewport in camera space will
transform to viewport.x0y0() and the bottom-right to viewport.x1y1(). */
void getProjectPixelMatrix(const Rect2D& viewport, Matrix4& P) const;
/** Converts projected points from OpenGL standards
(-1, 1) to normal 3D coordinate standards (0, 1)
\deprecated
*/ // TODO: Remove
Vector3 convertFromUnitToNormal(const Vector3& in, const Rect2D& viewport) const;
/**
Sets the field of view, in radians. The
initial angle is toRadians(55). Must specify
the direction of the angle.
This is the full angle, i.e., from the left side of the
viewport to the right side.
*/
void setFieldOfView(float angle, FOVDirection direction);
/** Returns the current full field of view angle (from the left side of the
viewport to the right side) and direction */
inline void getFieldOfView(float& angle, FOVDirection& direction) const {
angle = m_fieldOfView;
direction = m_direction;
}
/**
Projects a world space point onto a width x height screen. The
returned coordinate uses pixmap addressing: x = right and y =
down. The resulting z value is <I>rhw</I>.
down. The resulting z value is 0 at the near plane, 1 at the far plane,
and is a linear compression of unit cube projection.
If the point is behind the camera, Vector3::inf() is returned.
*/
G3D::Vector3 project(
const G3D::Vector3& point,
const class Rect2D& viewport) const;
Vector3 project(const G3D::Vector3& point,
const class Rect2D& viewport) const;
/**
Projects a world space point onto a unit cube. The resulting
x,y,z values range between -1 and 1, where z is -1
at the near plane and 1 at the far plane and varies hyperbolically in between.
If the point is behind the camera, Vector3::inf() is returned.
*/
Vector3 projectUnit(const G3D::Vector3& point,
const class Rect2D& viewport) const;
/**
Gives the world-space coordinates of screen space point v, where
v.x is in pixels from the left, v.y is in pixels from
the top, and v.z is on the range 0 (near plane) to 1 (far plane).
*/
Vector3 unproject(const Vector3& v, const Rect2D& viewport) const;
/**
Gives the world-space coordinates of unit cube point v, where
v varies from -1 to 1 on all axes. The unproject first
transforms the point into a pixel location for the viewport, then calls unproject
*/
Vector3 unprojectUnit(const Vector3& v, const Rect2D& viewport) const;
/**
Returns the pixel area covered by a shape of the given
@ -134,24 +207,29 @@ public:
/**
Returns the world space 3D viewport corners. These
are at the near clipping plane. The corners are constructed
from the nearPlaneZ, getViewportWidth, and getViewportHeight.
from the nearPlaneZ, viewportWidth, and viewportHeight.
"left" and "right" are from the GCamera's perspective.
*/
void get3DViewportCorners(
const class Rect2D& viewport,
Vector3& outUR,
Vector3& outUL,
Vector3& outLL,
Vector3& outLR) const;
void getNearViewportCorners(const class Rect2D& viewport,
Vector3& outUR, Vector3& outUL,
Vector3& outLL, Vector3& outLR) const;
/**
Returns the image plane depth, <I>s'</I>, given the current field
of view for film of dimensions width x height. See
setImagePlaneDepth for a discussion of worldspace values width and height.
*/
float getImagePlaneDepth(
const class Rect2D& viewport) const;
Returns the world space 3D viewport corners. These
are at the Far clipping plane. The corners are constructed
from the nearPlaneZ, farPlaneZ, viewportWidth, and viewportHeight.
"left" and "right" are from the GCamera's perspective.
*/
void getFarViewportCorners(const class Rect2D& viewport,
Vector3& outUR, Vector3& outUL,
Vector3& outLL, Vector3& outLR) const;
/**
Returns the image plane depth, assumes imagePlane
is the same as the near clipping plane.
returns a positive number.
*/
float imagePlaneDepth() const;
/**
Returns the world space ray passing through the center of pixel
@ -159,91 +237,99 @@ public:
the 3D object space axes: (0,0) is the upper left corner of the screen.
They are in viewport coordinates, not screen coordinates.
The ray origin is at the origin. To start it at the image plane,
move it forward by imagePlaneDepth/ray.direction.z
Integer (x, y) values correspond to
the upper left corners of pixels. If you want to cast rays
through pixel centers, add 0.5 to x and y.
*/
*/
Ray worldRay(
float x,
float y,
const class Rect2D& viewport) const;
/**
Returns a negative z-value.
*/
inline float getNearPlaneZ() const {
return -nearPlane;
inline float nearPlaneZ() const {
return m_nearPlaneZ;
}
/**
Returns a negative z-value.
*/
inline float getFarPlaneZ() const {
return -farPlane;
inline float farPlaneZ() const {
return m_farPlaneZ;
}
inline void setFarPlaneZ(float z) {
debugAssert(z < 0);
farPlane = -z;
}
inline void setNearPlaneZ(float z) {
debugAssert(z < 0);
nearPlane = -z;
}
/**
Sets a new value for the far clipping plane
Expects a negative value
*/
inline void setFarPlaneZ(float z) {
debugAssert(z < 0);
m_farPlaneZ = z;
}
/**
Sets a new value for the near clipping plane
Expects a negative value
*/
inline void setNearPlaneZ(float z) {
debugAssert(z < 0);
m_nearPlaneZ = z;
}
/**
Returns the GCamera space width of the viewport.
Returns the camera space width of the viewport at the near plane.
*/
float getViewportWidth(
const class Rect2D& viewport) const;
float viewportWidth(const class Rect2D& viewport) const;
/**
Returns the GCamera space height of the viewport.
*/
float getViewportHeight(
const class Rect2D& viewport) const;
/**
Read back a GCamera space z-value at pixel (x, y) from the depth buffer.
double getZValue(
double x,
double y,
const class Rect2D& viewport,
double polygonOffset = 0) const;
Returns the camera space height of the viewport at the near plane.
*/
float viewportHeight(const class Rect2D& viewport) const;
void setPosition(const Vector3& t);
/** Rotate the camera in place to look at the target. Does not
persistently look at that location when the camera moves;
i.e., if you move the camera and still want it to look at the
old target, you must call lookAt again after moving the
camera.)*/
void lookAt(const Vector3& position, const Vector3& up = Vector3::unitY());
/**
Returns the clipping planes of the frustum, in world space.
The planes have normals facing <B>into</B> the view frustum.
The plane order is guaranteed to be:
Near, Right, Left, Top, Bottom, [Far]
If the far plane is at infinity, the resulting array will have
5 planes, otherwise there will be 6.
The viewport is used only to determine the aspect ratio of the screen; the
absolute dimensions and xy values don't matter.
/**
Returns the clipping planes of the frustum, in world space.
The planes have normals facing <B>into</B> the view frustum.
The plane order is guaranteed to be:
Near, Right, Left, Top, Bottom, [Far]
If the far plane is at infinity, the resulting array will have
5 planes, otherwise there will be 6.
The viewport is used only to determine the aspect ratio of the screen; the
absolute dimensions and xy values don't matter.
*/
void getClipPlanes(
const Rect2D& viewport,
Array<Plane>& outClip) const;
void getClipPlanes
(
const Rect2D& viewport,
Array<Plane>& outClip) const;
/**
Returns the world space view frustum, which is a truncated pyramid describing
the volume of space seen by this camera.
/**
Returns the world space view frustum, which is a truncated pyramid describing
the volume of space seen by this camera.
*/
void getFrustum(const Rect2D& viewport, GCamera::Frustum& f) const;
GCamera::Frustum frustum(const Rect2D& viewport) const;
void frustum(const Rect2D& viewport, GCamera::Frustum& f) const;
GCamera::Frustum frustum(const Rect2D& viewport) const;
/** Read and Write camera parameters */
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
};
} // namespace G3D

View file

@ -0,0 +1,607 @@
/**
\file GImage.h
See G3D::GImage for details.
@cite JPEG compress/decompressor is the <A HREF="http://www.ijg.org/files/">IJG library</A>, used in accordance with their license.
@cite JPG code by John Chisholm, using the IJG Library
@cite TGA code by Morgan McGuire
@cite BMP code by John Chisholm, based on code by Edward "CGameProgrammer" Resnick <A HREF="mailto:cgp@gdnmail.net">mailto:cgp@gdnmail.net</A> at <A HREF="ftp://ftp.flipcode.com/cotd/LoadPicture.txt">ftp://ftp.flipcode.com/cotd/LoadPicture.txt</A>
@cite PCX format described in the ZSOFT PCX manual http://www.nist.fss.ru/hr/doc/spec/pcx.htm#2
@cite PNG compress/decompressor is the <A HREF="http://www.libpng.org/pub/png/libpng.html">libpng library</A>, used in accordance with their license.
@cite PPM code by Morgan McGuire based on http://netpbm.sourceforge.net/doc/ppm.html
\maintainer Morgan McGuire, http://graphics.cs.williams.edu
\created 2002-05-27
\edited 2010-01-04
Copyright 2000-2010, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_GImage_h
#define G3D_GImage_h
#include "G3D/platform.h"
#include <string>
#include "G3D/Array.h"
#include "G3D/g3dmath.h"
#include "G3D/stringutils.h"
#include "G3D/Color1uint8.h"
#include "G3D/Color3uint8.h"
#include "G3D/Color4uint8.h"
#include "G3D/MemoryManager.h"
#include "G3D/BumpMapPreprocess.h"
namespace G3D {
class BinaryInput;
class BinaryOutput;
/**
Interface to image compression & file formats.
Supported formats (decode and encode): Color JPEG, PNG,
(Uncompressed)TGA 24, (Uncompressed)TGA 32, BMP 1, BMP 4, BMP 8, BMP
24, PPM (P6), and PPM ASCII (P1, P2, P3), which includes PPM, PGM,
and PBM. 8-bit paletted PCX, 24-bit PCX, and ICO are supported for
decoding only.
Sample usage:
\verbatim
// Loading from disk:
G3D::GImage im1("test.jpg");
// Loading from memory:
G3D::GImage im2(data, length);
// im.pixel is a pointer to RGB color data. If you want
// an alpha channel, call RGBtoRGBA or RGBtoARGB for
// conversion.
// Saving to memory:
G3D::GImage im3(width, height);
// (Set the pixels of im3...)
uint8* data2;
int len2;
im3.encode(G3D::GImage::JPEG, data2, len2);
// Saving to disk
im3.save("out.jpg");
\endverbatim
The free Image Magick Magick Wand API
(http://www.imagemagick.org/www/api/magick_wand.html) provides a more powerful
API for image manipulation and wider set of image load/save formats. It is
recommended over GImage (we don't include it directly in G3D because their license
is more restrictive than the BSD one).
*/
class GImage {
private:
/** Used exclusively for allocating m_byte; this may be an
implementation that allocates directly on a GPU.*/
MemoryManager::Ref m_memMan;
uint8* m_byte;
int m_channels;
int m_width;
int m_height;
public:
class Error {
public:
Error(
const std::string& reason,
const std::string& filename = "") :
reason(reason), filename(filename) {}
std::string reason;
std::string filename;
};
/** PGM, PPM, and PBM all come in two versions and are classified as PPM_* files */
enum Format {JPEG, BMP, TGA, PCX, ICO, PNG,
PPM_BINARY, PGM_BINARY = PPM_BINARY,
PPM_ASCII, PGM_ASCII = PPM_ASCII,
AUTODETECT, UNKNOWN};
/**
The number of channels; either 3 (RGB) or 4 (RGBA)
*/
inline int channels() const {
return m_channels;
}
inline int width() const {
return m_width;
}
inline int height() const {
return m_height;
}
inline const uint8* byte() const {
return m_byte;
}
/** Returns a pointer to the underlying data, which is stored
in row-major order without row padding.
e.g., <code>uint8* ptr = image.rawData<uint8>();
*/
template<typename Type>
inline const Type* rawData() const {
return (Type*)m_byte;
}
/** \copybrief GImage::rawData() const */
template<typename Type>
inline Type* rawData() {
return (Type*)m_byte;
}
inline const Color1uint8* pixel1() const {
debugAssertM(m_channels == 1, format("Tried to call GImage::pixel1 on an image with %d channels", m_channels));
return (Color1uint8*)m_byte;
}
inline Color1uint8* pixel1() {
debugAssertM(m_channels == 1, format("Tried to call GImage::pixel1 on an image with %d channels", m_channels));
return (Color1uint8*)m_byte;
}
/** Returns a pointer to the upper left pixel
as Color4uint8.
*/
inline const Color4uint8* pixel4() const {
debugAssertM(m_channels == 4, format("Tried to call GImage::pixel4 on an image with %d channels", m_channels));
return (Color4uint8*)m_byte;
}
inline Color4uint8* pixel4() {
debugAssert(m_channels == 4);
return (Color4uint8*)m_byte;
}
/** Returns a pointer to the upper left pixel
as Color3uint8.
*/
inline const Color3uint8* pixel3() const {
debugAssertM(m_channels == 3, format("Tried to call GImage::pixel3 on an image with %d channels", m_channels));
return (Color3uint8*)m_byte;
}
inline Color3uint8* pixel3() {
debugAssert(m_channels == 3);
return (Color3uint8*)m_byte;
}
/** Returns the pixel at (x, y), where (0,0) is the upper left. */
inline const Color1uint8& pixel1(int x, int y) const {
debugAssert(x >= 0 && x < m_width);
debugAssert(y >= 0 && y < m_height);
return pixel1()[x + y * m_width];
}
/** Returns the pixel at (x, y), where (0,0) is the upper left. */
inline Color1uint8& pixel1(int x, int y) {
debugAssert(x >= 0 && x < m_width);
debugAssert(y >= 0 && y < m_height);
return pixel1()[x + y * m_width];
}
/** Returns the pixel at (x, y), where (0,0) is the upper left. */
inline const Color3uint8& pixel3(int x, int y) const {
debugAssert(x >= 0 && x < m_width);
debugAssert(y >= 0 && y < m_height);
return pixel3()[x + y * m_width];
}
inline Color3uint8& pixel3(int x, int y) {
debugAssert(x >= 0 && x < m_width);
debugAssert(y >= 0 && y < m_height);
return pixel3()[x + y * m_width];
}
/** Returns the pixel at (x, y), where (0,0) is the upper left. */
inline const Color4uint8& pixel4(int x, int y) const {
debugAssert(x >= 0 && x < m_width);
debugAssert(y >= 0 && y < m_height);
return pixel4()[x + y * m_width];
}
inline Color4uint8& pixel4(int x, int y) {
debugAssert(x >= 0 && x < m_width);
debugAssert(y >= 0 && y < m_height);
return pixel4()[x + y * m_width];
}
inline uint8* byte() {
return m_byte;
}
private:
void encodeBMP(
BinaryOutput& out) const;
/**
The TGA file will be either 24- or 32-bit depending
on the number of channels.
*/
void encodeTGA(
BinaryOutput& out) const;
/**
Converts this image into a JPEG
*/
void encodeJPEG(
BinaryOutput& out) const;
/**
Converts this image into a JPEG
*/
void encodePNG(
BinaryOutput& out) const;
void encodePPM(
BinaryOutput& out) const;
void encodePPMASCII(
BinaryOutput& out) const;
void decodeTGA(
BinaryInput& input);
void decodeBMP(
BinaryInput& input);
void decodeJPEG(
BinaryInput& input);
void decodePCX(
BinaryInput& input);
void decodeICO(
BinaryInput& input);
void decodePNG(
BinaryInput& input);
void decodePPM(
BinaryInput& input);
void decodePPMASCII(
BinaryInput& input);
/**
Given [maybe] a filename, memory buffer, and [maybe] a format,
returns the most likely format of this file.
*/
static Format resolveFormat(
const std::string& filename,
const uint8* data,
int dataLen,
Format maybeFormat);
void _copy(
const GImage& other);
public:
/** Predicts the image file format of \a filename */
static Format resolveFormat(const std::string& filename);
void flipHorizontal();
void flipVertical();
void rotate90CW(int numTimes = 1);
/**
Create an empty image of the given size.
\sa load()
*/
GImage(
int width = 0,
int height = 0,
int channels = 3,
const MemoryManager::Ref& m = MemoryManager::create());
/**
Load an encoded image from disk and decode it.
Throws GImage::Error if something goes wrong.
*/
GImage(
const std::string& filename,
Format format = AUTODETECT,
const MemoryManager::Ref& m = MemoryManager::create());
/**
Decodes an image stored in a buffer.
*/
GImage(
const unsigned char*data,
int length,
Format format = AUTODETECT,
const MemoryManager::Ref& m = MemoryManager::create());
GImage(
const GImage& other,
const MemoryManager::Ref& m = MemoryManager::create());
GImage& operator=(const GImage& other);
/**
Returns a new GImage that has 4 channels. RGB is
taken from this GImage and the alpha from the red
channel of the supplied image. The new GImage is passed
as a reference parameter for speed.
*/
void insertRedAsAlpha(const GImage& alpha, GImage& output) const;
/**
Returns a new GImage with 3 channels, removing
the alpha channel if there is one. The new GImage
is passed as a reference parameter for speed.
*/
void stripAlpha(GImage& output) const;
/**
Loads an image from disk (clearing the old one first),
using the existing memory manager.
*/
void load(
const std::string& filename,
Format format = AUTODETECT);
/**
Frees memory and resets to a 0x0 image.
*/
void clear();
/**
Deallocates the pixels.
*/
virtual ~GImage();
/**
Resizes the internal buffer to (\a width x \a height) with the
number of \a channels specified.
\param zero If true, all data is set to 0 (black).
*/
void resize(int width, int height, int channels, bool zero = true);
/**
Copies src sub-image data into dest at a certain offset.
The dest variable must already contain an image that is large
enough to contain the src sub-image at the specified offset.
Returns true on success and false if the src sub-image cannot
completely fit within dest at the specified offset. Both
src and dest must have the same number of channels.
*/
static bool pasteSubImage(
GImage& dest,
const GImage& src,
int destX,
int destY,
int srcX,
int srcY,
int srcWidth,
int srcHeight);
/**
creates dest from src sub-image data.
Returns true on success and false if the src sub-image
is not within src.
*/
static bool copySubImage(GImage & dest, const GImage & src,
int srcX, int srcY, int srcWidth, int srcHeight);
void convertToRGBA();
void convertToRGB();
/** Averages color channels if they exist */
void convertToL8();
/**
Returns true if format is supported. Format
should be an extension string (e.g. "BMP").
*/
static bool supportedFormat(
const std::string& format);
/**
Converts a string to an enum, returns UNKNOWN if not recognized.
*/
static Format stringToFormat(
const std::string& format);
/**
Encode and save to disk.
*/
void save(
const std::string& filename,
Format format = AUTODETECT) const;
/**
The caller must delete the returned buffer.
TODO: provide a memory manager
*/
void encode(
Format format,
uint8*& outData,
int& outLength) const;
/**
Does not commit the BinaryOutput when done.
*/
void encode(
Format format,
BinaryOutput& out) const;
/**
Decodes the buffer into this image.
@param format Must be the correct format.
*/
void decode(
BinaryInput& input,
Format format);
/** Returns the size of this object in bytes */
int sizeInMemory() const;
/** Ok for in == out */
static void R8G8B8_to_Y8U8V8(int width, int height, const uint8* in, uint8* out);
/** Ok for in == out */
static void Y8U8V8_to_R8G8B8(int width, int height, const uint8* in, uint8* out);
/**
@param in RGB buffer of numPixels * 3 bytes
@param out Buffer of numPixels * 4 bytes
@param numPixels Number of RGB pixels to convert
*/
static void RGBtoRGBA(
const uint8* in,
uint8* out,
int numPixels);
static void RGBtoARGB(
const uint8* in,
uint8* out,
int numPixels);
static void LtoRGB
(const uint8* in,
uint8* out,
int numPixels);
static void LtoRGBA
(const uint8* in,
uint8* out,
int numPixels);
/** Safe for in == out */
static void RGBtoBGR(
const uint8* in,
uint8* out,
int numPixels);
/**
Win32 32-bit HDC format.
*/
static void RGBtoBGRA(
const uint8* in,
uint8* out,
int numPixels);
static void RGBAtoRGB(
const uint8* in,
uint8* out,
int numPixels);
/**
Uses the red channel of the second image as an alpha channel.
*/
static void RGBxRGBtoRGBA(
const uint8* colorRGB,
const uint8* alphaRGB,
uint8* out,
int numPixels);
/**
Flips the image along the vertical axis.
Safe for in == out.
*/
static void flipRGBVertical(
const uint8* in,
uint8* out,
int width,
int height);
static void flipRGBAVertical(
const uint8* in,
uint8* out,
int width,
int height);
/**
Given a tangent space bump map, computes a new image where the
RGB channels are a tangent space normal map and the alpha channel
is the original bump map. Assumes the input image is tileable.
In the resulting image, x = red = tangent, y = green = binormal, and z = blue = normal.
Particularly useful as part of the idiom:
<PRE>
GImage normal;
computeNormalMap(GImage(filename), normal);
return Texture::fromGImage(filename, normal);
</PRE>
*/
static void computeNormalMap(
const class GImage& bump,
class GImage& normal,
const BumpMapPreprocess& preprocess = BumpMapPreprocess());
static void computeNormalMap
(int width,
int height,
int channels,
const uint8* src,
GImage& normal,
const BumpMapPreprocess& preprocess = BumpMapPreprocess());
/**
Bayer demosaicing using the filter proposed in
HIGH-QUALITY LINEAR INTERPOLATION FOR DEMOSAICING OF BAYER-PATTERNED COLOR IMAGES
Henrique S. Malvar, Li-wei He, and Ross Cutler
The filter wraps at the image boundaries.
Assumes in != out.
*/
static void BAYER_G8B8_R8G8_to_R8G8B8_MHC(int w, int h, const uint8* in, uint8* _out);
static void BAYER_G8R8_B8G8_to_R8G8B8_MHC(int w, int h, const uint8* in, uint8* _out);
static void BAYER_R8G8_G8B8_to_R8G8B8_MHC(int w, int h, const uint8* in, uint8* _out);
static void BAYER_B8G8_G8R8_to_R8G8B8_MHC(int w, int h, const uint8* in, uint8* _out);
/** Fast conversion; the output has 1/2 the size of the input in each direction. Assumes in != out.
See G3D::BAYER_G8B8_R8G8_to_R8G8B8_MHC for a much better result. */
static void BAYER_G8B8_R8G8_to_Quarter_R8G8B8
(int inWidth,
int inHeight,
const uint8* in,
uint8* out);
/** Attempt to undo fast conversion of G3D::BAYER_G8B8_R8G8_to_Quarter_R8G8B8;
the green channel will lose data. Assumes in != out
The input should have size 3 * inWidth * inHeight. The output should have size
2 * inWidth * 2 * inHeight.
*/
static void Quarter_R8G8B8_to_BAYER_G8B8_R8G8
(int inWidth,
int inHeight,
const uint8* in,
uint8* out);
/** Overwrites every pixel with one of the two colors in a checkerboard pattern.
The fields used from the two colors depend on the current number of channels in @a im.
*/
static void makeCheckerboard
(GImage& im,
int checkerSize = 1,
const Color4uint8& color1 = Color4uint8(255,255,255,255),
const Color4uint8& color2 = Color4uint8(0,0,0,255));
};
}
#endif

View file

@ -0,0 +1,106 @@
/**
@file GLight.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-11-12
@edited 2009-11-08
*/
#ifndef G3D_GLight_h
#define G3D_GLight_h
#include "G3D/platform.h"
#include "G3D/Vector4.h"
#include "G3D/Vector3.h"
#include "G3D/Color4.h"
namespace G3D {
class Any;
/**
A light representation that closely follows the OpenGL light format.
*/
class GLight {
public:
/** World space position (for a directional light, w = 0 */
Vector4 position;
/** For a spot or directional light, this is the "right vector" that will be used when constructing
a reference frame(). */
Vector3 rightDirection;
/** Direction in which the light faces, if a spot light. This is the "look vector" of the light source. */
Vector3 spotDirection;
/** In <B>degrees</B>. 180 = no cutoff (point/dir). Values less than 90 = spot light */
float spotCutoff;
/** If true, G3D::SuperShader will render a cone of light large
enough to encompass the entire square that bounds the cutoff
angle. This produces a square prism instead of a cone of light
when used with a G3D::ShadowMap. for an unshadowed light this
has no effect.*/
bool spotSquare;
/** Constant, linear, quadratic */
float attenuation[3];
/** May be outside the range [0, 1] */
Color3 color;
/** If false, this light is ignored */
bool enabled;
/** If false, this light does not create specular highlights
(useful when using negative lights). */
bool specular;
/** If false, this light does not create diffuse illumination
(useful when rendering a specular-only pass). */
bool diffuse;
GLight();
/** Accepted forms:
- GLight::directional( vector3, color3, [bool, [bool]])
- GLight::spot(vector3, vector3, #, color3, [#, [#, [#, [#, [bool, [bool]]]])
- GLight::point(vector3, color3, [#, [#, [#, [#, [bool, [bool]]]])
- GLight { [all fields] }
*/
GLight(const Any& any);
/** Converts the Color3 to an Any. */
operator Any() const;
/** @param toLight will be normalized */
static GLight directional(const Vector3& toLight, const Color3& color, bool specular = true, bool diffuse = true);
static GLight point(const Vector3& pos, const Color3& color, float constAtt = 1, float linAtt = 0, float quadAtt = 0.5f, bool specular = true, bool diffuse = true);
/** @param pointDirection Will be normalized. Points in the
direction that light propagates.
@param cutOffAngleDegrees Must be on the range [0, 90]. This
is the angle from the point direction to the edge of the light
cone. I.e., a value of 45 produces a light with a 90-degree
cone of view.
*/
static GLight spot(const Vector3& pos, const Vector3& pointDirection, float cutOffAngleDegrees,
const Color3& color, float constAtt = 1, float linAtt = 0, float quadAtt = 0,
bool specular = true, bool diffuse = true);
/** Returns the sphere within which this light has some noticable effect. May be infinite.
@param cutoff The value at which the light intensity is considered negligible. */
class Sphere effectSphere(float cutoff = 30.0f / 255) const;
/** Computes a reference frame (e.g., for use with G3D::ShadowMap */
class CoordinateFrame frame() const;
bool operator==(const GLight& other) const;
bool operator!=(const GLight& other) const;
};
} // namespace
#endif

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/**
@file GMutex.h
@created 2005-09-22
@edited 2009-03-25
*/
#ifndef G3D_GMutex_h
#define G3D_GMutex_h
#include "G3D/platform.h"
#include "G3D/AtomicInt32.h"
#include "G3D/debugAssert.h"
#include <string>
#ifndef G3D_WIN32
# include <pthread.h>
# include <signal.h>
#endif
namespace G3D {
/**
\brief A mutual exclusion lock that busy-waits when locking.
On a machine with one (significant) thread per processor core,
a spinlock may be substantially faster than a mutex.
\sa G3D::GThread, G3D::GMutex, G3D::AtomicInt32
*/
class Spinlock {
private:
AtomicInt32 x;
public:
inline Spinlock() : x(0) {}
/** Busy waits until the lock is unlocked, then locks it
exclusively. Returns true if the lock succeeded on the first
try (indicating no contention). */
inline bool lock() {
bool first = true;
while (x.compareAndSet(0, 1) == 1) {
first = false;
# ifdef G3D_WIN32
Sleep(0);
# else
usleep(0);
# endif
}
return first;
}
inline void unlock() {
x.compareAndSet(1, 0);
}
};
/**
\brief Mutual exclusion lock used for synchronization.
@sa G3D::GThread, G3D::AtomicInt32, G3D::Spinlock
*/
class GMutex {
private:
# ifdef G3D_WIN32
CRITICAL_SECTION m_handle;
# else
pthread_mutex_t m_handle;
pthread_mutexattr_t m_attr;
# endif
// Not implemented on purpose, don't use
GMutex(const GMutex &mlock);
GMutex &operator=(const GMutex &);
bool operator==(const GMutex&);
public:
GMutex();
~GMutex();
/** Locks the mutex or blocks until available. */
void lock();
/** Locks the mutex if it not already locked.
Returns true if lock successful, false otherwise. */
bool tryLock();
/** Unlocks the mutex. */
void unlock();
};
/**
Automatically locks while in scope.
*/
class GMutexLock {
private:
GMutex* m;
// Not implemented on purpose, don't use
GMutexLock(const GMutexLock &mlock);
GMutexLock &operator=(const GMutexLock &);
bool operator==(const GMutexLock&);
public:
GMutexLock(GMutex* mutex) {
m = mutex;
m->lock();
}
~GMutexLock() {
m->unlock();
}
};
} // G3D
#endif

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/**
@file GThread.h
@created 2005-09-22
@edited 2007-01-31
*/
#ifndef G3D_GTHREAD_H
#define G3D_GTHREAD_H
#include "G3D/platform.h"
#include "G3D/ReferenceCount.h"
#include <string>
#ifndef G3D_WIN32
# include <pthread.h>
# include <signal.h>
#endif
namespace G3D {
typedef ReferenceCountedPointer<class GThread> GThreadRef;
/**
Platform independent thread implementation. You can either subclass and
override GThread::threadMain or call the create method with a method.
Beware of reference counting and threads. If circular references exist between
GThread subclasses then neither class will ever be deallocated. Also,
dropping all pointers (and causing deallocation) of a GThread does NOT
stop the underlying process.
@sa G3D::GMutex, G3D::Spinlock, G3D::AtomicInt32
*/
class GThread : public ReferenceCountedObject {
private:
// "Status" is a reserved work on FreeBSD
enum GStatus {STATUS_CREATED, STATUS_STARTED, STATUS_RUNNING, STATUS_COMPLETED};
// Not implemented on purpose, don't use
GThread(const GThread &);
GThread& operator=(const GThread&);
bool operator==(const GThread&);
#ifdef G3D_WIN32
static DWORD WINAPI internalThreadProc(LPVOID param);
#else
static void* internalThreadProc(void* param);
#endif //G3D_WIN32
volatile GStatus m_status;
// Thread handle to hold HANDLE and pthread_t
#ifdef G3D_WIN32
HANDLE m_handle;
HANDLE m_event;
#else
pthread_t m_handle;
#endif //G3D_WIN32
std::string m_name;
protected:
/** Overriden by the thread implementor */
virtual void threadMain() = 0;
public:
typedef ReferenceCountedPointer<class GThread> Ref;
enum SpawnBehavior {USE_NEW_THREAD, USE_CURRENT_THREAD};
GThread(const std::string& name);
virtual ~GThread();
/** Constructs a basic GThread without requiring a subclass.
@param proc The global or static function for the threadMain() */
static GThreadRef create(const std::string& name, void (*proc)(void*), void* param = NULL);
/** Starts the thread and executes threadMain(). Returns false if
the thread failed to start (either because it was already started
or because the OS refused).
@param behavior If USE_CURRENT_THREAD, rather than spawning a new thread, this routine
runs threadMain on the current thread.
*/
bool start(SpawnBehavior behavior = USE_NEW_THREAD);
/** Terminates the thread without notifying or
waiting for a cancelation point. */
void terminate();
/**
Returns true if threadMain is currently executing. This will
only be set when the thread is actually running and might not
be set when start() returns. */
bool running() const;
/** True after start() has been called, even through the thread
may have already completed(), or be currently running().*/
bool started() const;
/** Returns true if the thread has exited. */
bool completed() const;
/** Waits for the thread to finish executing. */
void waitForCompletion();
/** Returns thread name */
inline const std::string& name() {
return m_name;
}
};
} // namespace G3D
#endif //G3D_GTHREAD_H

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/**
@file GUniqueID.h
@author Morgan McGuire, http://graphics.cs.williams.edu
*/
#ifndef G3D_GUNIQUEID_H
#define G3D_GUNIQUEID_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Table.h"
namespace G3D {
/** Globally unique identifiers. The probability of two different
programs generating the same value from UniqueID::create is
vanishingly small.
UniqueIDs optionally contain a 10-bit application specific tag
that distinguishes their type.
*/
class GUniqueID {
private:
uint64 id;
public:
GUniqueID() : id(0) {}
bool uninitialized() const {
return id == 0;
}
uint16 tag() const {
return id >> 54;
}
operator uint64() const {
return id;
}
bool operator==(const GUniqueID& other) const {
return id == other.id;
}
bool operator!=(const GUniqueID& other) const {
return id != other.id;
}
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
void serialize(class TextOutput& t) const;
void deserialize(class TextInput& t);
/** Create a new ID */
static GUniqueID create(uint16 tag = 0);
};
} // G3D
/** For Table and Set */
template<> struct HashTrait<class G3D::GUniqueID> {
static size_t hashCode(G3D::GUniqueID id) { return (size_t)(G3D::uint64)id; }
};
#endif

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/**
@file HashTrait.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2008-10-01
@edited 2009-11-01
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_HashTrait_h
#define G3D_HashTrait_h
#include "G3D/platform.h"
#include "G3D/Crypto.h"
#include "G3D/g3dmath.h"
#include "G3D/uint128.h"
/** Must be specialized for custom types.
@see G3D::Table for specialization requirements.
*/
template <typename T> struct HashTrait{};
template <typename T> struct HashTrait<T*> {
static size_t hashCode(const void* k) { return reinterpret_cast<size_t>(k); }
};
#if 0
template <> struct HashTrait <int> {
static size_t hashCode(int k) { return static_cast<size_t>(k); }
};
#endif
template <> struct HashTrait <G3D::int16> {
static size_t hashCode(G3D::int16 k) { return static_cast<size_t>(k); }
};
template <> struct HashTrait <G3D::uint16> {
static size_t hashCode(G3D::uint16 k) { return static_cast<size_t>(k); }
};
//template <> struct HashTrait <int> {
// static size_t hashCode(int k) { return static_cast<size_t>(k); }
//};
template <> struct HashTrait <G3D::int32> {
static size_t hashCode(G3D::int32 k) { return static_cast<size_t>(k); }
};
template <> struct HashTrait <G3D::uint32> {
static size_t hashCode(G3D::uint32 k) { return static_cast<size_t>(k); }
};
#if 0
template <> struct HashTrait <long unsigned int> {
static size_t hashCode(G3D::uint32 k) { return static_cast<size_t>(k); }
};
#endif
template <> struct HashTrait <G3D::int64> {
static size_t hashCode(G3D::int64 k) { return static_cast<size_t>(k); }
};
template <> struct HashTrait <G3D::uint64> {
static size_t hashCode(G3D::uint64 k) { return static_cast<size_t>(k); }
};
template <> struct HashTrait <std::string> {
static size_t hashCode(const std::string& k) { return static_cast<size_t>(G3D::Crypto::crc32(k.c_str(), k.size())); }
};
template <> struct HashTrait<G3D::uint128> {
// Use the FNV-1 hash (http://isthe.com/chongo/tech/comp/fnv/#FNV-1).
static size_t hashCode(G3D::uint128 key) {
static const G3D::uint128 FNV_PRIME_128(1 << 24, 0x159);
static const G3D::uint128 FNV_OFFSET_128(0xCF470AAC6CB293D2ULL, 0xF52F88BF32307F8FULL);
G3D::uint128 hash = FNV_OFFSET_128;
G3D::uint128 mask(0, 0xFF);
for (int i = 0; i < 16; ++i) {
hash *= FNV_PRIME_128;
hash ^= (mask & key);
key >>= 8;
}
G3D::uint64 foldedHash = hash.hi ^ hash.lo;
return static_cast<size_t>((foldedHash >> 32) ^ (foldedHash & 0xFFFFFFFF));
}
};
#endif

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/**
@file Image1.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2007-01-31
@edited 2007-01-31
*/
#ifndef G3D_IMAGE1_H
#define G3D_IMAGE1_H
#include "G3D/platform.h"
#include "G3D/Map2D.h"
#include "G3D/Color1.h"
#include "G3D/GImage.h"
namespace G3D {
typedef ReferenceCountedPointer<class Image1> Image1Ref;
/**
Luminance image with 32-bit floating point storage.
See also G3D::Image1uint8, G3D::GImage.
*/
class Image1 : public Map2D<Color1, Color1> {
public:
typedef Image1 Type;
typedef ReferenceCountedPointer<class Image1> Ref;
typedef Color1 Storage;
typedef Color1 Compute;
protected:
Image1(int w, int h, WrapMode wrap);
void copyGImage(const class GImage& im);
void copyArray(const Color1* src, int w, int h);
void copyArray(const Color3* src, int w, int h);
void copyArray(const Color4* src, int w, int h);
void copyArray(const Color1uint8* src, int w, int h);
void copyArray(const Color3uint8* src, int w, int h);
void copyArray(const Color4uint8* src, int w, int h);
public:
const class ImageFormat* format() const;
/** Creates an all-zero width x height image. */
static Ref createEmpty(int width, int height, WrapMode wrap = WrapMode::ERROR);
/** Creates a 0 x 0 image. */
static Ref createEmpty(WrapMode wrap = WrapMode::ERROR);
static Ref fromFile(const std::string& filename, WrapMode wrap = WrapMode::ERROR, GImage::Format fmt = GImage::AUTODETECT);
static Ref fromArray(const class Color1uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color1* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromImage1uint8(const ReferenceCountedPointer<class Image1uint8>& im);
static Ref fromGImage(const class GImage& im, WrapMode wrap = WrapMode::ERROR);
/** Loads from any of the file formats supported by G3D::GImage. If there is an alpha channel on the input,
it is stripped. */
void load(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
/** Saves in any of the formats supported by G3D::GImage. */
void save(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
};
} // G3D
#endif

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/**
@file Image1uint8.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2007-01-31
@edited 2007-01-31
*/
#ifndef G3D_IMAGE1UINT8_H
#define G3D_IMAGE1UINT8_H
#include "G3D/platform.h"
#include "G3D/Map2D.h"
#include "G3D/Color1uint8.h"
#include "G3D/Color1.h"
#include "G3D/GImage.h"
namespace G3D {
typedef ReferenceCountedPointer<class Image1uint8> Image1uint8Ref;
/**
Compact storage for luminance 8-bit images.
See also G3D::Image3, G3D::GImage
*/
class Image1uint8 : public Map2D<Color1uint8, Color1> {
public:
typedef Image1uint8 Type;
typedef Image1uint8Ref Ref;
protected:
Image1uint8(int w, int h, WrapMode wrap);
void copyGImage(const class GImage& im);
void copyArray(const Color1* src, int w, int h);
void copyArray(const Color3* src, int w, int h);
void copyArray(const Color4* src, int w, int h);
void copyArray(const Color1uint8* src, int w, int h);
void copyArray(const Color3uint8* src, int w, int h);
void copyArray(const Color4uint8* src, int w, int h);
public:
const class ImageFormat* format() const;
/** Creates an all-zero width x height image. */
static Ref createEmpty(int width, int height, WrapMode wrap = WrapMode::ERROR);
/** Creates a 0 x 0 image. */
static Ref createEmpty(WrapMode wrap = WrapMode::ERROR);
static Ref fromFile(const std::string& filename, WrapMode wrap = WrapMode::ERROR, GImage::Format fmt = GImage::AUTODETECT);
static Ref fromGImage(const class GImage& im, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color1uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color1* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromImage1(const ReferenceCountedPointer<class Image1>& im);
static Ref fromImage3uint8(const ReferenceCountedPointer<class Image3uint8>& im);
/** Loads from any of the file formats supported by G3D::GImage. If there is an alpha channel on the input,
it is stripped. */
void load(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
/** Saves in any of the formats supported by G3D::GImage. */
void save(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
};
} // G3D
#endif

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/**
@file Image3.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2007-01-31
@edited 2007-01-31
*/
#ifndef G3D_IMAGE3_H
#define G3D_IMAGE3_H
#include "G3D/platform.h"
#include "G3D/Map2D.h"
#include "G3D/Color3.h"
#include "G3D/GImage.h"
namespace G3D {
typedef ReferenceCountedPointer<class Image3> Image3Ref;
/**
RGB image with 32-bit floating point storage for each channel.
See also G3D::Image3uint8, G3D::GImage.
*/
class Image3 : public Map2D<Color3, Color3> {
public:
typedef Image3 Type;
typedef ReferenceCountedPointer<class Image3> Ref;
typedef Color3 Storage;
typedef Color3 Compute;
protected:
Image3(int w, int h, WrapMode wrap);
void copyGImage(const class GImage& im);
void copyArray(const Color1* src, int w, int h);
void copyArray(const Color3* src, int w, int h);
void copyArray(const Color4* src, int w, int h);
void copyArray(const Color1uint8* src, int w, int h);
void copyArray(const Color3uint8* src, int w, int h);
void copyArray(const Color4uint8* src, int w, int h);
public:
const class ImageFormat* format() const;
/** Creates an all-zero width x height image. */
static Ref createEmpty(int width, int height, WrapMode wrap = WrapMode::ERROR);
/** Creates a 0 x 0 image. */
static Ref createEmpty(WrapMode wrap = WrapMode::ERROR);
static Ref fromFile(const std::string& filename, WrapMode wrap = WrapMode::ERROR, GImage::Format fmt = GImage::AUTODETECT);
static Ref fromArray(const class Color1uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color1* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromImage3uint8(const ReferenceCountedPointer<class Image3uint8>& im);
static Ref fromGImage(const class GImage& im, WrapMode wrap = WrapMode::ERROR);
/** Loads from any of the file formats supported by G3D::GImage. If there is an alpha channel on the input,
it is stripped. */
void load(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
/** Saves in any of the formats supported by G3D::GImage. */
void save(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
};
} // G3D
#endif

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/**
@file Image3uint8.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2007-01-31
@edited 2007-01-31
*/
#ifndef G3D_IMAGE3UINT8_H
#define G3D_IMAGE3UINT8_H
#include "G3D/platform.h"
#include "G3D/Map2D.h"
#include "G3D/Color3uint8.h"
#include "G3D/Color3.h"
#include "G3D/GImage.h"
namespace G3D {
typedef ReferenceCountedPointer<class Image3uint8> Image3uint8Ref;
/**
Compact storage for RGB 8-bit per channel images.
See also G3D::Image3, G3D::GImage
*/
class Image3uint8 : public Map2D<Color3uint8, Color3> {
public:
typedef Image3uint8 Type;
typedef Image3uint8Ref Ref;
protected:
Image3uint8(int w, int h, WrapMode wrap);
void copyGImage(const class GImage& im);
void copyArray(const Color1* src, int w, int h);
void copyArray(const Color3* src, int w, int h);
void copyArray(const Color4* src, int w, int h);
void copyArray(const Color1uint8* src, int w, int h);
void copyArray(const Color3uint8* src, int w, int h);
void copyArray(const Color4uint8* src, int w, int h);
public:
const class ImageFormat* format() const;
/** Creates an all-zero width x height image. */
static Ref createEmpty(int width, int height, WrapMode wrap = WrapMode::ERROR);
/** Creates a 0 x 0 image. */
static Ref createEmpty(WrapMode wrap = WrapMode::ERROR);
static Ref fromFile(const std::string& filename, WrapMode wrap = WrapMode::ERROR, GImage::Format fmt = GImage::AUTODETECT);
static Ref fromGImage(const class GImage& im, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color1uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color1* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromImage3(const ReferenceCountedPointer<class Image3>& im);
static Ref fromImage1uint8(const ReferenceCountedPointer<class Image1uint8>& im);
/** Loads from any of the file formats supported by G3D::GImage. If there is an alpha channel on the input,
it is stripped. */
void load(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
/** Saves in any of the formats supported by G3D::GImage. */
void save(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
/** Extracts color channel 0 <= c <= 2 and returns it as a new monochrome image. */
ReferenceCountedPointer<class Image1uint8> getChannel(int c) const;
};
} // G3D
#endif

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/**
@file Image4.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2007-01-31
@edited 2007-01-31
*/
#ifndef G3D_IMAGE4_H
#define G3D_IMAGE4_H
#include "G3D/platform.h"
#include "G3D/Map2D.h"
#include "G3D/Color4.h"
#include "G3D/GImage.h"
namespace G3D {
typedef ReferenceCountedPointer<class Image4> Image4Ref;
/**
RGBA image with 32-bit floating point storage for each channel.
Whenever a method needs to convert from RGB to RGBA, A=1 is assumed.
Bilinear interpolation on Image4 is about 8x faster than on
Image4uint8 due to the large cost of converting int->float on modern
machines.
@sa G3D::Image4uint8, G3D::GImage.
*/
class Image4 : public Map2D<Color4, Color4> {
public:
typedef Image4 Type;
typedef ReferenceCountedPointer<class Image4> Ref;
typedef Color4 Storage;
typedef Color4 Compute;
protected:
Image4(int w, int h, WrapMode wrap);
void copyGImage(const class GImage& im);
void copyArray(const Color1* src, int w, int h);
void copyArray(const Color3* src, int w, int h);
void copyArray(const Color4* src, int w, int h);
void copyArray(const Color1uint8* src, int w, int h);
void copyArray(const Color3uint8* src, int w, int h);
void copyArray(const Color4uint8* src, int w, int h);
public:
const class ImageFormat* format() const;
/** Creates an all-zero width x height image. */
static Ref createEmpty(int width, int height, WrapMode wrap = WrapMode::ERROR);
/** Creates a 0 x 0 image. */
static Ref createEmpty(WrapMode wrap = WrapMode::ERROR);
static Ref fromFile(const std::string& filename, WrapMode wrap = WrapMode::ERROR, GImage::Format fmt = GImage::AUTODETECT);
static Ref fromArray(const class Color1uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color1* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromImage4uint8(const ReferenceCountedPointer<class Image4uint8>& im);
static Ref fromGImage(const class GImage& im, WrapMode wrap = WrapMode::ERROR);
/** Loads from any of the file formats supported by G3D::GImage. */
void load(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
/** Saves in any of the formats supported by G3D::GImage. */
void save(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
};
} // G3D
#endif

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@ -0,0 +1,85 @@
/**
@file Image4uint8.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2007-01-31
@edited 2007-01-31
*/
#ifndef G3D_IMAGE4UINT8_H
#define G3D_IMAGE4UINT8_H
#include "G3D/platform.h"
#include "G3D/Map2D.h"
#include "G3D/Color4uint8.h"
#include "G3D/Color4.h"
#include "G3D/GImage.h"
#include "G3D/Image1uint8.h"
namespace G3D {
typedef ReferenceCountedPointer<class Image4uint8> Image4uint8Ref;
/**
Compact storage for RGBA 8-bit per channel images.
See also G3D::Image4, G3D::GImage
*/
class Image4uint8 : public Map2D<Color4uint8, Color4> {
public:
typedef Image4uint8 Type;
typedef Image4uint8Ref Ref;
protected:
Image4uint8(int w, int h, WrapMode wrap);
void copyGImage(const class GImage& im);
void copyArray(const Color1* src, int w, int h);
void copyArray(const Color3* src, int w, int h);
void copyArray(const Color4* src, int w, int h);
void copyArray(const Color1uint8* src, int w, int h);
void copyArray(const Color3uint8* src, int w, int h);
void copyArray(const Color4uint8* src, int w, int h);
public:
const class ImageFormat* format() const;
/** Creates an all-zero width x height image. */
static Ref createEmpty(int width, int height, WrapMode wrap = WrapMode::ERROR);
/** Creates a 0 x 0 image. */
static Ref createEmpty(WrapMode wrap = WrapMode::ERROR);
static Ref fromFile(const std::string& filename, WrapMode wrap = WrapMode::ERROR, GImage::Format fmt = GImage::AUTODETECT);
static Ref fromGImage(const class GImage& im, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color1uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4uint8* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color1* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color3* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromArray(const class Color4* ptr, int width, int height, WrapMode wrap = WrapMode::ERROR);
static Ref fromImage4(const ReferenceCountedPointer<class Image4>& im);
/** Loads from any of the file formats supported by G3D::GImage. If there is an alpha channel on the input,
it is stripped. */
void load(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
/** Saves in any of the formats supported by G3D::GImage. */
void save(const std::string& filename, GImage::Format fmt = GImage::AUTODETECT);
/** Extracts color channel 0 <= c <= 3 and returns it as a new monochrome image. */
ReferenceCountedPointer<class Image1uint8> getChannel(int c) const;
};
} // G3D
#endif

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@ -0,0 +1,419 @@
/**
@file ImageFormat.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-05-23
@edited 2010-01-01
*/
#ifndef GLG3D_ImageFormat_H
#define GLG3D_ImageFormat_H
#include "G3D/platform.h"
#include "G3D/Table.h"
#include "G3D/enumclass.h"
namespace G3D {
/** Information about common image formats.
Don't construct these; use the methods provided.
For most formats, the number indicates the number of bits per channel and a suffix of "F" indicates
floating point. This does not hold for the YUV and DXT formats.*/
class ImageFormat {
public:
// Must update ImageFormat::name() when this enum changes.
enum Code {
CODE_NONE = -1,
CODE_L8,
CODE_L16,
CODE_L16F,
CODE_L32F,
CODE_A8,
CODE_A16,
CODE_A16F,
CODE_A32F,
CODE_LA4,
CODE_LA8,
CODE_LA16,
CODE_LA16F,
CODE_LA32F,
CODE_RGB5,
CODE_RGB5A1,
CODE_RGB8,
CODE_RGB10,
CODE_RGB10A2,
CODE_RGB16,
CODE_RGB16F,
CODE_RGB32F,
CODE_R11G11B10F,
CODE_RGB9E5F,
CODE_RGB8I,
CODE_RGB8UI,
CODE_ARGB8,
CODE_BGR8,
CODE_RG8,
CODE_RG8I,
CODE_RG8UI,
CODE_RGBA8,
CODE_RGBA16,
CODE_RGBA16F,
CODE_RGBA32F,
CODE_RGBA32UI,
CODE_BAYER_RGGB8,
CODE_BAYER_GRBG8,
CODE_BAYER_GBRG8,
CODE_BAYER_BGGR8,
CODE_BAYER_RGGB32F,
CODE_BAYER_GRBG32F,
CODE_BAYER_GBRG32F,
CODE_BAYER_BGGR32F,
CODE_HSV8,
CODE_HSV32F,
CODE_YUV420_PLANAR,
CODE_YUV422,
CODE_YUV444,
CODE_RGB_DXT1,
CODE_RGBA_DXT1,
CODE_RGBA_DXT3,
CODE_RGBA_DXT5,
CODE_SRGB8,
CODE_SRGBA8,
CODE_SL8,
CODE_SLA8,
CODE_SRGB_DXT1,
CODE_SRGBA_DXT1,
CODE_SRGBA_DXT3,
CODE_SRGBA_DXT5,
CODE_DEPTH16,
CODE_DEPTH24,
CODE_DEPTH32,
CODE_DEPTH32F,
CODE_STENCIL1,
CODE_STENCIL4,
CODE_STENCIL8,
CODE_STENCIL16,
CODE_DEPTH24_STENCIL8,
CODE_NUM
};
enum ColorSpace {
COLOR_SPACE_NONE,
COLOR_SPACE_RGB,
COLOR_SPACE_HSV,
COLOR_SPACE_YUV,
COLOR_SPACE_SRGB
};
enum BayerPattern {
BAYER_PATTERN_NONE,
BAYER_PATTERN_RGGB,
BAYER_PATTERN_GRBG,
BAYER_PATTERN_GBRG,
BAYER_PATTERN_BGGR
};
/** Number of channels (1 for a depth texture). */
int numComponents;
bool compressed;
/** Useful for serializing. */
Code code;
ColorSpace colorSpace;
/** If this is a Bayer format, what is the pattern. */
BayerPattern bayerPattern;
/** The OpenGL format equivalent to this one, e.g, GL_RGB8 Zero if there is no equivalent. This is actually a GLenum */
int openGLFormat;
/** The OpenGL base format equivalent to this one (e.g., GL_RGB, GL_ALPHA). Zero if there is no equivalent. */
int openGLBaseFormat;
int luminanceBits;
/** Number of bits per pixel storage for alpha values; Zero for compressed textures and non-RGB. */
int alphaBits;
/** Number of bits per pixel storage for red values; Zero for compressed textures and non-RGB. */
int redBits;
/** Number of bits per pixel storage for green values; Zero for compressed textures and non-RGB. */
int greenBits;
/** Number of bits per pixel storage for blue values; Zero for compressed textures and non-RGB. */
int blueBits;
/** Number of bits per pixel */
int stencilBits;
/** Number of depth bits (for depth textures; e.g. shadow maps) */
int depthBits;
/** Amount of CPU memory per pixel when packed into an array, discounting any end-of-row padding. */
int cpuBitsPerPixel;
/** Amount of CPU memory per pixel when packed into an array, discounting any end-of-row padding.
@deprecated Use cpuBitsPerPixel*/
int packedBitsPerTexel;
/**
Amount of GPU memory per pixel on most graphics cards, for formats supported by OpenGL. This is
only an estimate--the actual amount of memory may be different on your actual card.
This may be greater than the sum of the per-channel bits
because graphics cards need to pad to the nearest 1, 2, or
4 bytes.
*/
int openGLBitsPerPixel;
/** @deprecated Use openGLBitsPerPixel */
int hardwareBitsPerTexel;
/** The OpenGL bytes (type) format of the data buffer used with this texture format, e.g., GL_UNSIGNED_BYTE */
int openGLDataFormat;
/** True if there is no alpha channel for this texture. */
bool opaque;
/** True if the bit depths specified are for float formats. */
bool floatingPoint;
/** Human readable name of this format.*/
const std::string& name() const;
/** Takes the same values that name() returns */
static const ImageFormat* fromString(const std::string& s);
private:
ImageFormat
(int numComponents,
bool compressed,
int glFormat,
int glBaseFormat,
int luminanceBits,
int alphaBits,
int redBits,
int greenBits,
int blueBits,
int depthBits,
int stencilBits,
int hardwareBitsPerTexel,
int packedBitsPerTexel,
int glDataFormat,
bool opaque,
bool floatingPoint,
Code code,
ColorSpace colorSpace,
BayerPattern bayerPattern = BAYER_PATTERN_NONE);
public:
static const ImageFormat* L8();
static const ImageFormat* L16();
static const ImageFormat* L16F();
static const ImageFormat* L32F();
static const ImageFormat* A8();
static const ImageFormat* A16();
static const ImageFormat* A16F();
static const ImageFormat* A32F();
static const ImageFormat* LA4();
static const ImageFormat* LA8();
static const ImageFormat* LA16();
static const ImageFormat* LA16F();
static const ImageFormat* LA32F();
static const ImageFormat* BGR8();
static const ImageFormat* RG8();
static const ImageFormat* RG8I();
static const ImageFormat* RG8UI();
static const ImageFormat* RGB5();
static const ImageFormat* RGB5A1();
static const ImageFormat* RGB8();
static const ImageFormat* RGB10();
static const ImageFormat* RGB10A2();
static const ImageFormat* RGB16();
static const ImageFormat* RGB16F();
static const ImageFormat* RGB32F();
static const ImageFormat* RGBA8();
static const ImageFormat* RGBA16();
static const ImageFormat* RGBA16F();
static const ImageFormat* RGBA32F();
static const ImageFormat* RGBA32UI();
static const ImageFormat* R11G11B10F();
static const ImageFormat* RGB9E5F();
static const ImageFormat* RGB8I();
static const ImageFormat* RGB8UI();
static const ImageFormat* RGB_DXT1();
static const ImageFormat* RGBA_DXT1();
static const ImageFormat* RGBA_DXT3();
static const ImageFormat* RGBA_DXT5();
static const ImageFormat* SRGB8();
static const ImageFormat* SRGBA8();
static const ImageFormat* SL8();
static const ImageFormat* SLA8();
static const ImageFormat* SRGB_DXT1();
static const ImageFormat* SRGBA_DXT1();
static const ImageFormat* SRGBA_DXT3();
static const ImageFormat* SRGBA_DXT5();
static const ImageFormat* DEPTH16();
static const ImageFormat* DEPTH24();
static const ImageFormat* DEPTH32();
static const ImageFormat* DEPTH32F();
static const ImageFormat* STENCIL1();
static const ImageFormat* STENCIL4();
static const ImageFormat* STENCIL8();
static const ImageFormat* STENCIL16();
static const ImageFormat* DEPTH24_STENCIL8();
static const ImageFormat* YUV420_PLANAR();
static const ImageFormat* YUV422();
static const ImageFormat* YUV444();
/**
NULL pointer; indicates that the G3D::Texture class should choose
either RGBA8 or RGB8 depending on the presence of an alpha channel
in the input.
*/
static const ImageFormat* AUTO() { return NULL; }
/** Returns DEPTH16, DEPTH24, or DEPTH32 according to the bits
specified. You can use "glGetInteger(GL_DEPTH_BITS)" to match
the screen's format.*/
static const ImageFormat* depth(int depthBits = 24);
/** Returns STENCIL1, STENCIL4, STENCIL8 or STENCIL16 according to the bits
specified. You can use "glGetInteger(GL_STENCIL_BITS)" to match
the screen's format.*/
static const ImageFormat* stencil(int bits = 8);
/** Returns the matching ImageFormat* identified by the Code. May return NULL
if this format's code is reserved but not yet implemented by G3D. */
static const ImageFormat* fromCode(ImageFormat::Code code);
/** For use with ImageFormat::convert. */
class BayerAlgorithm {
public:
enum Value {
NEAREST,
BILINEAR,
MHC,
HIGH_QUALITY = MHC
};
private:
Value value;
public:
G3D_DECLARE_ENUM_CLASS_METHODS(BayerAlgorithm);
};
/** Converts between arbitrary formats on the CPU. Not all format conversions are supported or directly supported.
Formats without direct conversions will attempt to convert through RGBA first.
A conversion routine might only support source or destination padding or y inversion or none.
If support is needed and not available in any of the direct conversion routines, then no conversion is done.
YUV422 expects data in YUY2 format (Y, U, Y2, v). Most YUV formats require width and heights that are multiples of 2.
Returns true if a conversion was available, false if none occurred.
*/
static bool convert(const Array<const void*>& srcBytes, int srcWidth, int srcHeight, const ImageFormat* srcFormat, int srcRowPadBits,
const Array<void*>& dstBytes, const ImageFormat* dstFormat, int dstRowPadBits,
bool invertY = false, BayerAlgorithm bayerAlg = BayerAlgorithm::HIGH_QUALITY);
/* Checks if a conversion between two formats is available. */
static bool conversionAvailable(const ImageFormat* srcFormat, int srcRowPadBits, const ImageFormat* dstFormat, int dstRowPadBits, bool invertY = false);
};
typedef ImageFormat TextureFormat;
}
template <>
struct HashTrait<const G3D::ImageFormat*> {
static size_t hashCode(const G3D::ImageFormat* key) { return reinterpret_cast<size_t>(key); }
};
#endif

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@ -0,0 +1,55 @@
/**
@file Intersect.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2009-06-29
@edited 2009-06-29
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
From the G3D Innovation Engine
http://g3d.sf.net
*/
#ifndef G3D_Intersect
#define G3D_Intersect
#include "G3D/platform.h"
#include "G3D/Ray.h"
#include "G3D/AABox.h"
namespace G3D {
/**
@beta
*/
class Intersect {
public:
/** \brief Returns true if the intersection of the ray and the solid box is non-empty.
\cite "Fast Ray / Axis-Aligned Bounding Box Overlap Tests using Ray Slopes"
by Martin Eisemann, Thorsten Grosch, Stefan Müller and Marcus Magnor
Computer Graphics Lab, TU Braunschweig, Germany and
University of Koblenz-Landau, Germany
*/
static bool __fastcall rayAABox(const Ray& ray, const AABox& box);
/** \brief Returns true if the intersection of the ray and the solid box is non-empty.
\param time If there is an intersection, set to the time to that intersection. If the ray origin is inside the box,
this is a negative value indicating the distance backwards from the ray origin to the first intersection.
\a time is not set if there is no intersection.
\cite Slope-Mul method from "Fast Ray / Axis-Aligned Bounding Box Overlap Tests using Ray Slopes"
by Martin Eisemann, Thorsten Grosch, Stefan Müller and Marcus Magnor
Computer Graphics Lab, TU Braunschweig, Germany and
University of Koblenz-Landau, Germany
*/
static bool __fastcall rayAABox(const Ray& ray, const AABox& box, float& time);
};
}
#endif

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@ -3,7 +3,7 @@
Line class
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-06-02
@edited 2006-02-28
@ -38,6 +38,12 @@ public:
/** Undefined (provided for creating Array<Line> only) */
inline Line() {}
Line(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
virtual ~Line() {}
/**
@ -77,6 +83,20 @@ public:
is no intersection, returns a point at infinity.
*/
Vector3 intersection(const Plane &plane) const;
/** Finds the closest point to the two lines.
@param minDist Returns the minimum distance between the lines.
@cite http://objectmix.com/graphics/133793-coordinates-closest-points-pair-skew-lines.html
*/
Vector3 closestPoint(const Line& B, float& minDist) const;
inline Vector3 closestPoint(const Line& B) const {
float m;
return closestPoint(B, m);
}
};
};// namespace

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@ -0,0 +1,115 @@
/**
@file LineSegment.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-02-08
@edited 2008-02-02
*/
#ifndef G3D_LINESEGMENT_H
#define G3D_LINESEGMENT_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
namespace G3D {
/**
An finite segment of an infinite 3D line.
*/
class LineSegment {
protected:
Vector3 _point;
/** Not normalized */
Vector3 direction;
LineSegment(const Vector3& __point, const Vector3& _direction) : _point(__point), direction(_direction) {
}
public:
inline LineSegment() : _point(Vector3::zero()), direction(Vector3::zero()) {}
LineSegment(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
virtual ~LineSegment() {}
/**
* Constructs a line from two (not equal) points.
*/
static LineSegment fromTwoPoints(const Vector3 &point1, const Vector3 &point2) {
return LineSegment(point1, point2 - point1);
}
/** Call with 0 or 1 */
Vector3 point(int i) const;
inline float length() const {
return direction.magnitude();
}
/**
* Returns the closest point on the line segment to point.
*/
Vector3 closestPoint(const Vector3 &point) const;
/**
Returns the distance between point and the line
*/
double distance(const Vector3& p) const {
return (closestPoint(p) - p).magnitude();
}
double distanceSquared(const Vector3& p) const {
return (closestPoint(p) - p).squaredMagnitude();
}
/** Returns true if some part of this segment is inside the sphere */
bool intersectsSolidSphere(const class Sphere& s) const;
Vector3 randomPoint() const;
};
class LineSegment2D {
private:
Vector2 m_origin;
/** Not normalized */
Vector2 m_direction;
/** Length of m_direction */
float m_length;
public:
LineSegment2D() {}
static LineSegment2D fromTwoPoints(const Vector2& p0, const Vector2& p1);
/** Returns the intersection of these segements (including
testing endpoints), or Vector2::inf() if they do not intersect. */
Vector2 intersection(const LineSegment2D& other) const;
Vector2 point(int i) const;
Vector2 closestPoint(const Vector2& Q) const;
float distance(const Vector2& p) const;
float length() const;
};
} // namespace
#endif

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@ -0,0 +1,109 @@
/**
@file Log.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Backtrace by Aaron Orenstein
@created 2001-08-04
@edited 2005-11-04
*/
#ifndef G3D_LOG_H
#define G3D_LOG_H
#include <stdio.h>
#include <string>
#include "G3D/platform.h"
#ifndef G3D_WIN32
#include <stdarg.h>
#endif
namespace G3D {
/** Prints to the common system log, log.txt, which is usually
in the working directory of the program. If your disk is
not writable or is slow, it will attempt to write to "c:/tmp/log.txt" or
"c:/temp/log.txt" on Windows systems instead.
Unlike printf or debugPrintf,
this function guarantees that all output is committed before it returns.
This is very useful for debugging a crash, which might hide the last few
buffered print statements otherwise.
Many G3D routines write useful warnings and debugging information to the
system log, which makes it a good first place to go when tracking down
a problem.
*/
void logPrintf(const char* fmt, ...);
/** Does not flush the buffer; follow up with a logPrintf to force the flush. */
void logLazyPrintf(const char* fmt, ...);
/**
System log for debugging purposes. The first log opened
is the "common log" and can be accessed with the static
method common(). If you access common() and a common log
does not yet exist, one is created for you.
*/
class Log {
private:
/**
Log messages go here.
*/
FILE* logFile;
std::string filename;
static Log* commonLog;
int stripFromStackBottom;
public:
/**
@param stripFromStackBottom Number of call stacks to strip from the
bottom of the stack when printing a trace. Useful for hiding
routines like "main" and "WinMain". If the specified file cannot
be opened for some reason, tries to open "c:/tmp/log.txt" or
"c:/temp/log.txt" instead.
*/
Log(const std::string& filename = "log.txt",
int stripFromStackBottom = 0);
virtual ~Log();
/**
Returns the handle to the file log.
*/
FILE* getFile() const;
/**
Marks the beginning of a logfile section.
*/
void section(const std::string& s);
/**
Given arguments like printf, writes characters to the debug text overlay.
*/
// We want G3D_CHECK_PRINTF_ARGS here, but that conflicts with the
// overload.
void __cdecl printf(const char* fmt, ...) G3D_CHECK_PRINTF_METHOD_ARGS;
void __cdecl vprintf(const char*, va_list argPtr) G3D_CHECK_VPRINTF_METHOD_ARGS;
/** Does not flush */
void __cdecl lazyvprintf(const char*, va_list argPtr) G3D_CHECK_VPRINTF_METHOD_ARGS;
static Log* common();
static std::string getCommonLogFilename();
void print(const std::string& s);
void println(const std::string& s);
};
}
#endif

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@ -0,0 +1,667 @@
/**
@file Map2D.h
More flexible support than provided by G3D::GImage.
@maintainer Morgan McGuire, morgan@cs.brown.edu
@created 2004-10-10
@edited 2009-03-24
*/
#ifndef G3D_Map2D_h
#define G3D_Map2D_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Array.h"
#include "G3D/vectorMath.h"
#include "G3D/Vector2int16.h"
#include "G3D/ReferenceCount.h"
#include "G3D/AtomicInt32.h"
#include "G3D/GThread.h"
#include "G3D/Rect2D.h"
#include "G3D/WrapMode.h"
#include <string>
namespace G3D {
namespace _internal {
/** The default compute type for a type is the type itself. */
template<typename Storage> class _GetComputeType {
public:
typedef Storage Type;
};
} // _internal
} // G3D
// This weird syntax is needed to support VC6, which doesn't
// properly implement template overloading.
#define DECLARE_COMPUTE_TYPE(StorageType, ComputeType) \
namespace G3D { \
namespace _internal { \
template<> class _GetComputeType < StorageType > { \
public: \
typedef ComputeType Type; \
}; \
} \
}
DECLARE_COMPUTE_TYPE( float32, float64)
DECLARE_COMPUTE_TYPE( float64, float64)
DECLARE_COMPUTE_TYPE( int8, float32)
DECLARE_COMPUTE_TYPE( int16, float32)
DECLARE_COMPUTE_TYPE( int32, float64)
DECLARE_COMPUTE_TYPE( int64, float64)
DECLARE_COMPUTE_TYPE( uint8, float32)
DECLARE_COMPUTE_TYPE( uint16, float32)
DECLARE_COMPUTE_TYPE( uint32, float64)
DECLARE_COMPUTE_TYPE( uint64, float64)
DECLARE_COMPUTE_TYPE( Vector2, Vector2)
DECLARE_COMPUTE_TYPE( Vector2int16, Vector2)
DECLARE_COMPUTE_TYPE( Vector3, Vector3)
DECLARE_COMPUTE_TYPE( Vector3int16, Vector3)
DECLARE_COMPUTE_TYPE( Vector4, Vector4)
DECLARE_COMPUTE_TYPE( Color3, Color3)
DECLARE_COMPUTE_TYPE( Color3uint8, Color3)
DECLARE_COMPUTE_TYPE( Color4, Color4)
DECLARE_COMPUTE_TYPE( Color4uint8, Color4)
#undef DECLARE_COMPUTE_TYPE
namespace G3D {
/**
Map of values across a discrete 2D plane. Can be thought of as a generic class for 2D images,
allowing flexibility as to pixel format and convenient methods.
In fact, the "pixels" can be any values
on a grid that can be sensibly interpolated--RGB colors, scalars, 4D vectors, and so on.
Other "image" classes in G3D:
G3D::GImage - Supports file formats, fast, Color3uint8 and Color4uint8 formats. No interpolation.
G3D::Texture::Ref - Represents image on the graphics card (not directly readable on the CPU). Supports 2D, 3D, and a variety of interpolation methods, loads file formats.
G3D::Image3 - A subclass of Map2D<Color3> that supports image loading and saving and conversion to Texture.
G3D::Image4 - A subclass of Map2D<Color4> that supports image loading and saving and conversion to Texture.
G3D::Image3uint8 - A subclass of Map2D<Color3uint8> that supports image loading and saving and conversion to Texture.
G3D::Image4uint8 - A subclass of Map2D<Color4uint8> that supports image loading and saving and conversion to Texture.
There are two type parameters-- the first (@ Storage) is the type
used to store the "pixel" values efficiently and
the second (@a Compute) is
the type operated on by computation. The Compute::Compute(Storage&) constructor
is used to convert between storage and computation types.
@a Storage is often an integer version of @a Compute, for example
<code>Map2D<double, uint8></code>. By default, the computation type is:
<pre>
Storage Computation
uint8 float32
uint16 float32
uint32 float64
uint64 float64
int8 float32
int16 float32
int32 float64
int64 float64
float32 float64
float64 float64
Vector2 Vector2
Vector2int16 Vector2
Vector3 Vector3
Vector3int16 Vector3
Vector4 Vector4
Color3 Color3
Color3uint8 Color3
Color4 Color4
Color4uint8 Color4
</pre>
Any other storage type defaults to itself as the computation type.
The computation type can be any that
supports lerp, +, -, *, /, and an empty constructor.
Assign value:
<code>im->set(x, y, 7);</code> or
<code>im->get(x, y) = 7;</code>
Read value:
<code>int c = im(x, y);</code>
Can also sample with nearest neighbor, bilinear, and bicubic
interpolation.
Sampling follows OpenGL conventions, where
pixel values represent grid points and (0.5, 0.5) is half-way
between two vertical and two horizontal grid points.
To draw an image of dimensions w x h with nearest neighbor
sampling, render pixels from [0, 0] to [w - 1, h - 1].
Under the WrapMode::CLAMP wrap mode, the value of bilinear interpolation
becomes constant outside [1, w - 2] horizontally. Nearest neighbor
interpolation is constant outside [0, w - 1] and bicubic outside
[3, w - 4]. The class does not offer quadratic interpolation because
the interpolation filter could not center over a pixel.
@author Morgan McGuire, http://graphics.cs.williams.edu
*/
template< typename Storage,
typename Compute = typename G3D::_internal::_GetComputeType<Storage>::Type>
class Map2D : public ReferenceCountedObject {
//
// It doesn't make sense to automatically convert from Compute back to Storage
// because the rounding rule (and scaling) is application dependent.
// Thus the interpolation methods all return type Compute.
//
public:
typedef Storage StorageType;
typedef Compute ComputeType;
typedef Map2D<Storage, Compute> Type;
typedef ReferenceCountedPointer<Map2D> Ref;
protected:
Storage ZERO;
/** Width, in pixels. */
uint32 w;
/** Height, in pixels. */
uint32 h;
WrapMode _wrapMode;
/** 0 if no mutating method has been invoked
since the last call to setChanged(); */
AtomicInt32 m_changed;
Array<Storage> data;
/** Handles the exceptional cases from get */
const Storage& slowGet(int x, int y, WrapMode wrap) {
switch (wrap) {
case WrapMode::CLAMP:
return fastGet(iClamp(x, 0, w - 1), iClamp(y, 0, h - 1));
case WrapMode::TILE:
return fastGet(iWrap(x, w), iWrap(y, h));
case WrapMode::ZERO:
return ZERO;
case WrapMode::ERROR:
alwaysAssertM(((uint32)x < w) && ((uint32)y < h),
format("Index out of bounds: (%d, %d), w = %d, h = %d",
x, y, w, h));
// intentionally fall through
case WrapMode::IGNORE:
// intentionally fall through
default:
{
static Storage temp;
return temp;
}
}
}
public:
/** Unsafe access to the underlying data structure with no wrapping support; requires that (x, y) is in bounds. */
inline const Storage& fastGet(int x, int y) const {
debugAssert(((uint32)x < w) && ((uint32)y < h));
return data[x + y * w];
}
/** Unsafe access to the underlying data structure with no wrapping support; requires that (x, y) is in bounds. */
inline void fastSet(int x, int y, const Storage& v) {
debugAssert(((uint32)x < w) && ((uint32)y < h));
data[x + y * w] = v;
}
protected:
/** Given four control points and a value on the range [0, 1)
evaluates the Catmull-rom spline between the times of the
middle two control points */
Compute bicubic(const Compute* ctrl, double s) const {
// f = B * S * ctrl'
// B matrix: Catmull-Rom spline basis
static const double B[4][4] = {
{ 0.0, -0.5, 1.0, -0.5},
{ 1.0, 0.0, -2.5, 1.5},
{ 0.0, 0.5, 2.0, -1.5},
{ 0.0, 0.0, -0.5, 0.5}};
// S: Powers of the fraction
double S[4];
double s2 = s * s;
S[0] = 1.0;
S[1] = s;
S[2] = s2;
S[3] = s2 * s;
Compute sum(ZERO);
for (int c = 0; c < 4; ++c) {
double coeff = 0.0;
for (int power = 0; power < 4; ++power) {
coeff += B[c][power] * S[power];
}
sum += ctrl[c] * coeff;
}
return sum;
}
Map2D(int w, int h, WrapMode wrap) : w(0), h(0), _wrapMode(wrap), m_changed(1) {
ZERO = Storage(Compute(Storage()) * 0);
resize(w, h);
}
public:
/**
Although Map2D is not threadsafe (except for the setChanged() method),
you can use this mutex to create your own threadsafe access to a Map2D.
Not used by the default implementation.
*/
GMutex mutex;
static Ref create(int w = 0, int h = 0, WrapMode wrap = WrapMode::ERROR) {
return new Map2D(w, h, wrap);
}
/** Resizes without clearing, leaving garbage.
*/
void resize(uint32 newW, uint32 newH) {
if ((newW != w) || (newH != h)) {
w = newW;
h = newH;
data.resize(w * h);
setChanged(true);
}
}
/**
Returns true if this map has been written to since the last call to setChanged(false).
This is useful if you are caching a texture map other value that must be recomputed
whenever this changes.
*/
bool changed() {
return m_changed.value() != 0;
}
/** Set/unset the changed flag. */
void setChanged(bool c) {
m_changed = c ? 1 : 0;
}
/** Returns a pointer to the underlying row-major data. There is no padding at the end of the row.
Be careful--this will be reallocated during a resize. You should call setChanged(true) if you mutate the array.*/
Storage* getCArray() {
return data.getCArray();
}
const Storage* getCArray() const {
return data.getCArray();
}
/** Row-major array. You should call setChanged(true) if you mutate the array. */
Array<Storage>& getArray() {
return data;
}
const Array<Storage>& getArray() const {
return data;
}
/** is (x, y) strictly within the image bounds, or will it trigger some kind of wrap mode */
inline bool inBounds(int x, int y) const {
return (((uint32)x < w) && ((uint32)y < h));
}
/** is (x, y) strictly within the image bounds, or will it trigger some kind of wrap mode */
inline bool inBounds(const Vector2int16& v) const {
return inBounds(v.x, v.y);
}
/** Get the value at (x, y).
Note that the type of image->get(x, y) is
the storage type, not the computation
type. If the constructor promoting Storage to Compute rescales values
(as, for example Color3(Color3uint8&) does), this will not match the value
returned by Map2D::nearest.
*/
inline const Storage& get(int x, int y, WrapMode wrap) const {
if (((uint32)x < w) && ((uint32)y < h)) {
return data[x + y * w];
} else {
// Remove the const to allow a slowGet on this object
// (we're returning a const reference so this is ok)
return const_cast<Type*>(this)->slowGet(x, y, wrap);
}
# ifndef G3D_WIN32
// gcc gives a useless warning that the above code might reach the end of the function;
// we use this line to supress the warning.
return ZERO;
# endif
}
inline const Storage& get(int x, int y) const {
return get(x, y, _wrapMode);
}
inline const Storage& get(const Vector2int16& p) const {
return get(p.x, p.y, _wrapMode);
}
inline const Storage& get(const Vector2int16& p, WrapMode wrap) const {
return get(p.x, p.y, wrap);
}
inline Storage& get(int x, int y, WrapMode wrap) {
return const_cast<Storage&>(const_cast<const Type*>(this)->get(x, y, wrap));
# ifndef G3D_WIN32
// gcc gives a useless warning that the above code might reach the end of the function;
// we use this line to supress the warning.
return ZERO;
# endif
}
inline Storage& get(int x, int y) {
return const_cast<Storage&>(const_cast<const Type*>(this)->get(x, y));
# ifndef G3D_WIN32
// gcc gives a useless warning that the above code might reach the end of the function;
// we use this line to supress the warning.
return ZERO;
# endif
}
inline Storage& get(const Vector2int16& p) {
return get(p.x, p.y);
}
/** Sets the changed flag to true */
inline void set(const Vector2int16& p, const Storage& v) {
set(p.x, p.y, v);
}
/** Sets the changed flag to true */
void set(int x, int y, const Storage& v, WrapMode wrap) {
setChanged(true);
if (((uint32)x < w) && ((uint32)y < h)) {
// In bounds, wrapping isn't an issue.
data[x + y * w] = v;
} else {
const_cast<Storage&>(slowGet(x, y, wrap)) = v;
}
}
void set(int x, int y, const Storage& v) {
set(x, y, v, _wrapMode);
}
void setAll(const Storage& v) {
for(int i = 0; i < data.size(); ++i) {
data[i] = v;
}
setChanged(true);
}
/** flips if @a flip is true*/
void maybeFlipVertical(bool flip) {
if (flip) {
flipVertical();
}
}
virtual void flipVertical() {
int halfHeight = h/2;
Storage* d = data.getCArray();
for (int y = 0; y < halfHeight; ++y) {
int o1 = y * w;
int o2 = (h - y - 1) * w;
for (int x = 0; x < (int)w; ++x) {
int i1 = o1 + x;
int i2 = o2 + x;
Storage temp = d[i1];
d[i1] = d[i2];
d[i2] = temp;
}
}
setChanged(true);
}
virtual void flipHorizontal() {
int halfWidth = w / 2;
Storage* d = data.getCArray();
for (int x = 0; x < halfWidth; ++x) {
for (int y = 0; y < (int)h; ++y) {
int i1 = y * w + x;
int i2 = y * w + (w - x - 1);
Storage temp = d[i1];
d[i1] = d[i2];
d[i2] = temp;
}
}
setChanged(true);
}
/**
Crops this map so that it only contains pixels between (x, y) and (x + w - 1, y + h - 1) inclusive.
*/
virtual void crop(int newX, int newY, int newW, int newH) {
alwaysAssertM(newX + newW <= (int)w, "Cannot grow when cropping");
alwaysAssertM(newY + newH <= (int)h, "Cannot grow when cropping");
alwaysAssertM(newX >= 0 && newY >= 0, "Origin out of bounds.");
// Always safe to copy towards the upper left, provided
// that we're iterating towards the lower right. This lets us avoid
// reallocating the underlying array.
for (int y = 0; y < newH; ++y) {
for (int x = 0; x < newW; ++x) {
data[x + y * newW] = data[(x + newX) + (y + newY) * w];
}
}
resize(newW, newH);
}
/** iRounds to the nearest x0 and y0. */
virtual void crop(const Rect2D& rect) {
crop(iRound(rect.x0()), iRound(rect.y0()), iRound(rect.x1()) - iRound(rect.x0()), iRound(rect.y1()) - iRound(rect.y0()));
}
/** Returns the nearest neighbor. Pixel values are considered
to be at the upper left corner, so <code>image->nearest(x, y) == image(x, y)</code>
*/
inline Compute nearest(float x, float y, WrapMode wrap) const {
int ix = iRound(x);
int iy = iRound(y);
return Compute(get(ix, iy, wrap));
}
inline Compute nearest(float x, float y) const {
return nearest(x, y, _wrapMode);
}
inline Compute nearest(const Vector2& p) const {
return nearest(p.x, p.y);
}
/** Returns the average value of all elements of the map */
Compute average() const {
if ((w == 0) || (h == 0)) {
return ZERO;
}
// To avoid overflows, compute the average of row averages
Compute rowSum = ZERO;
for (unsigned int y = 0; y < h; ++y) {
Compute sum = ZERO;
int offset = y * w;
for (unsigned int x = 0; x < w; ++x) {
sum += Compute(data[offset + x]);
}
rowSum += sum * (1.0f / w);
}
return rowSum * (1.0f / h);
}
/**
Needs to access elements from (floor(x), floor(y))
to (floor(x) + 1, floor(y) + 1) and will use
the wrap mode appropriately (possibly generating
out of bounds errors).
Guaranteed to match nearest(x, y) at integers. */
Compute bilinear(float x, float y, WrapMode wrap) const {
const int i = iFloor(x);
const int j = iFloor(y);
const float fX = x - i;
const float fY = y - j;
// Horizontal interpolation, first row
const Compute& t0 = get(i, j, wrap);
const Compute& t1 = get(i + 1, j, wrap);
// Horizontal interpolation, second row
const Compute& t2 = get(i, j + 1, wrap);
const Compute& t3 = get(i + 1, j + 1, wrap);
const Compute& A = lerp(t0, t1, fX);
const Compute& B = lerp(t2, t3, fX);
// Vertical interpolation
return lerp(A, B, fY);
}
Compute bilinear(float x, float y) const {
return bilinear(x, y, _wrapMode);
}
inline Compute bilinear(const Vector2& p) const {
return bilinear(p.x, p.y, _wrapMode);
}
inline Compute bilinear(const Vector2& p, WrapMode wrap) const {
return bilinear(p.x, p.y, wrap);
}
/**
Uses Catmull-Rom splines to interpolate between grid
values. Guaranteed to match nearest(x, y) at integers.
*/
Compute bicubic(float x, float y, WrapMode wrap) const {
int i = iFloor(x);
int j = iFloor(y);
float fX = x - i;
float fY = y - j;
Compute vsample[4];
for (int v = 0; v < 4; ++v) {
// Horizontal interpolation
Compute hsample[4];
for (int u = 0; u < 4; ++u) {
hsample[u] = Compute(get(i + u - 1, j + v - 1, wrap));
}
vsample[v] = bicubic(hsample, fX);
}
// Vertical interpolation
return bicubic(vsample, fY);
}
Compute bicubic(float x, float y) const {
return bicubic(x, y, _wrapMode);
}
inline Compute bicubic(const Vector2& p, WrapMode wrap) const {
return bicubic(p.x, p.y, wrap);
}
inline Compute bicubic(const Vector2& p) const {
return bicubic(p.x, p.y, _wrapMode);
}
/** Pixel width */
inline int32 width() const {
return (int32)w;
}
/** Pixel height */
inline int32 height() const {
return (int32)h;
}
/** Dimensions in pixels */
Vector2int16 size() const {
return Vector2int16(w, h);
}
/** Rectangle from (0, 0) to (w, h) */
Rect2D rect2DBounds() const {
return Rect2D::xywh(0, 0, w, h);
}
/** Number of bytes occupied by the image data and this structure */
size_t sizeInMemory() const {
return data.size() * sizeof(Storage) + sizeof(*this);
}
WrapMode wrapMode() const {
return _wrapMode;
}
void setWrapMode(WrapMode m) {
_wrapMode = m;
}
};
}
#endif // G3D_IMAGE_H

View file

@ -0,0 +1,634 @@
/**
@file Matrix.h
@author Morgan McGuire, http://graphics.cs.williams.edu
@created 2005-10-23
@edited 2007-07-18
*/
#ifndef G3D_MATRIX_H
#define G3D_MATRIX_H
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
#include "G3D/Vector4.h"
#include "G3D/Matrix3.h"
#include "G3D/Matrix4.h"
#include "G3D/ReferenceCount.h"
namespace G3D {
/**
N x M matrix.
The actual data is tracked internally by a reference counted pointer;
it is efficient to pass and assign Matrix objects because no data is actually copied.
This avoids the headache of pointers and allows natural math notation:
<PRE>
Matrix A, B, C;
// ...
C = A * f(B);
C = C.inverse();
A = Matrix::identity(4);
C = A;
C.set(0, 0, 2.0); // Triggers a copy of the data so that A remains unchanged.
// etc.
</PRE>
The Matrix::debugNumCopyOps and Matrix::debugNumAllocOps counters
increment every time an operation forces the copy and allocation of matrices. You
can use these to detect slow operations when efficiency is a major concern.
Some methods accept an output argument instead of returning a value. For example,
<CODE>A = B.transpose()</CODE> can also be invoked as <CODE>B.transpose(A)</CODE>.
The latter may be more efficient, since Matrix may be able to re-use the storage of
A (if it has approximatly the right size and isn't currently shared with another matrix).
@sa G3D::Matrix3, G3D::Matrix4, G3D::Vector2, G3D::Vector3, G3D::Vector4, G3D::CoordinateFrame
@beta
*/
class Matrix {
public:
/**
Internal precision. Currently float, but this may become a templated class in the future
to allow operations like Matrix<double> and Matrix<ComplexFloat>.
Not necessarily a plain-old-data type (e.g., could ComplexFloat), but must be something
with no constructor, that can be safely memcpyd, and that has a bit pattern of all zeros
when zero.*/
typedef float T;
/** Incremented every time the elements of a matrix are copied. Useful for profiling your
own code that uses Matrix to determine when it is slow due to copying.*/
static int debugNumCopyOps;
/** Incremented every time a new matrix object is allocated. Useful for profiling your
own code that uses Matrix to determine when it is slow due to allocation.*/
static int debugNumAllocOps;
private:
public:
/** Used internally by Matrix.
Does not throw exceptions-- assumes the caller has taken care of
argument checking. */
class Impl : public ReferenceCountedObject {
public:
static void* operator new(size_t size) {
return System::malloc(size);
}
static void operator delete(void* p) {
System::free(p);
}
~Impl();
private:
friend class Matrix;
/** elt[r][c] = the element. Pointers into data.*/
T** elt;
/** Row major data for the entire matrix. */
T* data;
/** The number of rows */
int R;
/** The number of columns */
int C;
int dataSize;
/** If R*C is much larger or smaller than the current, deletes all previous data
and resets to random data. Otherwise re-uses existing memory and just resets
R, C, and the row pointers. */
void setSize(int newRows, int newCols);
inline Impl() : elt(NULL), data(NULL), R(0), C(0), dataSize(0) {}
Impl(const Matrix3& M);
Impl(const Matrix4& M);
inline Impl(int r, int c) : elt(NULL), data(NULL), R(0), C(0), dataSize(0) {
setSize(r, c);
}
Impl& operator=(const Impl& m);
inline Impl(const Impl& B) : elt(NULL), data(NULL), R(0), C(0), dataSize(0) {
// Use the assignment operator
*this = B;
}
void setZero();
inline void set(int r, int c, T v) {
debugAssert(r < R);
debugAssert(c < C);
elt[r][c] = v;
}
inline const T& get(int r, int c) const {
debugAssert(r < R);
debugAssert(c < C);
return elt[r][c];
}
/** Multiplies this by B and puts the result in out. */
void mul(const Impl& B, Impl& out) const;
/** Ok if out == this or out == B */
void add(const Impl& B, Impl& out) const;
/** Ok if out == this or out == B */
void add(T B, Impl& out) const;
/** Ok if out == this or out == B */
void sub(const Impl& B, Impl& out) const;
/** Ok if out == this or out == B */
void sub(T B, Impl& out) const;
/** B - this */
void lsub(T B, Impl& out) const;
/** Ok if out == this or out == B */
void arrayMul(const Impl& B, Impl& out) const;
/** Ok if out == this or out == B */
void mul(T B, Impl& out) const;
/** Ok if out == this or out == B */
void arrayDiv(const Impl& B, Impl& out) const;
/** Ok if out == this or out == B */
void div(T B, Impl& out) const;
void negate(Impl& out) const;
/** Slow way of computing an inverse; for reference */
void inverseViaAdjoint(Impl& out) const;
/** Use Gaussian elimination with pivots to solve for the inverse destructively in place. */
void inverseInPlaceGaussJordan();
void adjoint(Impl& out) const;
/** Matrix of all cofactors */
void cofactor(Impl& out) const;
/**
Cofactor [r][c] is defined as C[r][c] = -1 ^(r+c) * det(A[r][c]),
where A[r][c] is the (R-1)x(C-1) matrix formed by removing row r and
column c from the original matrix.
*/
T cofactor(int r, int c) const;
/** Ok if out == this or out == B */
void transpose(Impl& out) const;
T determinant() const;
/** Determinant computed without the given row and column */
T determinant(int r, int c) const;
void arrayLog(Impl& out) const;
void arrayExp(Impl& out) const;
void arraySqrt(Impl& out) const;
void arrayCos(Impl& out) const;
void arraySin(Impl& out) const;
void swapRows(int r0, int r1);
void swapAndNegateCols(int c0, int c1);
void mulRow(int r, const T& v);
void abs(Impl& out) const;
/** Makes a (R-1)x(C-1) copy of this matrix */
void withoutRowAndCol(int excludeRow, int excludeCol, Impl& out) const;
bool anyNonZero() const;
bool allNonZero() const;
void setRow(int r, const T* vals);
void setCol(int c, const T* vals);
};
private:
typedef ReferenceCountedPointer<Impl> ImplRef;
ImplRef impl;
inline Matrix(ImplRef i) : impl(i) {}
inline Matrix(Impl* i) : impl(ImplRef(i)) {}
/** Used by SVD */
class SortRank {
public:
T value;
int col;
inline bool operator>(const SortRank& x) const {
return x.value > value;
}
inline bool operator<(const SortRank& x) const {
return x.value < value;
}
inline bool operator>=(const SortRank& x) const {
return x.value >= value;
}
inline bool operator<=(const SortRank& x) const {
return x.value <= value;
}
inline bool operator==(const SortRank& x) const {
return x.value == value;
}
inline bool operator!=(const SortRank& x) const {
return x.value != value;
}
};
Matrix vectorPseudoInverse() const;
Matrix partitionPseudoInverse() const;
Matrix colPartPseudoInverse() const;
Matrix rowPartPseudoInverse() const;
Matrix col2PseudoInverse(const Matrix& B) const;
Matrix col3PseudoInverse(const Matrix& B) const;
Matrix col4PseudoInverse(const Matrix& B) const;
Matrix row2PseudoInverse(const Matrix& B) const;
Matrix row3PseudoInverse(const Matrix& B) const;
Matrix row4PseudoInverse(const Matrix& B) const;
public:
Matrix() : impl(new Impl(0, 0)) {}
Matrix(const Matrix3& M) : impl(new Impl(M)) {}
Matrix(const Matrix4& M) : impl(new Impl(M)) {}
template<class S>
static Matrix fromDiagonal(const Array<S>& d) {
Matrix D = zero(d.length(), d.length());
for (int i = 0; i < d.length(); ++i) {
D.set(i, i, d[i]);
}
return D;
}
static Matrix fromDiagonal(const Matrix& d);
/** Returns a new matrix that is all zero. */
Matrix(int R, int C) : impl(new Impl(R, C)) {
impl->setZero();
}
/** Returns a new matrix that is all zero. */
static Matrix zero(int R, int C);
/** Returns a new matrix that is all one. */
static Matrix one(int R, int C);
/** Returns a new identity matrix */
static Matrix identity(int N);
/** Uniformly distributed values between zero and one. */
static Matrix random(int R, int C);
/** The number of rows */
inline int rows() const {
return impl->R;
}
/** Number of columns */
inline int cols() const {
return impl->C;
}
/** Generally more efficient than A * B */
Matrix& operator*=(const T& B);
/** Generally more efficient than A / B */
Matrix& operator/=(const T& B);
/** Generally more efficient than A + B */
Matrix& operator+=(const T& B);
/** Generally more efficient than A - B */
Matrix& operator-=(const T& B);
/** No performance advantage over A * B because
matrix multiplication requires intermediate
storage. */
Matrix& operator*=(const Matrix& B);
/** Generally more efficient than A + B */
Matrix& operator+=(const Matrix& B);
/** Generally more efficient than A - B */
Matrix& operator-=(const Matrix& B);
/** Returns a new matrix that is a subset of this one,
from r1:r2 to c1:c2, inclusive.*/
Matrix subMatrix(int r1, int r2, int c1, int c2) const;
/** Matrix multiplication. To perform element-by-element multiplication,
see arrayMul. */
inline Matrix operator*(const Matrix& B) const {
Matrix C(impl->R, B.impl->C);
impl->mul(*B.impl, *C.impl);
return C;
}
/** See also A *= B, which is more efficient in many cases */
inline Matrix operator*(const T& B) const {
Matrix C(impl->R, impl->C);
impl->mul(B, *C.impl);
return C;
}
/** See also A += B, which is more efficient in many cases */
inline Matrix operator+(const Matrix& B) const {
Matrix C(impl->R, impl->C);
impl->add(*B.impl, *C.impl);
return C;
}
/** See also A -= B, which is more efficient in many cases */
inline Matrix operator-(const Matrix& B) const {
Matrix C(impl->R, impl->C);
impl->sub(*B.impl, *C.impl);
return C;
}
/** See also A += B, which is more efficient in many cases */
inline Matrix operator+(const T& v) const {
Matrix C(impl->R, impl->C);
impl->add(v, *C.impl);
return C;
}
/** See also A -= B, which is more efficient in many cases */
inline Matrix operator-(const T& v) const {
Matrix C(impl->R, impl->C);
impl->sub(v, *C.impl);
return C;
}
Matrix operator>(const T& scalar) const;
Matrix operator<(const T& scalar) const;
Matrix operator>=(const T& scalar) const;
Matrix operator<=(const T& scalar) const;
Matrix operator==(const T& scalar) const;
Matrix operator!=(const T& scalar) const;
/** scalar B - this */
inline Matrix lsub(const T& B) const {
Matrix C(impl->R, impl->C);
impl->lsub(B, *C.impl);
return C;
}
inline Matrix arrayMul(const Matrix& B) const {
Matrix C(impl->R, impl->C);
impl->arrayMul(*B.impl, *C.impl);
return C;
}
Matrix3 toMatrix3() const;
Matrix4 toMatrix4() const;
Vector2 toVector2() const;
Vector3 toVector3() const;
Vector4 toVector4() const;
/** Mutates this */
void arrayMulInPlace(const Matrix& B);
/** Mutates this */
void arrayDivInPlace(const Matrix& B);
// Declares an array unary method and its explicit-argument counterpart
# define DECLARE_METHODS_1(method)\
inline Matrix method() const {\
Matrix C(impl->R, impl->C);\
impl->method(*C.impl);\
return C;\
}\
void method(Matrix& out) const;
DECLARE_METHODS_1(abs)
DECLARE_METHODS_1(arrayLog)
DECLARE_METHODS_1(arrayExp)
DECLARE_METHODS_1(arraySqrt)
DECLARE_METHODS_1(arrayCos)
DECLARE_METHODS_1(arraySin)
DECLARE_METHODS_1(negate)
# undef DECLARE_METHODS_1
inline Matrix operator-() const {
return negate();
}
/**
A<SUP>-1</SUP> computed using the Gauss-Jordan algorithm,
for square matrices.
Run time is <I>O(R<sup>3</sup>)</I>, where <I>R</i> is the
number of rows.
*/
inline Matrix inverse() const {
Impl* A = new Impl(*impl);
A->inverseInPlaceGaussJordan();
return Matrix(A);
}
inline T determinant() const {
return impl->determinant();
}
/**
A<SUP>T</SUP>
*/
inline Matrix transpose() const {
Impl* A = new Impl(cols(), rows());
impl->transpose(*A);
return Matrix(A);
}
/** Transpose in place; more efficient than transpose */
void transpose(Matrix& out) const;
inline Matrix adjoint() const {
Impl* A = new Impl(cols(), rows());
impl->adjoint(*A);
return Matrix(A);
}
/**
(A<SUP>T</SUP>A)<SUP>-1</SUP>A<SUP>T</SUP>) computed
using SVD.
@param tolerance Use -1 for automatic tolerance.
*/
Matrix pseudoInverse(float tolerance = -1) const;
/** Called from pseudoInverse when the matrix has size > 4 along some dimension.*/
Matrix svdPseudoInverse(float tolerance = -1) const;
/**
(A<SUP>T</SUP>A)<SUP>-1</SUP>A<SUP>T</SUP>) computed
using Gauss-Jordan elimination.
*/
inline Matrix gaussJordanPseudoInverse() const {
Matrix trans = transpose();
return (trans * (*this)).inverse() * trans;
}
/** Singular value decomposition. Factors into three matrices
such that @a this = @a U * fromDiagonal(@a d) * @a V.transpose().
The matrix must have at least as many rows as columns.
Run time is <I>O(C<sup>2</sup>*R)</I>.
@param sort If true (default), the singular values
are arranged so that D is sorted from largest to smallest.
*/
void svd(Matrix& U, Array<T>& d, Matrix& V, bool sort = true) const;
void set(int r, int c, T v);
void setCol(int c, const Matrix& vec);
void setRow(int r, const Matrix& vec);
Matrix col(int c) const;
Matrix row(int r) const;
T get(int r, int c) const;
Vector2int16 size() const {
return Vector2int16(rows(), cols());
}
int numElements() const {
return rows() * cols();
}
void swapRows(int r0, int r1);
/** Swaps columns c0 and c1 and negates both */
void swapAndNegateCols(int c0, int c1);
void mulRow(int r, const T& v);
/** Returns true if any element is non-zero */
bool anyNonZero() const;
/** Returns true if all elements are non-zero */
bool allNonZero() const;
inline bool allZero() const {
return !anyNonZero();
}
inline bool anyZero() const {
return !allNonZero();
}
/** Serializes in Matlab source format */
void serialize(TextOutput& t) const;
std::string toString(const std::string& name) const;
std::string toString() const {
static const std::string name = "";
return toString(name);
}
/** 2-norm squared: sum(squares). (i.e., dot product with itself) */
double normSquared() const;
/** 2-norm (sqrt(sum(squares)) */
double norm() const;
/**
Low-level SVD functionality. Useful for applications that do not want
to construct a Matrix but need to perform the SVD operation.
this = U * D * V'
Assumes that rows >= cols
@return NULL on success, a string describing the error on failure.
@param U rows x cols matrix to be decomposed, gets overwritten with U, a rows x cols matrix with orthogonal columns.
@param D vector of singular values of a (diagonal of the D matrix). Length cols.
@param V returns the right orthonormal transformation matrix, size cols x cols
@cite Based on Dianne Cook's implementation, which is adapted from
svdecomp.c in XLISP-STAT 2.1, which is code from Numerical Recipes
adapted by Luke Tierney and David Betz. The Numerical Recipes code
is adapted from Forsythe et al, who based their code on Golub and
Reinsch's original implementation.
*/
static const char* svdCore(float** U, int rows, int cols, float* D, float** V);
};
}
inline G3D::Matrix operator-(const G3D::Matrix::T& v, const G3D::Matrix& M) {
return M.lsub(v);
}
inline G3D::Matrix operator*(const G3D::Matrix::T& v, const G3D::Matrix& M) {
return M * v;
}
inline G3D::Matrix operator+(const G3D::Matrix::T& v, const G3D::Matrix& M) {
return M + v;
}
inline G3D::Matrix abs(const G3D::Matrix& M) {
return M.abs();
}
#endif

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@ -0,0 +1,69 @@
#ifndef G3D_MATRIX2_H
#define G3D_MATRIX2_H
#include "G3D/platform.h"
#include "G3D/Vector2.h"
namespace G3D {
/** @beta */
class Matrix2 {
private:
float data[2][2];
public:
inline Matrix2() {
data[0][0] = 1.0f; data[0][1] = 0.0f;
data[1][0] = 0.0f; data[1][1] = 1.0f;
}
inline Matrix2(float v00, float v01, float v10, float v11) {
data[0][0] = v00; data[0][1] = v01;
data[1][0] = v10; data[1][1] = v11;
}
inline Vector2 operator*(const Vector2& v) const {
return Vector2(data[0][0] * v[0] + data[0][1] * v[1],
data[1][0] * v[0] + data[1][1] * v[1]);
}
inline Matrix2 inverse() const {
return Matrix2(data[0][0], data[1][0],
data[0][1], data[1][1]) * (1.0f / determinant());
}
inline Matrix2 transpose() const {
return Matrix2(data[0][0], data[1][0],
data[0][1], data[1][1]);
}
inline float determinant() const {
return data[0][0] * data[1][1] - data[0][1] * data[1][0];
}
inline Matrix2 operator*(float f) const {
return Matrix2(data[0][0] * f, data[0][1] * f,
data[1][0] * f, data[1][1] * f);
}
inline Matrix2 operator/(float f) const {
return Matrix2(data[0][0] / f, data[0][1] / f,
data[1][0] / f, data[1][1] / f);
}
inline float* operator[](int i) {
debugAssert(i >= 0 && i <= 2);
return data[i];
}
inline const float* operator[](int i) const {
debugAssert(i >= 0 && i <= 1);
return data[i];
}
};
}
#endif

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@ -3,7 +3,7 @@
3x3 matrix class
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Portions based on Dave Eberly's Magic Software Library at <A HREF="http://www.magic-software.com">http://www.magic-software.com</A>
@ -11,16 +11,26 @@
@edited 2006-04-05
*/
#ifndef G3D_MATRIX3_H
#define G3D_MATRIX3_H
#ifndef G3D_Matrix3_h
#define G3D_Matrix3_h
#include "G3D/platform.h"
#include "G3D/System.h"
#include "G3D/Vector3.h"
#include "G3D/Vector4.h"
#include "G3D/debugAssert.h"
#include <cstring>
namespace G3D {
#ifdef _MSC_VER
// Turn off "conditional expression is constant" warning; MSVC generates this
// for debug assertions in inlined methods.
# pragma warning (disable : 4127)
#endif
class Any;
/**
3x3 matrix. Do not subclass.
*/
@ -37,23 +47,33 @@ private:
public:
Matrix3(const Any& any);
operator Any() const;
/** Initial values are undefined for performance. See also
Matrix3::zero(), Matrix3::identity(), Matrix3::fromAxisAngle, etc.*/
inline Matrix3() {}
Matrix3 (class BinaryInput& b);
Matrix3 (const float aafEntry[3][3]);
Matrix3 (const Matrix3& rkMatrix);
Matrix3 (float fEntry00, float fEntry01, float fEntry02,
float fEntry10, float fEntry11, float fEntry12,
float fEntry20, float fEntry21, float fEntry22);
bool fuzzyEq(const Matrix3& b) const;
bool fuzzyEq(const Matrix3& b) const;
/** Constructs a matrix from a quaternion.
@cite Graphics Gems II, p. 351--354
@cite Implementation from Watt and Watt, pg 362*/
Matrix3(const class Quat& q);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/** Returns true if column(0).cross(column(1)).dot(column(2)) > 0. */
bool isRightHanded() const;
/**
Sets all elements.
@ -84,15 +104,16 @@ public:
inline operator const float* () const{
return (const float*)&elt[0][0];
}
Vector3 column(int c) const;
const Vector3& row(int r) const;
Vector3 getColumn (int iCol) const;
Vector3 getRow (int iRow) const;
void setColumn(int iCol, const Vector3 &vector);
void setRow(int iRow, const Vector3 &vector);
// assignment and comparison
inline Matrix3& operator= (const Matrix3& rkMatrix) {
System::memcpy(elt, rkMatrix.elt, 9 * sizeof(float));
memcpy(elt, rkMatrix.elt, 9 * sizeof(float));
return *this;
}
@ -143,6 +164,10 @@ public:
friend Matrix3 operator* (float fScalar, const Matrix3& rkMatrix);
friend Matrix3 operator* (int fScalar, const Matrix3& rkMatrix);
Matrix3& operator*= (float k);
Matrix3& operator/= (float k);
private:
/** Multiplication where out != A and out != B */
static void _mul(const Matrix3& A, const Matrix3& B, Matrix3& out);
@ -202,11 +227,46 @@ public:
void qDUDecomposition (Matrix3& rkQ, Vector3& rkD,
Vector3& rkU) const;
/**
Polar decomposition of a matrix. Based on pseudocode from Nicholas J
Higham, "Computing the Polar Decomposition -- with Applications Siam
Journal of Science and Statistical Computing, Vol 7, No. 4, October
1986.
Decomposes A into R*S, where R is orthogonal and S is symmetric.
Ken Shoemake's "Matrix animation and polar decomposition"
in Proceedings of the conference on Graphics interface '92
seems to be better known in the world of graphics, but Higham's version
uses a scaling constant that can lead to faster convergence than
Shoemake's when the initial matrix is far from orthogonal.
*/
void polarDecomposition(Matrix3 &R, Matrix3 &S) const;
/**
* Matrix norms.
*/
float spectralNorm () const;
float squaredFrobeniusNorm() const;
float frobeniusNorm() const;
float l1Norm() const;
float lInfNorm() const;
float diffOneNorm(const Matrix3 &y) const;
/** matrix must be orthonormal */
void toAxisAngle(Vector3& rkAxis, float& rfRadians) const;
static Matrix3 fromDiagonal(const Vector3& d) {
return Matrix3(d.x, 0, 0,
0, d.y, 0,
0, 0, d.z);
}
static Matrix3 fromAxisAngle(const Vector3& rkAxis, float fRadians);
/**
@ -239,7 +299,7 @@ public:
static void tensorProduct (const Vector3& rkU, const Vector3& rkV,
Matrix3& rkProduct);
std::string toString() const;
std::string toString() const;
static const float EPSILON;
@ -252,7 +312,7 @@ public:
// "You might be tempted to write [...] them as inline functions
// inside their respective header files, but this is something you
// must definitely not do. An inline function can be duplicated
// in every file in which it appears and this duplication
// in every file in which it appears œóõ½ and this duplication
// includes the static object definition. Because inline functions
// automatically default to internal linkage, this would result in
// having multiple static objects across the various translation
@ -264,13 +324,8 @@ public:
static const Matrix3& zero();
static const Matrix3& identity();
// Deprecated.
/** @deprecated Use Matrix3::zero() */
static const Matrix3 ZERO;
/** @deprecated Use Matrix3::identity() */
static const Matrix3 IDENTITY;
protected:
// support for eigensolver
void tridiagonal (float afDiag[3], float afSubDiag[3]);
bool qLAlgorithm (float afDiag[3], float afSubDiag[3]);

View file

@ -0,0 +1,249 @@
/**
@file Matrix4.h
4x4 matrix class
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-10-02
@edited 2009-10-20
*/
#ifndef G3D_Matrix4_h
#define G3D_Matrix4_h
#ifdef _MSC_VER
// Disable conditional expression is constant, which occurs incorrectly on inlined functions
# pragma warning (push)
# pragma warning( disable : 4127 )
#endif
#include "G3D/platform.h"
#include "G3D/debugAssert.h"
#include "G3D/Matrix3.h"
#include "G3D/Vector3.h"
namespace G3D {
class Any;
/**
A 4x4 matrix.
See also G3D::CoordinateFrame, G3D::Matrix3, G3D::Quat
*/
class Matrix4 {
private:
float elt[4][4];
/**
Computes the determinant of the 3x3 matrix that lacks excludeRow
and excludeCol.
*/
float subDeterminant(int excludeRow, int excludeCol) const;
// Hidden operators
bool operator<(const Matrix4&) const;
bool operator>(const Matrix4&) const;
bool operator<=(const Matrix4&) const;
bool operator>=(const Matrix4&) const;
public:
/** Must be of the form: <code>Matrix4(#, #, # .... #)</code>*/
Matrix4(const Any& any);
operator Any() const;
Matrix4(
float r1c1, float r1c2, float r1c3, float r1c4,
float r2c1, float r2c2, float r2c3, float r2c4,
float r3c1, float r3c2, float r3c3, float r3c4,
float r4c1, float r4c2, float r4c3, float r4c4);
/**
init should be <B>row major</B>.
*/
Matrix4(const float* init);
/**
a is the upper left 3x3 submatrix and b is the upper right 3x1 submatrix. The last row of the created matrix is (0,0,0,1).
*/
Matrix4(const class Matrix3& upper3x3, const class Vector3& lastCol = Vector3::zero());
Matrix4(const class CoordinateFrame& c);
Matrix4(const double* init);
Matrix4();
/** Produces an RT transformation that nearly matches this Matrix4.
Because a Matrix4 may not be precisely a rotation and translation,
this may introduce error. */
class CoordinateFrame approxCoordinateFrame() const;
// Special values.
// Intentionally not inlined: see Matrix3::identity() for details.
static const Matrix4& identity();
static const Matrix4& zero();
/** If this is a perspective projection matrix created by
Matrix4::perspectiveProjection, extract its parameters. */
void getPerspectiveProjectionParameters
(float& left,
float& right,
float& bottom,
float& top,
float& nearval,
float& farval,
float updirection = -1.0f) const;
inline float* operator[](int r) {
debugAssert(r >= 0);
debugAssert(r < 4);
return (float*)&elt[r];
}
inline const float* operator[](int r) const {
debugAssert(r >= 0);
debugAssert(r < 4);
return (const float*)&elt[r];
}
inline operator float* () {
return (float*)&elt[0][0];
}
inline operator const float* () const {
return (const float*)&elt[0][0];
}
Matrix4 operator*(const Matrix4& other) const;
class Matrix3 upper3x3() const;
/** Homogeneous multiplication. Let k = M * [v w]^T. result = k.xyz() / k.w */
class Vector3 homoMul(const class Vector3& v, float w) const;
/**
Constructs an orthogonal projection matrix from the given parameters.
Near and far are the <b>NEGATIVE</b> of the near and far plane Z values
(to follow OpenGL conventions).
\param upDirection Use -1.0 for 2D Y increasing downwards (the G3D 8.x default convention),
1.0 for 2D Y increasing upwards (the G3D 7.x default and OpenGL convention)
*/
static Matrix4 orthogonalProjection(
float left,
float right,
float bottom,
float top,
float nearval,
float farval,
float upDirection = -1.0f);
/** \param upDirection Use -1.0 for 2D Y increasing downwards (the G3D 8.x default convention),
1.0 for 2D Y increasing upwards (the G3D 7.x default and OpenGL convention)
*/
static Matrix4 orthogonalProjection(
const class Rect2D& rect,
float nearval,
float farval,
float upDirection = -1.0f);
/** \param upDirection Use -1.0 for 2D Y increasing downwards (the G3D 8.x default convention),
1.0 for 2D Y increasing upwards (the G3D 7.x default and OpenGL convention)
*/
static Matrix4 perspectiveProjection(
float left,
float right,
float bottom,
float top,
float nearval,
float farval,
float upDirection = -1.0f);
void setRow(int r, const class Vector4& v);
void setColumn(int c, const Vector4& v);
const Vector4& row(int r) const;
Vector4 column(int c) const;
Matrix4 operator*(const float s) const;
Vector4 operator*(const Vector4& vector) const;
Matrix4 transpose() const;
bool operator!=(const Matrix4& other) const;
bool operator==(const Matrix4& other) const;
float determinant() const;
Matrix4 inverse() const;
/**
Transpose of the cofactor matrix (used in computing the inverse).
Note: This is in fact only one type of adjoint. More generally,
an adjoint of a matrix is any mapping of a matrix which possesses
certain properties. This returns the so-called adjugate
or classical adjoint.
*/
Matrix4 adjoint() const;
Matrix4 cofactor() const;
/** Serializes row-major */
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
std::string toString() const;
/** 3D scale matrix */
inline static Matrix4 scale(const Vector3& v) {
return Matrix4(v.x, 0, 0, 0,
0, v.y, 0, 0,
0, 0, v.z, 0,
0, 0, 0, 1);
}
/** 3D scale matrix */
inline static Matrix4 scale(float x, float y, float z) {
return scale(Vector3(x, y, z));
}
/** 3D scale matrix */
inline static Matrix4 scale(float s) {
return scale(s,s,s);
}
/** 3D translation matrix */
inline static Matrix4 translation(const Vector3& v) {
return Matrix4(Matrix3::identity(), v);
}
inline static Matrix4 translation(float x, float y, float z) {
return Matrix4(Matrix3::identity(), Vector3(x, y, z));
}
/** Create a rotation matrix that rotates \a deg degrees around the Y axis */
inline static Matrix4 yawDegrees(float deg) {
return Matrix4(Matrix3::fromAxisAngle(Vector3::unitY(), toRadians(deg)));
}
inline static Matrix4 pitchDegrees(float deg) {
return Matrix4(Matrix3::fromAxisAngle(Vector3::unitX(), toRadians(deg)));
}
inline static Matrix4 rollDegrees(float deg) {
return Matrix4(Matrix3::fromAxisAngle(Vector3::unitZ(), toRadians(deg)));
}
};
} // namespace
#ifdef _MSC_VER
# pragma warning (pop)
#endif
#endif

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@ -0,0 +1,93 @@
/**
@file MemoryManager.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2009-04-20
@edited 2009-04-20
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_MemoryManager_h
#define G3D_MemoryManager_h
#include "G3D/platform.h"
#include "G3D/ReferenceCount.h"
namespace G3D {
/**
Abstraction of memory management.
Default implementation uses G3D::System::malloc and is threadsafe.
\sa CRTMemoryManager, AlignedMemoryManager, AreaMemoryManager */
class MemoryManager : public ReferenceCountedObject {
protected:
MemoryManager();
public:
typedef ReferenceCountedPointer<class MemoryManager> Ref;
/** Return a pointer to \a s bytes of memory that are unused by
the rest of the program. The contents of the memory are
undefined */
virtual void* alloc(size_t s);
/** Invoke to declare that this memory will no longer be used by
the program. The memory manager is not required to actually
reuse or release this memory. */
virtual void free(void* ptr);
/** Returns true if this memory manager is threadsafe (i.e., alloc
and free can be called asychronously) */
virtual bool isThreadsafe() const;
/** Return the instance. There's only one instance of the default
MemoryManager; it is cached after the first creation. */
static MemoryManager::Ref create();
};
/**
Allocates memory on 16-byte boundaries.
\sa MemoryManager, CRTMemoryManager, AreaMemoryManager */
class AlignedMemoryManager : public MemoryManager {
protected:
AlignedMemoryManager();
public:
typedef ReferenceCountedPointer<class AlignedMemoryManager> Ref;
virtual void* alloc(size_t s);
virtual void free(void* ptr);
virtual bool isThreadsafe() const;
static AlignedMemoryManager::Ref create();
};
/** MemoryManager implemented using the C runtime. */
class CRTMemoryManager : public MemoryManager {
protected:
CRTMemoryManager();
public:
typedef ReferenceCountedPointer<class MemoryManager> Ref;
virtual void* alloc(size_t s);
virtual void free(void* ptr);
virtual bool isThreadsafe() const;
/** There's only one instance of this memory manager; it is
cached after the first creation. */
static CRTMemoryManager::Ref create();
};
}
#endif

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@ -0,0 +1,683 @@
/**
@file MeshAlg.h
Indexed Mesh algorithms.
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-09-14
@edited 2010-01-18
*/
#ifndef G3D_MeshAlg_h
#define G3D_MeshAlg_h
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/Vector3.h"
#include "G3D/CoordinateFrame.h"
#include "G3D/SmallArray.h"
#include "G3D/constants.h"
#include "G3D/Image1.h"
#ifdef G3D_WIN32
// Turn off "conditional expression is constant" warning; MSVC generates this
// for debug assertions in inlined methods.
#pragma warning (disable : 4127)
#endif
namespace G3D {
/**
Indexed <B>mesh alg</B>orithms. You have to build your own mesh class.
<P>
No mesh class is provided with G3D because there isn't an "ideal"
mesh format-- one application needs keyframed animation, another
skeletal animation, a third texture coordinates, a fourth
cannot precompute information, etc. Instead of compromising, this
class implements the hard parts of mesh computation and you can write
your own ideal mesh class on top of it.
\sa G3D::ArticulatedModel, G3D::IFSModel
*/
class MeshAlg {
public:
/** \deprecated */
typedef PrimitiveType Primitive;
/** Adjacency information for a vertex.
Does not contain the vertex position or normal,
which are stored in the MeshAlg::Geometry object.
<CODE>Vertex</CODE>s must be stored in an array
parallel to (indexed in the same way as)
MeshAlg::Geometry::vertexArray.
*/
class Vertex {
public:
Vertex() {}
/**
Array of edges adjacent to this vertex.
Let e = edgeIndex[i].
edge[(e >= 0) ? e : ~e].vertexIndex[0] == this
vertex index.
Edges may be listed multiple times if they are
degenerate.
*/
SmallArray<int, 6> edgeIndex;
/**
Returns true if e or ~e is in the edgeIndex list.
*/
inline bool inEdge(int e) const {
return edgeIndex.contains(~e) || edgeIndex.contains(e);
}
/**
Array of faces containing this vertex. Faces
may be listed multiple times if they are degenerate.
*/
SmallArray<int, 6> faceIndex;
inline bool inFace(int f) const {
debugAssert(f >= 0);
return faceIndex.contains(f);
}
};
/**
Oriented, indexed triangle.
*/
class Face {
public:
Face();
/**
Used by Edge::faceIndex to indicate a missing face.
This is a large negative value.
*/
static const int NONE;
/**
Vertices in the face in counter-clockwise order.
Degenerate faces may include the same vertex multiple times.
*/
int vertexIndex[3];
inline bool containsVertex(int v) const {
return contains(vertexIndex, 3, v);
}
/**
Edge indices in counter-clockwise order. Edges are
undirected, so it is important to know which way
each edge is pointing in a face. This is encoded
using negative indices.
If <CODE>edgeIndex[i] >= 0</CODE> then this face
contains the directed edge
between vertex indices
<CODE>edgeArray[face.edgeIndex[i]].vertexIndex[0]</CODE>
and
<CODE>edgeArray[face.edgeIndex[i]].vertexIndex[1]</CODE>.
If <CODE>edgeIndex[i] < 0</CODE> then
<CODE>~edgeIndex[i]</CODE> (i.e. the two's
complement of) is used and this face contains the directed
edge between vertex indices
<CODE>edgeArray[~face.edgeIndex[i]].vertexIndex[0]</CODE>
and
<CODE>edgeArray[~face.edgeIndex[i]].vertexIndex[1]</CODE>.
Degenerate faces may include the same edge multiple times.
*/
// Temporarily takes on the value Face::NONE during adjacency
// computation to indicate an edge that has not yet been assigned.
int edgeIndex[3];
inline bool containsEdge(int e) const {
if (e < 0) {
e = ~e;
}
return contains(edgeIndex, 3, e) || contains(edgeIndex, 3, ~e);
}
/** Contains the forward edge e if e >= 0 and the backward edge
~e otherwise. */
inline bool containsDirectedEdge(int e) const {
return contains(edgeIndex, 3, e);
}
};
/** Oriented, indexed edge */
class Edge {
public:
Edge();
/** Degenerate edges may include the same vertex times. */
int vertexIndex[2];
inline bool containsVertex(int v) const {
return contains(vertexIndex, 2, v);
}
/**
The edge is directed <B>forward</B> in face 0
<B>backward</B> in face 1. Face index of MeshAlg::Face::NONE
indicates a boundary (a.k.a. crack, broken) edge.
*/
int faceIndex[2];
/** Returns true if f is contained in the faceIndex array in either slot.
To see if it is forward in that face, just check edge.faceIndex[0] == f.*/
inline bool inFace(int f) const {
return contains(faceIndex, 2, f);
}
/**
Returns true if either faceIndex is NONE.
*/
inline bool boundary() const {
return (faceIndex[0] == Face::NONE) ||
(faceIndex[1] == Face::NONE);
}
/**
Returns the reversed edge.
*/
inline Edge reverse() const {
Edge e;
e.vertexIndex[0] = vertexIndex[1];
e.vertexIndex[1] = vertexIndex[0];
e.faceIndex[0] = faceIndex[1];
e.faceIndex[1] = faceIndex[0];
return e;
}
};
/**
Convenient for passing around the per-vertex data that changes under
animation. The faces and edges are needed to interpret
these values.
*/
class Geometry {
public:
/** Vertex positions */
Array<Vector3> vertexArray;
/** Vertex normals */
Array<Vector3> normalArray;
/**
Assignment is optimized using SSE.
*/
Geometry& operator=(const Geometry& src);
void clear() {
vertexArray.clear();
normalArray.clear();
}
};
/**
Given a set of vertices and a set of indices for traversing them
to create triangles, computes other mesh properties.
<B>Colocated vertices are treated as separate.</B> To have
colocated vertices collapsed (necessary for many algorithms,
like shadowing), weld the mesh before computing adjacency.
<I>Recent change: In version 6.00, colocated vertices were automatically
welded by this routine and degenerate faces and edges were removed. That
is no longer the case.</I>
Where two faces meet, there are two opposite directed edges. These
are collapsed into a single bidirectional edge in the edgeArray.
If four faces meet exactly at the same edge, that edge will appear
twice in the array, and so on. If an edge is a boundary of the mesh
(i.e. if the edge has only one adjacent face) it will appear in the
array with one face index set to MeshAlg::Face::NONE.
@param vertexGeometry %Vertex positions to use when deciding colocation.
@param indexArray Order to traverse vertices to make triangles
@param faceArray <I>Output</I>
@param edgeArray <I>Output</I>. Sorted so that boundary edges are at the end of the array.
@param vertexArray <I>Output</I>
*/
static void computeAdjacency(
const Array<Vector3>& vertexGeometry,
const Array<int>& indexArray,
Array<Face>& faceArray,
Array<Edge>& edgeArray,
Array<Vertex>& vertexArray);
/**
@deprecated Use the other version of computeAdjacency, which takes Array<Vertex>.
@param facesAdjacentToVertex <I>Output</I> adjacentFaceArray[v] is an array of
indices for faces touching vertex index v
*/
static void computeAdjacency(
const Array<Vector3>& vertexArray,
const Array<int>& indexArray,
Array<Face>& faceArray,
Array<Edge>& edgeArray,
Array< Array<int> >& facesAdjacentToVertex);
/**
Computes some basic mesh statistics including: min, max mean and median,
edge lengths; and min, mean, median, and max face area.
@param vertexArray %Vertex positions to use when deciding colocation.
@param indexArray Order to traverse vertices to make triangles
@param minEdgeLength Minimum edge length
@param meanEdgeLength Mean edge length
@param medianEdgeLength Median edge length
@param maxEdgeLength Max edge length
@param minFaceArea Minimum face area
@param meanFaceArea Mean face area
@param medianFaceArea Median face area
@param maxFaceArea Max face area
*/
static void computeAreaStatistics(
const Array<Vector3>& vertexArray,
const Array<int>& indexArray,
double& minEdgeLength,
double& meanEdgeLength,
double& medianEdgeLength,
double& maxEdgeLength,
double& minFaceArea,
double& meanFaceArea,
double& medianFaceArea,
double& maxFaceArea);
private:
/** Helper for weldAdjacency */
static void weldBoundaryEdges(
Array<Face>& faceArray,
Array<Edge>& edgeArray,
Array<Vertex>& vertexArray);
public:
/**
Computes tangent and binormal vectors,
which provide a (mostly) consistent
parameterization over the surface for
effects like bump mapping. In the resulting coordinate frame,
T = x (varies with texture s coordinate), B = y (varies with negative texture t coordinate),
and N = z for a right-handed coordinate frame. If a billboard is vertical on the screen
in view of the camera, the tangent space matches the camera's coordinate frame.
The vertex, texCoord, tangent, and binormal
arrays are parallel arrays.
The resulting tangent and binormal might not be exactly
perpendicular to each other. They are guaranteed to
be perpendicular to the normal.
@cite Max McGuire
*/
static void computeTangentSpaceBasis(
const Array<Vector3>& vertexArray,
const Array<Vector2>& texCoordArray,
const Array<Vector3>& vertexNormalArray,
const Array<Face>& faceArray,
Array<Vector3>& tangent,
Array<Vector3>& binormal);
/** @deprecated */
static void computeNormals(
const Array<Vector3>& vertexArray,
const Array<Face>& faceArray,
const Array< Array<int> >& adjacentFaceArray,
Array<Vector3>& vertexNormalArray,
Array<Vector3>& faceNormalArray);
/**
Vertex normals are weighted by the area of adjacent faces.
Nelson Max showed this is superior to uniform weighting for
general meshes in jgt.
@param vertexNormalArray Output. Unit length
@param faceNormalArray Output. Degenerate faces produce zero magnitude normals. Unit length
@see weld
*/
static void computeNormals(
const Array<Vector3>& vertexGeometry,
const Array<Face>& faceArray,
const Array<Vertex>& vertexArray,
Array<Vector3>& vertexNormalArray,
Array<Vector3>& faceNormalArray);
/** Computes unit length normals in place using the other computeNormals methods.
If you already have a face array use another method; it will be faster.
@see weld*/
static void computeNormals(
Geometry& geometry,
const Array<int>& indexArray);
/**
Computes face normals only. Significantly faster (especially if
normalize is false) than computeNormals.
@see weld
*/
static void computeFaceNormals(
const Array<Vector3>& vertexArray,
const Array<Face>& faceArray,
Array<Vector3>& faceNormals,
bool normalize = true);
/**
Classifies each face as a backface or a front face relative
to the observer point P (which is at infinity when P.w = 0).
A face with normal exactly perpendicular to the observer vector
may be classified as either a front or a back face arbitrarily.
*/
static void identifyBackfaces(
const Array<Vector3>& vertexArray,
const Array<Face>& faceArray,
const Vector4& P,
Array<bool>& backface);
/** A faster version of identifyBackfaces for the case where
face normals have already been computed */
static void identifyBackfaces(
const Array<Vector3>& vertexArray,
const Array<Face>& faceArray,
const Vector4& P,
Array<bool>& backface,
const Array<Vector3>& faceNormals);
/**
Welds nearby and colocated elements of the <I>oldVertexArray</I> together so that
<I>newVertexArray</I> contains no vertices within <I>radius</I> of one another.
Every vertex in newVertexPositions also appears in oldVertexPositions.
This is useful for downsampling meshes and welding cracks created by artist errors
or numerical imprecision.
The two integer arrays map indices back and forth between the arrays according to:
<PRE>
oldVertexArray[toOld[ni]] == newVertexArray[ni]
oldVertexArray[oi] == newVertexArray[toNew[ni]]
</PRE>
Note that newVertexPositions is never longer than oldVertexPositions
and is shorter when vertices are welded.
Welding with a large radius will effectively compute a lower level of detail for
the mesh.
The welding method runs in roughly linear time in the length of oldVertexArray--
a uniform spatial grid is used to achieve nearly constant time vertex collapses
for uniformly distributed vertices.
It is sometimes desirable to keep the original vertex ordering but
identify the unique vertices. The following code computes
array canonical s.t. canonical[v] = first occurance of
a vertex near oldVertexPositions[v] in oldVertexPositions.
<PRE>
Array<int> canonical(oldVertexPositions.size()), toNew, toOld;
computeWeld(oldVertexPositions, Array<Vector3>(), toNew, toOld, radius);
for (int v = 0; v < canonical.size(); ++v) {
canonical[v] = toOld[toNew[v]];
}
</PRE>
See also G3D::MeshAlg::weldAdjacency.
@cite The method is that described as the 'Grouper' in Baum, Mann, Smith, and Winget,
Making Radiosity Usable: Automatic Preprocessing and Meshing Techniques for
the Generation of Accurate Radiosity Solutions, Computer Graphics vol 25, no 4, July 1991.
@deprecated Use weld.
*/
static void computeWeld(
const Array<Vector3>& oldVertexPositions,
Array<Vector3>& newVertexPositions,
Array<int>& toNew,
Array<int>& toOld,
double radius = fuzzyEpsilon);
/**
Modifies the face, edge, and vertex arrays in place so that
colocated (within radius) vertices are treated as identical.
Note that the vertexArray and corresponding geometry will
contain elements that are no longer used. In the vertexArray,
these elements are initialized to MeshAlg::Vertex() but not
removed (because removal would change the indexing).
This is a good preprocessing step for algorithms that are only
concerned with the shape of a mesh (e.g. cartoon rendering, fur, shadows)
and not the indexing of the vertices.
Use this method when you have already computed adjacency information
and want to collapse colocated vertices within that data without
disturbing the actual mesh vertices or indexing scheme.
If you have not computed adjacency already, use MeshAlg::computeWeld
instead and compute adjacency information after welding.
@deprecated Use weld.
@param faceArray Mutated in place. Size is maintained (degenerate
faces are <b>not</B> removed).
@param edgeArray Mutated in place. May shrink if boundary edges
are welded together.
@param vertexArray Mutated in place. Size is maintained (duplicate
vertices contain no adjacency info).
*/
static void weldAdjacency(
const Array<Vector3>& originalGeometry,
Array<Face>& faceArray,
Array<Edge>& edgeArray,
Array<Vertex>& vertexArray,
double radius = fuzzyEpsilon);
/**
Counts the number of edges (in an edge array returned from
MeshAlg::computeAdjacency) that have only one adjacent face.
*/
static int countBoundaryEdges(const Array<Edge>& edgeArray);
/**
Generates an array of integers from start to start + n - 1 that have run numbers
in series then omit the next skip before the next run. Useful for turning
a triangle list into an indexed face set.
Example:
<PRE>
createIndexArray(10, x);
// x = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
createIndexArray(5, x, 2);
// x = [2, 3, 4, 5, 6, 7]
createIndexArray(6, x, 0, 2, 1);
// x = [0, 1, 3, 4, 6, 7]
</PRE>
*/
static void createIndexArray(
int n,
Array<int>& array,
int start = 0,
int run = 1,
int skip = 0);
/**
Computes a conservative, near-optimal axis aligned bounding box and sphere.
@cite The bounding sphere uses the method from J. Ritter. An effcient bounding sphere. In Andrew S. Glassner, editor, Graphics Gems. Academic Press, Boston, MA, 1990.
*/
static void computeBounds(const Array<Vector3>& vertex, class AABox& box, class Sphere& sphere);
/** Computes bounds for a subset of the vertices. It is ok if vertices appear more than once in the index array. */
static void computeBounds(const Array<Vector3>& vertex, const Array<int>& index, class AABox& box, class Sphere& sphere);
/**
In debug mode, asserts that the adjacency references between the
face, edge, and vertex array are consistent.
*/
static void debugCheckConsistency(
const Array<Face>& faceArray,
const Array<Edge>& edgeArray,
const Array<Vertex>& vertexArray);
/**
Generates a unit square in the X-Z plane composed of a grid of wCells x hCells
squares and then transforms it by xform.
@param vertex Output vertices
@param texCoord Output texture coordinates
@param index Output triangle list indices
@param textureScale Lower-right texture coordinate
@param spaceCentered If true, the coordinates generated are centered at the origin before the transformation.
@param twoSided If true, matching top and bottom planes are generated.
\param elevation If non-NULL, values from this image are used as elevations. Apply an \a xform to adjust the scale
*/
static void generateGrid(
Array<Vector3>& vertex,
Array<Vector2>& texCoord,
Array<int>& index,
int wCells = 10,
int hCells = 10,
const Vector2& textureScale = Vector2(1,1),
bool spaceCentered = true,
bool twoSided = true,
const CoordinateFrame& xform = CoordinateFrame(),
const Image1::Ref& elevation = NULL);
/** Converts quadlist (QUADS),
triangle fan (TRIANGLE_FAN),
tristrip(TRIANGLE_STRIP), and quadstrip (QUAD_STRIP) indices into
triangle list (TRIANGLES) indices and appends them to outIndices. */
template<class IndexType>
static void toIndexedTriList(
const Array<IndexType>& inIndices,
MeshAlg::Primitive inType,
Array<IndexType>& outIndices) {
debugAssert(
inType == PrimitiveType::TRIANGLE_STRIP ||
inType == PrimitiveType::TRIANGLE_FAN ||
inType == PrimitiveType::QUADS ||
inType == PrimitiveType::QUAD_STRIP);
const int inSize = inIndices.size();
switch(inType) {
case PrimitiveType::TRIANGLE_FAN:
{
debugAssert(inSize >= 3);
int N = outIndices.size();
outIndices.resize(N + (inSize - 2) * 3);
for (IndexType i = 1, outIndex = N; i <= (inSize - 2); ++i, outIndex += 3) {
outIndices[outIndex] = inIndices[0];
outIndices[outIndex + 1] = inIndices[i];
outIndices[outIndex + 2] = inIndices[i + 1];
}
break;
}
case PrimitiveType::TRIANGLE_STRIP:
{
debugAssert(inSize >= 3);
int N = outIndices.size();
outIndices.resize(N + (inSize - 2) * 3);
bool atEven = false;
for (IndexType i = 0, outIndex = N; i <= (inSize - 2); ++i, outIndex += 3) {
if (atEven) {
outIndices[outIndex] = inIndices[i + 1];
outIndices[outIndex + 1] = inIndices[i];
outIndices[outIndex + 2] = inIndices[i + 2];
atEven = false;
} else {
outIndices[outIndex] = inIndices[i];
outIndices[outIndex + 1] = inIndices[i + 1];
outIndices[outIndex + 2] = inIndices[i + 2];
atEven = true;
}
}
break;
}
case PrimitiveType::QUADS:
{
debugAssert(inIndices.size() >= 4);
int N = outIndices.size();
outIndices.resize(N + (inSize / 4) * 3);
for (IndexType i = 0, outIndex = N; i <= (inSize - 4); i += 4, outIndex += 6) {
outIndices[outIndex] = inIndices[i];
outIndices[outIndex + 1] = inIndices[i + 1];
outIndices[outIndex + 2] = inIndices[i + 3];
outIndices[outIndex + 3] = inIndices[i + 1];
outIndices[outIndex + 4] = inIndices[i + 2];
outIndices[outIndex + 5] = inIndices[i + 3];
}
break;
}
case PrimitiveType::QUAD_STRIP:
{
debugAssert(inIndices.size() >= 4);
int N = outIndices.size();
outIndices.resize(N + (inSize - 2) * 3);
for (IndexType i = 0, outIndex = N; i <= (inSize - 2); i += 2, outIndex += 6) {
outIndices[outIndex] = inIndices[i];
outIndices[outIndex + 1] = inIndices[i + 1];
outIndices[outIndex + 2] = inIndices[i + 2];
outIndices[outIndex + 3] = inIndices[i + 2];
outIndices[outIndex + 4] = inIndices[i + 1];
outIndices[outIndex + 5] = inIndices[i + 3];
}
break;
}
default:
alwaysAssertM(false, "Illegal argument");
}
}
protected:
/**
Helper for computeAdjacency. If a directed edge with index e already
exists from i0 to i1 then e is returned. If a directed edge with index e
already exists from i1 to i0, ~e is returned (the complement) and
edgeArray[e] is set to f. Otherwise, a new edge is created from i0 to i1
with first face index f and its index is returned.
@param vertexArray Vertex positions to use when deciding colocation.
@param area Area of face f. When multiple edges of the same direction
are found between the same vertices (usually because of degenerate edges)
the face with larger area is kept in the edge table.
*/
static int findEdgeIndex(
const Array<Vector3>& vertexArray,
Array<Edge>& geometricEdgeArray,
int i0, int i1, int f, double area);
};
}
#endif

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/**
@file MeshBuilder.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-02-27
@edited 2004-10-04
*/
#ifndef G3D_MESHBUILDER_H
#define G3D_MESHBUILDER_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/Vector3.h"
#include "G3D/Triangle.h"
namespace G3D {
/**
Allows creation of optimized watertight meshes from unoptimized polygon soups.
See also G3D::MeshAlg for algorithms that operate on the output.
*/
class MeshBuilder {
public:
/**
Set setWeldRadius to AUTO_WELD to weld vertices closer than 1/2
the smallest edge length in a model.
*/
enum {AUTO_WELD = -100};
private:
/** Indices of vertices in <B>or near</B> a grid cell. */
typedef Array<int> List;
std::string name;
/**
All of the triangles, as a long triangle list.
*/
Array<Vector3> triList;
void centerTriList();
void computeBounds(Vector3& min, Vector3& max);
bool _twoSided;
/** Collapse radius */
double close;
public:
inline MeshBuilder(bool twoSided = false) : _twoSided(twoSided), close(AUTO_WELD) {}
/** Writes the model to the arrays, which can then be used with
G3D::IFSModel::save and G3D::MeshAlg */
void commit(std::string& name, Array<int>& indexArray, Array<Vector3>& vertexArray);
/**
Adds a new triangle to the model. (Counter clockwise)
*/
void addTriangle(const Vector3& a, const Vector3& b, const Vector3& c);
/**
Adds two new triangles to the model. (Counter clockwise)
*/
void addQuad(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d);
void addTriangle(const Triangle& t);
void setName(const std::string& n);
/** Vertices within this distance are considered identical.
Use AUTO_WELD (the default) to have the distance be a function of the model size.*/
void setWeldRadius(double r) {
close = r;
}
};
} // namespace
#endif

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#ifndef G3D_NETADDRESS_H
#define G3D_NETADDRESS_H
#include "G3D/platform.h"
#include "G3D/Table.h"
/** These control the version of Winsock used by G3D.
Version 2.0 is standard for G3D 6.09 and later.
Version 1.1 is standard for G3D 6.08 and earlier.
*/
#define G3D_WINSOCK_MAJOR_VERSION 2
#define G3D_WINSOCK_MINOR_VERSION 0
#ifdef G3D_WIN32
# if (G3D_WINSOCK_MAJOR_VERSION == 2)
# include <winsock2.h>
# elif (G3D_WINSOCK_MAJOR_VERSION == 1)
# include <winsock.h>
# endif
#else
# include <sys/types.h>
# include <sys/socket.h>
# include <netinet/in.h>
# ifndef SOCKADDR_IN
# define SOCKADDR_IN struct sockaddr_in
# endif
# ifndef SOCKET
# define SOCKET int
# endif
#endif
#include "G3D/g3dmath.h"
namespace G3D {
class NetAddress {
private:
friend class NetworkDevice;
friend class LightweightConduit;
friend class ReliableConduit;
/** Host byte order */
void init(uint32 host, uint16 port);
void init(const std::string& hostname, uint16 port);
NetAddress(const SOCKADDR_IN& a);
NetAddress(const struct in_addr& addr, uint16 port = 0);
SOCKADDR_IN addr;
public:
/**
In host byte order
*/
NetAddress(uint32 host, uint16 port = 0);
/**
@param port Specified in host byte order (i.e., don't worry about endian issues)
*/
NetAddress(const std::string& hostname, uint16 port);
/**
@param hostnameAndPort in the form "hostname:port" or "ip:port"
*/
NetAddress(const std::string& hostnameAndPort);
/**
@deprecated Use G3D::NetworkDevice::broadcastAddressArray()
@brief Creates a UDP broadcast address for use with a
G3D::LightweightConduit.
UDP broadcast allows one machine to send a packet to all machines
on the same local network. The IP portion of the address is
0xFFFFFFFF, which indicates "broadcast" to the underlying socket
API. This feature is not available with the connection-based TCP
protocol abstracted by G3D::ReliableConduit; use multisend
instead.
*/
static NetAddress broadcastAddress(uint16 port);
NetAddress();
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/** @brief Returns true if this is not an illegal address. */
bool ok() const;
/** @brief Returns a value in host format (i.e., don't worry about
endian issues) */
inline uint32 ip() const {
return ntohl(addr.sin_addr.s_addr);
//return ntohl(addr.sin_addr.S_un.S_addr);
}
inline uint16 port() const {
return ntohs(addr.sin_port);
}
std::string ipString() const;
std::string toString() const;
};
std::ostream& operator<<(std::ostream& os, const NetAddress&);
} // namespace G3D
template <> struct HashTrait<G3D::NetAddress> {
static size_t hashCode(const G3D::NetAddress& key) {
return static_cast<size_t>(key.ip() + (static_cast<G3D::uint32>(key.port()) << 16));
}
};
namespace G3D {
/**
Two addresses may point to the same computer but be != because
they have different IP's.
*/
inline bool operator==(const NetAddress& a, const NetAddress& b) {
return (a.ip() == b.ip()) && (a.port() == b.port());
}
inline bool operator!=(const NetAddress& a, const NetAddress& b) {
return !(a == b);
}
} // namespace G3D
#endif

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/**
@file NetworkDevice.h
These classes abstract networking from the socket level to a
serialized messaging style that is more appropriate for games. The
performance has been tuned for sending many small messages. The
message protocol contains a header that prevents them from being used
with raw UDP/TCP (e.g. connecting to an HTTP server).
LightweightConduit and ReliableConduits have different interfaces
because they have different semantics. You would never want to
interchange them without rewriting the surrounding code.
NetworkDevice creates conduits because they need access to a global
log pointer and because I don't want non-reference counted conduits
being created.
Be careful with threads and reference counting. The reference
counters are not threadsafe, and are also not updated correctly if a
thread is explicitly killed. Since the conduits will be passed by
const XConduitRef& most of the time this doesn't appear as a major
problem. With non-blocking conduits, you should need few threads
anyway.
LightweightConduits preceed each message with a 4-byte host order
unsigned integer that is the message type. This does not appear in
the message serialization/deserialization.
ReliableConduits preceed each message with two 4-byte host order
unsigned integers. The first is the message type and the second
indicates the length of the rest of the data. The size does not
include the size of the header itself. The minimum message is 9
bytes:a 4-byte type, a 4-byte header equal to "1", and one byte of data.
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-11-22
@edited 2006-11-25
*/
#ifndef G3D_NETWORKDEVICE_H
#define G3D_NETWORKDEVICE_H
#include "G3D/platform.h"
#include "G3D/NetAddress.h"
#include <string>
#include <iostream>
#include "G3D/g3dmath.h"
#include "G3D/ReferenceCount.h"
#include "G3D/Array.h"
#include "G3D/BinaryOutput.h"
namespace G3D {
class TextOutput;
class Conduit : public ReferenceCountedObject {
protected:
friend class NetworkDevice;
friend class NetListener;
uint64 mSent;
uint64 mReceived;
uint64 bSent;
uint64 bReceived;
SOCKET sock;
/**
Used for serialization. One per socket
to make this threadsafe.
*/
BinaryOutput binaryOutput;
Conduit();
public:
virtual ~Conduit();
uint64 bytesSent() const;
uint64 messagesSent() const;
uint64 bytesReceived() const;
uint64 messagesReceived() const;
/**
If true, receive will return true.
*/
virtual bool messageWaiting();
/**
Returns the type of the waiting message (i.e. the type supplied
with send). The return value is zero when there is no message
waiting.
One way to use this is to have a Table mapping message types to
pre-allocated subclasses so receiving looks like:
<PRE>
// My base class for messages.
class Message {
virtual void serialize(BinaryOutput&) const;
virtual void deserialize(BinaryInput&);
virtual void process() = 0;
};
Message* m = table[conduit->waitingMessageType()];
conduit->receive(m);
m->process();
</PRE>
Another is to simply switch on the message type:
<pre>
switch (conduit->waitingMessageType()) {
case 0:
// No message
break;
case ENTITY_SPAWN_MSG:
{
EntitySpawnMsg m;
condiut->receive(m);
spawnEntity(m.id, m.position, m.modelID);
}
break;
...
}
</pre>
*/
virtual uint32 waitingMessageType() = 0;
/** Returns true if the connection is ok. */
bool ok() const;
};
typedef ReferenceCountedPointer<class ReliableConduit> ReliableConduitRef;
#ifdef __GNUC__
// Workaround for a known bug in gcc 4.x where htonl produces
// a spurrious warning.
// http://gcc.gnu.org/ml/gcc-bugs/2005-10/msg03270.html
uint32 gcchtonl(uint32);
#endif
// Messaging and stream APIs must be supported on a single class because
// sometimes an application will switch modes on a single socket. For
// example, when transferring 3D level geometry during handshaking with
// a game server.
/**
A conduit that guarantees messages will arrive, intact and in order.
Create on the client using NetworkDevice::createReliableConduit and
on the server using NetListener::waitForConnection. Set the reference
counted pointer to NULL to disconnect.
To construct a ReliableConduit:
<OL>
<LI> Create a G3D::NetworkDevice (if you are using G3D::GApp, it creates
one for you) on the client and on the server.
<LI> On the server, create a G3D::NetListener using
G3D::NetworkDevice::createListener
<LI> On the server, invoke G3D::NetListener::waitForConnection.
<LI> On the client, call G3D::NetworkDevice::createReliableConduit.
You will need the server's G3D::NetAddress. Consider using
G3D::Discovery::Client to find it via broadcasting.
</OL>
*/
class ReliableConduit : public Conduit {
private:
friend class NetworkDevice;
friend class NetListener;
enum State {RECEIVING, HOLDING, NO_MESSAGE} state;
NetAddress addr;
/**
Type of the incoming message.
*/
uint32 messageType;
/**
Total size of the incoming message (read from the header).
*/
uint32 messageSize;
/** Shared buffer for receiving messages. */
void* receiveBuffer;
/** Total size of the receiveBuffer. */
size_t receiveBufferTotalSize;
/** Size occupied by the current message... so far. This will be
equal to messageSize when the whole message has arrived.
*/
size_t receiveBufferUsedSize;
ReliableConduit(const NetAddress& addr);
ReliableConduit(const SOCKET& sock,
const NetAddress& addr);
template<typename T> static void serializeMessage
(uint32 t, const T& m, BinaryOutput& b) {
b.writeUInt32(t);
// Reserve space for the 4 byte size header
b.writeUInt32(0);
size_t L = b.length();
m.serialize(b);
if ((size_t)b.length() == L) {
// No data was created by serialization.
// We need to send at least one byte because receive assumes that
// a zero length message is an error.
b.writeUInt8(0xFF);
}
uint32 len = b.size() - 8;
// We send the length first to tell recv how much data to read.
// Here we abuse BinaryOutput a bit and write directly into
// its buffer, violating the abstraction.
// Note that we write to the second set of 4 bytes, which is
// the size field.
uint32* lenPtr = ((uint32*)b.getCArray()) + 1;
#if defined(__GNUC__)
*lenPtr = gcchtonl(len);
#else
*lenPtr = htonl(len);
#endif
}
void sendBuffer(const BinaryOutput& b);
/** Accumulates whatever part of the message (not the header) is
still waiting on the socket into the receiveBuffer during
state = RECEIVING mode. Closes the socket if anything goes
wrong. When receiveBufferUsedSize == messageSize, the entire
message has arrived. */
void receiveIntoBuffer();
/** Receives the messageType and messageSize from the socket. */
void receiveHeader();
public:
/**
Client invokes this to connect to a server. The call blocks until the
conduit is opened. The conduit will not be ok() if it fails.
*/
static ReliableConduitRef create(const NetAddress& address);
/** Closes the socket. */
~ReliableConduit();
// The message is actually copied from the socket to an internal buffer during
// this call. Receive only deserializes.
virtual bool messageWaiting();
/**
Serializes the message and schedules it to be sent as soon as possible,
and then returns immediately. The message can be any <B>class</B> with
a serialize and deserialize method. On the receiving side,
use G3D::ReliableConduit::waitingMessageType() to detect the incoming
message and then invoke G3D::ReliableConduit::receive(msg) where msg
is of the same class as the message that was sent.
The actual data sent across the network is preceeded by the
message type and the size of the serialized message as a 32-bit
integer. The size is sent because TCP is a stream protocol and
doesn't have a concept of discrete messages.
*/
template<typename T> inline void send(uint32 type, const T& message) {
binaryOutput.reset();
serializeMessage(type, message, binaryOutput);
sendBuffer(binaryOutput);
}
/** Sends an empty message with the given type. Useful for sending
commands that have no parameters. */
void send(uint32 type);
/** Send the same message to a number of conduits. Useful for sending
data from a server to many clients (only serializes once). */
template<typename T>
inline static void multisend(
const Array<ReliableConduitRef>& array,
uint32 type,
const T& m) {
if (array.size() > 0) {
array[0]->binaryOutput.reset();
serializeMessage(type, m, array[0]->binaryOutput);
for (int i = 0; i < array.size(); ++i) {
array[i]->sendBuffer(array[0]->binaryOutput);
}
}
}
virtual uint32 waitingMessageType();
/**
If a message is waiting, deserializes the waiting message into
message and returns true, otherwise returns false. You can
determine the type of the message (and therefore, the class
of message) using G3D::ReliableConduit::waitingMessageType().
*/
template<typename T> inline bool receive(T& message) {
if (! messageWaiting()) {
return false;
}
debugAssert(state == HOLDING);
// Deserialize
BinaryInput b((uint8*)receiveBuffer, receiveBufferUsedSize, G3D_LITTLE_ENDIAN, BinaryInput::NO_COPY);
message.deserialize(b);
// Don't let anyone read this message again. We leave the buffer
// allocated for the next caller, however.
receiveBufferUsedSize = 0;
state = NO_MESSAGE;
messageType = 0;
messageSize = 0;
// Potentially read the next message.
messageWaiting();
return true;
}
/** Removes the current message from the queue. */
inline void receive() {
if (! messageWaiting()) {
return;
}
receiveBufferUsedSize = 0;
state = NO_MESSAGE;
messageType = 0;
messageSize = 0;
// Potentially read the next message.
messageWaiting();
}
NetAddress address() const;
};
typedef ReferenceCountedPointer<class LightweightConduit> LightweightConduitRef;
/**
Provides fast but unreliable transfer of messages. On a LAN,
LightweightConduit will probably never drop messages but you
<I>might</I> get your messages out of order. On an internet
connection it might drop messages altogether. Messages are never
corrupted, however. LightweightConduit requires a little less setup
and overhead than ReliableConduit. ReliableConduit guarantees
message delivery and order but requires a persistent connection.
To set up a LightweightConduit (assuming you have already made
subclasses of G3D::NetMessage based on your application's
pcommunication protocol):
[Server Side]
<OL>
<LI> Call LightweightConduit::create(port, true, false),
where port is the port on which you will receive messages.
<LI> Poll LightweightConduit::messageWaiting from your main loop. When
it is true (or, equivalently, when LightweightConduit::waitingMessageType
is non-zero) there is an incoming message.
<LI> To read the incoming message, call LightweightConduit::receive with
the appropriate class type, which mist have a deserialize method.
LightweightConduit::waitingMessageType tells you what class is
needed (you make up your own message constants for your program; numbers
under 1000 are reserved for G3D's internal use).
<LI> When done, simply set the G3D::LightweightConduitRef to NULL or let
it go out of scope and the conduit cleans itself up automatically.
</OL>
[Client Side]
<OL>
<LI> Call G3D::LightweightConduit::create(). If you will
broadcast to all servers on a LAN, set the third optional argument to
true (the default is false for no broadcast). You can also set up the
receive port as if it was a server to send and receive from a single
LightweightConduit.
<LI> To send, call G3D::LightweightConduit::send with the target address
and a pointer to an instance of the message you want to send.
<LI> When done, simply set the G3D::LightweightConduitRef to NULL or let
it go out of scope and the conduit cleans itself up automatically.
</OL>
*/
class LightweightConduit : public Conduit {
private:
friend class NetworkDevice;
/**
True when waitingForMessageType has read the message
from the network into messageType/messageStream.
*/
bool alreadyReadMessage;
/**
Origin of the received message.
*/
NetAddress messageSender;
/**
The type of the last message received.
*/
uint32 messageType;
/**
The message received (the type has already been read off).
*/
Array<uint8> messageBuffer;
LightweightConduit(uint16 receivePort, bool enableReceive, bool enableBroadcast);
void sendBuffer(const NetAddress& a, BinaryOutput& b);
/** Maximum transmission unit (packet size in bytes) for this socket.
May vary between sockets. */
int MTU;
template<typename T>
void serializeMessage(
uint32 type,
const T& m,
BinaryOutput& b) const {
debugAssert(type != 0);
b.writeUInt32(type);
m.serialize(b);
b.writeUInt32(1);
debugAssertM(b.size() < MTU,
format("This LightweightConduit is limited to messages of "
"%d bytes (Ethernet hardware limit; this is the "
"'UDP MTU')", maxMessageSize()));
if (b.size() >= MTU) {
throw LightweightConduit::PacketSizeException(
format("This LightweightConduit is limited to messages of "
"%d bytes (Ethernet hardware limit; this is the "
"'UDP MTU')", maxMessageSize()),
b.size() - 4, // Don't count the type header
maxMessageSize());
}
}
public:
static LightweightConduitRef create(uint16 receivePort, bool enableReceive, bool enableBroadcast);
class PacketSizeException {
public:
std::string message;
int serializedPacketSize;
int maxMessageSize;
inline PacketSizeException(const std::string& m, int s, int b) :
message(m),
serializedPacketSize(s),
maxMessageSize(b) {}
};
/** Closes the socket. */
~LightweightConduit();
/** The maximum length of a message that can be sent
(G3D places a small header at the front of each UDP packet;
this is already taken into account by the value returned).
*/
inline int maxMessageSize() const {
return MTU - 4;
}
template<typename T> inline void send(const NetAddress& a, uint32 type, const T& msg) {
binaryOutput.reset();
serializeMessage(type, msg, binaryOutput);
sendBuffer(a, binaryOutput);
}
/** Send the same message to multiple addresses (only serializes once).
Useful when server needs to send to a known list of addresses
(unlike direct UDP broadcast to all addresses on the subnet) */
template<typename T> inline void send(const Array<NetAddress>& a, uint32 type, const T& m) {
binaryOutput.reset();
serializeMessage(type, m, binaryOutput);
for (int i = 0; i < a.size(); ++i) {
sendBuffer(a[i], binaryOutput);
}
}
bool receive(NetAddress& sender);
template<typename T> inline bool receive(NetAddress& sender, T& message) {
bool r = receive(sender);
if (r) {
BinaryInput b((messageBuffer.getCArray() + 4),
messageBuffer.size() - 4,
G3D_LITTLE_ENDIAN, BinaryInput::NO_COPY);
message.deserialize(b);
}
return r;
}
inline bool receive() {
static NetAddress ignore;
return receive(ignore);
}
virtual uint32 waitingMessageType();
virtual bool messageWaiting();
};
///////////////////////////////////////////////////////////////////////////////
typedef ReferenceCountedPointer<class NetListener> NetListenerRef;
/**
Runs on the server listening for clients trying to make reliable connections.
*/
class NetListener : public ReferenceCountedObject {
private:
friend class NetworkDevice;
SOCKET sock;
/** Port is in host byte order. */
NetListener(uint16 port);
public:
static NetListenerRef create(const uint16 port);
~NetListener();
/** Block until a connection is received. Returns NULL if
something went wrong. */
ReliableConduitRef waitForConnection();
/** True if a client is waiting (i.e. waitForConnection will
return immediately). */
bool clientWaiting() const;
bool ok() const;
};
///////////////////////////////////////////////////////////////////////////////
/**
@brief Abstraction of network (socket) functionality.
An abstraction over sockets that provides a message-based network
infrastructure optimized for sending many small (~500 bytes) messages.
All functions always return immediately.
Create only one NetworkDevice per process (a WinSock restriction).
NetworkDevice is technically not thread safe. However, as long as
you use different conduits on different threads (or lock conduits
before sending), you will encounter no problems sharing the single
NetworkDevice across multiple threads. That is, do not invoke the same
Conduit's send or receive method on two threads at once.
This assumes that the underlying WinSock/BSD sockets implementation
is thread safe. That is not guaranteed, but in practice seems
to always be true (see
http://tangentsoft.net/wskfaq/intermediate.html#threadsafety)
<hr>
IP networks use "network byte order" (big-endian) for
communicating integers. "Host byte order" is the endian-ness of
the local machine (typically little-endian; see
System::endian). The C functions htonl() and ntohl() convert 32-bit
values between these formats. G3D only ever exposes host byte order,
so programmers rarely need to be aware of the distinction.
*/
class NetworkDevice {
public:
/** @brief Description of an ethernet or wireless ethernet adapter.*/
class EthernetAdapter {
public:
/** Reverse-DNS of the ip address.*/
std::string hostname;
/** Name of the adapter */
std::string name;
/** IP address in host byte order.*/
uint32 ip;
/** Subnet mask in host byte order.*/
uint32 subnet;
/** UDP broadcast address in host byte order.*/
uint32 broadcast;
/** MAC (hardware) address, if known */
uint8 mac[6];
EthernetAdapter();
/** Produces a text description of this adapter */
void describe(TextOutput& t) const;
};
private:
friend class Conduit;
friend class LightweightConduit;
friend class ReliableConduit;
friend class NetListener;
bool initialized;
Array<EthernetAdapter> m_adapterArray;
/** Broadcast addresses available on this machine,
extracted from m_adapterArray.*/
Array<uint32> m_broadcastAddresses;
/** Utility method. */
void closesocket(SOCKET& sock) const;
/** Utility method. Returns true on success.*/
bool bind(SOCKET sock, const NetAddress& addr) const;
/** The global instance */
static NetworkDevice* s_instance;
NetworkDevice();
bool init();
void _cleanup();
/** Called from init to update m_adapterArray and
m_broadcastAddresses. */
void addAdapter(const EthernetAdapter& a);
public:
/** Prints an IP address to a string.
@param ip In host byte order.*/
static std::string formatIP(uint32 ip);
/** Prints a MAC address to a string. */
static std::string formatMAC(const uint8 mac[6]);
~NetworkDevice();
/** Returns the available ethernet adapters for the current
machine that are online. Does not include the loopback adapter
for localhost.*/
inline const Array<EthernetAdapter>& adapterArray() const {
return m_adapterArray;
}
/** Returns the (unique) IP addresses for UDP broadcasting
extracted from adapterArray(). All are in host byte order. */
inline const Array<uint32>& broadcastAddressArray() const {
return m_broadcastAddresses;
}
/**
Returns NULL if there was a problem initializing the network.
*/
static NetworkDevice* instance();
/**
Shuts down the network device (destroying the global instance).
*/
static void cleanup();
/**
Prints a human-readable description of this machine
to the text output stream.
*/
void describeSystem(
TextOutput& t);
void describeSystem(
std::string& s);
/** Returns the name (or one of the names) of this computer */
std::string localHostName() const;
/** There is often more than one address for the local host. This
returns all of them.
@deprecated Use adapterArray()
*/
void localHostAddresses(Array<NetAddress>& array) const;
};
#ifdef __GNUC__
inline uint32 gcchtonl(uint32 x) {
// This pragma fools gcc into surpressing all error messages,
// including the bogus one that it creates for htonl
# pragma GCC system_header
return htonl(x);
}
#endif
} // G3D namespace
#ifndef _WIN32
#undef SOCKADDR_IN
#undef SOCKET
#endif
#endif

View file

@ -0,0 +1,59 @@
/**
@file ParseError.h
@maintainer Morgan McGuire
@created 2009-11-15
@edited 2009-11-15
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_ParseError_h
#define G3D_ParseError_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include <string>
namespace G3D {
/** Thrown by TextInput, Any, and other parsers on unexpected input. */
class ParseError {
public:
enum {UNKNOWN = -1};
/** Empty means unknown */
std::string filename;
/** For a binary file, the location of the parse error. -1 if unknown.*/
int64 byte;
/** For a text file, the line number is the line number of start of token which caused the exception. 1 is
the first line of the file. -1 means unknown. Note that you can use
TextInput::Settings::startingLineNumberOffset to shift the effective line
number that is reported by that class.
*/
int line;
/** Character number (in the line) of the start of the token which caused the
exception. 1 is the character in the line. May be -1 if unknown.
*/
int character;
std::string message;
ParseError() : byte(UNKNOWN), line(UNKNOWN), character(UNKNOWN) {}
virtual ~ParseError() {}
ParseError(const std::string& f, int l, int c, const std::string& m) :
filename (f), byte(UNKNOWN), line(l), character(c), message(m) {}
ParseError(const std::string& f, int64 b, const std::string& m) :
filename (f), byte(b), line(UNKNOWN), character(UNKNOWN), message(m) {}
};
}
#endif

View file

@ -0,0 +1,74 @@
/**
@file PhysicsFrame.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-07-08
@edited 2006-01-10
*/
#ifndef G3D_PHYSICSFRAME_H
#define G3D_PHYSICSFRAME_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Matrix3.h"
#include "G3D/Quat.h"
#include "G3D/CoordinateFrame.h"
#include <math.h>
#include <string>
namespace G3D {
/**
An RT transformation using a quaternion; suitable for
physics integration.
This interface is in "Beta" and will change in the next release.
*/
class PhysicsFrame {
public:
Quat rotation;
/**
Takes object space points to world space.
*/
Vector3 translation;
/**
Initializes to the identity frame.
*/
PhysicsFrame();
/**
Purely translational force
*/
PhysicsFrame(const Vector3& translation) : translation(translation) {}
PhysicsFrame(const CoordinateFrame& coordinateFrame);
/** Compose: create the transformation that is <I>other</I> followed by <I>this</I>.*/
PhysicsFrame operator*(const PhysicsFrame& other) const;
virtual ~PhysicsFrame() {}
CoordinateFrame toCoordinateFrame() const;
/**
Linear interpolation (spherical linear for the rotations).
*/
PhysicsFrame lerp(
const PhysicsFrame& other,
float alpha) const;
void deserialize(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
};
} // namespace
#endif

View file

@ -3,7 +3,7 @@
Plane class
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-06-02
@edited 2004-07-18
@ -15,6 +15,7 @@
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Vector4.h"
#include "G3D/debugAssert.h"
namespace G3D {
@ -65,6 +66,10 @@ public:
static Plane fromEquation(float a, float b, float c, float d);
Plane(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
virtual ~Plane() {}
/**

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@ -0,0 +1,917 @@
/**
@file PointHashGrid.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2008-07-01
@edited 2009-05-28
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_PointHashGrid_h
#define G3D_PointHashGrid_h
#include "G3D/platform.h"
#include "G3D/EqualsTrait.h"
#include "G3D/HashTrait.h"
#include "G3D/Vector3.h"
#include "G3D/Vector3int32.h"
#include "G3D/Array.h"
#include "G3D/Table.h"
#include "G3D/AABox.h"
#include "G3D/Sphere.h"
#include "G3D/SmallArray.h"
namespace G3D {
/**
Storage of data in a sparse 3D grid of point-based data. The
space cost for <I>n</I> elements is O(<I>n</I>). For data with
approximately uniform density (with respect to the radius hint),
the time cost of searching for neighbors is O(1).
<i>Value</i> must be supported by a G3D::PositionTrait,
G3D::EqualsTrait, and G3D::HashFunc. overrides are provided for
common G3D classes like G3D::Vector3.
*/
template<class Value,
class PosFunc = PositionTrait<Value>,
class EqualsFunc = EqualsTrait<Value>,
class HashFunc = HashTrait<Vector3int32> >
class PointHashGrid {
private:
#define ThisType PointHashGrid<Value, PosFunc, EqualsFunc, HashFunc>
/** A value annotated with precomputed position and hash code.*/
class Entry {
public:
Vector3 position;
Value value;
};
/** One cell of the grid. */
typedef Array<Entry> Cell;
typedef Table<Vector3int32, Cell, HashFunc> CellTable;
/** The cube of +/-1 along each dimension. Initialized by initOffsetArray.*/
Vector3int32 m_offsetArray[3*3*3];
/** Incremented every time the data structure is mutated.
Used by the iterators to determine if the data structure
has changed since iteration began. */
int m_epoch;
/** Extent of a cell along one dimension. */
float m_cellWidth;
/** 1.0 / cell width */
float m_invCellWidth;
/** Conservative bounds; the actual data may be smaller. */
AABox m_bounds;
/** Number of elements. */
int m_size;
/** Non-empty cells indexed by grid position. Actual 3D position is
<code>position * m_cellWidth</code>*/
CellTable m_data;
MemoryManager::Ref m_memoryManager;
/** Intentionally unimplemented: prevent copy construction. */
PointHashGrid(const ThisType&);
/** Intentionally unimplemented: prevent assignment. */
PointHashGrid& operator=(const ThisType&);
/** Locate the cell and index within that cell containing v. Called by
remove() and contains(). */
bool find(const Value& v,
Vector3int32& foundCellCoord,
Cell*& foundCell,
int& index) {
Vector3 pos;
PosFunc::getPosition(v, pos);
Vector3int32 cellCoord;
getCellCoord(pos, cellCoord);
for (int i = 0; i < 27; ++i) {
Vector3int32 c = cellCoord + m_offsetArray[i];
Cell* cell = m_data.getPointer(c);
if (cell != NULL) {
// The cell exists
for (int j = 0; j < cell->size(); ++j) {
if (EqualsFunc::equals((*cell)[j].value, v)) {
foundCell = cell;
index = j;
foundCellCoord = c;
return true;
}
}
}
}
// Not found
return false;
}
/** Given a real-space position, returns the cell coord
containing it.*/
inline void getCellCoord(const Vector3& pos, Vector3int32& cellCoord) const {
for (int a = 0; a < 3; ++a) {
cellCoord[a] = iFloor(pos[a] * m_invCellWidth);
}
}
/** Initializes m_offsetArray. */
void initOffsetArray() {
int i = 0;
Vector3int32 d;
for (d.x = -1; d.x <= +1; ++d.x) {
for (d.y = -1; d.y <= +1; ++d.y) {
for (d.z = -1; d.z <= +1; ++d.z) {
m_offsetArray[i] = d;
++i;
}
}
}
// Put (0, 0, 0) first, so that contains() is most likely to find
// the value quickly.
i = (1 * 3 + 1) * 3 + 1;
debugAssert(m_offsetArray[i] == Vector3int32(0,0,0));
Vector3int32 temp = m_offsetArray[0];
m_offsetArray[0] = m_offsetArray[i];
m_offsetArray[i] = temp;
}
public:
/**
@param radiusHint the radius that will typically be used with
beginSphereIntersection and beginBoxIntersection. If two <i>Value</i>s are equal,
their positions must be within this radius as well.
*/
PointHashGrid(float radiusHint, const MemoryManager::Ref& m = MemoryManager::create()) : m_size(0), m_memoryManager(m) {
initOffsetArray();
m_data.clearAndSetMemoryManager(m_memoryManager);
debugAssertM(radiusHint > 0, "Cell radius must be positive");
m_cellWidth = radiusHint;
m_invCellWidth = 1.0f / m_cellWidth;
}
/**
If radiusHint is negative, it is automatically chosen to put
about 5 values in each grid cell (which means about 27 * 5
values for each beginIntersection call).
*/
PointHashGrid(const Array<Value>& init, float radiusHint = -1.0f, const MemoryManager::Ref& m = MemoryManager::create()) : m_size(0), m_memoryManager(m) {
initOffsetArray();
m_data.clearAndSetMemoryManager(m_memoryManager);
Vector3 lo(Vector3::inf());
Vector3 hi(-lo);
// Compute bounds
Array<Entry> entry(init.size());
for (int i = 0; i < entry.size(); ++i) {
const Value& value = init[i];
Vector3 pos = m_posFunc(value);
entry[i].value = value;
entry[i].hashCode = m_hashFunc(value);
entry[i].position = pos;
lo = lo.min(pos);
hi = hi.max(pos);
}
m_bounds = AABox(lo, hi);
if (radiusHint <= 0) {
// Compute a good cell width based on the bounds.
//
// N numPerCell
// ----- = ---------
// volume r^3
float numPerCell = 5;
radiusHint =
(float)pow(numPerCell * m_bounds.volume() / init.size(), 1.0 / 3.0);
if (radiusHint == 0) {
// Volume must have been zero because all points were colocated.
radiusHint = 0.1f;
}
}
insert(init);
}
/** Returns the number of elements. */
inline int size() const {
return m_size;
}
/** Returns a conservative bounding box around the contents. This is
conservative because it is not updated when elements are removed. */
const AABox& conservativeBoxBounds() const {
return m_bounds;
}
/** Insert @a v at position @a p given by <code>getPosition(v, p)</code>.
Multiple elements that are equal may be inserted; all copies will be
in the data structure. */
void insert(const Value& v) {
Vector3 pos;
PosFunc::getPosition(v, pos);
Vector3int32 cellCoord;
getCellCoord(pos, cellCoord);
// See if the cell already exists
Cell& cell = m_data.getCreate(cellCoord);
if (cell.size() == 0) {
// Use the same memory manager as for the whole class
cell.clearAndSetMemoryManager(m_memoryManager);
}
Entry& entry = cell.next();
entry.value = v;
entry.position = pos;
// Update the bounds
if (size() == 0) {
m_bounds = AABox(pos);
} else {
m_bounds.merge(pos);
}
++m_size;
++m_epoch;
}
/** Inserts all elements of the array. */
void insert(const Array<Value>& v) {
for (int i = 0; i < v.size(); ++i) {
insert(v[i]);
}
}
/** If there are multiple copies of an element, you must
delete them multiple times.
@param shrinkIfNecessary If <b>true</b>, deallocate underlying data
structures as they are emptied. False increases performace at
the cost of memory overhead for dynamic structures.
@return true if the element was found.
*/
bool remove(const Value& v, bool shrinkIfNecessary = true) {
Cell* cell = NULL;
int index = 0;
Vector3int32 cellCoord;
if (find(v, cellCoord, cell, index)) {
cell->fastRemove(index, shrinkIfNecessary);
--m_size;
++m_epoch;
if ((cell->size() == 0) && shrinkIfNecessary) {
// Remove the cell itself
// Drop our pointer, which is about to dangle
cell = NULL;
bool success = m_data.remove(cellCoord);
debugAssertM(success, "Data structure corrupt: "
"tried to remove a cell that doesn't exist.");
}
return true;
} else {
return false;
}
}
/** Removes all elements of @v. */
void remove(const Array<Value>& v, bool shrink = true) {
for (int i = 0; i < v.size(); ++i) {
remove(v[i], shrink);
}
}
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
class Iterator {
private:
friend class ThisType;
bool m_isEnd;
const ThisType* m_grid;
typename CellTable::Iterator m_tableIterator;
/** Index within m_tableIterator->value of the current value. */
int m_arrayIndex;
const int m_epoch;
/** End iterator. Note that the m_tableIterator is initialized to the end iterator
of a temporary value! This is ok because we'll never look at the value of the
m_tableIterator, since we're initializing the "end" Iterator.*/
Iterator() : m_isEnd(true), m_grid(NULL), m_tableIterator(CellTable().end()),
m_arrayIndex(0), m_epoch(0) {}
Iterator(const ThisType* grid) :
m_isEnd(false),
m_grid(grid),
m_tableIterator( grid->m_data.begin() ),
m_arrayIndex(0),
m_epoch(grid->m_epoch) { }
private:
const Value& value() const {
debugAssert(! m_isEnd);
debugAssertM(m_tableIterator->value.size() > m_arrayIndex,
"No more elements");
return m_tableIterator->value[m_arrayIndex].value;
}
public:
inline bool operator!=(const Iterator& other) const {
if (other.m_isEnd && m_isEnd) {
return false;
} else {
return (m_isEnd != other.m_isEnd) ||
(m_tableIterator != other.m_tableIterator) ||
(m_arrayIndex != other.m_arrayIndex);
}
}
bool operator==(const Iterator& other) const {
return !(*this != other);
}
/** Preincrement */
Iterator& operator++() {
debugAssert(! m_isEnd);
debugAssertM(m_epoch == m_grid->m_epoch,
"It is illegal to mutate the HashGrid "
"while iterating through it.");
++m_arrayIndex;
if (m_arrayIndex >= m_tableIterator->value.size()) {
// Move on to the next cell
++m_tableIterator;
m_arrayIndex = 0;
// Check to see if we're at the end
m_isEnd = (m_tableIterator == m_grid->m_data.end());
}
return *this;
}
/** Post increment (slower) */
Iterator operator++(int) {
debugAssert(! m_isEnd);
Iterator old = *this;
++(*this);
return old;
}
const Value& operator*() const { return value(); }
const Value* operator->() const { return &value(); }
operator Value*() const { return &value(); }
}; // Iterator
/** Iterate through all members. It is an error to mutate the HashGrid
while iterating through it. Each member can be accessed by "dereferencing"
the iterator:
<pre>
for (Grid::Iterator i = grid.begin(); i != grid.end(), ++i) {
const Value& = *i;
...
}
</pre>
*/
Iterator begin() const {
return Iterator(this);
}
const Iterator& end() const {
static const Iterator it;
return it;
}
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Forward declaration required by older gcc versions for friend declaration in BoxIterator
class SphereIterator;
class BoxIterator {
private:
friend class ThisType;
friend class SphereIterator;
bool m_isEnd;
const ThisType* m_grid;
/** Lower bound on the boxes covered, inclusive. */
Vector3int32 m_lo;
/** Upper bound on the boxes covered, inclusive.*/
Vector3int32 m_hi;
/** If true, test values against m_box before returning them.*/
bool m_exact;
/** The underlying box in 3D space */
AABox m_box;
/** The iterator winds through the 3D grid between m_lo and (m_lo + m_extent) in
Z,Y,X-major order. This is the index keeping track of how
far it has come */
Vector3int32 m_current;
/** The current cell. */
Cell* m_cell;
/** Index within m_cell of the current value */
int m_arrayIndex;
const int m_epoch;
/** Called from advance() */
void advanceCell() {
do {
++m_current.x;
if (m_current.x > m_hi.x) {
m_current.x = m_lo.x;
++m_current.y;
if (m_current.y > m_hi.y) {
m_current.y = m_lo.y;
++m_current.z;
if (m_current.z > m_hi.z) {
m_isEnd = true;
return;
}
}
}
// Pick up the new cell
m_cell = m_grid->m_data.getPointer(m_current);
// Keep advancing if the cell does not exist
} while ((m_cell == NULL) || (m_cell->size() == 0));
}
/** Advance to the next value */
void advance() {
debugAssert(! m_isEnd);
do {
++m_arrayIndex;
bool inConstructor = (m_cell == NULL);
if (inConstructor || m_arrayIndex >= m_cell->size()) {
advanceCell();
m_arrayIndex = 0;
if (m_isEnd) {
// Ran out of values
return;
}
debugAssert(m_cell != NULL);
}
// Advance until we have a value that can be returned, either
// because we don't care about exactness or because it is
// guaranteed to be within the box.
} while (m_exact && ! m_box.contains(position()));
}
/** End iterator */
BoxIterator() : m_isEnd(true), m_grid(NULL), m_exact(true), m_current(0,0,0), m_cell(NULL), m_arrayIndex(0), m_epoch(0) {}
/** Begin iterator */
BoxIterator(const ThisType* grid, bool exact, const AABox& box) :
m_isEnd(false),
m_grid(grid),
m_exact(exact),
m_box(box),
m_current(-1, 0 ,0),
m_cell(NULL),
m_arrayIndex(0),
m_epoch(grid->m_epoch) {
m_grid->getCellCoord(box.low(), m_lo);
m_grid->getCellCoord(box.high(), m_hi);
// Get to the first value
m_current = m_lo;
// Back up one so that advancing takes us to the first
--m_current.x;
advance();
}
const Value& value() const {
debugAssert(! m_isEnd);
return (*m_cell)[m_arrayIndex].value;
}
/** Used by SphereIterator::advance() */
const Vector3& position() const {
debugAssert(! m_isEnd);
return (*m_cell)[m_arrayIndex].position;
}
// Intentionally unimplemented
BoxIterator& operator=(const BoxIterator&);
public:
inline bool operator!=(const BoxIterator& other) const {
if (other.m_isEnd && m_isEnd) {
return false;
} else {
return (m_isEnd != other.m_isEnd) ||
(m_cell != other.m_cell) ||
(m_arrayIndex != other.m_arrayIndex);
}
}
bool operator==(const BoxIterator& other) const {
return !(*this != other);
}
/** Preincrement */
BoxIterator& operator++() {
debugAssert(! m_isEnd);
debugAssertM(m_epoch == m_grid->m_epoch,
"It is illegal to mutate the HashGrid "
"while iterating through it.");
advance();
return *this;
}
/** Post increment (slower) */
BoxIterator operator++(int) {
Iterator old = *this;
++(*this);
return old;
}
const Value& operator*() const { return value(); }
const Value* operator->() const { return &value(); }
operator Value*() const { return &value(); }
bool hasMore() const {
return ! m_isEnd;
}
}; // BoxIterator
/**
Finds all values whose positions are within @a box. It is an error to
mutate the PointHashGrid while iterating through it.
@param exact If false, the iterator will execute more quickly but will likely return some
values that lie outside the box. Set exact = false if you are going to test the
results against the yourself box anyway.
*/
BoxIterator beginBoxIntersection(const AABox& box, bool exact = true) const {
return BoxIterator(this, exact, box);
}
const BoxIterator& endBoxIntersection() const {
static const BoxIterator it;
return it;
}
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
class SphereIterator {
private:
friend class ThisType;
bool m_isEnd;
Sphere m_sphere;
BoxIterator m_boxIterator;
SphereIterator() : m_isEnd(true) {}
void advance() {
if (! m_boxIterator.hasMore()) {
m_isEnd = true;
return;
}
while (! m_sphere.contains(m_boxIterator.position())) {
++m_boxIterator;
if (! m_boxIterator.hasMore()) {
m_isEnd = true;
return;
}
}
}
static AABox getBoundingBox(const Sphere& s) {
AABox box;
s.getBounds(box);
return box;
}
SphereIterator(const ThisType* grid, const Sphere& sphere) :
m_isEnd(false),
m_sphere(sphere),
m_boxIterator(grid, false, getBoundingBox(sphere)) {
// Find the first element that is actually in the sphere,
// not just the box.
advance();
}
const Value& value() const {
return *m_boxIterator;
}
// TODO: if the sphere is very big compared to radius, check each
// cell's box to see if the cell itself is actually inside the sphere
// before iterating through it, since there may be many boxes outside the sphere.
// Intentionally unimplemented
SphereIterator& operator=(const SphereIterator&);
public:
inline bool operator!=(const SphereIterator& other) const {
if (other.m_isEnd && m_isEnd) {
return false;
} else {
return
(m_isEnd != other.m_isEnd) ||
(m_sphere != other.m_sphere) ||
(m_boxIterator != other.m_boxIterator);
}
}
bool operator==(const SphereIterator& other) const {
return !(*this != other);
}
/** Preincrement */
SphereIterator& operator++() {
debugAssert(! m_isEnd);
++m_boxIterator;
advance();
return *this;
}
/** Post increment (slower) */
SphereIterator operator++(int) {
Iterator old = *this;
++(*this);
return old;
}
const Value& operator*() const { return value(); }
const Value* operator->() const { return &value(); }
operator Value*() const { return &value(); }
bool hasMore() const {
return ! m_isEnd;
}
}; // SphereIterator
/**
Finds all values whose positions are within @a sphere. It is an error
to mutate the HashGrid while iterating through it.
*/
SphereIterator beginSphereIntersection(const Sphere& sphere) const {
return SphereIterator(this, sphere);
}
const SphereIterator& endSphereIntersection() const {
static const SphereIterator it;
return it;
}
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
/**
Dereference to access the bounds() and size() [element count] of the underlying
cell objet.
Example:
<pre>
for(PointHashGrid<Vector3>::CellIterator iter = grid.beginCells(); iter != grid.endCells(); ++iter) {
entriesFound += iter->size();
}
</pre>
*/
class CellIterator {
private:
friend class ThisType;
bool m_isEnd;
const ThisType* m_grid;
typename CellTable::Iterator m_tableIterator;
const int m_epoch;
Cell& cell() {
return m_tableIterator->value;
}
public:
class CellObject {
friend class CellIterator;
private:
const CellIterator* m_parent;
CellObject() : m_parent(NULL) {}
public:
/** Returns the bounds on this cell */
AABox bounds() const {
const Vector3int32& k = m_parent->m_tableIterator->key;
return AABox(Vector3(k) * m_parent->m_cellWidth,
Vector3(k + Vector3int32(1, 1, 1)) * m_parent->m_cellWidth);
}
/** Number of elements inside this cell */
int size() const {
debugAssert(! m_parent->m_isEnd);
return m_parent->m_tableIterator->value.size();
}
};
private:
/** Used to make the indirection work.*/
CellObject m_indirection;
/** End iterator. Note that the m_tableIterator is initialized to the end iterator
of a temporary value! This is ok because we'll never look at the value of the
m_tableIterator, since we're initializing the "end" Iterator.*/
CellIterator() :
m_isEnd(true),
m_grid(NULL),
m_tableIterator( CellTable().end() ),
m_epoch(0) {}
CellIterator(const ThisType* grid) :
m_isEnd(false),
m_grid(grid),
m_tableIterator( grid->m_data.begin()),
m_epoch(grid->m_epoch) {
m_indirection.m_parent = this;
m_isEnd = ! m_tableIterator.hasMore();
}
// Intentionally unimplemented
CellIterator& operator=(const CellIterator&);
public:
const CellObject& operator*() const { return m_indirection; }
const CellObject* operator->() const { return &m_indirection; }
operator CellObject*() const { return &m_indirection; }
inline bool operator!=(const CellIterator& other) const {
// != is called more often than == during iteration
return !(
(m_isEnd && other.m_isEnd) ||
((m_isEnd == other.m_isEnd) &&
(m_tableIterator != other.m_tableIterator)));
}
bool operator==(const CellIterator& other) const {
return !(*this != other);
}
/** Preincrement */
CellIterator& operator++() {
debugAssertM(m_epoch == m_grid->m_epoch,
"It is illegal to mutate the HashGrid while "
"iterating through it.");
++m_tableIterator;
m_isEnd = ! m_tableIterator.hasMore();
return *this;
}
/** Post increment (slower) */
CellIterator operator++(int) {
Iterator old = *this;
++(*this);
return old;
}
bool hasMore() const {
return ! m_isEnd;
}
}; // CellIterator
/** Iterates through the non-empty cells. This is intended primarily for
debugging and visualizing the data structure.*/
CellIterator beginCells() const {
return CellIterator(this);
}
const CellIterator& endCells() const {
static const CellIterator it;
return it;
}
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
/** Returns true if there is a value that is exactly equal to @a v. This will
check all neighboring cells to avoid roundoff error at cell boundaries.
*/
bool contains(const Value& v) const {
Cell* cell = NULL;
int index = 0;
Vector3int32 cellCoord;
return const_cast<ThisType*>(this)->find(v, cellCoord, cell, index);
}
/** Calls delete on all of the values, which are assumed to be pointers.
This is a helper to avoid requiring you to iterate through the data
structure, removing and deleting each one. Clears the PointHashGrid at the
end.
Using objects (instead of pointers) or reference counted pointers is
recommended over using pointers and this deleteAll method.*/
void deleteAll() {
for (Iterator it = begin(); it.hasMore(); ++it) {
delete *it;
}
clear();
}
void clearAndSetMemoryManager(const MemoryManager::Ref& m) {
++m_epoch;
m_size = 0;
m_bounds = AABox();
m_data.clearAndSetMemoryManager(m);
m_memoryManager = m;
}
/** Removes all data.
@param shrink If true, underlying structures are deallocated as
they are freed.*/
void clear(bool shrink = true) {
m_size = 0;
m_bounds = AABox();
if (! shrink) {
// Remove all data
for (CellIterator it = beginCells(); it.hasMore(); ++it) {
it.cell().clear(true);
}
} else {
m_data.clear();
}
++m_epoch;
}
int debugGetDeepestBucketSize() const {
return m_data.debugGetDeepestBucketSize();
}
float debugGetAverageBucketSize() const {
return m_data.debugGetAverageBucketSize();
}
#undef ThisType
};
} // G3D
#endif

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/**
@file Pointer.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2007-05-16
@edited 2009-03-26
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Pointer_h
#define G3D_Pointer_h
#include "G3D/debugAssert.h"
#include "G3D/ReferenceCount.h"
namespace G3D {
/**
Acts like a pointer to a value of type ValueType (i.e.,
ValueType*), but can operate through accessor methods as well as on
a value in memory. This is useful for implementing scripting
languages and other applications that need to connect existing APIs
by reference.
Because the accessors require values to be passed by value (instead of by reference)
this is primarily useful for objects whose memory size is small.
<pre>
class Foo {
public:
void setEnabled(bool b);
bool getEnabled() const;
};
Foo f;
bool b;
Pointer<bool> p1(&b);
Pointer<bool> p2(&f, &Foo::getEnabled, &Foo::setEnabled);
*p1 = true;
*p2 = false;
*p2 = *p1; \/\/ Value assignment
p2 = p1; \/\/ Pointer aliasing
\/\/ Or, equivalently:
p1.setValue(true);
p2.setValue(false);
p2.setValue(p1.getValue());
p2 = p1;
</pre>
<i>Note:</i> Because of the way that dereference is implemented, you cannot pass <code>*p</code> through a function
that takes varargs (...), e.g., <code>printf("%d", *p)</code> will produce a compile-time error. Instead use
<code>printf("%d",(bool)*p)</code> or <code>printf("%d", p.getValue())</code>.
*/
template<class ValueType>
class Pointer {
private:
class Interface {
public:
virtual ~Interface() {};
virtual void set(ValueType b) = 0;
virtual ValueType get() const = 0;
virtual Interface* clone() const = 0;
virtual bool isNull() const = 0;
};
class Memory : public Interface {
private:
ValueType* value;
public:
Memory(ValueType* value) : value(value) {
//debugAssert(value != NULL);
}
virtual void set(ValueType v) {
*value = v;
}
virtual ValueType get() const {
return *value;
}
virtual Interface* clone() const {
return new Memory(value);
}
virtual bool isNull() const {
return value == NULL;
}
};
template<class T, typename GetMethod, typename SetMethod>
class Accessor : public Interface {
private:
T* object;
GetMethod getMethod;
SetMethod setMethod;
public:
Accessor(T* object,
GetMethod getMethod,
SetMethod setMethod) : object(object), getMethod(getMethod), setMethod(setMethod) {
debugAssert(object != NULL);
}
virtual void set(ValueType v) {
(object->*setMethod)(v);
}
virtual ValueType get() const {
return (object->*getMethod)();
}
virtual Interface* clone() const {
return new Accessor(object, getMethod, setMethod);
}
virtual bool isNull() const {
return object == NULL;
}
};
template<class T, typename GetMethod, typename SetMethod>
class RefAccessor : public Interface {
private:
ReferenceCountedPointer<T> object;
GetMethod getMethod;
SetMethod setMethod;
public:
RefAccessor(
const ReferenceCountedPointer<T>& object,
GetMethod getMethod,
SetMethod setMethod) : object(object), getMethod(getMethod), setMethod(setMethod) {
debugAssert(object != NULL);
}
virtual void set(ValueType v) {
(object.pointer()->*setMethod)(v);
}
virtual ValueType get() const {
return (object.pointer()->*getMethod)();
}
virtual Interface* clone() const {
return new RefAccessor(object, getMethod, setMethod);
}
virtual bool isNull() const {
return object.isNull();
}
};
Interface* m_interface;
public:
Pointer() : m_interface(NULL) {};
/** Allows implicit cast from real pointer */
Pointer(ValueType* v) : m_interface(new Memory(v)) {}
inline bool isNull() const {
return (m_interface == NULL) || m_interface->isNull();
}
// Assignment
inline Pointer& operator=(const Pointer& r) {
delete m_interface;
if (r.m_interface != NULL) {
m_interface = r.m_interface->clone();
} else {
m_interface = NULL;
}
return this[0];
}
Pointer(const Pointer& p) : m_interface(NULL) {
this[0] = p;
}
template<class Class>
Pointer(const ReferenceCountedPointer<Class>& object,
ValueType (Class::*getMethod)() const,
void (Class::*setMethod)(ValueType)) :
m_interface(new RefAccessor<Class, ValueType (Class::*)() const, void (Class::*)(ValueType)>(object, getMethod, setMethod)) {}
template<class Class>
Pointer(const ReferenceCountedPointer<Class>& object,
const ValueType& (Class::*getMethod)() const,
void (Class::*setMethod)(ValueType)) :
m_interface(new RefAccessor<Class, const ValueType& (Class::*)() const, void (Class::*)(ValueType)>(object, getMethod, setMethod)) {}
template<class Class>
Pointer(const ReferenceCountedPointer<Class>& object,
ValueType (Class::*getMethod)() const,
void (Class::*setMethod)(const ValueType&)) :
m_interface(new RefAccessor<Class, ValueType (Class::*)() const, void (Class::*)(const ValueType&)>(object, getMethod, setMethod)) {}
template<class Class>
Pointer(const ReferenceCountedPointer<Class>& object,
const ValueType& (Class::*getMethod)() const,
void (Class::*setMethod)(const ValueType&)) :
m_interface(new RefAccessor<Class, const ValueType& (Class::*)() const, void (Class::*)(const ValueType&)>(object, getMethod, setMethod)) {}
template<class Class>
Pointer(Class* object,
const ValueType& (Class::*getMethod)() const,
void (Class::*setMethod)(const ValueType&)) :
m_interface(new Accessor<Class, const ValueType& (Class::*)() const, void (Class::*)(const ValueType&)>(object, getMethod, setMethod)) {}
template<class Class>
Pointer(Class* object,
ValueType (Class::*getMethod)() const,
void (Class::*setMethod)(const ValueType&)) :
m_interface(new Accessor<Class, ValueType (Class::*)() const, void (Class::*)(const ValueType&)>(object, getMethod, setMethod)) {}
template<class Class>
Pointer(Class* object,
const ValueType& (Class::*getMethod)() const,
void (Class::*setMethod)(ValueType)) :
m_interface(new Accessor<Class, const ValueType& (Class::*)() const, void (Class::*)(ValueType)>(object, getMethod, setMethod)) {}
template<class Class>
Pointer(Class* object,
ValueType (Class::*getMethod)() const,
void (Class::*setMethod)(ValueType)) :
m_interface(new Accessor<Class, ValueType (Class::*)() const, void (Class::*)(ValueType)>(object, getMethod, setMethod)) {}
~Pointer() {
delete m_interface;
}
inline const ValueType getValue() const {
debugAssert(m_interface != NULL);
return m_interface->get();
}
inline void setValue(const ValueType& v) {
debugAssert(m_interface != NULL);
m_interface->set(v);
}
class IndirectValue {
private:
friend class Pointer;
Pointer* pointer;
IndirectValue(Pointer* p) : pointer(p) {}
public:
void operator=(const ValueType& v) {
pointer->setValue(v);
}
operator ValueType() const {
return pointer->getValue();
}
};
inline IndirectValue operator*() {
return IndirectValue(this);
}
inline const ValueType operator*() const {
return getValue();
}
};
}
#endif

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#ifndef G3D_POSITIONTRAIT_H
#define G3D_POSITIONTRAIT_H
template<typename Value>
struct PositionTrait{};
#endif

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/**
@file PrecomputedRandom.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2009-03-31
@edited 2009-03-31
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_PrecomputedRandom_h
#define G3D_PrecomputedRandom_h
#include "G3D/platform.h"
#include "G3D/Random.h"
namespace G3D {
/** Fast random numbers using a precomputed data table.
e.g., generates cosHemi about 13x faster than Random.
This is useful for quickly generating seeded random
numbers for reproducibility. G3D::Random takes a long
time to seed; this is instantaneous (providing the
precomputed data is already available.)
Not threadsafe.*/
class PrecomputedRandom : public Random {
public:
/** Put the cosHemi and the uniform together so that when
alternating between them we stay in cache. This is also packed
into a good size for SIMD and GPU operations.*/
class HemiUniformData {
public:
float cosHemiX;
float cosHemiY;
float cosHemiZ;
float uniform;
};
class SphereBitsData {
public:
float sphereX;
float sphereY;
float sphereZ;
uint32 bits;
};
protected:
/** Array of 2^n elements. */
const HemiUniformData* m_hemiUniform;
const SphereBitsData* m_sphereBits;
/** 2^n - 1; the AND mask for computing a fast modulo */
int m_modMask;
int m_index;
/** If true, free m_hemiUniform and m_sphereBits in destructor */
bool m_freeData;
public:
/*
\param dataSize Must be a power of 2
\param data Will NOT be deleted by the destructor.
*/
PrecomputedRandom(const HemiUniformData* data1, const SphereBitsData* data2, int dataSize, uint32 seed = 0xF018A4D2);
/**
\param dataSize Number of random numbers that can be requested before periodicity. Must be a power of 2.
*/
PrecomputedRandom(int dataSize, uint32 seed = 0xF018A4D2);
~PrecomputedRandom();
/** Each bit is random. Subclasses can choose to override just
this method and the other methods will all work automatically. */
virtual uint32 bits();
// integer is inherited
/** Uniform random float on the range [min, max] */
virtual float uniform(float low, float high);
/** Uniform random float on the range [0, 1] */
virtual float uniform();
// gaussian is inherited
/** Returns 3D unit vectors distributed according to
a cosine distribution about the z axis. */
virtual void cosHemi(float& x, float& y, float& z);
/** Returns 3D unit vectors distributed according to a cosine
power distribution (\f$ \mbox{cos}^k \theta \f$) about
the z-axis. */
virtual void cosPowHemi(const float k, float& x, float& y, float& z);
// hemi is inherited
/** Returns 3D unit vectors uniformly distributed on the sphere */
virtual void sphere(float& x, float& y, float& z);
};
}
#endif

View file

@ -3,14 +3,14 @@
Quaternion
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-01-23
@edited 2006-05-10
@edited 2009-05-10
*/
#ifndef G3D_QUAT_H
#define G3D_QUAT_H
#ifndef G3D_Quat_h
#define G3D_Quat_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
@ -89,10 +89,10 @@ public:
}
/** Note: two quats can represent the Quat::sameRotation and not be equal. */
bool fuzzyEq(const Quat& q) {
return G3D::fuzzyEq(x, q.x) && G3D::fuzzyEq(y, q.y) && G3D::fuzzyEq(z, q.z) && G3D::fuzzyEq(w, q.w);
}
bool fuzzyEq(const Quat& q) {
return G3D::fuzzyEq(x, q.x) && G3D::fuzzyEq(y, q.y) && G3D::fuzzyEq(z, q.z) && G3D::fuzzyEq(w, q.w);
}
/** True if these quaternions represent the same rotation (note that every rotation is
represented by two values; q and -q).
*/
@ -177,6 +177,14 @@ public:
return Quat(x * s, y * s, z * s, w * s);
}
inline Quat& operator*=(float s) {
x *= s;
y *= s;
z *= s;
w *= s;
return *this;
}
/** @cite Based on Watt & Watt, page 360 */
friend Quat operator* (float s, const Quat& q);
@ -227,7 +235,7 @@ public:
} else if (w < 0) {
// Log of a negative number. Multivalued, any number of the form
// (PI * v, ln(-q.w))
return Quat((float)G3D_PI, 0, 0, ::logf(-w));
return Quat((float)pi(), 0, 0, ::logf(-w));
} else {
// log of zero!
return Quat((float)nan(), (float)nan(), (float)nan(), (float)nan());
@ -281,17 +289,10 @@ public:
return (log() * x).exp();
}
/**
@deprecated
Use toUnit()
*/
inline Quat unitize() const {
inline void unitize() {
float mag2 = dot(*this);
if (G3D::fuzzyEq(mag2, 1.0f)) {
return *this;
} else {
return *this / sqrtf(mag2);
if (! G3D::fuzzyEq(mag2, 1.0f)) {
*this *= rsq(mag2);
}
}
@ -300,7 +301,9 @@ public:
the magnitude.
*/
inline Quat toUnit() const {
return unitize();
Quat x = *this;
x.unitize();
return x;
}
/**
@ -326,6 +329,9 @@ public:
*/
static Quat unitRandom();
void deserialize(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
// 2-char swizzles
Vector2 xx() const;
@ -688,6 +694,26 @@ inline G3D::Quat operator*(float s, const G3D::Quat& q) {
return q * s;
}
inline float& Quat::operator[] (int i) {
debugAssert(i >= 0);
debugAssert(i < 4);
return ((float*)this)[i];
}
inline const float& Quat::operator[] (int i) const {
debugAssert(i >= 0);
debugAssert(i < 4);
return ((float*)this)[i];
}
inline Quat Quat::operator-(const Quat& other) const {
return Quat(x - other.x, y - other.y, z - other.z, w - other.w);
}
inline Quat Quat::operator+(const Quat& other) const {
return Quat(x + other.x, y + other.y, z + other.z, w + other.w);
}
} // Namespace G3D
// Outside the namespace to avoid overloading confusion for C++
@ -696,7 +722,4 @@ inline G3D::Quat pow(const G3D::Quat& q, double x) {
}
#include "Quat.inl"
#endif

View file

@ -1,38 +0,0 @@
/**
Quat.inl
@cite Quaternion implementation based on Watt & Watt page 363.
Thanks to Max McGuire for slerp optimizations.
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2002-01-23
@edited 2004-03-04
*/
namespace G3D {
inline float& Quat::operator[] (int i) {
debugAssert(i >= 0);
debugAssert(i < 4);
return ((float*)this)[i];
}
inline const float& Quat::operator[] (int i) const {
debugAssert(i >= 0);
debugAssert(i < 4);
return ((float*)this)[i];
}
inline Quat Quat::operator-(const Quat& other) const {
return Quat(x - other.x, y - other.y, z - other.z, w - other.w);
}
inline Quat Quat::operator+(const Quat& other) const {
return Quat(x + other.x, y + other.y, z + other.z, w + other.w);
}
}

View file

@ -0,0 +1,364 @@
/**
@file Queue.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-07-09
@edited 2008-12-20
*/
#ifndef G3D_QUEUE_H
#define G3D_QUEUE_H
#include "G3D/platform.h"
#include "G3D/System.h"
#include "G3D/debug.h"
namespace G3D {
/**
Locate the indices of the break between of the two
sections of the circular queue. These are used to
construct two for loops that iterate over the whole
sequence without using the modulo operator.
[0 ... secondEnd) [head .... firstEnd)
*/
#define FIND_ENDS \
int firstEnd = head + num;\
int secondEnd = 0;\
if (firstEnd > numAllocated) {\
secondEnd = firstEnd - numAllocated;\
firstEnd = numAllocated;\
}
/**
Dynamic queue that uses a circular buffer for performance.
Faster than std::deque for objects with constructors.
*/
template <class T>
class Queue {
private:
//
// |<---- num ---->|
// [ | | | | | | | | | | | | | ]
// ^
// |
// head
//
//
/**
Only num elements are initialized.
*/
T* data;
/**
Index of the next element to be dequeue-d in data.
*/
int head;
/**
Number of elements (including head) that are visible and initialized.
*/
int num;
/**
Size of data array in elements.
*/
int numAllocated;
/** If a clear was needed, assumes it already occured */
void _copy(const Queue& other) {
debugAssert(data == NULL);
data = (T*)System::malloc(sizeof(T) * other.numAllocated);
debugAssert(data);
head = other.head;
num = other.num;
numAllocated = other.numAllocated;
FIND_ENDS;
for (int i = head; i < firstEnd; ++i) {
new (data + i)T(other.data[i]);
}
for (int i = 0; i < secondEnd; ++i) {
new (data + i)T(other.data[i]);
}
}
/**
Computes a data array index from a queue position. The queue position
may be negative.
*/
inline int index(int i) const {
return (head + i + numAllocated) % numAllocated;
}
/**
Allocates newSize elements and repacks the array.
*/
void repackAndRealloc(int newSize) {
// TODO: shrink queue
T* old = data;
data = (T*)System::malloc(newSize * sizeof(T));
debugAssert(data != NULL);
FIND_ENDS;
int j = 0;
for (int i = head; i < firstEnd; ++i, ++j) {
new (data + j)T(old[i]);
(old + i)->~T();
}
for (int i = 0; i < secondEnd; ++i, ++j) {
new (data + j)T(old[i]);
(old + i)->~T();
}
head = 0;
System::free(old);
numAllocated = newSize;
}
/**
Ensure that there is at least one element between
the tail and head, wrapping around in the circular
buffer.
*/
inline void reserveSpace() {
if (num == numAllocated) {
repackAndRealloc(numAllocated * 3 + 20);
}
}
public:
Queue() :
data(NULL),
head(0),
num(0),
numAllocated(0) {
}
/**
Copy constructor
*/
Queue(const Queue& other) : data(NULL) {
_copy(other);
}
/**
Destructor does not delete() the objects if T is a pointer type
(e.g. T = int*) instead, it deletes the pointers themselves and
leaves the objects. Call deleteAll if you want to dealocate
the objects referenced.
*/
virtual ~Queue() {
clear();
}
/**
Insert a new element into the front of the queue
(a traditional queue only uses pushBack).
*/
inline void pushFront(const T& e) {
reserveSpace();
// Get the index of head-1
int i = index(-1);
// Call the constructor on the newly exposed element.
new (data + i)T(e);
// Reassign the head to point to this index
head = i;
++num;
}
/**
Insert a new element at the end of the queue.
*/
inline void pushBack(const T& e) {
reserveSpace();
// Get the index of 1+tail
int i = index(num);
// Initialize that element
new (data + i)T(e);
++num;
}
/**
pushBack
*/
inline void enqueue(const T& e) {
pushBack(e);
}
/**
Remove the last element from the queue. The queue will never
shrink in size. (A typical queue only uses popFront).
*/
inline T popBack() {
int tail = index(num - 1);
T result(data[tail]);
// Call the destructor
(data + tail)->~T();
--num;
return result;
}
/**
Remove the next element from the head of the queue. The queue will never
shrink in size. */
inline T popFront() {
T result(data[head]);
// Call the destructor
(data + head)->~T();
head = (head + 1) % numAllocated;
--num;
return result;
}
/**
popFront
*/
inline T dequeue() {
return popFront();
}
/**
Removes all elements (invoking their destructors).
@param freeStorage If false, the underlying array is not deallocated
(allowing fast push in the future), however, the size of the Queue
is reported as zero.
*/
void clear(bool freeStorage = true) {
FIND_ENDS;
// Invoke the destructors on the elements
int i;
for (i = head; i < firstEnd; ++i) {
(data + i)->~T();
}
for (i = 0; i < secondEnd; ++i) {
(data + i)->~T();
}
num = 0;
head = 0;
if (freeStorage) {
numAllocated = 0;
System::free(data);
data = NULL;
}
}
/** Clear without freeing the underlying array. */
void fastClear() {
clear(false);
}
/**
Assignment operator.
*/
Queue& operator=(const Queue& other) {
clear();
_copy(other);
return *this;
}
/**
Number of elements in the queue.
*/
inline int size() const {
return num;
}
/**
Number of elements in the queue.
*/
inline int length() const {
return size();
}
/**
Performs bounds checks in debug mode
*/
inline T& operator[](int n) {
debugAssert((n >= 0) && (n < num));
return data[index(n)];
}
/**
Performs bounds checks in debug mode
*/
inline const T& operator[](int n) const {
debugAssert((n >= 0) && (n < num));
return data[index(n)];
}
/** Returns the back element */
inline const T& last() const {
return (*this)[size() - 1];
}
inline T& last() {
return (*this)[size() - 1];
}
/**
Returns true if the given element is in the queue.
*/
bool contains(const T& e) const {
for (int i = 0; i < size(); ++i) {
if ((*this)[i] == e) {
return true;
}
}
return false;
}
/**
Calls delete on all objects[0...size-1]
and sets the queue size to zero.
*/
void deleteAll() {
FIND_ENDS;
int i;
for (i = 0; i < secondEnd; ++i) {
delete data[i];
}
for (i = head; i < firstEnd; ++i) {
delete data[i];
}
clear();
}
};
#undef FIND_ENDS
}; // namespace
#endif

View file

@ -0,0 +1,139 @@
/**
@file Random.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2009-01-02
@edited 2009-03-20
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Random_h
#define G3D_Random_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/GMutex.h"
namespace G3D {
/** Random number generator.
Threadsafe.
Useful for generating consistent random numbers across platforms
and when multiple threads are involved.
Uses the Fast Mersenne Twister (FMT-19937) algorithm.
On average, uniform() runs about 2x-3x faster than rand().
@cite http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html
On OS X, Random is about 10x faster than drand48() (which is
threadsafe) and 4x faster than rand() (which is not threadsafe).
*/
class Random {
protected:
/** Constants (important for the algorithm; do not modify) */
enum {
N = 624,
M = 397,
R = 31,
U = 11,
S = 7,
T = 15,
L = 18,
A = 0x9908B0DF,
B = 0x9D2C5680,
C = 0xEFC60000};
/**
Prevents multiple overlapping calls to generate().
*/
Spinlock lock;
/** State vector (these are the next N values that will be returned) */
uint32* state;
/** Index into state */
int index;
bool m_threadsafe;
/** Generate the next N ints, and store them for readback later.
Called from bits() */
virtual void generate();
/** For subclasses. The void* parameter is just to distinguish this from the
public constructor.*/
Random(void*);
public:
/** \param threadsafe Set to false if you know that this random
will only be used on a single thread. This eliminates the
lock and improves performance on some platforms.
*/
Random(uint32 seed = 0xF018A4D2, bool threadsafe = true);
virtual ~Random();
/** Each bit is random. Subclasses can choose to override just
this method and the other methods will all work automatically. */
virtual uint32 bits();
/** Uniform random integer on the range [min, max] */
virtual int integer(int min, int max);
/** Uniform random float on the range [min, max] */
virtual inline float uniform(float low, float high) {
// We could compute the ratio in double precision here for
// about 1.5x slower performance and slightly better
// precision.
return low + (high - low) * ((float)bits() / (float)0xFFFFFFFFUL);
}
/** Uniform random float on the range [0, 1] */
virtual inline float uniform() {
// We could compute the ratio in double precision here for
// about 1.5x slower performance and slightly better
// precision.
const float norm = 1.0f / (float)0xFFFFFFFFUL;
return (float)bits() * norm;
}
/** Normally distributed reals. */
virtual float gaussian(float mean, float stdev);
/** Returns 3D unit vectors distributed according to
a cosine distribution about the z-axis. */
virtual void cosHemi(float& x, float& y, float& z);
/** Returns 3D unit vectors distributed according to a cosine
power distribution (\f$ \cos^k \theta \f$) about
the z-axis. */
virtual void cosPowHemi(const float k, float& x, float& y, float& z);
/** Returns 3D unit vectors uniformly distributed on the
hemisphere about the z-axis. */
virtual void hemi(float& x, float& y, float& z);
/** Returns 3D unit vectors uniformly distributed on the sphere */
virtual void sphere(float& x, float& y, float& z);
/**
A shared instance for when the performance and features but not
consistency of the class are desired. It is slightly (10%)
faster to use a distinct instance than to use the common one.
Threadsafe.
*/
static Random& common();
};
}
#endif

View file

@ -3,14 +3,14 @@
Ray class
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2002-07-12
@edited 2006-02-21
@edited 2009-06-29
*/
#ifndef G3D_RAY_H
#define G3D_RAY_H
#ifndef G3D_Ray_h
#define G3D_Ray_h
#include "G3D/platform.h"
#include "G3D/Vector3.h"
@ -23,43 +23,85 @@ namespace G3D {
*/
class Ray {
private:
Ray(const Vector3& origin, const Vector3& direction) {
this->origin = origin;
this->direction = direction;
}
friend class Intersect;
Vector3 m_origin;
/** Unit length */
Vector3 m_direction;
/** 1.0 / direction */
Vector3 m_invDirection;
// The following are for the "ray slope" optimization from
// "Fast Ray / Axis-Aligned Bounding Box Overlap Tests using Ray Slopes"
// by Martin Eisemann, Thorsten Grosch, Stefan Müller and Marcus Magnor
// Computer Graphics Lab, TU Braunschweig, Germany and
// University of Koblenz-Landau, Germany*/
enum Classification {MMM, MMP, MPM, MPP, PMM, PMP, PPM, PPP, POO, MOO, OPO, OMO, OOP, OOM, OMM, OMP, OPM, OPP, MOM, MOP, POM, POP, MMO, MPO, PMO, PPO}; Classification classification;
// ray slope
float ibyj, jbyi, kbyj, jbyk, ibyk, kbyi;
// Precomputed components
float c_xy, c_xz, c_yx, c_yz, c_zx, c_zy;
public:
Vector3 origin;
void set(const Vector3& origin, const Vector3& direction);
inline const Vector3& origin() const {
return m_origin;
}
/** Unit direction vector. */
inline const Vector3& direction() const {
return m_direction;
}
/** Component-wise inverse of direction vector. May have inf() components */
inline const Vector3& invDirection() const {
return m_invDirection;
}
inline Ray() {
set(Vector3::zero(), Vector3::unitX());
}
inline Ray(const Vector3& origin, const Vector3& direction) {
set(origin, direction);
}
Ray(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/**
Not unit length
*/
Vector3 direction;
Ray() : origin(Vector3::zero()), direction(Vector3::zero()) {}
virtual ~Ray() {}
/**
Creates a Ray from a origin and a (nonzero) direction.
Creates a Ray from a origin and a (nonzero) unit direction.
*/
static Ray fromOriginAndDirection(const Vector3& point, const Vector3& direction) {
return Ray(point, direction);
}
Ray unit() const {
return Ray(origin, direction.unit());
}
/** Advances the origin along the direction by @a distance */
inline Ray bump(float distance) const {
return Ray(m_origin + m_direction * distance, m_direction);
}
/** Advances the origin along the @a bumpDirection by @a distance and returns the new ray*/
inline Ray bump(float distance, const Vector3& bumpDirection) const {
return Ray(m_origin + bumpDirection * distance, m_direction);
}
/**
Returns the closest point on the Ray to point.
*/
Vector3 closestPoint(const Vector3& point) const {
float t = direction.dot(point - this->origin);
float t = m_direction.dot(point - m_origin);
if (t < 0) {
return this->origin;
return m_origin;
} else {
return this->origin + direction * t;
return m_origin + m_direction * t;
}
}
@ -80,7 +122,7 @@ public:
Vector3 intersection(const class Plane& plane) const;
/**
Returns the distance until intersection with the (solid) sphere.
Returns the distance until intersection with the sphere or the (solid) ball bounded by the sphere.
Will be 0 if inside the sphere, inf if there is no intersection.
The ray direction is <B>not</B> normalized. If the ray direction
@ -90,8 +132,10 @@ public:
See also the G3D::CollisionDetection "movingPoint" methods,
which give more information about the intersection.
\param solid If true, rays inside the sphere immediately intersect (good for collision detection). If false, they hit the opposite side of the sphere (good for ray tracing).
*/
float intersectionTime(const class Sphere& sphere) const;
float intersectionTime(const class Sphere& sphere, bool solid = false) const;
float intersectionTime(const class Plane& plane) const;
@ -147,7 +191,7 @@ public:
inline float intersectionTime(const Triangle& triangle) const {
return intersectionTime(
triangle.vertex(0), triangle.vertex(1), triangle.vertex(2),
triangle.edge01, triangle.edge02);
triangle.edge01(), triangle.edge02());
}
inline float intersectionTime(
@ -156,7 +200,7 @@ public:
double& w1,
double& w2) const {
return intersectionTime(triangle.vertex(0), triangle.vertex(1), triangle.vertex(2),
triangle.edge01, triangle.edge02, w0, w1, w2);
triangle.edge01(), triangle.edge02(), w0, w1, w2);
}
/** Refracts about the normal
@ -207,33 +251,33 @@ inline float Ray::intersectionTime(
float tvec[3], pvec[3], qvec[3];
// begin calculating determinant - also used to calculate U parameter
CROSS(pvec, direction, edge2);
CROSS(pvec, m_direction, edge2);
// if determinant is near zero, ray lies in plane of triangle
const float det = DOT(edge1, pvec);
if (det < EPSILON) {
return (float)inf();
return finf();
}
// calculate distance from vert0 to ray origin
SUB(tvec, origin, vert0);
SUB(tvec, m_origin, vert0);
// calculate U parameter and test bounds
u = DOT(tvec, pvec);
if ((u < 0.0f) || (u > det)) {
// Hit the plane outside the triangle
return (float)inf();
return finf();
}
// prepare to test V parameter
CROSS(qvec, tvec, edge1);
// calculate V parameter and test bounds
v = DOT(direction, qvec);
v = DOT(m_direction, qvec);
if ((v < 0.0f) || (u + v > det)) {
// Hit the plane outside the triangle
return (float)inf();
return finf();
}
@ -245,7 +289,7 @@ inline float Ray::intersectionTime(
return t / det;
} else {
// We had to travel backwards in time to intersect
return (float)inf();
return finf();
}
}
@ -269,33 +313,33 @@ inline float Ray::intersectionTime(
float tvec[3], pvec[3], qvec[3];
// begin calculating determinant - also used to calculate U parameter
CROSS(pvec, direction, edge2);
CROSS(pvec, m_direction, edge2);
// if determinant is near zero, ray lies in plane of triangle
const float det = DOT(edge1, pvec);
if (det < EPSILON) {
return (float)inf();
return finf();
}
// calculate distance from vert0 to ray origin
SUB(tvec, origin, vert0);
SUB(tvec, m_origin, vert0);
// calculate U parameter and test bounds
u = DOT(tvec, pvec);
if ((u < 0.0f) || (u > det)) {
// Hit the plane outside the triangle
return (float)inf();
return finf();
}
// prepare to test V parameter
CROSS(qvec, tvec, edge1);
// calculate V parameter and test bounds
v = DOT(direction, qvec);
v = DOT(m_direction, qvec);
if ((v < 0.0f) || (u + v > det)) {
// Hit the plane outside the triangle
return (float)inf();
return finf();
}
float t = DOT(edge2, qvec);
@ -313,7 +357,7 @@ inline float Ray::intersectionTime(
return t;
} else {
// We had to travel backwards in time to intersect
return (float)inf();
return finf();
}
}

View file

@ -0,0 +1,417 @@
/**
@file Rect2D.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-11-13
@created 2009-11-16
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Rect2D_h
#define G3D_Rect2D_h
// Linux defines this as a macro
#ifdef border
#undef border
#endif
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/Vector2.h"
#ifdef _MSC_VER
// Turn off "conditional expression is constant" warning; MSVC generates this
// for debug assertions in inlined methods.
# pragma warning (disable : 4127)
#endif
namespace G3D {
class Any;
/**
If you are using this class for pixel rectangles, keep in mind that the last
pixel you can draw to is at x0() + width() - 1.
*/
class Rect2D {
private:
Vector2 min, max;
/**
Returns true if the whole polygon is clipped.
@param p Value of the point
@param axis Index [0 or 1] of the axis to clip along?
@param clipGreater Are we clipping greater than or less than the line?
@param inPoly Polygon being clipped
@param outPoly The clipped polygon
*/
template<class T>
static bool clipSide2D(
const float p, bool clipGreater, int axis,
const Array<T>& inPoly, Array<T>& outPoly) {
outPoly.clear();
int i0 = -1;
Vector2 pt1;
bool c1 = true;
float negate = clipGreater ? -1 : 1;
// Find a point that is not clipped
for (i0 = 0; (i0 < inPoly.length()) && c1; ++i0) {
pt1 = inPoly[i0];
c1 = (negate * pt1[axis]) < (negate * p);
}
// We incremented i0 one time to many
--i0;
if (c1) {
// We could not find an unclipped point
return true;
}
outPoly.append(pt1);
// for each point in inPoly,
// if the point is outside the side and the previous one was also outside, continue
// if the point is outside the side and the previous one was inside, cut the line
// if the point is inside the side and the previous one was also inside, append the points
// if the point is inside the side and the previous one was outside, cut the line
for (int i = 1; i <= inPoly.length(); ++i) {
T pt2 = inPoly[(i + i0) % inPoly.length()];
bool c2 = (negate * pt2[axis]) < (negate * p);
if (c1 ^ c2) {
if (!c1 && c2 && (i > 1)) {
// Unclipped to clipped trasition and not the first iteration
outPoly.append(pt1);
}
// only one point is clipped, find where the line crosses the clipping plane
float alpha;
if (pt2[axis] == pt1[axis]) {
alpha = 0;
} else {
alpha = (p - pt1[axis]) / (pt2[axis] - pt1[axis]);
}
outPoly.append(pt1.lerp(pt2, alpha));
} else if (! (c1 || c2) && (i != 1)) {
// neither point is clipped (don't do this the first time
// because we appended the first pt before the loop)
outPoly.append(pt1);
}
pt1 = pt2;
c1 = c2;
}
return false;
}
public:
/** \param any Must either Rect2D::xywh(#, #, #, #) or Rect2D::xyxy(#, #, #, #)*/
Rect2D(const Any& any);
/** Converts the Rect2D to an Any. */
operator Any() const;
Rect2D() : min(0, 0), max(0, 0) {}
/** Creates a rectangle at 0,0 with the given width and height*/
Rect2D(const Vector2& wh) : min(0, 0), max(wh.x, wh.y) {}
/** Computes a rectangle that contains both @a a and @a b.
Note that even if @a or @b has zero area, its origin will be included.*/
Rect2D(const Rect2D& a, const Rect2D& b) {
min = a.min.min(b.min);
max = a.max.max(b.max);
}
/** @brief Uniformly random point on the interior */
Vector2 randomPoint() const {
return Vector2(uniformRandom(0, max.x - min.x) + min.x,
uniformRandom(0, max.y - min.y) + min.y);
}
float width() const {
return max.x - min.x;
}
float height() const {
return max.y - min.y;
}
float x0() const {
return min.x;
}
float x1() const {
return max.x;
}
float y0() const {
return min.y;
}
float y1() const {
return max.y;
}
/** Min, min corner */
Vector2 x0y0() const {
return min;
}
Vector2 x1y0() const {
return Vector2(max.x, min.y);
}
Vector2 x0y1() const {
return Vector2(min.x, max.y);
}
/** Max,max corner */
Vector2 x1y1() const {
return max;
}
/** Width and height */
Vector2 wh() const {
return max - min;
}
Vector2 center() const {
return (max + min) * 0.5;
}
float area() const {
return width() * height();
}
bool isFinite() const {
return (min.isFinite() && max.isFinite());
}
Rect2D lerp(const Rect2D& other, float alpha) const {
Rect2D out;
out.min = min.lerp(other.min, alpha);
out.max = max.lerp(other.max, alpha);
return out;
}
static Rect2D xyxy(float x0, float y0, float x1, float y1) {
Rect2D r;
r.min.x = G3D::min(x0, x1);
r.min.y = G3D::min(y0, y1);
r.max.x = G3D::max(x0, x1);
r.max.y = G3D::max(y0, y1);
return r;
}
static Rect2D xyxy(const Vector2& v0, const Vector2& v1) {
Rect2D r;
r.min = v0.min(v1);
r.max = v0.max(v1);
return r;
}
static Rect2D xywh(float x, float y, float w, float h) {
return xyxy(x, y, x + w, y + h);
}
static Rect2D xywh(const Vector2& v, const Vector2& w) {
return xyxy(v.x, v.y, v.x + w.x, v.y + w.y);
}
/** Constructs a Rect2D with infinite boundaries.
Use isFinite() to test either min or max.
*/
static Rect2D inf() {
return xyxy(Vector2::inf(), Vector2::inf());
}
bool contains(const Vector2& v) const {
return (v.x >= min.x) && (v.y >= min.y) && (v.x <= max.x) && (v.y <= max.y);
}
bool contains(const Rect2D& r) const {
return (min.x <= r.min.x) && (min.y <= r.min.y) &&
(max.x >= r.max.x) && (max.y >= r.max.y);
}
/** True if there is non-zero area to the intersection between @a this and @a r.
Note that two rectangles that are adjacent do not intersect because there is
zero area to the overlap, even though one of them "contains" the corners of the other.*/
bool intersects(const Rect2D& r) const {
return (min.x < r.max.x) && (min.y < r.max.y) &&
(max.x > r.min.x) && (max.y > r.min.y);
}
/** Like intersection, but counts the adjacent case as touching. */
bool intersectsOrTouches(const Rect2D& r) const {
return (min.x <= r.max.x) && (min.y <= r.max.y) &&
(max.x >= r.min.x) && (max.y >= r.min.y);
}
Rect2D operator*(float s) const {
return xyxy(min.x * s, min.y * s, max.x * s, max.y * s);
}
Rect2D operator/(float s) const {
return xyxy(min / s, max / s);
}
Rect2D operator/(const Vector2& s) const {
return xyxy(min / s, max / s);
}
Rect2D operator+(const Vector2& v) const {
return xyxy(min + v, max + v);
}
Rect2D operator-(const Vector2& v) const {
return xyxy(min - v, max - v);
}
bool operator==(const Rect2D& other) const {
return (min == other.min) && (max == other.max);
}
bool operator!=(const Rect2D& other) const {
return (min != other.min) || (max != other.max);
}
/** Returns the corners in the order: (min,min), (max,min), (max,max), (min,max). */
Vector2 corner(int i) const {
debugAssert(i >= 0 && i < 4);
switch (i & 3) {
case 0:
return Vector2(min.x, min.y);
case 1:
return Vector2(max.x, min.y);
case 2:
return Vector2(max.x, max.y);
case 3:
return Vector2(min.x, max.y);
default:
// Should never get here
return Vector2(0, 0);
}
}
/** @deprecated
@sa expand() */
Rect2D border(float delta) const {
return Rect2D::xywh(x0() + delta,
y0() + delta,
width() - 2.0f * delta,
height() - 2.0f * delta);
}
/** Returns a new Rect2D that is bigger/smaller by the specified amount
(negative is shrink.) */
Rect2D expand(float delta) const {
float newX = x0() - delta;
float newY = y0() - delta;
float newW = width() + 2.0f * delta;
float newH = height() + 2.0f * delta;
if (newW < 0.0f) {
newX = (x0() + width()) / 2.0f;
newW = 0.0f;
}
if (newH < 0.0f) {
newY = (y0() + height()) / 2.0f;
newH = 0.0f;
}
return Rect2D::xywh(newX, newY, newW, newH);
}
/**
Clips so that the rightmost point of the outPoly is at rect.x1 (e.g. a 800x600 window produces
rightmost point 799, not 800). The results are suitable for pixel rendering if iRounded.
Templated so that it will work for Vector2,3,4 (the z and w components are interpolated linearly).
The template parameter must define T.lerp and contain x and y components.
If the entire polygon is clipped by a single side, the result will be empty.
The result might also have zero area but not be empty.
*/
template<class T>
void clip(const Array<T>& inPoly, Array<T>& outPoly) const {
const bool greaterThan = true;
const bool lessThan = false;
const int X = 0;
const int Y = 1;
Array<T> temp;
bool entirelyClipped =
clipSide2D(x0(), lessThan, X, inPoly, temp) ||
clipSide2D(x1(), greaterThan, X, temp, outPoly) ||
clipSide2D(y0(), lessThan, Y, outPoly, temp) ||
clipSide2D(y1(), greaterThan, Y, temp, outPoly);
if (entirelyClipped) {
outPoly.clear();
}
}
/** Returns the largest, centered Rect2D that can fit inside this
while maintaining the aspect ratio of x:y. Convenient for
displaying images in odd-shaped windows.
*/
Rect2D largestCenteredSubRect(float ww, float hh) const {
float textureAspect = hh / ww;
float viewAspect = height() / width();
if (viewAspect > textureAspect) {
// The view is too tall
float h = width() * textureAspect;
float y = (height() - h) / 2;
return Rect2D::xywh(0, y, width(), h) + corner(0);
} else {
// The view is too wide
float w = height() / textureAspect;
float x = (width() - w) / 2;
return Rect2D::xywh(x, 0, w, height()) + corner(0);
}
}
/**
Returns the overlap region between the two rectangles. This may have zero area
if they do not intersect. See the two-Rect2D constructor for a way to compute
a union-like rectangle.
*/
Rect2D intersect(const Rect2D& other) const {
if (intersects(other)) {
return Rect2D::xyxy(min.max(other.min), max.min(other.max));
}else{
return Rect2D::xywh(0, 0, 0, 0);
}
}
};
typedef Rect2D AABox2D;
}
#endif

View file

@ -0,0 +1,570 @@
/**
@file ReferenceCount.h
Reference Counting Garbage Collector for C++
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Adapted and extended from Justin Miller's "RGC" class that appeared in BYTE magazine.
@cite See also http://www.jelovic.com/articles/cpp_without_memory_errors_slides.htm
@created 2001-10-23
@edited 2009-04-25
*/
#ifndef G3D_ReferenceCount_h
#define G3D_ReferenceCount_h
#include "G3D/platform.h"
#include "G3D/debug.h"
#include "G3D/AtomicInt32.h"
namespace G3D {
#ifdef _MSC_VER
// Turn off "conditional expression is constant" warning; MSVC generates this
// for debug assertions in inlined methods.
# pragma warning (disable : 4127)
#endif
/** Base class for WeakReferenceCountedPointer */
class _WeakPtr {
public:
inline virtual ~_WeakPtr() {}
protected:
friend class ReferenceCountedObject;
/** Called by ReferenceCountedObject to tell a weak pointer that its underlying object was collected. */
virtual void objectCollected() = 0;
};
/** Used internally by ReferenceCountedObject */
class _WeakPtrLinkedList {
public:
_WeakPtr* weakPtr;
_WeakPtrLinkedList* next;
inline _WeakPtrLinkedList() : weakPtr(NULL), next(NULL) {}
/** Inserts this node into the head of the list that previously had n as its head. */
inline _WeakPtrLinkedList(_WeakPtr* p, _WeakPtrLinkedList* n) : weakPtr(p), next(n) {}
};
/**
Objects that are reference counted inherit from this. Subclasses
<B>must</B> have a public destructor (the default destructor is fine)
and <B>publicly</B> inherit ReferenceCountedObject.
Multiple inheritance from a reference counted object is dangerous-- use
at your own risk.
ReferenceCountedPointer and ReferenceCountedObject are threadsafe.
You can create and drop references on multiple threads without
violating integrity. WeakReferenceCountedPointer is <i>not</i>
threadsafe. Introducing a weak pointer destroys all thread safety,
even for strong pointers to the same object (this is inherent in the
design of the class; we cannot fix it without slowing down the
performance of reference counted objects.)
<B>Usage Example</B>
<PRE>
class Foo : public G3D::ReferenceCountedObject {
public:
int x;
};
class Bar : public Foo {};
typedef G3D::ReferenceCountedPointer<Foo> FooRef;
typedef G3D::WeakReferenceCountedPointer<Foo> WeakFooRef;
typedef G3D::ReferenceCountedPointer<Bar> BarRef;
int main(int argc, char *argv[]) {
WeakFooRef x;
{
FooRef a = new Foo();
// Reference count == 1
x = a;
// Weak references do not increase count
{
FooRef b = a;
// Reference count == 2
}
// Reference count == 1
}
// No more strong references; object automatically deleted.
// x is set to NULL automatically.
// Example of using dynamic cast on reference counted objects
BarRef b = new Bar();
// No cast needed to go down the heirarchy.
FooRef f = b;
// We can't cast the reference object because it is a class.
// Instead we must extract the pointer and cast that:
b = dynamic_cast<Bar*>(&*f);
return 0;
}
</PRE>
*/
class ReferenceCountedObject {
public:
/**
The long name is to keep this from accidentally conflicting with
a subclass's variable name. Do not use or explicitly manipulate
this value--its type may change in the future and is not part
of the supported API.
*/
AtomicInt32 ReferenceCountedObject_refCount;
/**
Linked list of all weak pointers that reference this (some may be
on the stack!). Do not use or explicitly manipulate this value.
*/
_WeakPtrLinkedList* ReferenceCountedObject_weakPointer;
protected:
ReferenceCountedObject();
public:
/** Automatically called immediately before the object is deleted.
This is not called from the destructor because it needs to be invoked
before the subclass destructor.
*/
void ReferenceCountedObject_zeroWeakPointers();
virtual ~ReferenceCountedObject();
/**
Note: copies will initially start out with 0
references and 0 weak references like any other object.
*/
ReferenceCountedObject(const ReferenceCountedObject& notUsed);
ReferenceCountedObject& operator=(const ReferenceCountedObject& other);
};
/**
Use ReferenceCountedPointer<T> in place of T* in your program.
T must subclass ReferenceCountedObject.
@deprecated To be replaced by boost::shared_ptr in 7.0
*/
template <class T>
class ReferenceCountedPointer {
private:
T* m_pointer;
public:
typedef T element_type;
inline T* pointer() const {
return m_pointer;
}
private:
/** Nulls out the pointer and drops a reference. If the reference
count hits zero. */
void zeroPointer() {
if (m_pointer != NULL) {
ReferenceCountedObject* pointer = ((ReferenceCountedObject*)m_pointer);
debugAssert(G3D::isValidHeapPointer(m_pointer));
debugAssertM(pointer->ReferenceCountedObject_refCount.value() > 0,
"Dangling reference detected.");
// Only delete if this instance caused the count to hit
// exactly zero. If there is a race condition, the value
// may be zero after decrement returns, but only one of
// the instances will get a zero return value.
if (pointer->ReferenceCountedObject_refCount.decrement() == 0) {
// We held the last reference, so delete the object.
// This test is threadsafe because there is no way for
// the reference count to increase after the last
// reference was dropped (assuming the application does
// not voilate the class abstraction).
//debugPrintf(" delete 0x%x\n", m_pointer);
// We must zero the weak pointers *before* deletion in case there
// are cycles of weak references.
// Note that since there are no strong references at this point,
// it is perfectly fair to zero the weak pointers anyway.
pointer->ReferenceCountedObject_zeroWeakPointers();
delete pointer;
}
m_pointer = NULL;
}
}
/** Non-atomic (except for the referencec increment). Can only be
called in contexts like the copy constructor or initial
constructor where it is known that the reference count will
not hit zero on some other thread. */
void setPointer(T* x) {
if (x != m_pointer) {
zeroPointer();
if (x != NULL) {
debugAssert(G3D::isValidHeapPointer(x));
m_pointer = x;
// Note that the ref count can be zero if this is the
// first pointer to it
ReferenceCountedObject* pointer = (ReferenceCountedObject*)m_pointer;
debugAssertM(pointer->ReferenceCountedObject_refCount.value() >= 0,
"Negative reference count detected.");
pointer->ReferenceCountedObject_refCount.increment();
}
}
}
public:
inline ReferenceCountedPointer() : m_pointer(NULL) {}
/**
Allow silent cast <i>to</i> the base class.
<pre>
SubRef s = new Sub();
BaseRef b = s;
</pre>
i.e., compile-time subtyping rule
RCP&lt;<I>T</I>&gt; &lt;: RCP&lt;<I>S</I>&gt; if <I>T</I> &lt;: <I>S</I>
*/
template <class S>
inline ReferenceCountedPointer(const ReferenceCountedPointer<S>& p) :
m_pointer(NULL) {
setPointer(p.pointer());
}
# if (! defined(MSC_VER) || (MSC_VER >= 1300))
/**
Explicit cast to a subclass. Acts like dynamic cast; the result will be NULL if
the cast cannot succeed. Not supported on VC6.
<pre>
SubRef s = new Sub();
BaseRef b = s;
s = b.downcast<Sub>(); // Note that the template argument is the object type, not the pointer type.
</pre>
*/
template <class S>
ReferenceCountedPointer<S> downcast() {
return ReferenceCountedPointer<S>(dynamic_cast<S*>(m_pointer));
}
template <class S>
const ReferenceCountedPointer<S> downcast() const {
return ReferenceCountedPointer<S>(dynamic_cast<const S*>(m_pointer));
}
# endif
// We need an explicit version of the copy constructor as well or
// the default copy constructor will be used.
inline ReferenceCountedPointer(const ReferenceCountedPointer<T>& p) : m_pointer(NULL) {
setPointer(p.m_pointer);
}
/** Allows construction from a raw pointer. That object will thereafter be
reference counted -- do not call delete on it.
Use of const allows downcast on const references */
inline ReferenceCountedPointer(const T* p) : m_pointer(NULL) {
// only const constructor is defined to remove ambiguity using NULL
setPointer(const_cast<T*>(p));
}
inline ~ReferenceCountedPointer() {
zeroPointer();
}
inline size_t hashCode() const {
return reinterpret_cast<size_t>(m_pointer);;
}
inline const ReferenceCountedPointer<T>& operator=(const ReferenceCountedPointer<T>& p) {
setPointer(p.m_pointer);
return *this;
}
inline ReferenceCountedPointer<T>& operator=(T* p) {
setPointer(p);
return *this;
}
inline bool operator==(const ReferenceCountedPointer<T>& y) const {
return (m_pointer == y.m_pointer);
}
inline bool operator!=(const ReferenceCountedPointer<T>& y) const {
return (m_pointer != y.m_pointer);
}
bool operator < (const ReferenceCountedPointer<T>& y) const {
return (m_pointer < y.m_pointer);
}
bool operator > (const ReferenceCountedPointer<T>& y) const {
return (m_pointer > y.m_pointer);
}
bool operator <= (const ReferenceCountedPointer<T>& y) const {
return (m_pointer <= y.m_pointer);
}
bool operator >= (const ReferenceCountedPointer<T>& y) const {
return (m_pointer >= y.m_pointer);
}
inline T& operator*() const {
debugAssertM(m_pointer != NULL, "Dereferenced a NULL ReferenceCountedPointer");
return (*m_pointer);
}
inline T* operator->() const {
debugAssertM(m_pointer != NULL, "Dereferenced a NULL ReferenceCountedPointer");
return m_pointer;
}
inline bool isNull() const {
return (m_pointer == NULL);
}
inline bool notNull() const {
return (m_pointer != NULL);
}
// TODO: distinguish between last strong and last any pointer
/**
Returns true if this is the last reference to an object.
Useful for flushing memoization caches-- a cache that holds the last
reference is unnecessarily keeping an object alive.
<b>Not threadsafe.</b>
@deprecated Use WeakReferenceCountedPointer for caches
*/
inline int isLastReference() const {
return (m_pointer->ReferenceCountedObject_refCount.value() == 1);
}
};
/**
A weak pointer allows the object it references to be garbage collected.
Weak pointers are commonly used in caches, where it is important to hold
a pointer to an object without keeping that object alive solely for the
cache's benefit (i.e., the object can be collected as soon as all
pointers to it <B>outside</B> the cache are gone). They are also convenient
for adding back-pointers in tree and list structures.
Weak pointers may become NULL at any point (when their target is collected).
Therefore the only way to reference the target is to convert to a strong
pointer and then check that it is not NULL.
@deprecated To be replaced by boost::weak_ptr in 7.0
*/
template <class T>
class WeakReferenceCountedPointer : public _WeakPtr {
private:
/** NULL if the object has been collected. */
T* pointer;
public:
/**
Creates a strong pointer, which prevents the object from being
garbage collected. The strong pointer may be NULL, which means
that the underlying.
*/
// There is intentionally no way to check if the
// WeakReferenceCountedPointer has a null reference without
// creating a strong pointer since there is no safe way to use
// that information-- the pointer could be collected by a
// subsequent statement.
ReferenceCountedPointer<T> createStrongPtr() const {
// TODO: What if the object's destructor is called while we
// are in this method?
return ReferenceCountedPointer<T>(pointer);
}
private:
/** Thread issues: safe because this is only called when another
object is guaranteed to keep p alive for the duration of this
call. */
void setPointer(T* p) {
// TODO: must prevent the object from being collected while in
// this method
zeroPointer();
pointer = p;
if (pointer != NULL) {
// TODO: threadsafe: must update the list atomically
// Add myself to the head of my target's list of weak pointers
_WeakPtrLinkedList* head =
new _WeakPtrLinkedList
(this,
pointer->ReferenceCountedObject_weakPointer);
pointer->ReferenceCountedObject_weakPointer = head;
} else {
}
}
/**
Removes this from its target's list of weak pointers. Called
when the weak pointer goes out of scope.
Thread issues: depends on the thread safety of createStrongPtr.
*/
void zeroPointer() {
// Grab a strong reference to prevent the object from being collected while we
// are traversing its list.
ReferenceCountedPointer<T> strong = createStrongPtr();
// If the following test fails then the object was collected before we
// reached it.
if (strong.notNull()) {
debugAssertM(((ReferenceCountedObject*)pointer)->ReferenceCountedObject_weakPointer != NULL,
"Weak pointer exists without a backpointer from the object.");
// Remove myself from my target's list of weak pointers
_WeakPtrLinkedList** node = &((ReferenceCountedObject*)pointer)->ReferenceCountedObject_weakPointer;
while ((*node)->weakPtr != this) {
node = &((*node)->next);
debugAssertM(*node != NULL,
"Weak pointer exists without a backpointer from the object (2).");
}
// Node must now point at the node for me. Remove node and
// close the linked list behind it.
_WeakPtrLinkedList* temp = *node;
*node = temp->next;
// Now delete the node corresponding to me
delete temp;
}
pointer = NULL;
}
public:
WeakReferenceCountedPointer() : pointer(0) {}
/**
Allow compile time subtyping rule
RCP&lt;<I>T</I>&gt; &lt;: RCP&lt;<I>S</I>&gt; if <I>T</I> &lt;: <I>S</I>
*/
template <class S>
inline WeakReferenceCountedPointer(const WeakReferenceCountedPointer<S>& p) : pointer(0) {
// Threadsafe: the object cannot be collected while the other pointer exists.
setPointer(p.pointer);
}
template <class S>
inline WeakReferenceCountedPointer(const ReferenceCountedPointer<S>& p) : pointer(0) {
// Threadsafe: the object cannot be collected while the other
// pointer exists.
setPointer(p.pointer());
}
// Gets called a *lot* when weak pointers are on the stack
WeakReferenceCountedPointer(
const WeakReferenceCountedPointer<T>& weakPtr) : pointer(0) {
setPointer(weakPtr.pointer);
}
WeakReferenceCountedPointer(
const ReferenceCountedPointer<T>& strongPtr) : pointer(0) {
setPointer(strongPtr.pointer());
}
~WeakReferenceCountedPointer() {
zeroPointer();
}
WeakReferenceCountedPointer<T>& operator=(const WeakReferenceCountedPointer<T>& other) {
// Threadsafe: the object cannot be collected while the other pointer exists.
// I now point at other's target
setPointer(other.pointer);
return *this;
}
WeakReferenceCountedPointer<T>& operator=(const ReferenceCountedPointer<T>& other) {
// Threadsafe: the object cannot be collected while the other pointer exists.
// I now point at other's target
setPointer(other.pointer());
return *this;
}
bool operator==(const WeakReferenceCountedPointer<T>& other) const {
return pointer == other.pointer;
}
bool operator!=(const WeakReferenceCountedPointer<T>& other) const {
return pointer != other.pointer;
}
bool operator < (const WeakReferenceCountedPointer<T>& y) const {
return (pointer < y.pointer);
}
bool operator > (const WeakReferenceCountedPointer<T>& y) const {
return (pointer > y.pointer);
}
bool operator <= (const WeakReferenceCountedPointer<T>& y) const {
return (pointer <= y.pointer);
}
bool operator >= (const ReferenceCountedPointer<T>& y) const {
return (pointer >= y.pointer);
}
protected:
/** Invoked by the destructor on ReferenceCountedPointer. */
void objectCollected() {
debugAssertM(pointer != NULL,
"Removed a weak pointer twice.");
pointer = NULL;
}
};
} // namespace
#endif

View file

@ -25,7 +25,10 @@ namespace G3D {
Provides generalized Windows registry querying.
All key names are one string in the format:
"[base key]\[sub-keys]\value"
"[base key]\[sub-keys]"
A value must now be provided for every query.
An empty value string will use the (Default) value.
[base key] can be any of the following:
HKEY_CLASSES_ROOT
@ -37,45 +40,53 @@ namespace G3D {
HKEY_PERFORMANCE_TEXT
HKEY_USERS
keyExists() should be used to validate a key before reading or writing
to ensure that a debug assert or false return is for a different error.
valueExists() should be used to validate a key+value before reading or writing
to ensure that a debug assert or false return is for a different error during
reads and writes.
All read and write calls will assert when a key will not open for reasons other
that it does not exist. All read and write calls will assert when the value cannot
be read or written for any reason.
*/
class RegistryUtil {
public:
/** returns true if the key exists */
/** returns true if the key exists and the current user has permission to read */
static bool keyExists(const std::string& key);
/** returns true if the key exists and the current user has permission to read */
static bool valueExists(const std::string& key, const std::string& value);
/** returns false if the key could not be read for any reason. */
static bool readInt32(const std::string& key, int32& valueData);
static bool readInt32(const std::string& key, const std::string& value, int32& data);
/**
Reads an arbitrary amount of data from a binary registry key.
returns false if the key could not be read for any reason.
@beta
@param valueData pointer to the output buffer of sufficient size. Pass NULL as valueData in order to have available data size returned in dataSize.
@param dataSize size of the output buffer. When NULL is passed for valueData, contains the size of available data on successful return.
@param data pointer to the output buffer of sufficient size. Pass NULL as data in order to have available data size returned in dataSize.
@param dataSize size of the output buffer. When NULL is passed for data, contains the size of available data on successful return.
*/
static bool readBytes(const std::string& key, uint8* valueData, uint32& dataSize);
static bool readBytes(const std::string& key, const std::string& value, uint8* data, uint32& dataSize);
/** returns false if the key could not be read for any reason. */
static bool readString(const std::string& key, std::string& valueData);
static bool readString(const std::string& key, const std::string& value, std::string& data);
/** returns false if the key could not be written for any reason. */
static bool writeInt32(const std::string& key, int32 valueData);
static bool writeInt32(const std::string& key, const std::string& value, int32 data);
/**
Writes an arbitrary amount of data to a binary registry key.
returns false if the key could not be written for any reason.
@param valueData pointer to the input buffer
@param data pointer to the input buffer
@param dataSize size of the input buffer that should be written
*/
static bool writeBytes(const std::string& key, const uint8* valueData, uint32 dataSize);
static bool writeBytes(const std::string& key, const std::string& value, const uint8* data, uint32 dataSize);
/** returns false if the key could not be written for any reason. */
static bool writeString(const std::string& key, const std::string& valueData);
static bool writeString(const std::string& key, const std::string& value, const std::string& data);
};
@ -83,4 +94,4 @@ public:
#endif // G3D_WIN32
#endif // G3D_REGISTRYTUIL_H
#endif // G3D_REGISTRYTUIL_H

View file

@ -0,0 +1,186 @@
/**
@file Set.h
Hash set
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-12-09
@edited 2009-06-10
*/
#ifndef G3D_Set_h
#define G3D_Set_h
#include "G3D/platform.h"
#include "G3D/Table.h"
#include "G3D/MemoryManager.h"
#include <assert.h>
#include <string>
namespace G3D {
/**
An unordered data structure that has at most one of each element.
Provides O(1) time insert, remove, and member test (contains).
Set uses G3D::Table internally, which means that the template type T
must define a hashCode and operator== function. See G3D::Table for
a discussion of these functions.
*/
// There is not copy constructor or assignment operator defined because
// the default ones are correct for Set.
template<class T, class HashFunc = HashTrait<T>, class EqualsFunc = EqualsTrait<T> >
class Set {
/**
If an object is a member, it is contained in
this table.
*/
Table<T, bool, HashFunc, EqualsFunc> memberTable;
public:
void clearAndSetMemoryManager(const MemoryManager::Ref& m) {
memberTable.clearAndSetMemoryManager(m);
}
virtual ~Set() {}
int size() const {
return (int)memberTable.size();
}
bool contains(const T& member) const {
return memberTable.containsKey(member);
}
/**
Inserts into the table if not already present.
*/
void insert(const T& member) {
memberTable.set(member, true);
}
/**
Returns true if the element was present and removed. Returns false
if the element was not present.
*/
bool remove(const T& member) {
return memberTable.remove(member);
}
/** If @a member is present, sets @a removed to the element
being removed and returns true. Otherwise returns false
and does not write to @a removed. This is useful when building
efficient hashed data structures that wrap Set.
*/
bool getRemove(const T& member, T& removed) {
bool ignore;
return memberTable.getRemove(member, removed, ignore);
}
/** If a value that is EqualsFunc to @a member is present, returns a pointer to the
version stored in the data structure, otherwise returns NULL.
*/
const T* getPointer(const T& member) const {
return memberTable.getKeyPointer(member);
}
Array<T> getMembers() const {
return memberTable.getKeys();
}
void getMembers(Array<T>& keyArray) const {
memberTable.getKeys(keyArray);
}
void clear() {
memberTable.clear();
}
void deleteAll() {
getMembers().deleteAll();
clear();
}
/**
C++ STL style iterator variable. See begin().
*/
class Iterator {
private:
friend class Set<T>;
// Note: this is a Table iterator, we are currently defining
// Set iterator
typename Table<T, bool>::Iterator it;
Iterator(const typename Table<T, bool>::Iterator& it) : it(it) {}
public:
inline bool operator!=(const Iterator& other) const {
return !(*this == other);
}
bool hasMore() const {
return it.hasMore();
}
bool operator==(const Iterator& other) const {
return it == other.it;
}
/**
Pre increment.
*/
Iterator& operator++() {
++it;
return *this;
}
/**
Post increment (slower than preincrement).
*/
Iterator operator++(int) {
Iterator old = *this;
++(*this);
return old;
}
const T& operator*() const {
return it->key;
}
T* operator->() const {
return &(it->key);
}
operator T*() const {
return &(it->key);
}
};
/**
C++ STL style iterator method. Returns the first member.
Use preincrement (++entry) to get to the next element.
Do not modify the set while iterating.
*/
Iterator begin() const {
return Iterator(memberTable.begin());
}
/**
C++ STL style iterator method. Returns one after the last iterator
element.
*/
const Iterator end() const {
return Iterator(memberTable.end());
}
};
}
#endif

View file

@ -0,0 +1,155 @@
/**
@file SmallArray.h
@created 2009-04-26
@edited 2009-04-26
Copyright 2000-2009, Morgan McGuire, http://graphics.cs.williams.edu
All rights reserved.
*/
#ifndef G3D_SmallArray_h
#define G3D_SmallArray_h
#include "G3D/platform.h"
#include "G3D/Array.h"
namespace G3D {
/** Embeds \a N elements to reduce allocation time and increase
memory coherence when working with arrays of arrays.
Offers a limited subset of the functionality of G3D::Array.*/
template<class T, int N>
class SmallArray {
private:
int m_size;
/** First N elements */
T m_embedded[N];
/** Remaining elements */
Array<T> m_rest;
public:
SmallArray() : m_size(0) {}
inline int size() const {
return m_size;
}
void resize(int n, bool shrinkIfNecessary = true) {
m_rest.resize(std::max(0, n - N), shrinkIfNecessary);
m_size = n;
}
void clear(bool shrinkIfNecessary = true) {
resize(0, shrinkIfNecessary);
}
inline T& operator[](int i) {
debugAssert(i < m_size && i >= 0);
if (i < N) {
return m_embedded[i];
} else {
return m_rest[i - N];
}
}
inline const T& operator[](int i) const {
debugAssert(i < m_size && i >= 0);
if (i < N) {
return m_embedded[i];
} else {
return m_rest[i - N];
}
}
inline void push(const T& v) {
++m_size;
if (m_size <= N) {
m_embedded[m_size - 1] = v;
} else {
m_rest.append(v);
}
}
inline void append(const T& v) {
push(v);
}
void fastRemove(int i) {
debugAssert(i < m_size && i >= 0);
if (i < N) {
if (m_size <= N) {
// Exclusively embedded
m_embedded[i] = m_embedded[m_size - 1];
} else {
// Move one down from the rest array
m_embedded[i] = m_rest.pop();
}
} else {
// Removing from the rest array
m_rest.fastRemove(i - N);
}
--m_size;
}
T pop() {
debugAssert(m_size > 0);
if (m_size <= N) {
// Popping from embedded, don't need a temporary
--m_size;
return m_embedded[m_size];
} else {
// Popping from rest
--m_size;
return m_rest.pop();
}
}
inline void popDiscard() {
debugAssert(m_size > 0);
if (m_size > N) {
m_rest.popDiscard();
}
--m_size;
}
inline T& next() {
++m_size;
if (m_size <= N) {
return m_embedded[m_size - 1];
} else {
return m_rest.next();
}
}
bool contains(const T& value) const {
for (int i = std::min(m_size, N) - 1; i >= 0; --i) {
if (m_embedded[i] == value) {
return true;
}
}
return m_rest.contains(value);
}
template<int MIN_ELEMENTS, int MIN_BYTES>
SmallArray<T, N>& operator=(const Array<T, MIN_ELEMENTS, MIN_BYTES>& src) {
resize(src.size());
for (int i = 0; i < src.size(); ++i) {
(*this)[i] = src[i];
}
return *this;
}
inline const T& last() const {
return (*this)[size() - 1];
}
inline T& last() {
return (*this)[size() - 1];
}
};
}
#endif

View file

@ -3,10 +3,10 @@
Sphere class
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-06-02
@edited 2004-07-05
@edited 2008-10-07
*/
#ifndef G3D_SPHERE_H
@ -36,6 +36,10 @@ public:
radius = 0;
}
Sphere(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
Sphere(
const Vector3& center,
float radius) {
@ -60,51 +64,49 @@ public:
*/
bool contains(const Vector3& point) const;
/**
@deprecated Use culledBy(Array<Plane>&)
*/
bool culledBy(
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
bool contains(const Sphere& other) const;
/**
@deprecated Use culledBy(Array<Plane>&)
@deprecated Use culledBy(Array<Plane>&)
*/
bool culledBy(
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = -1) const;
/**
See AABox::culledBy
*/
bool culledBy(
const Array<Plane>& plane,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
/**
@deprecated Use culledBy(Array<Plane>&)
*/
bool culledBy(
const class Plane* plane,
int numPlanes,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = 0xFFFFFFFF) const;
/**
See AABox::culledBy
*/
bool culledBy(
const Array<Plane>& plane,
int32& cullingPlaneIndex,
const uint32 testMask,
uint32& childMask) const;
/**
Conservative culling test that does not produce a mask for children.
*/
bool culledBy(
const Array<Plane>& plane,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = -1) const;
bool culledBy(
const Array<Plane>& plane,
int32& cullingPlaneIndex = dummy,
const uint32 testMask = 0xFFFFFFFF) const;
virtual std::string toString() const;
float volume() const;
/** @deprecated */
float surfaceArea() const;
inline float area() const {
return surfaceArea();
}
float area() const;
/**
Uniformly distributed on the surface.
@ -117,12 +119,30 @@ public:
Vector3 randomInteriorPoint() const;
void getBounds(class AABox& out) const;
bool intersects(const Sphere& other) const;
/** Translates the sphere */
Sphere operator+(const Vector3& v) const {
return Sphere(center + v, radius);
}
/** Translates the sphere */
Sphere operator-(const Vector3& v) const {
return Sphere(center - v, radius);
}
/** Sets this to the smallest sphere that encapsulates both */
void merge(const Sphere& s);
};
} // namespace
inline unsigned int hashCode(const G3D::Sphere& sphere) {
return (unsigned int)(hashCode(sphere.center) + (sphere.radius * 13));
}
template <> struct HashTrait<G3D::Sphere> {
static size_t hashCode(const G3D::Sphere& key) {
return static_cast<size_t>(key.center.hashCode() + (key.radius * 13));
}
};
#endif

View file

@ -0,0 +1,367 @@
/**
@file Spline.h
@author Morgan McGuire, http://graphics.cs.williams.edu
*/
#ifndef G3D_SPLINE_H
#define G3D_SPLINE_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/g3dmath.h"
#include "G3D/Matrix4.h"
#include "G3D/Vector4.h"
namespace G3D {
/** Common implementation code for all G3D::Spline template parameters */
class SplineBase {
public:
/** Times at which control points occur. Must have the same
number of elements as Spline::control. */
Array<float> time;
/** If cyclic, then the control points will be assumed to wrap around.
If not cyclic, then the tangents at the ends of the spline
point to the final control points.*/
bool cyclic;
/** For a cyclic spline, this is the time elapsed between the last
control point and the first. If less than or equal to zero this is
assumed to be:
(time[0] - time[1] + .
time[time.size() - 1] - time[time.size() - 2]) / 2.
*/
float finalInterval;
SplineBase() : cyclic(true), finalInterval(-1) {}
virtual ~SplineBase() {}
/** See specification for Spline::finalInterval; this handles the
non-positive case. Returns 0 if not cyclic. */
float getFinalInterval() const;
/** Returns the amount of time covered by this spline in one
period. For a cyclic spline, this contains the final
interval.*/
float duration() const;
/** Computes the derivative spline basis from the control point version. */
static Matrix4 computeBasis();
protected:
/** Assumes that t0 <= s < tn. called by computeIndex. */
void computeIndexInBounds(float s, int& i, float& u) const;
public:
/**
Given a time @a s, finds @a i and 0 <= @a u < 1 such that
@a s = time[@a i] * @a u + time[@a i + 1] * (1 - @a u). Note that
@a i may be outside the bounds of the time and control arrays;
use getControl to handle wraparound and extrapolation issues.
This function takes expected O(1) time for control points with
uniform time sampled control points or for uniformly
distributed random time samples, but may take O( log time.size() ) time
in the worst case.
Called from evaluate().
*/
void computeIndex(float s, int& i, float& u) const;
};
/**
Smooth parameteric curve implemented using a piecewise 3rd-order
Catmull-Rom spline curve. The spline is considered infinite and may
either continue linearly from the specified control points or cycle
through them. Control points are spaced uniformly in time at unit
intervals by default, but irregular spacing may be explicitly
specified.
The dimension of the spline can be set by varying the Control
template parameter. For a 1D function, use Spline<float>. For a
curve in the plane, Spline<Vector2>. Note that <i>any</i> template
parameter that supports operator+(Control) and operator*(float) can
be used; you can make splines out of G3D::Vector4, G3D::Matrix3, or
your own classes.
To provide shortest-path interpolation, subclass G3D::Spline and
override ensureShortestPath(). To provide normalization of
interpolated points (e.g., projecting Quats onto the unit
hypersphere) override correct().
See Real Time Rendering, 2nd edition, ch 12 for a general discussion
of splines and their properties.
@sa G3D::UprightSpline, G3D::QuatSpline
*/
template<typename Control>
class Spline : public SplineBase {
protected:
/** The additive identity control point. */
Control zero;
public:
/** Control points. Must have the same number of elements as
Spline::time.*/
Array<Control> control;
Spline() {
static Control x;
// Hide the fact from C++ that we are using an
// uninitialized variable here by pointer arithmetic.
// This is ok because any type that is a legal control
// point also supports multiplication by float.
zero = *(&x) * 0.0f;
}
/** Appends a control point at a specific time that must be
greater than that of the previous point. */
void append(float t, const Control& c) {
debugAssertM((time.size() == 0) || (t > time.last()),
"Control points must have monotonically increasing times.");
time.append(t);
control.append(c);
debugAssert(control.size() == time.size());
}
/** Appends control point spaced in time based on the previous
control point, or spaced at unit intervals if this is the
first control point. */
void append(const Control& c) {
switch (time.size()) {
case 0:
append(0, c);
break;
case 1:
if (time[0] == 0) {
append(1, c);
} else {
append(time[0], c);
}
break;
default:
append(2 * time[time.size() - 1] - time[time.size() - 2], c);
}
debugAssert(control.size() == time.size());
}
/** Erases all control points and times, but retains the state of
cyclic and finalInterval.
*/
void clear() {
control.clear();
time.clear();
}
/** Number of control points */
int size() const {
debugAssert(time.size() == control.size());
return control.size();
}
/** Returns the requested control point and time sample based on
array index. If the array index is out of bounds, wraps (for
a cyclic spline) or linearly extrapolates (for a non-cyclic
spline), assuming time intervals follow the first or last
sample recorded.
Calls correct() on the control point if it was extrapolated.
Returns 0 if there are no control points.
@sa Spline::control and Spline::time for the underlying
control point array; Spline::computeIndex to find the index
given a time.
*/
void getControl(int i, float& t, Control& c) const {
int N = control.size();
if (N == 0) {
c = zero;
t = 0;
} else if (cyclic) {
c = control[iWrap(i, N)];
if (i < 0) {
// Wrapped around bottom
// Number of times we wrapped around the cyclic array
int wraps = (N + 1 - i) / N;
int j = (i + wraps * N) % N;
t = time[j] - wraps * duration();
} else if (i < N) {
t = time[i];
} else {
// Wrapped around top
// Number of times we wrapped around the cyclic array
int wraps = i / N;
int j = i % N;
t = time[j] + wraps * duration();
}
} else if (i < 0) {
// Are there enough points to extrapolate?
if (N >= 2) {
// Step away from control point 0
float dt = time[1] - time[0];
// Extrapolate (note; i is negative)
c = control[1] * float(i) + control[0] * float(1 - i);
correct(c);
t = dt * i + time[0];
} else {
// Just clamp
c = control[0];
// Only 1 time; assume 1s intervals
t = time[0] + i;
}
} else if (i >= N) {
if (N >= 2) {
float dt = time[N - 1] - time[N - 2];
// Extrapolate
c = control[N - 1] * float(i - N + 2) + control[N - 2] * -float(i - N + 1);
correct(c);
t = time[N - 1] + dt * (i - N + 1);
} else {
// Return the last, clamping
c = control.last();
// Only 1 time; assume 1s intervals
t = time[0] + i;
}
} else {
// In bounds
c = control[i];
t = time[i];
}
}
protected:
/** Returns a series of N control points and times, fixing
boundary issues. The indices may be assumed to be treated
cyclically. */
void getControls(int i, float* T, Control* A, int N) const {
for (int j = 0; j < N; ++j) {
getControl(i + j, T[j], A[j]);
}
ensureShortestPath(A, N);
}
/**
Mutates the array of N control points. It is useful to override this
method by one that wraps the values if they are angles or quaternions
for which "shortest path" interpolation is significant.
*/
virtual void ensureShortestPath(Control* A, int N) const { (void)A; (void) N;}
/** Normalize or otherwise adjust this interpolated Control. */
virtual void correct(Control& A) const { (void)A; }
public:
/**
Return the position at time s. The spline is defined outside
of the time samples by extrapolation or cycling.
*/
Control evaluate(float s) const {
debugAssertM(control.size() == time.size(), "Corrupt spline: wrong number of control points.");
/*
@cite http://www.gamedev.net/reference/articles/article1497.asp
Derivation of basis matrix follows.
Given control points with positions p[i] at times t[i], 0 <= i <= 3, find the position
at time t[1] <= s <= t[2].
Let u = s - t[0]
Let U = [u^0 u^1 u^2 u^3] = [1 u u^2 u^3]
Let dt0 = t[0] - t[-1]
Let dt1 = t[1] - t[0]
Let dt2 = t[2] - t[1]
*/
// Index of the first control point (i.e., the u = 0 point)
int i = 0;
// Fractional part of the time
float u = 0;
computeIndex(s, i, u);
Control p[4];
float t[4];
getControls(i - 1, t, p, 4);
float dt0 = t[1] - t[0];
float dt1 = t[2] - t[1];
float dt2 = t[3] - t[2];
static const Matrix4 basis = computeBasis();
// Powers of u
Vector4 uvec((float)(u*u*u), (float)(u*u), (float)u, 1.0f);
// Compute the weights on each of the control points.
const Vector4& weights = uvec * basis;
// Compute the weighted sum of the neighboring control points.
Control sum;
const Control& p0 = p[0];
const Control& p1 = p[1];
const Control& p2 = p[2];
const Control& p3 = p[3];
const Control& dp0 = p1 + (p0*-1.0f);
const Control& dp1 = p2 + (p1*-1.0f);
const Control& dp2 = p3 + (p2*-1.0f);
// The factor of 1/2 from averaging two time intervals is
// already factored into the basis
// tan1 = (dp0 / dt0 + dp1 / dt1) * ((dt0 + dt1) * 0.5);
// The last term normalizes for unequal time intervals
float x = (dt0 + dt1) * 0.5f;
float n0 = x / dt0;
float n1 = x / dt1;
float n2 = x / dt2;
const Control& dp1n1 = dp1 * n1;
const Control& tan1 = dp0 * n0 + dp1n1;
const Control& tan2 = dp1n1 + dp2 * n2;
sum =
tan1 * weights[0]+
p1 * weights[1] +
p2 * weights[2] +
tan2 * weights[3];
correct(sum);
return sum;
}
};
}
#endif

View file

@ -0,0 +1,144 @@
/**
@file Stopwatch.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2005-10-05
@edited 2009-05-10
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_Stopwatch_h
#define G3D_Stopwatch_h
#include "G3D/platform.h"
#include "G3D/Queue.h"
#include "G3D/G3DGameUnits.h"
#include "G3D/g3dmath.h"
namespace G3D {
/**
\brief Accurately measure durations and framerates.
Example 1: For profiling code in the context of a rendering loop:
<pre>
sw.tick();
...timed code...
sw.tock();
screenPrintf("%f\n", sw.smoothFPS());
</pre>
Example 2: For profiling pieces of a sequence:
<pre>
Stopwatch sw;
slowOperation();
sw.after("slowOperation");
kdTree.balance();
sw.after("Balance tree");
</pre>
*/
class Stopwatch {
private:
std::string myName;
double startTime;
std::string prevMark;
double prevTime;
/** True between tick and tock */
bool inBetween;
/** The initial cycle count. */
uint64 cycleStart;
/** The time at which tick was called. */
RealTime timeStart;
/** The time at which the previous tock was called, -1 if never. */
RealTime lastTockTime;
RealTime lastDuration;
int64 lastCycleCount;
/** Frames per second. */
double m_fps;
/** Weighted fps */
double emwaFPS;
double m_smoothFPS;
/** Weighted duration */
RealTime emwaDuration;
/** The overhead for calling into the class. */
int64 cycleOverhead;
/** Called from the constructor. */
void computeOverhead();
public:
Stopwatch(const std::string& name = "Stopwatch");
/** Returns the number of times that tick was called per wall-clock second;
e.g. frames-per-second. */
double FPS() const {
return m_fps;
}
/** Amount of time between the most recent tick and tock calls. 0 if tick has
never been called. */
RealTime elapsedTime() const {
return lastDuration;
}
/** Time-smoothed value that is stable to the nearest 1%.
This is useful if you are displaying elapsed time in real-time
and want a stable number.*/
RealTime smoothElapsedTime() const {
return emwaDuration;
}
/** Time-smoothed value of fps that is stable to the nearest integer for fps > 10 and
to the first decimal place for fps <= 10.
This is useful if you
are displaying the frame rate in real-time and want a stable (readable) number.*/
double smoothFPS() const {
return m_smoothFPS;
}
/** The elapsed cycle time between tick and tock. An attempt is made to factor out all
tick/tock overhead, so that back-to-back calls should return zero.
Unreliable on non-x86 platforms.*/
uint64 elapsedCycles() const {
return lastCycleCount;
}
/** Call at the beginning of the period that you want timed. */
void tick();
/** Call at the end of the period that you want timed. */
void tock();
/** Reset the start time used by after() and the emwa value.*/
void reset();
/** Call after an operation has completed, with the name of the operation, to
print a debug message listing the time since the previous after() call. */
void after(const std::string& s = "");
};
/** Because it is hard to remember the proper capitalization. */
typedef Stopwatch StopWatch;
}
#endif

View file

@ -1,92 +1,278 @@
/**
/**
@file System.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Rob Wyatt http://www.gamasutra.com/features/wyatts_world/19990709/processor_detection_01.htm
@cite Benjamin Jurke http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-ProcessorDetectionClass&forum=cotd&id=-1
@cite Michael Herf http://www.stereopsis.com/memcpy.html
@created 2003-01-25
@edited 2006-04-26
@edited 2008-10-14
*/
#ifndef G3D_SYSTEM_H
#define G3D_SYSTEM_H
#ifndef G3D_System_h
#define G3D_System_h
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/G3DGameUnits.h"
#include "G3D/BinaryFormat.h"
#include <string>
#ifdef G3D_OSX
# include <CoreServices/CoreServices.h>
# include <CoreServices/CoreServices.h>
#endif
namespace G3D {
typedef double RealTime;
/**
Routine used by the demos to find the data. Searches in
../data, ../../data, etc. up to 5 levels back. Checks
common locations like \verbatim c:\libraries\g3d-<version>\data \endverbatim
and some hard-coded paths on the Brown University file
system.
@deprecated
*/
std::string demoFindData(bool errorIfNotFound = true);
/** G3D, SDL, and IJG libraries require license documentation
to be distributed with your program. This generates the
string that must appear in your documentation.
<B>Your program can be commercial, closed-source</B> under
any license you want.
@deprecated Use System::license
*/
std::string license();
/**
@brief The order in which the bytes of an integer are stored on a
machine.
Intel/AMD chips tend to be G3D_LITTLE_ENDIAN, Mac PPC's and Suns are
G3D_BIG_ENDIAN. However, this is primarily used to specify the byte
order of file formats, which are fixed.
*/
enum G3DEndian {
G3D_BIG_ENDIAN,
G3D_LITTLE_ENDIAN
};
/**
@brief OS and processor abstraction.
The first time any method is called the processor will be analyzed.
Future calls are then fast.
Timing function overview:
System::getCycleCount
- actual cycle count
System::getTick
- High-resolution time in seconds since program started
System::getLocalTime
- High-resolution time in seconds since Jan 1, 1970
(because it is stored in a double, this may be less
accurate than getTick)
*/
class System {
public:
/** Called automatically by the other System routines.*/
static void init();
/**
Guarantees that the start of the array is aligned to the
specified number of bytes.
*/
static void* alignedMalloc(size_t bytes, size_t alignment);
@param size Size of memory that the system was trying to allocate
/**
Uses pooled storage to optimize small allocations (1 byte to 5 kilobytes).
Can be 10x to 100x faster than calling ::malloc or new.
@param recoverable If true, the system will attempt to allocate again
if the callback returns true. If false, malloc is going to return
NULL and this invocation is just to notify the application.
The result must be freed with free.
Threadsafe on Win32.
@sa calloc realloc OutOfMemoryCallback free
*/
static void* malloc(size_t bytes);
static void* calloc(size_t n, size_t x);
/**
@param size Size of memory that the system was trying to allocate
@param recoverable If true, the system will attempt to allocate again
if the callback returns true. If false, malloc is going to return
NULL and this invocation is just to notify the application.
@return Return true to force malloc to attempt allocation again if the
error was recoverable.
@return Return true to force malloc to attempt allocation again if the
error was recoverable.
*/
typedef bool (*OutOfMemoryCallback)(size_t size, bool recoverable);
/**
When System::malloc fails to allocate memory because the system is
out of memory, it invokes this handler (if it is not NULL).
The argument to the callback is the amount of memory that malloc
was trying to allocate when it ran out. If the callback returns
true, System::malloc will attempt to allocate the memory again.
If the callback returns false, then System::malloc will return NULL.
private:
You can use outOfMemoryCallback to free data structures or to
register the failure.
bool m_initialized;
int m_cpuSpeed;
bool m_hasCPUID;
bool m_hasRDTSC;
bool m_hasMMX;
bool m_hasSSE;
bool m_hasSSE2;
bool m_hasSSE3;
bool m_has3DNOW;
bool m_has3DNOW2;
bool m_hasAMDMMX;
std::string m_cpuVendor;
int m_numCores;
/** this holds the data directory set by the application (currently
GApp) for use by findDataFile */
std::string m_appDataDir;
G3DEndian m_machineEndian;
std::string m_cpuArch;
std::string m_operatingSystem;
# ifdef G3D_WIN32
/** Used by getTick() for timing */
LARGE_INTEGER m_start;
LARGE_INTEGER m_counterFrequency;
#else
struct timeval m_start;
#endif
std::string m_version;
OutOfMemoryCallback m_outOfMemoryCallback;
#ifdef G3D_OSX
/** In Cycles/Second */
SInt32 m_OSXCPUSpeed;
double m_secondsPerNS;
#endif
/** The Real-World time of System::getTick() time 0. Set by initTime */
RealTime m_realWorldGetTickTime0;
uint32 m_highestCPUIDFunction;
/** @brief Used for the singleton instance only. */
System();
/** @brief The singleton instance.
Used instead of a global variable to ensure that the order of
intialization is correct, which is critical because other
globals may allocate memory using System::malloc.
*/
static OutOfMemoryCallback outOfMemoryCallback;
static System& instance();
enum CPUIDFunction {
CPUID_VENDOR_ID = 0x00000000,
CPUID_PROCESSOR_FEATURES = 0x00000001,
CPUID_NUM_CORES = 0x00000004,
CPUID_GET_HIGHEST_FUNCTION = 0x80000000,
CPUID_EXTENDED_FEATURES = 0x80000001};
/** Helper macro to call cpuid functions and return all values
See http://software.intel.com/en-us/articles/intel-64-architecture-processor-topology-enumeration/
or http://www.amd.com/us-en/assets/content_type/white_papers_and_tech_docs/25481.pdf
for description of the arguments.
*/
static void cpuid(CPUIDFunction func, uint32& areg, uint32& breg, uint32& creg, uint32& dreg);
void init();
/** Called from init() */
void getStandardProcessorExtensions();
/** Called from init() */
void initTime();
public:
/** Returns the speed of processor 0 in MHz.
Always returns 0 on linux.*/
inline static int cpuSpeedMHz() {
return instance().m_cpuSpeed;
}
/** Returns the number of logical processor cores (i.e., the
number of execution units for threads) */
inline static int numCores() {
return instance().m_numCores;
}
inline static bool hasCPUID() {
return instance().m_hasCPUID;
}
inline static bool hasRDTSC() {
return instance().m_hasRDTSC;
}
inline static bool hasSSE() {
return instance().m_hasSSE;
}
inline static bool hasSSE2() {
return instance().m_hasSSE2;
}
inline static bool hasSSE3() {
return instance().m_hasSSE3;
}
inline static bool hasMMX() {
return instance().m_hasMMX;
}
inline static bool has3DNow() {
return instance().m_has3DNOW;
}
inline static const std::string& cpuVendor() {
return instance().m_cpuVendor;
}
/**
Returns the endianness of this machine.
*/
inline static G3DEndian machineEndian() {
return instance().m_machineEndian;
}
/** e.g., "Windows", "GNU/Linux" */
inline static const std::string& operatingSystem() {
return instance().m_operatingSystem;
}
/** e.g., 80686 */
inline static const std::string& cpuArchitecture() {
return instance().m_cpuArch;
}
/**
Returns the current date as a string in the form YYYY-MM-DD
*/
static std::string currentDateString();
/**
Guarantees that the start of the array is aligned to the
specified number of bytes.
*/
static void* alignedMalloc(size_t bytes, size_t alignment);
/**
Uses pooled storage to optimize small allocations (1 byte to 5
kilobytes). Can be 10x to 100x faster than calling ::malloc or
new.
The result must be freed with free.
Threadsafe on Win32.
@sa calloc realloc OutOfMemoryCallback free
*/
static void* malloc(size_t bytes);
static void* calloc(size_t n, size_t x);
/**
Version of realloc that works with System::malloc.
*/
static void* realloc(void* block, size_t bytes);
/** Returns a string describing how well System::malloc is using its internal pooled storage.
"heap" memory was slow to allocate; the other data sizes are comparatively fast.*/
/** Returns a string describing how well System::malloc is using
its internal pooled storage. "heap" memory was slow to
allocate; the other data sizes are comparatively fast.*/
static std::string mallocPerformance();
static void resetMallocPerformanceCounters();
/**
/**
Returns a string describing the current usage of the buffer pools used for
optimizing System::malloc.
*/
@ -105,17 +291,216 @@ public:
static void alignedFree(void* ptr);
/** An implementation of memcpy that may be up to 2x as fast as the C library
one on some processors. Guaranteed to have the same behavior as memcpy
in all cases. */
one on some processors. Guaranteed to have the same behavior as memcpy
in all cases. */
static void memcpy(void* dst, const void* src, size_t numBytes);
/** An implementation of memset that may be up to 2x as fast as the C library
one on some processors. Guaranteed to have the same behavior as memset
in all cases. */
one on some processors. Guaranteed to have the same behavior as memset
in all cases. */
static void memset(void* dst, uint8 value, size_t numBytes);
/**
Returns the fully qualified filename for the currently running executable.
This is more reliable than arg[0], which may be intentionally set
to an incorrect value by a calling program, relative to a now
non-current directory, or obfuscated by sym-links.
@cite Linux version written by Nicolai Haehnle <prefect_@gmx.net>, http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-getexename&forum=cotd&id=-1
*/
static std::string currentProgramFilename();
/** Name of this program. Note that you can mutate this string to
set your app name explicitly.*/
static std::string& appName();
/** G3D Version string */
inline static const std::string& version() {
return instance().m_version;
}
/**
@brief The optimization status of the G3D library (not the program compiled against it)
Either "Debug" or "Release", depending on whether _DEBUG was
defined at compile-time for the library.
*/
static const std::string& build();
/**
Causes the current thread to yield for the specified duration
and consume almost no CPU.
The sleep will be extremely precise; it uses System::time()
to calibrate the exact yeild time.
*/
static void sleep(RealTime t);
/**
Clears the console.
Console programs only.
*/
static void consoleClearScreen();
/**
Returns true if a key is waiting.
Console programs only.
*/
static bool consoleKeyPressed();
/**
Blocks until a key is read (use consoleKeyPressed to determine if
a key is waiting to be read) then returns the character code for
that key.
*/
static int consoleReadKey();
/**
The actual time (measured in seconds since
Jan 1 1970 midnight).
Adjusted for local timezone and daylight savings
time. This is as accurate and fast as getCycleCount().
*/
static RealTime time();
/**
To count the number of cycles a given operation takes:
<PRE>
unsigned long count;
System::beginCycleCount(count);
...
System::endCycleCount(count);
// count now contains the cycle count for the intervening operation.
</PRE>
*/
/* static void beginCycleCount(uint64& cycleCount);
static void endCycleCount(uint64& cycleCount);
static uint64 getCycleCount(); */
inline static void setOutOfMemoryCallback(OutOfMemoryCallback c) {
instance().m_outOfMemoryCallback = c;
}
/**
When System::malloc fails to allocate memory because the system is
out of memory, it invokes this handler (if it is not NULL).
The argument to the callback is the amount of memory that malloc
was trying to allocate when it ran out. If the callback returns
true, System::malloc will attempt to allocate the memory again.
If the callback returns false, then System::malloc will return NULL.
You can use outOfMemoryCallback to free data structures or to
register the failure.
*/
inline static OutOfMemoryCallback outOfMemoryCallback() {
return instance().m_outOfMemoryCallback;
}
/** Set an environment variable for the current process */
static void setEnv(const std::string& name, const std::string& value);
/** Get an environment variable for the current process. Returns NULL if the variable doesn't exist. */
static const char* getEnv(const std::string& name);
/**
Prints a human-readable description of this machine
to the text output stream. Either argument may be NULL.
*/
static void describeSystem(
class TextOutput& t);
static void describeSystem(
std::string& s);
/** On Win32, returns the clipboard text contents. Does nothing on other
platforms (yet) */
static std::string getClipboardText();
/** Copies the text to the clipboard on Win32. */
static void setClipboardText(const std::string& s);
/**
Tries to locate the resource by looking in related directories.
If found, returns the full path to the resource, otherwise
returns the empty string.
*/
static std::string findDataFile(const std::string& full, bool errorIfNotFound = true);
/**
Sets the path that the application is using as its data directory.
Used by findDataDir as an initial search location. GApp sets this
upon constrution.
*/
static void setAppDataDir(const std::string& path);
};
/* don't need that for MaNGOS, not portable to Win64...
#ifdef _MSC_VER
inline uint64 System::getCycleCount() {
uint32 timehi, timelo;
// Use the assembly instruction rdtsc, which gets the current
// cycle count (since the process started) and puts it in edx:eax.
__asm
{
rdtsc;
mov timehi, edx;
mov timelo, eax;
}
return ((uint64)timehi << 32) + (uint64)timelo;
}
#elif defined(G3D_LINUX)
inline uint64 System::getCycleCount() {
uint32 timehi, timelo;
__asm__ __volatile__ (
"rdtsc "
: "=a" (timelo),
"=d" (timehi)
: );
return ((uint64)timehi << 32) + (uint64)timelo;
}
#elif defined(G3D_OSX)
inline uint64 System::getCycleCount() {
//Note: To put off extra processing until the end, this does not
//return the actual clock cycle count. It is a bus cycle count.
//When endCycleCount() is called, it converts the two into a difference
//of clock cycles
return (uint64) UnsignedWideToUInt64(UpTime());
//return (uint64) mach_absolute_time();
}
#endif
inline void System::beginCycleCount(uint64& cycleCount) {
cycleCount = getCycleCount();
}
inline void System::endCycleCount(uint64& cycleCount) {
#ifndef G3D_OSX
cycleCount = getCycleCount() - cycleCount;
#else
AbsoluteTime end = UpTime();
Nanoseconds diffNS =
AbsoluteDeltaToNanoseconds(end, UInt64ToUnsignedWide(cycleCount));
cycleCount =
(uint64) ((double) (instance().m_OSXCPUSpeed) *
(double) UnsignedWideToUInt64(diffNS) * instance().m_secondsPerNS);
#endif
}
*/
} // namespace

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@ -0,0 +1,801 @@
/**
@file TextInput.h
Simple text lexer/tokenizer.
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@cite Based on a lexer written by Aaron Orenstein.
@created 2002-11-27
@edited 2009-11-24
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_TextInput_h
#define G3D_TextInput_h
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/Set.h"
#include "G3D/ParseError.h"
#include <string>
#include <queue>
#include <ctype.h>
#include <stdio.h>
namespace G3D {
/**
For use with TextInput.
*/
class Token {
public:
/**
More detailed type information than Type.
*/
enum ExtendedType {
DOUBLE_QUOTED_TYPE,
SINGLE_QUOTED_TYPE,
SYMBOL_TYPE,
FLOATING_POINT_TYPE,
INTEGER_TYPE,
BOOLEAN_TYPE,
LINE_COMMENT_TYPE,
BLOCK_COMMENT_TYPE,
NEWLINE_TYPE,
END_TYPE
};
/**
Strings are enclosed in quotes, symbols are not.
*/
enum Type {
STRING = DOUBLE_QUOTED_TYPE,
SYMBOL = SYMBOL_TYPE,
NUMBER = FLOATING_POINT_TYPE,
BOOLEAN = BOOLEAN_TYPE,
COMMENT = LINE_COMMENT_TYPE,
NEWLINE = NEWLINE_TYPE,
END = END_TYPE
};
private:
friend class TextInput;
/**
Holds the actual value, which might be any type. If a number, it will be
parsed at runtime.
*/
std::string _string;
bool _bool;
int _line;
int _character;
Type _type;
ExtendedType _extendedType;
public:
Token() :
_string(""),
_bool(false),
_line(0),
_character(0),
_type(END),
_extendedType(END_TYPE) {}
Token(Type t, ExtendedType e, const std::string& s, int L, int c)
: _string(s), _bool(false), _line(L), _character(c), _type(t), _extendedType(e) {}
Token(Type t, ExtendedType e, const std::string& s, bool b, int L, int c)
: _string(s), _bool(b), _line(L), _character(c), _type(t), _extendedType(e) {}
Type type() const {
return _type;
}
ExtendedType extendedType() const {
return _extendedType;
}
/**
The value of a single or double quote string (not including the quotes),
the name of a symbol, or the exact textual representation of a number as
parsed from the input.
*/
const std::string& string() const {
return _string;
}
bool boolean() const {
return _bool;
}
/**
Starting line of the input from which this token was parsed. Starts
at 1.
*/
int line() const {
return _line;
}
/**
Starting character position in the input line from which this token was
parsed. Starts at 1.
*/
int character() const {
return _character;
}
/** Return the numeric value for a number type, or zero if this is
not a number type.
*/
double number() const;
};
/**
A simple style tokenizer for reading text files. TextInput handles a
superset of C++,Java, Matlab, and Bash code text including single
line comments, block comments, quoted strings with escape sequences,
and operators. TextInput recognizes several categories of tokens,
which are separated by white space, quotation marks, or the end of a
recognized operator:
<ul>
<li><CODE>Token::SINGLE_QUOTED_TYPE</CODE> string of characters surrounded by single quotes, e.g., 'x', '\\0', 'foo'.
<li><CODE>Token::DOUBLE_QUOTED_TYPE</CODE> string of characters surrounded by double quotes, e.g., "x", "abc\txyz", "b o b".
<li><CODE>Token::SYMBOL_TYPE</CODE> legal C++ operators, keywords, and identifiers. e.g., >=, Foo, _X, class, {
<li><CODE>Token::INTEGER_TYPE</CODE> numbers without decimal places or exponential notation. e.g., 10, 0x17F, 32, 0, -155
<li><CODE>Token::FLOATING_POINT_TYPE</CODE> numbers with decimal places or exponential notation. e.g., 1e3, -1.2, .4, 0.5
<li><CODE>Token::BOOLEAN_TYPE</CODE> special symbols like "true" and "false"; the exact details can be configured in TextInput::Settings
<li><CODE>Token::LINE_COMMENT_TYPE</CODE> (disabled by default); generated for line comments as specified by TextInput::Settings
<li><CODE>Token::BLOCK_COMMENT_TYPE</CODE> (disabled by default); generated for c-style block comments as specified by TextInput::Settings
<li><CODE>Token::NEWLINE_TYPE</CODE> (disabled by default); generated for any of "\\r", "\\n" or "\\r\\n"
</ul>
<P>The special ".." and "..." tokens are always recognized in
addition to normal C++ operators. Additional tokens can be made
available by changing the Settings.
Negative numbers are handled specially because of the ambiguity between unary minus and negative numbers--
see the note on TextInput::read.
TextInput does not have helper functions for types with non-obvious
formatting, or helpers that would be redundant. Use the serialize
methods instead for parsing specific types like int, Vector3, and
Color3.
Inside quoted strings escape sequences are converted. Thus the
string token for ["a\\nb"] is 'a', followed by a newline, followed by
'b'. Outside of quoted strings, escape sequences are not converted,
so the token sequence for [a\\nb] is symbol 'a', symbol '\\', symbol
'nb' (this matches what a C++ parser would do). The exception is
that a specified TextInput::Settings::otherCommentCharacter preceeded
by a backslash is assumed to be an escaped comment character and is
returned as a symbol token instead of being parsed as a comment
(this is what a LaTex or VRML parser would do).
<B>Examples</B>
<PRE>
TextInput ti(TextInput::FROM_STRING, "name = \"Max\", height = 6");
Token t;
t = ti.read();
debugAssert(t.type == Token::SYMBOL);
debugAssert(t.sval == "name");
ti.read();
debugAssert(t.type == Token::SYMBOL);
debugAssert(t.sval == "=");
std::string name = ti.read().sval;
ti.read();
</PRE>
<PRE>
TextInput ti(TextInput::FROM_STRING, "name = \"Max\", height = 6");
ti.readSymbols("name", "=");
std::string name = ti.readString();
ti.readSymbols(",", "height", "=");
double height = ti. readNumber();
</PRE>
Assumes that the file is not modified once opened.
*/
class TextInput {
public:
/** Tokenizer configuration options. */
class Settings {
public:
/** If true, C-style slash-star marks a multi-line comment.
See generateCommentTokens for rules on how this is applied.
Default is true.
*/
bool cppBlockComments;
/** If true, // begins a single line comment.
See generateCommentTokens for rules on how this is applied.
Default is true.
*/
bool cppLineComments;
/** If true, otherCommentCharacter and otherCommentCharacter2
are used to begin single line comments in the same way
cppLineComments is.
See generateCommentTokens for rules on how this is applied.
Default is true.
*/
bool otherLineComments;
/** If true, \\r, \\n, \\t, \\0, \\\\ and other escape sequences inside
strings are converted to the equivalent C++ escaped character.
If false, backslashes are treated literally. It is convenient to
set to false if reading Windows paths, for example, like
c:\\foo\\bar.
Default is true.
*/
bool escapeSequencesInStrings;
/** If not '\\0', specifies a character that begins single line
comments ('#' and '%' are popular choices). This is independent
of the cppLineComments flag. If the character appears in text with
a backslash in front of it, it is considered escaped and is not
treated as a comment character.
Default is '\\0'.
*/
char otherCommentCharacter;
/** Another (optional) 1-comment character. Useful for files that
support multiple comment syntaxes. Default is '\\0'.
*/
char otherCommentCharacter2;
/** If true, comments enabled by cppBlockComments, cppLineComments
and otherLineComments will generate their respective tokens.
If false, the same settings will enable parsing and ignoring
comments
Default is false.
*/
bool generateCommentTokens;
/** If true, newlines will generate tokens.
If false, newlines will be discarded as whitespace when parsed
outside of other tokens.
Default is false.
*/
bool generateNewlineTokens;
/** If true, "-1" parses as the number -1 instead of the
symbol "-" followed by the number 1. Default is true.*/
bool signedNumbers;
/** If true, strings can be marked with single quotes (e.g.,
'aaa'). If false, the quote character is parsed as a
symbol. Default is true. Backquote (`) is always parsed
as a symbol. */
bool singleQuotedStrings;
/** The character to use as a single quote. Defaults to "'" (backquote),
occasionally useful to set to "`" (forward quote) or to "," (comma) for
reading CSV files. */
char singleQuoteCharacter;
/** If set to a non-empty string, that string will be used in
place of the real file name (or in place of a pseudonym
constructed from the buffer if given FROM_STRING) in
tokens and exceptions.
Default is empty.
*/
std::string sourceFileName;
/** Added to the line number reported by peekLineNumber and in
exceptions. Useful for concatenating files that are
parsed separately. Default is zero. */
int startingLineNumberOffset;
/**
Parse -1.#IND00 as the floating point number returned by
nan(), -1.#INF00 as -inf(), and 1.#INF00 as inf(). Note
that the C99 standard specifies that a variety of formats
like "NaN" and "nan" are to be used; these are easier to
parse yourself and not currently supported by readNumber.
An alternative to specifying msvcSpecials is to read numbers as:
<pre>
Token x = t.read();
Token y = t.peek();
if ((x.string() == "-1.") &&
(y.string() == "#INF00") &&
(y.character() == x.character() + 3) &&
(y.line() == x.line()) {
t.read();
return nan();
}
// ... similar cases for inf
</pre>
If the single-comment character was #, the floating point
special format overrides the comment and will be parsed
instead.
If signedNumbers is false msvcSpecials will not be parsed.
Default is true. */
bool msvcSpecials;
/**
Parse the following set of useful proof symbols:
=>
::>
<::
:>
<:
|-
::=
:=
<-
Default is false.
*/
bool proofSymbols;
/**
When parsing booleans and msvcSpecials, is case significant?
Default is {true}
*/
bool caseSensitive;
/** All symbols that will become the 'true' boolean token. See also caseSensitive.
Clear this value to disable parsing of true booleans.
Default is {true}.
*/
Set<std::string> trueSymbols;
/** See trueSymbols. Default is {false}*/
Set<std::string> falseSymbols;
Settings();
};
private:
std::deque<Token> stack;
/**
Characters to be tokenized.
*/
Array<char> buffer;
/**
Offset of current character (the next character to consumed) in
input buffer.
*/
int currentCharOffset;
/**
Line number of next character to be consumed from the input buffer. (1
indicates first line of input.)
Note that this is the line number of the @e next character to be
consumed from the input, not the line number of the @e last character
consumed!
*/
int lineNumber;
/**
Character number (within the line) of the next character to be consumed
from the input buffer. (1 indicates first character of the line).
Note that this is the character number of the @e next character to be
consumed from the input, not the character number of the @e last
character consumed!
*/
int charNumber;
/** Configuration options. This includes the file name that will be
reported in tokens and exceptions. */
Settings options;
void init();
/**
Consumes the next character from the input buffer, and returns that
character. Updates lineNumber and charNumber to reflect the location of
the next character in the input buffer.
Note: you shouldn't be using the return value of this function in most
cases. In general, you should peekInputChar() to get the next
character, determine what to do with it, then consume it with this
function (or with eatAndPeekInputChar()). Given that usage, in most
instances you already know what this function would return!
*/
int eatInputChar();
/**
Returns the next character from the input buffer, without consuming any
characters. Can also be used to look deeper into the input buffer.
Does not modify lineNumber or charNumber.
@param distance Index of the character in the input buffer to peek at,
relative to the next character. Default is 0, for the next character in
the input buffer.
*/
int peekInputChar(int distance = 0);
/**
Helper function to consume the next character in the input buffer and
peek at the one following (without consuming it).
*/
inline int eatAndPeekInputChar() {
eatInputChar();
return peekInputChar(0);
}
/**
Read the next token, returning an END token if no more input is
available.
*/
Token nextToken();
/**
Helper for nextToken. Appends characters to t._string until the end
delimiter is reached.
When called, the next character in the input buffer should be first the
first character after the opening delimiter character.
*/
void parseQuotedString(unsigned char delimiter, Token& t);
public:
class TokenException : public ParseError {
public:
/** Name of file being parsed when exception occurred.
\deprecated Use filename
*/
std::string sourceFile;
virtual ~TokenException() {}
protected:
TokenException(
const std::string& src,
int ln,
int ch);
};
/** While parsing a number of the form 1.\#IN?00, ? was
not 'D' or 'F'. */
class BadMSVCSpecial : public TokenException {
public:
BadMSVCSpecial(
const std::string& src,
int ln,
int ch);
};
/** Thrown by the read methods. */
class WrongTokenType : public TokenException {
public:
Token::Type expected;
Token::Type actual;
WrongTokenType(
const std::string& src,
int ln,
int ch,
Token::Type e,
Token::Type a);
};
class WrongSymbol : public TokenException {
public:
std::string expected;
std::string actual;
WrongSymbol(
const std::string& src,
int ln,
int ch,
const std::string& e,
const std::string& a);
};
/** String read from input did not match expected string. */
class WrongString : public TokenException {
public:
std::string expected;
std::string actual;
WrongString(
const std::string& src,
int ln,
int ch,
const std::string& e,
const std::string& a);
};
TextInput(const std::string& filename, const Settings& settings = Settings());
enum FS {FROM_STRING};
/** Creates input directly from a string. The first argument must be
TextInput::FROM_STRING.
*/
TextInput(FS fs, const std::string& str, const Settings& settings = Settings());
/** Returns true while there are tokens remaining. */
bool hasMore();
/** Read the next token (which will be the END token if ! hasMore()).
Signed numbers can be handled in one of two modes. If the option
TextInput::Settings::signedNumbers is true,
A '+' or '-' immediately before a number is prepended onto that number and
if there is intervening whitespace, it is read as a separate symbol.
If TextInput::Settings::signedNumbers is false,
read() does not distinguish between a plus or minus symbol next
to a number and a positive/negative number itself. For example, "x - 1" and "x -1"
will be parsed the same way by read().
In both cases, readNumber() will contract a leading "-" or "+" onto
a number.
*/
Token read();
/** Calls read() until the result is not a newline or comment */
Token readSignificant();
/** Read one token (or possibly two) as a number or throws
WrongTokenType, and returns the number.
If the first token in the input is a number, it is returned directly.
If TextInput::Settings::signedNumbers is false and the input stream
contains a '+' or '-' symbol token immediately followed by a number
token, both tokens will be consumed and a single token will be
returned by this method.
WrongTokenType will be thrown if one of the input conditions
described above is not satisfied. When an exception is thrown, no
tokens are consumed.
*/
double readNumber();
bool readBoolean();
/** Reads a string token or throws WrongTokenType, and returns the token.
Use this method (rather than readString) if you want the token's
location as well as its value.
WrongTokenType will be thrown if the next token in the input stream
is not a string. When an exception is thrown, no tokens are
consumed.
*/
Token readStringToken();
/** Like readStringToken, but returns the token's string.
Use this method (rather than readStringToken) if you want the token's
value but don't really care about its location in the input. Use of
readStringToken is encouraged for better error reporting.
*/
std::string readString();
/** Reads a specific string token or throws either WrongTokenType or
WrongString. If the next token in the input is a string matching @p
s, it will be consumed.
Use this method if you want to match a specific string from the
input. In that case, typically error reporting related to the token
is only going to occur because of a mismatch, so no location
information is needed by the caller.
WrongTokenType will be thrown if the next token in the input stream
is not a string. WrongString will be thrown if the next token in the
input stream is a string but does not match the @p s parameter. When
an exception is thrown, no tokens are consumed.
*/
void readString(const std::string& s);
/** Reads a comment token or throws WrongTokenType, and returns the token.
Use this method (rather than readComment) if you want the token's
location as well as its value.
WrongTokenType will be thrown if the next token in the input stream
is not a comment. When an exception is thrown, no tokens are
consumed.
*/
Token readCommentToken();
/** Like readCommentToken, but returns the token's string.
Use this method (rather than readCommentToken) if you want the token's
value but don't really care about its location in the input. Use of
readCommentToken is encouraged for better error reporting.
*/
std::string readComment();
/** Reads a specific comment token or throws either WrongTokenType or
WrongString. If the next token in the input is a comment matching @p
s, it will be consumed.
Use this method if you want to match a specific comment from the
input. In that case, typically error reporting related to the token
is only going to occur because of a mismatch, so no location
information is needed by the caller.
WrongTokenType will be thrown if the next token in the input stream
is not a comment. WrongString will be thrown if the next token in the
input stream is a comment but does not match the @p s parameter. When
an exception is thrown, no tokens are consumed.
*/
void readComment(const std::string& s);
/** Reads a newline token or throws WrongTokenType, and returns the token.
Use this method (rather than readNewline) if you want the token's
location as well as its value.
WrongTokenType will be thrown if the next token in the input stream
is not a newline. When an exception is thrown, no tokens are
consumed.
*/
Token readNewlineToken();
/** Like readNewlineToken, but returns the token's string.
Use this method (rather than readNewlineToken) if you want the token's
value but don't really care about its location in the input. Use of
readNewlineToken is encouraged for better error reporting.
*/
std::string readNewline();
/** Reads a specific newline token or throws either WrongTokenType or
WrongString. If the next token in the input is a newline matching @p
s, it will be consumed.
Use this method if you want to match a specific newline from the
input. In that case, typically error reporting related to the token
is only going to occur because of a mismatch, so no location
information is needed by the caller.
WrongTokenType will be thrown if the next token in the input stream
is not a newline. WrongString will be thrown if the next token in the
input stream is a newlin but does not match the @p s parameter. When
an exception is thrown, no tokens are consumed.
*/
void readNewline(const std::string& s);
/** Reads a symbol token or throws WrongTokenType, and returns the token.
Use this method (rather than readSymbol) if you want the token's
location as well as its value.
WrongTokenType will be thrown if the next token in the input stream
is not a symbol. When an exception is thrown, no tokens are
consumed.
*/
Token readSymbolToken();
/** Like readSymbolToken, but returns the token's string.
Use this method (rather than readSymbolToken) if you want the token's
value but don't really care about its location in the input. Use of
readSymbolToken is encouraged for better error reporting.
*/
std::string readSymbol();
/** Reads a specific symbol token or throws either WrongTokenType or
WrongSymbol. If the next token in the input is a symbol matching @p
symbol, it will be consumed.
Use this method if you want to match a specific symbol from the
input. In that case, typically error reporting related to the token
is only going to occur because of a mismatch, so no location
information is needed by the caller.
WrongTokenType will be thrown if the next token in the input stream
is not a symbol. WrongSymbol will be thrown if the next token in the
input stream is a symbol but does not match the @p symbol parameter.
When an exception is thrown, no tokens are consumed.
*/
void readSymbol(const std::string& symbol);
/** Read a series of two specific symbols. See readSymbol. */
inline void readSymbols(const std::string& s1, const std::string& s2) {
readSymbol(s1);
readSymbol(s2);
}
/** Read a series of three specific symbols. See readSymbol. */
inline void readSymbols(
const std::string& s1,
const std::string& s2,
const std::string& s3) {
readSymbol(s1);
readSymbol(s2);
readSymbol(s3);
}
/** Read a series of four specific symbols. See readSymbol. */
inline void readSymbols(
const std::string& s1,
const std::string& s2,
const std::string& s3,
const std::string& s4) {
readSymbol(s1);
readSymbol(s2);
readSymbol(s3);
readSymbol(s4);
}
/** Return a copy of the next token in the input stream, but don't remove
it from the input stream.
*/
Token peek();
/** Returns the line number for the @e next token. See also peek. */
int peekLineNumber();
/** Returns the character number (relative to the line) for the @e next
token in the input stream. See also peek.
*/
int peekCharacterNumber();
/** Take a previously read token and push it back at the front of the
input stream.
Can be used in the case where more than one token of read-ahead is
needed (i.e., when peek doesn't suffice).
*/
void push(const Token& t);
/** Returns the filename from which this input is drawn, or the first few
characters of the string if created from a string.
If settings::filename is non-empty that will replace the
true filename.*/
const std::string& filename() const;
};
void deserialize(bool& b, TextInput& ti);
void deserialize(int& b, TextInput& ti);
void deserialize(uint8& b, TextInput& ti);
void deserialize(double& b, TextInput& ti);
void deserialize(float& b, TextInput& ti);
void deserialize(std::string& b, TextInput& ti);
} // namespace
#endif

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@ -0,0 +1,249 @@
/**
@file TextOutput.h
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2004-06-21
@edited 2006-10-24
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_TEXTOUTPUT_H
#define G3D_TEXTOUTPUT_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include <string>
namespace G3D {
/**
Convenient formatting of ASCII text written to a file.
<P>
The core writeString, writeNumber, and writeSymbol methods map to TextInput's
methods. Number and Symbol each print an additional space that is used to
separate adjacent tokens.
TextOutput::printf allows arbitrary text to be conveniently dumped
en-masse. Use [de]serialize(bool, TextOutput) and other overloads to read/write
primitive types in a standardized manner and
<P>
When a word-wrap line break occurs, all whitespace between words is replaced
with a single newline (the newline may be two characters-- see
G3D::TextOutput::Options::NewlineStyle). Word wrapping occurs against
the number of columns specified by Options::numColumns, <I>minus</I> the current
indent level.
Indenting adds the specified number of spaces immediately after a newline.
If a newline was followed by spaces in the original string, these are added
to the indent spaces. Indenting <B>will</B> indent blank lines and will leave
indents after the last newline of a file (if the indent level is non-zero at the end).
<P><B>Serialization/Marshalling</B>
<DT>Text serialization is accomplished using TextOutput by defining the pair of
methods:
<PRE>
void serialize(TextOutput& to) const;
void deserialize(TextInput& ti);
</PRE>
See also G3D::TextInput.
<P>
<B>BETA API</B>
<DT>This API is subject to change in future versions.
*/
class TextOutput {
public:
class Settings {
public:
/**
WRAP_NONE Word wrapping is disabled
WRAP_WITHOUT_BREAKING Word-wrap, but don't break continuous lines that
are longer than numColumns (default)
WRAP_ALWAYS Wrap even if it means breaking a continuous line or
a quoted string.
Word wrapping is only allowed at whitespaces ('\\n', '\\r', '\\t', ' '); it
will not occur after commas, punctuation, minus signs, or any other characters
*/
enum WordWrapMode {WRAP_NONE, WRAP_WITHOUT_BREAKING, WRAP_ALWAYS};
/** Defaults to WRAP_WITHOUT_BREAKING */
WordWrapMode wordWrap;
/** Is word-wrapping allowed to insert newlines inside double quotes?
Default: false */
bool allowWordWrapInsideDoubleQuotes;
/** Number of columns for word wrapping. Default: 8 */
int numColumns;
/** Number of spaces in each indent. Default: 4 */
int spacesPerIndent;
/** Style of newline used by word wrapping and by (optional) conversion.
default: Windows: NEWLINE_WINDOWS, Linux, OS X: NEWLINE_UNIX.
*/
enum NewlineStyle {NEWLINE_WINDOWS, NEWLINE_UNIX};
NewlineStyle newlineStyle;
/** If true, all newlines are converted to NewlineStyle regardless of
how they start out. Default: true. */
bool convertNewlines;
/** Used by writeBoolean */
std::string trueSymbol;
/** Used by writeBoolean */
std::string falseSymbol;
Settings() :
wordWrap(WRAP_WITHOUT_BREAKING),
allowWordWrapInsideDoubleQuotes(false),
numColumns(80),
spacesPerIndent(4),
convertNewlines(true),
trueSymbol("true"),
falseSymbol("false") {
#ifdef G3D_WIN32
newlineStyle = NEWLINE_WINDOWS;
#else
newlineStyle = NEWLINE_UNIX;
#endif
}
};
private:
/** Used by indentAndAppend to tell when we are writing the
first character of a new line.
So that push/popIndent work correctly, we cannot indent
immediately after writing a newline. Instead we must
indent on writing the first character <B>after</B> that
newline.
*/
bool startingNewLine;
/** Number of characters at the end of the buffer since the last newline */
int currentColumn;
/** True if we have seen an open " and no close ".*/
bool inDQuote;
/** Empty if there is none */
std::string filename;
Array<char> data;
Settings option;
/** Number of indents to prepend before each line. Always set using setIndentLevel.*/
int indentLevel;
void setIndentLevel(int i);
/** Actual number of spaces to indent. */
int indentSpaces;
/** the newline character(s) */
std::string newline;
void setOptions(const Settings& _opt);
/** Converts to the desired newlines. Called from vprintf */
void convertNewlines(const std::string& in, std::string& out);
/** Called from vprintf */
void wordWrapIndentAppend(const std::string& str);
/** Appends the character to data, indenting whenever a newline is encountered.
Called from wordWrapIndentAppend */
void indentAppend(char c);
public:
explicit TextOutput(const std::string& filename, const Settings& options = Settings());
/** Constructs a text output that can later be commited to a string instead of a file.*/
explicit TextOutput(const Settings& options = Settings());
/** Commit to the filename specified on the constructor.
<B>Not</B> called from the destructor; you must call
it yourself.
@param flush If true (default) the file is ready for reading when the method returns, otherwise
the method returns immediately and writes the file in the background.*/
void commit(bool flush = true);
/** Commits to this string */
void commitString(std::string& string);
/** Increase indent level by 1 */
void pushIndent();
void popIndent();
/** Produces a new string that contains the output */
std::string commitString();
/** Writes a quoted string. Special characters in the string (e.g., \\, \\t, \\n) are escaped so that
TextInput will produce the identical string on reading.*/
void writeString(const std::string& string);
void writeBoolean(bool b);
void writeNumber(double n);
void writeNumber(int n);
void writeNewline();
void writeNewlines(int numLines);
/** The symbol is written without quotes. Symbols are required to begin with a
letter or underscore and contain only letters, underscores, and numbers
or be a C++ symbol (e.g. "{", "(", "++", etc.)
so that they may be properly parsed by TextInput::readSymbol. Symbols are
printed with a trailing space.*/
void writeSymbol(const std::string& string);
/** Convenient idiom for writing multiple symbols in a row, e.g.
writeSymbols("name", "="); The empty symbols are not written.
*/
void writeSymbols(
const std::string& a,
const std::string& b = "",
const std::string& c = "",
const std::string& d = "",
const std::string& e = "",
const std::string& f = "");
/** Normal printf conventions. Note that the output will be reformatted
for word-wrapping and newlines */
void __cdecl printf(const char* fmt, ...)
G3D_CHECK_PRINTF_METHOD_ARGS;
// Can't pass by reference because that confuses va_start
void __cdecl printf(const std::string fmt, ...);
void __cdecl vprintf(const char* fmt, va_list argPtr)
G3D_CHECK_VPRINTF_METHOD_ARGS;
};
// Primitive serializers
void serialize(const bool& b, TextOutput& to);
void serialize(const int& b, TextOutput& to);
void serialize(const uint8& b, TextOutput& to);
void serialize(const double& b, TextOutput& to);
void serialize(const float& b, TextOutput& to);
void serialize(const std::string& b, TextOutput& to);
void serialize(const char* b, TextOutput& to);
}
#endif

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@ -0,0 +1,87 @@
#ifndef G3D_THREADSET_H
#define G3D_THREADSET_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/ReferenceCount.h"
#include "G3D/GThread.h"
#include "G3D/GMutex.h"
namespace G3D {
/** Manages a set of threads. All methods are threadsafe except for
the iterator begin/end.
@beta*/
class ThreadSet : public ReferenceCountedObject {
public:
/** Intended to allow future use with a template parameter.*/
typedef GThread Thread;
typedef ReferenceCountedPointer<Thread> ThreadRef;
typedef ReferenceCountedPointer<ThreadSet> Ref;
typedef Array<ThreadRef>::Iterator Iterator;
typedef Array<ThreadRef>::ConstIterator ConstIterator;
private:
/** Protects m_thread */
GMutex m_lock;
/** Threads in the set */
Array<ThreadRef> m_thread;
public:
/** Total number of threads (some of which may be completed). */
int size() const;
/** Number of threads that have been started */
int numStarted() const;
/** Start all threads that are not currently started.
@param lastThreadBehavior If USE_CURRENT_THREAD, takes the last unstarted thread and executes it manually on
the current thread. This helps to take full advantage of the machine when
running a large number of jobs and avoids the overhead of a thread start for single-thread groups.
Note that this forces start() to block until
that thread is complete.
*/
void start(GThread::SpawnBehavior lastThreadBehavior = GThread::USE_NEW_THREAD) const;
/** Terminate all threads that are currently started */
void terminate() const;
/** Waits until all started threads have completed. */
void waitForCompletion() const;
/** Remove all (not stopping them) */
void clear();
/** Removes completed threads and returns the new size.*/
int removeCompleted();
/** Inserts a new thread, if it is not already present, and
returns the new number of threads.*/
int insert(const ThreadRef& t);
/** Removes a thread. Returns true if the thread was present and
removed. */
bool remove(const ThreadRef& t);
bool contains(const ThreadRef& t) const;
/** It is an error to mutate the ThreadSet while iterating through it. */
Iterator begin();
Iterator end();
ConstIterator begin() const;
ConstIterator end() const;
};
} // namespace G3D
#endif

View file

@ -1,14 +1,14 @@
/**
@file Triangle.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2003-04-05
@edited 2004-03-14
@edited 2008-10-06
@cite Random point method by Greg Turk, Generating random points in triangles. In A. S. Glassner, ed., Graphics Gems, pp. 24-28. Academic Press, 1990
Copyright 2000-2006, Morgan McGuire.
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
@ -19,6 +19,8 @@
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
#include "G3D/Plane.h"
#include "G3D/BoundsTrait.h"
#include "G3D/debugAssert.h"
#include <string>
namespace G3D {
@ -38,14 +40,15 @@ private:
/** edgeDirection[i] is the normalized vector v[i+1] - v[i] */
Vector3 edgeDirection[3];
double edgeMagnitude[3];
float edgeMagnitude[3];
Plane _plane;
Vector3::Axis _primaryAxis;
/** vertex[1] - vertex[0] */
Vector3 edge01;
Vector3 _edge01;
/** vertex[2] - vertex[0] */
Vector3 edge02;
Vector3 _edge02;
float _area;
@ -53,6 +56,10 @@ private:
public:
Triangle(class BinaryInput& b);
void serialize(class BinaryOutput& b);
void deserialize(class BinaryInput& b);
Triangle();
Triangle(const Vector3& v0, const Vector3& v1, const Vector3& v2);
@ -65,7 +72,17 @@ public:
return _vertex[n];
}
double area() const;
/** vertex[1] - vertex[0] */
inline const Vector3& edge01() const {
return _edge01;
}
/** vertex[2] - vertex[0] */
inline const Vector3& edge02() const {
return _edge02;
}
float area() const;
Vector3::Axis primaryAxis() const {
return _primaryAxis;
@ -81,6 +98,13 @@ public:
/** Returns a random point in the triangle. */
Vector3 randomPoint() const;
inline void getRandomSurfacePoint
(Vector3& P,
Vector3& N = Vector3::ignore()) const {
P = randomPoint();
N = normal();
}
/**
For two triangles to be equal they must have
the same vertices <I>in the same order</I>.
@ -96,21 +120,41 @@ public:
return true;
}
inline unsigned int hashCode() const {
inline size_t hashCode() const {
return
_vertex[0].hashCode() +
(_vertex[1].hashCode() >> 2) +
_vertex[2].hashCode();
(_vertex[2].hashCode() >> 3);
}
void getBounds(class AABox&) const;
/**
@brief Intersect the ray at distance less than @a distance.
@param distance Set to the maximum distance (can be G3D::inf())
to search for an intersection. On return, this is the smaller
of the distance to the intersection, if one exists, and the original
value.
@param baryCoord If a triangle is hit before @a distance, a
the barycentric coordinates of the hit location on the triangle.
Otherwise, unmodified.
@return True if there was an intersection before the original distance.
*/
bool intersect(const class Ray& ray, float& distance, float baryCoord[3]) const;
};
} // namespace
} // namespace G3D
inline unsigned int hashCode(const G3D::Triangle& t) {
return t.hashCode();
}
template <> struct HashTrait<G3D::Triangle> {
static size_t hashCode(const G3D::Triangle& key) { return key.hashCode(); }
};
template<> struct BoundsTrait<class G3D::Triangle> {
static void getBounds(const G3D::Triangle& t, G3D::AABox& out) { t.getBounds(out); }
};
#endif

View file

@ -0,0 +1,83 @@
/**
@file UprightFrame.h
@author Morgan McGuire, http://graphics.cs.williams.edu
*/
#ifndef G3D_UPRIGHTFRAME_H
#define G3D_UPRIGHTFRAME_H
#include "G3D/platform.h"
#include "G3D/Spline.h"
#include "G3D/Vector3.h"
#include "G3D/CoordinateFrame.h"
namespace G3D {
/**
Coordinate frame expressed in Euler angles.
Unlike a G3D::Quat, UprightFrame always keeps the reference frame from rolling about its own z axis.
Particularly useful for cameras.
@sa G3D::CoordinateFrame, G3D::Matrix4, G3D::PhysicsFrame, G3D::UprightSpline, G3D::UprightSplineManipulator
*/
class UprightFrame {
public:
Vector3 translation;
/** -pi/2 < pitch < pi/2 in radians about the X-axis */
float pitch;
/** In radians about the Y-axis */
float yaw;
inline UprightFrame(const Vector3& t = Vector3::zero(), float p = 0, float y = 0)
: translation(t), pitch(p), yaw(y) {}
UprightFrame(const CoordinateFrame& cframe);
CoordinateFrame toCoordinateFrame() const;
/** Supports implicit cast to CoordinateFrame */
inline operator CoordinateFrame() const {
return toCoordinateFrame();
}
/** Required for use with spline */
UprightFrame operator+(const UprightFrame& other) const;
/** Required for use with spline */
UprightFrame operator*(const float k) const;
/**
Unwraps the yaw values in the elements of the array such that
they still represent the same angles but strictly increase/decrease
without wrapping about zero. For use with Spline<UprightFrame>
*/
static void unwrapYaw(UprightFrame* a, int N);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
};
/** Shortest-path linear velocity spline for camera positions. Always keeps the camera from rolling.
@sa G3D::UprightSplineManipulator, G3D::UprightFrame
*/
class UprightSpline : public Spline<UprightFrame> {
protected:
virtual void ensureShortestPath(UprightFrame* A, int N) const {
UprightFrame::unwrapYaw(A, N);
}
public:
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
};
}
#endif

View file

@ -3,27 +3,33 @@
2D vector class
@maintainer Morgan McGuire, matrix@graphics3d.com
@maintainer Morgan McGuire, http://graphics.cs.williams.edu
@created 2001-06-02
@edited 2006-01-14
Copyright 2000-2006, Morgan McGuire.
@edited 2008-11-30
Copyright 2000-2009, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_VECTOR2_H
#define G3D_VECTOR2_H
#include <string>
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "Vector2int16.h"
#include <string>
#include "G3D/Table.h"
#include "G3D/HashTrait.h"
#include "G3D/Vector2int16.h"
#include "G3D/Random.h"
namespace G3D {
class Vector2;
class Vector3;
class Vector4;
class Any;
/**
Do not subclass-- this implementation makes assumptions about the
@ -38,29 +44,42 @@ private:
bool operator>=(const Vector2&) const;
public:
// coordinates
float x, y;
float x;
float y;
// construction
/** \param any Must either Vector2(#, #) or Vector2 {x = #, y = #}*/
Vector2(const Any& any);
/** Converts the Vector2 to an Any. */
operator Any() const;
/** Creates the zero vector */
Vector2();
Vector2(class TextInput& t);
Vector2(class BinaryInput& b);
Vector2(float x, float y);
Vector2(float coordinate[2]);
Vector2(double coordinate[2]);
Vector2(const Vector2& rkVector);
Vector2(const class Vector2int16& v);
Vector2(const Vector2& other);
Vector2(const Vector2int16& other);
float& operator[] (int i);
const float& operator[] (int i) const;
operator float* ();
operator const float* () const;
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
void serialize(class TextOutput& t) const;
void deserialize(class TextInput& t);
float& operator[](int i);
const float& operator[](int i) const;
// assignment and comparison
Vector2& operator= (const Vector2& rkVector);
bool operator== (const Vector2& rkVector) const;
bool operator!= (const Vector2& rkVector) const;
unsigned int hashCode() const;
Vector2& operator=(const Vector2& other);
bool operator==(const Vector2& other) const;
bool operator!=(const Vector2& other) const;
size_t hashCode() const;
bool fuzzyEq(const Vector2& other) const;
bool fuzzyNe(const Vector2& other) const;
/** Returns true if this vector has finite length */
bool isFinite() const;
@ -71,14 +90,21 @@ public:
bool isUnit() const;
// arithmetic operations
Vector2 operator+ (const Vector2& rkVector) const;
Vector2 operator- (const Vector2& rkVector) const;
Vector2 operator* (float fScalar) const;
Vector2 operator* (const Vector2& rkVector) const;
Vector2 operator/ (const Vector2& rkVector) const;
Vector2 operator/ (float fScalar) const;
Vector2 operator- () const;
Vector2 operator+(const Vector2& v) const;
Vector2 operator-(const Vector2& v) const;
Vector2 operator*(float s) const;
/** Array (pointwise) multiplication */
Vector2 operator*(const Vector2& v) const;
/** Array division */
Vector2 operator/(const Vector2& v) const;
Vector2 operator/(float s) const;
/** Unary minus */
Vector2 operator-() const;
/** x + y */
inline float sum() const {
return x + y;
}
@ -103,16 +129,21 @@ public:
}
// arithmetic updates
Vector2& operator+= (const Vector2& rkVector);
Vector2& operator-= (const Vector2& rkVector);
Vector2& operator*= (float fScalar);
Vector2& operator/= (float fScalar);
Vector2& operator*= (const Vector2& rkVector);
Vector2& operator/= (const Vector2& rkVector);
Vector2& operator+=(const Vector2&);
Vector2& operator-=(const Vector2&);
Vector2& operator*=(float);
Vector2& operator/=(float);
Vector2& operator*=(const Vector2&);
Vector2& operator/=(const Vector2&);
// vector operations
/** */
float length() const;
/** Returns a unit-length vector */
Vector2 direction() const;
/**
Potentially less accurate but faster than direction().
Only works if System::hasSSE is true.
@ -121,20 +152,25 @@ public:
return direction();
}
float squaredLength () const;
float dot (const Vector2& rkVector) const;
float unitize (float fTolerance = 1e-06);
float squaredLength() const;
float dot(const Vector2& s) const;
Vector2 min(const Vector2 &v) const;
Vector2 max(const Vector2 &v) const;
/**
Make this vector have unit length and return the old length.
If the vector length was less than tolerance, do not normalize.
*/
float unitize(float fTolerance = 1e-06);
// Random unit vector
static Vector2 random();
Vector2 min(const Vector2& v) const;
Vector2 max(const Vector2& v) const;
/** Uniformly distributed random vector on the unit sphere */
static Vector2 random(Random& r = Random::common());
// Special values.
// Intentionally not inlined: see Matrix3::identity() for details.
static const Vector2& zero();
inline static const Vector2& one() { static const Vector2 v(1, 1); return v; }
static const Vector2& one();
static const Vector2& unitX();
static const Vector2& unitY();
static const Vector2& inf();
@ -144,16 +180,6 @@ public:
/** Largest representable vector */
static const Vector2& maxFinite();
// Deprecated. See Matrix3::identity() for details.
/** @deprecated Use Vector2::zero() */
static const Vector2 ZERO;
/** @deprecated Use Vector2::unitX() */
static const Vector2 UNIT_S;
/** @deprecated Use Vector2::unitY() */
static const Vector2 UNIT_T;
std::string toString() const;
// 2-char swizzles
@ -208,11 +234,6 @@ inline Vector2 operator*(int s, const Vector2& v) {
}
inline unsigned int hashCode(const G3D::Vector2& v) {
return v.hashCode();
}
inline Vector2::Vector2 () : x(0.0f), y(0.0f) {
}
@ -254,15 +275,6 @@ inline const float& Vector2::operator[] (int i) const {
}
inline Vector2::operator float* () {
return (float*)this;
}
inline Vector2::operator const float* () const {
return (float*)this;
}
inline Vector2& Vector2::operator= (const Vector2& rkVector) {
x = rkVector.x;
y = rkVector.y;
@ -421,7 +433,15 @@ inline bool Vector2::isUnit() const {
return squaredLength() == 1.0f;
}
}
} // namespace G3D
template <>
struct HashTrait<G3D::Vector2> {
static size_t hashCode(const G3D::Vector2& key) {
return key.hashCode();
}
};
// Intentionally outside namespace to avoid operator overloading confusion
inline G3D::Vector2 operator*(double s, const G3D::Vector2& v) {
@ -431,8 +451,4 @@ inline G3D::Vector2 operator*(int s, const G3D::Vector2& v) {
return v * (float)s;
}
inline unsigned int hashCode(const G3D::Vector2& v);
#endif

View file

@ -1,20 +0,0 @@
/**
@file Vector2.inl
@maintainer Morgan McGuire, matrix@graphics3d.com
@cite Portions by Laura Wollstadt, graphics3d.com
@cite Portions based on Dave Eberly'x Magic Software Library
at http://www.magic-software.com
@created 2001-06-02
@edited 2006-01-14
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
}

View file

@ -15,17 +15,15 @@
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/HashTrait.h"
namespace G3D {
/**
\class Vector2int16
A Vector2 that packs its fields into uint16s.
*/
#ifdef G3D_WIN32
// Switch to tight alignment
#pragma pack(push, 2)
#endif
G3D_BEGIN_PACKED_CLASS(2)
class Vector2int16 {
private:
// Hidden operators
@ -41,6 +39,7 @@ public:
Vector2int16() : x(0), y(0) {}
Vector2int16(G3D::int16 _x, G3D::int16 _y) : x(_x), y(_y){}
Vector2int16(const class Vector2& v);
Vector2int16(class BinaryInput& bi);
inline G3D::int16& operator[] (int i) {
debugAssert(((unsigned int)i) <= 1);
@ -52,6 +51,51 @@ public:
return ((G3D::int16*)this)[i];
}
inline Vector2int16 operator+(const Vector2int16& other) const {
return Vector2int16(x + other.x, y + other.y);
}
inline Vector2int16 operator-(const Vector2int16& other) const {
return Vector2int16(x - other.x, y - other.y);
}
inline Vector2int16 operator*(const Vector2int16& other) const {
return Vector2int16(x * other.x, y * other.y);
}
inline Vector2int16 operator*(const int s) const {
return Vector2int16(x * s, y * s);
}
inline Vector2int16& operator+=(const Vector2int16& other) {
x += other.x;
y += other.y;
return *this;
}
/** Shifts both x and y */
inline Vector2int16 operator>>(const int s) const {
return Vector2int16(x >> s, y >> s);
}
/** Shifts both x and y */
inline Vector2int16 operator<<(const int s) const {
return Vector2int16(x << s, y << s);
}
inline Vector2int16& operator-=(const Vector2int16& other) {
x -= other.x;
y -= other.y;
return *this;
}
inline Vector2int16& operator*=(const Vector2int16& other) {
x *= other.x;
y *= other.y;
return *this;
}
Vector2int16 clamp(const Vector2int16& lo, const Vector2int16& hi);
inline bool operator== (const Vector2int16& rkVector) const {
return ((int32*)this)[0] == ((int32*)&rkVector)[0];
@ -61,15 +105,23 @@ public:
return ((int32*)this)[0] != ((int32*)&rkVector)[0];
}
}
#if defined(G3D_LINUX) || defined(G3D_OSX)
__attribute((aligned(1)))
#endif
;
Vector2int16 max(const Vector2int16& v) const {
return Vector2int16(iMax(x, v.x), iMax(y, v.y));
}
#ifdef G3D_WIN32
#pragma pack(pop)
#endif
Vector2int16 min(const Vector2int16& v) const {
return Vector2int16(iMin(x, v.x), iMin(y, v.y));
}
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
}
G3D_END_PACKED_CLASS(2)
}
template<> struct HashTrait<G3D::Vector2int16> {
static size_t hashCode(const G3D::Vector2int16& key) { return static_cast<size_t>(key.x + ((int)key.y << 16)); }
};
#endif

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