/* mathlib * * written by Alexander Zaprjagaev * frustum@frustum.org * http://frustum.org * Fix and add for Diameter written by Uriy Zhuravlev * stalkerg@gmail.com * http://plg.lrn.ru */ #ifndef __MATHLIB_H__ #define __MATHLIB_H__ #include #define EPSILON 1e-6 #define PI 3.14159265358979323846 #define DEG2RAD (PI / 180.0) #define RAD2DEG (180.0 / PI) struct vec2; struct vec3; struct vec4; struct mat3; struct quat; struct vec2 { vec2() : x(0), y(0) { } vec2(float x,float y) : x(x), y(y) { } vec2(const float *v) : x(v[0]), y(v[1]) { } vec2(const vec2 &v) : x(v.x), y(v.y) { } int operator==(const vec2 &v) { return (x == v.x && y == v.y); } int operator!=(const vec2 &v) { return (x != v.x || y != v.y); } const vec2 operator*(float f) const { return vec2(x * f,y * f); } const vec2 operator/(float f) const { return vec2(x / f,y / f); } const vec2 operator+(const vec2 &v) const { return vec2(x + v.x,y + v.y); } const vec2 operator-() const { return vec2(-x,-y); } const vec2 operator-(const vec2 &v) const { return vec2(x - v.x,y - v.y); } vec2 &operator*=(float f) { return *this = *this * f; } vec2 &operator/=(float f) { return *this = *this / f; } vec2 &operator+=(const vec2 &v) { return *this = *this + v; } vec2 &operator-=(const vec2 &v) { return *this = *this - v; } operator float*() { return (float*)&x; } operator const float*() const { return (float*)&x; } float &operator[](int i) { return ((float*)&x)[i]; } const float operator[](int i) const { return ((float*)&x)[i]; } float length() const { return sqrt(x * x + y * y); } float normalize() { float inv,length = sqrt(x * x + y * y); inv = 1.0 / length; x *= inv; y *= inv; return length; } float dot(const vec2 &v) { return (x * v.x + y * v.y); } vec2 perpend_left() { vec2 out; out.x=-y; out.y=x; return out; } vec2 perpend_right() { vec2 out; out.x=y; out.y=-x; return out; } union { struct { float x,y; }; float v[2]; }; }; struct vec3 { vec3() : x(0), y(0), z(0) { } vec3(float x,float y,float z) : x(x), y(y), z(z) { } vec3(const float *v) : x(v[0]), y(v[1]), z(v[2]) { } vec3(const vec3 &v) : x(v.x), y(v.y), z(v.z) { } vec3(const vec4 &v); int operator==(const vec3 &v) { return (x == v.x && y == v.y && z == v.z); } int operator!=(const vec3 &v) { return (x != v.x || y != v.y || z != v.z); } const vec3 operator*(float f) const { return vec3(x * f,y * f,z * f); } const vec3 operator/(float f) const { return vec3(x / f,y / f,z / f); } const vec3 operator+(const vec3 &v) const { return vec3(x + v.x,y + v.y,z + v.z); } const vec3 operator-() const { return vec3(-x,-y,-z); } const vec3 operator-(const vec3 &v) const { return vec3(x - v.x,y - v.y,z - v.z); } vec3 &operator*=(float f) { return *this = *this * f; } vec3 &operator/=(float f) { return *this = *this / f; } vec3 &operator+=(const vec3 &v) { return *this = *this + v; } vec3 &operator-=(const vec3 &v) { return *this = *this - v; } operator float*() { return (float*)&x; } operator const float*() const { return (float*)&x; } float &operator[](int i) { return ((float*)&x)[i]; } const float operator[](int i) const { return ((float*)&x)[i]; } float length() const { return sqrt(x * x + y * y + z * z); } float normalize() { float inv,length = sqrt(x * x + y * y + z * z); inv = 1.0 / length; x *= inv; y *= inv; z *= inv; return length; } float dot(const vec3 &v) { return (x * v.x + y * v.y + z * v.z); } void cross(const vec3 &v1,const vec3 &v2) { x = v1.y * v2.z - v1.z * v2.y; y = v1.z * v2.x - v1.x * v2.z; z = v1.x * v2.y - v1.y * v2.x; } union { struct { float x,y,z; }; float v[3]; }; }; struct vec4 { vec4() : x(0), y(0), z(0), w(1) { } vec4(float x,float y,float z,float w) : x(x), y(y), z(z), w(w) { } vec4(const float *v) : x(v[0]), y(v[1]), z(v[2]), w(v[3]) { } vec4(const vec3 &v) : x(v.x), y(v.y), z(v.z), w(1) { } vec4(const vec3 &v,float w) : x(v.x), y(v.y), z(v.z), w(w) { } vec4(const vec4 &v) : x(v.x), y(v.y), z(v.z), w(v.w) { } int operator==(const vec4 &v) { return (x == v.x && y == v.y && z == v.z && w == v.w); } int operator!=(const vec4 &v) { return (x != v.x || y != v.y || z != v.z || w != v.w); } const vec4 operator*(float f) const { return vec4(x * f,y * f,z * f,w * f); } const vec4 operator/(float f) const { return vec4(x / f,y / f,z / f,w / f); } const vec4 operator+(const vec4 &v) const { return vec4(x + v.x,y + v.y,z + v.z, w + v.w); } const vec4 operator-() const { return vec4(-x,-y,-z,-w); } const vec4 operator-(const vec4 &v) const { return vec4(x - v.x,y - v.y,z - v.z, z - v.w); } vec4 &operator*=(float f) { return *this = *this * f; } vec4 &operator/=(float f) { return *this = *this / f; } vec4 &operator+=(const vec4 &v) { return *this = *this + v; } vec4 &operator-=(const vec4 &v) { return *this = *this - v; } operator float*() { return (float*)&x; } operator const float*() const { return (float*)&x; } float &operator[](int i) { return ((float*)&x)[i]; } const float operator[](int i) const { return ((float*)&x)[i]; } float dot(const vec4 &v) const { return (x * v.x + y * v.y + z * v.z + w * v.w); } union { struct { float x,y,z,w; }; struct { float r,g,b,a; }; float v[4]; }; }; typedef vec4 color4; inline vec3::vec3(const vec4 &v) { x = v.x; y = v.y; z = v.z; } struct mat4 { mat4() { mat[0] = 1.0; mat[4] = 0.0; mat[8] = 0.0; mat[12] = 0.0; mat[1] = 0.0; mat[5] = 1.0; mat[9] = 0.0; mat[13] = 0.0; mat[2] = 0.0; mat[6] = 0.0; mat[10] = 1.0; mat[14] = 0.0; mat[3] = 0.0; mat[7] = 0.0; mat[11] = 0.0; mat[15] = 1.0; } mat4(const float *m) { mat[0] = m[0]; mat[4] = m[4]; mat[8] = m[8]; mat[12] = m[12]; mat[1] = m[1]; mat[5] = m[5]; mat[9] = m[9]; mat[13] = m[13]; mat[2] = m[2]; mat[6] = m[6]; mat[10] = m[10]; mat[14] = m[14]; mat[3] = m[3]; mat[7] = m[7]; mat[11] = m[11]; mat[15] = m[15]; } mat4(const mat4 &m) { mat[0] = m[0]; mat[4] = m[4]; mat[8] = m[8]; mat[12] = m[12]; mat[1] = m[1]; mat[5] = m[5]; mat[9] = m[9]; mat[13] = m[13]; mat[2] = m[2]; mat[6] = m[6]; mat[10] = m[10]; mat[14] = m[14]; mat[3] = m[3]; mat[7] = m[7]; mat[11] = m[11]; mat[15] = m[15]; } vec3 operator*(const vec3 &v) { vec3 ret; ret[0] = mat[0] * v[0] + mat[4] * v[1] + mat[8] * v[2] + mat[12]; ret[1] = mat[1] * v[0] + mat[5] * v[1] + mat[9] * v[2] + mat[13]; ret[2] = mat[2] * v[0] + mat[6] * v[1] + mat[10] * v[2] + mat[14]; return ret; } vec2 operator*(const vec2 &v) { vec2 ret; ret[0] = mat[0] * v[0] + mat[4] * v[1] + mat[8] * v[2] + mat[12]; ret[1] = mat[1] * v[0] + mat[5] * v[1] + mat[9] * v[2] + mat[13]; return ret; } mat4 operator*(float f) { mat4 ret; ret[0] = mat[0] * f; ret[4] = mat[4] * f; ret[8] = mat[8] * f; ret[12] = mat[12] * f; ret[1] = mat[1] * f; ret[5] = mat[5] * f; ret[9] = mat[9] * f; ret[13] = mat[13] * f; ret[2] = mat[2] * f; ret[6] = mat[6] * f; ret[10] = mat[10] * f; ret[14] = mat[14] * f; ret[3] = mat[3] * f; ret[7] = mat[7] * f; ret[11] = mat[11] * f; ret[15] = mat[15] * f; return ret; } mat4 operator*(const mat4 &m) { mat4 ret; ret[0] = mat[0] * m[0] + mat[4] * m[1] + mat[8] * m[2] + mat[12] * m[3]; ret[1] = mat[1] * m[0] + mat[5] * m[1] + mat[9] * m[2] + mat[13] * m[3]; ret[2] = mat[2] * m[0] + mat[6] * m[1] + mat[10] * m[2] + mat[14] * m[3]; ret[3] = mat[3] * m[0] + mat[7] * m[1] + mat[11] * m[2] + mat[15] * m[3]; ret[4] = mat[0] * m[4] + mat[4] * m[5] + mat[8] * m[6] + mat[12] * m[7]; ret[5] = mat[1] * m[4] + mat[5] * m[5] + mat[9] * m[6] + mat[13] * m[7]; ret[6] = mat[2] * m[4] + mat[6] * m[5] + mat[10] * m[6] + mat[14] * m[7]; ret[7] = mat[3] * m[4] + mat[7] * m[5] + mat[11] * m[6] + mat[15] * m[7]; ret[8] = mat[0] * m[8] + mat[4] * m[9] + mat[8] * m[10] + mat[12] * m[11]; ret[9] = mat[1] * m[8] + mat[5] * m[9] + mat[9] * m[10] + mat[13] * m[11]; ret[10] = mat[2] * m[8] + mat[6] * m[9] + mat[10] * m[10] + mat[14] * m[11]; ret[11] = mat[3] * m[8] + mat[7] * m[9] + mat[11] * m[10] + mat[15] * m[11]; ret[12] = mat[0] * m[12] + mat[4] * m[13] + mat[8] * m[14] + mat[12] * m[15]; ret[13] = mat[1] * m[12] + mat[5] * m[13] + mat[9] * m[14] + mat[13] * m[15]; ret[14] = mat[2] * m[12] + mat[6] * m[13] + mat[10] * m[14] + mat[14] * m[15]; ret[15] = mat[3] * m[12] + mat[7] * m[13] + mat[11] * m[14] + mat[15] * m[15]; return ret; } mat4 operator+(const mat4 &m) { mat4 ret; ret[0] = mat[0] + m[0]; ret[4] = mat[4] + m[4]; ret[8] = mat[8] + m[8]; ret[12] = mat[12] + m[12]; ret[1] = mat[1] + m[1]; ret[5] = mat[5] + m[5]; ret[9] = mat[9] + m[9]; ret[13] = mat[13] + m[13]; ret[2] = mat[2] + m[2]; ret[6] = mat[6] + m[6]; ret[10] = mat[10] + m[10]; ret[14] = mat[14] + m[14]; ret[3] = mat[3] + m[3]; ret[7] = mat[7] + m[7]; ret[11] = mat[11] + m[11]; ret[15] = mat[15] + m[15]; return ret; } mat4 operator-(const mat4 &m) { mat4 ret; ret[0] = mat[0] - m[0]; ret[4] = mat[4] - m[4]; ret[8] = mat[8] - m[8]; ret[12] = mat[12] - m[12]; ret[1] = mat[1] - m[1]; ret[5] = mat[5] - m[5]; ret[9] = mat[9] - m[9]; ret[13] = mat[13] - m[13]; ret[2] = mat[2] - m[2]; ret[6] = mat[6] - m[6]; ret[10] = mat[10] - m[10]; ret[14] = mat[14] - m[14]; ret[3] = mat[3] - m[3]; ret[7] = mat[7] - m[7]; ret[11] = mat[11] - m[11]; ret[15] = mat[15] - m[15]; return ret; } mat4 &operator*=(float f) { return *this = *this * f; } mat4 &operator*=(const mat4 &m) { return *this = *this * m; } mat4 &operator+=(const mat4 &m) { return *this = *this + m; } mat4 &operator-=(const mat4 &m) { return *this = *this - m; } operator float*() { return mat; } operator const float*() const { return mat; } float &operator[](int i) { return mat[i]; } const float operator[](int i) const { return mat[i]; } mat4 rotation() { mat4 ret; ret[0] = mat[0]; ret[4] = mat[4]; ret[8] = mat[8]; ret[12] = 0; ret[1] = mat[1]; ret[5] = mat[5]; ret[9] = mat[9]; ret[13] = 0; ret[2] = mat[2]; ret[6] = mat[6]; ret[10] = mat[10]; ret[14] = 0; ret[3] = 0; ret[7] = 0; ret[11] = 0; ret[15] = 1; return ret; } mat4 transpose() { mat4 ret; ret[0] = mat[0]; ret[4] = mat[1]; ret[8] = mat[2]; ret[12] = mat[3]; ret[1] = mat[4]; ret[5] = mat[5]; ret[9] = mat[6]; ret[13] = mat[7]; ret[2] = mat[8]; ret[6] = mat[9]; ret[10] = mat[10]; ret[14] = mat[11]; ret[3] = mat[12]; ret[7] = mat[13]; ret[11] = mat[14]; ret[15] = mat[15]; return ret; } mat4 inverse() { mat4 ret; float det; det = mat[0] * mat[5] * mat[10]; det += mat[4] * mat[9] * mat[2]; det += mat[8] * mat[1] * mat[6]; det -= mat[8] * mat[5] * mat[2]; det -= mat[4] * mat[1] * mat[10]; det -= mat[0] * mat[9] * mat[6]; det = 1.0 / det; ret[0] = (mat[5] * mat[10] - mat[9] * mat[6]) * det; ret[1] = -(mat[1] * mat[10] - mat[9] * mat[2]) * det; ret[2] = (mat[1] * mat[6] - mat[5] * mat[2]) * det; ret[3] = 0.0; ret[4] = -(mat[4] * mat[10] - mat[8] * mat[6]) * det; ret[5] = (mat[0] * mat[10] - mat[8] * mat[2]) * det; ret[6] = -(mat[0] * mat[6] - mat[4] * mat[2]) * det; ret[7] = 0.0; ret[8] = (mat[4] * mat[9] - mat[8] * mat[5]) * det; ret[9] = -(mat[0] * mat[9] - mat[8] * mat[1]) * det; ret[10] = (mat[0] * mat[5] - mat[4] * mat[1]) * det; ret[11] = 0.0; ret[12] = -(mat[12] * ret[0] + mat[13] * ret[4] + mat[14] * ret[8]); ret[13] = -(mat[12] * ret[1] + mat[13] * ret[5] + mat[14] * ret[9]); ret[14] = -(mat[12] * ret[2] + mat[13] * ret[6] + mat[14] * ret[10]); ret[15] = 1.0; return ret; } void zero() { mat[0] = 0.0; mat[4] = 0.0; mat[8] = 0.0; mat[12] = 0.0; mat[1] = 0.0; mat[5] = 0.0; mat[9] = 0.0; mat[13] = 0.0; mat[2] = 0.0; mat[6] = 0.0; mat[10] = 0.0; mat[14] = 0.0; mat[3] = 0.0; mat[7] = 0.0; mat[11] = 0.0; mat[15] = 0.0; } void identity() { mat[0] = 1.0; mat[4] = 0.0; mat[8] = 0.0; mat[12] = 0.0; mat[1] = 0.0; mat[5] = 1.0; mat[9] = 0.0; mat[13] = 0.0; mat[2] = 0.0; mat[6] = 0.0; mat[10] = 1.0; mat[14] = 0.0; mat[3] = 0.0; mat[7] = 0.0; mat[11] = 0.0; mat[15] = 1.0; } void rotation_x(float angle) { float rad = angle * DEG2RAD; float c = cos(rad); float s = sin(rad); mat[0] = 1.0; mat[4] = 0.0; mat[8] = 0.0; mat[12] = 0.0; mat[1] = 0.0; mat[5] = c; mat[9] = -s; mat[13] = 0.0; mat[2] = 0.0; mat[6] = s; mat[10] = c; mat[14] = 0.0; mat[3] = 0.0; mat[7] = 0.0; mat[11] = 0.0; mat[15] = 1.0; } void rotation_y(float angle) { float rad = angle * DEG2RAD; float c = cos(rad); float s = sin(rad); mat[0] = c; mat[4] = 0.0; mat[8] = s; mat[12] = 0.0; mat[1] = 0.0; mat[5] = 1.0; mat[9] = 0.0; mat[13] = 0.0; mat[2] = -s; mat[6] = 0.0; mat[10] = c; mat[14] = 0.0; mat[3] = 0.0; mat[7] = 0.0; mat[11] = 0.0; mat[15] = 1.0; } void rotation_z(float angle) { float rad = angle * DEG2RAD; float c = cos(rad); float s = sin(rad); mat[0] = c; mat[4] = -s; mat[8] = 0.0; mat[12] = 0.0; mat[1] = s; mat[5] = c; mat[9] = 0.0; mat[13] = 0.0; mat[2] = 0.0; mat[6] = 0.0; mat[10] = 1.0; mat[14] = 0.0; mat[3] = 0.0; mat[7] = 0.0; mat[11] = 0.0; mat[15] = 1.0; } void translate(const vec3 &v) { mat[0] = 1.0; mat[4] = 0.0; mat[8] = 0.0; mat[12] = v[0]; mat[1] = 0.0; mat[5] = 1.0; mat[9] = 0.0; mat[13] = v[1]; mat[2] = 0.0; mat[6] = 0.0; mat[10] = 1.0; mat[14] = v[2]; mat[3] = 0.0; mat[7] = 0.0; mat[11] = 0.0; mat[15] = 1.0; } void translate(float x,float y,float z) { translate(vec3(x,y,z)); } void scale(const vec3 &v) { mat[0] = v[0]; mat[4] = 0.0; mat[8] = 0.0; mat[12] = 0.0; mat[1] = 0.0; mat[5] = v[1]; mat[9] = 0.0; mat[13] = 0.0; mat[2] = 0.0; mat[6] = 0.0; mat[10] = v[2]; mat[14] = 0.0; mat[3] = 0.0; mat[7] = 0.0; mat[11] = 0.0; mat[15] = 1.0; } void scale(float x,float y,float z) { scale(vec3(x,y,z)); } void reflect(const vec4 &v) { float x = v.x; float y = v.y; float z = v.z; float x2 = x * 2.0; float y2 = y * 2.0; float z2 = z * 2.0; mat[0] = 1.0 - x * x2; mat[4] = -y * x2; mat[8] = -z * x2; mat[12] = -v.w * x2; mat[1] = -x * y2; mat[5] = 1.0 - y * y2; mat[9] = -z * y2; mat[13] = -v.w * y2; mat[2] = -x * z2; mat[6] = -y * z2; mat[10] = 1.0 - z * z2; mat[14] = -v.w * z2; mat[3] = 0.0; mat[7] = 0.0; mat[11] = -1.0; mat[15] = 1.0; } void reflect(float x,float y,float z,float w) { reflect(vec4(x,y,z,w)); } void perspective(float fov,float aspect,float znear,float zfar) { float y = tan(fov * PI / 360.0); float x = y * aspect; mat[0] = 1.0 / x; mat[4] = 0.0; mat[8] = 0.0; mat[12] = 0.0; mat[1] = 0.0; mat[5] = 1.0 / y; mat[9] = 0.0; mat[13] = 0.0; mat[2] = 0.0; mat[6] = 0.0; mat[10] = -(zfar + znear) / (zfar - znear); mat[14] = -(2.0 * zfar * znear) / (zfar - znear); mat[3] = 0.0; mat[7] = 0.0; mat[11] = -1.0; mat[15] = 0.0; } void look_at(const vec3 &eye,const vec3 &dir,const vec3 &up) { vec3 x,y,z; mat4 m0,m1; z = eye - dir; z.normalize(); x.cross(up,z); x.normalize(); y.cross(z,x); y.normalize(); m0[0] = x[0]; m0[4] = x[1]; m0[8] = x[2]; m0[12] = 0.0; m0[1] = y[0]; m0[5] = y[1]; m0[9] = y[2]; m0[13] = 0.0; m0[2] = z[0]; m0[6] = z[1]; m0[10] = z[2]; m0[14] = 0.0; m0[3] = 0.0; m0[7] = 0.0; m0[11] = 0.0; m0[15] = 1.0; m1.translate(-eye); *this = m0 * m1; } void look_at(const float *eye,const float *dir,const float *up) { look_at(vec3(eye),vec3(dir),vec3(up)); } float mat[16]; }; struct quat { quat() : x(0), y(0), z(0), w(1) { } quat(const vec3 &dir,float angle) { set(dir,angle); } operator float*() { return (float*)&x; } operator const float*() const { return (float*)&x; } float &operator[](int i) { return ((float*)&x)[i]; } const float operator[](int i) const { return ((float*)&x)[i]; } quat operator*(const quat &q) { quat ret; ret.x = w * q.x + x * q.x + y * q.z - z * q.y; ret.y = w * q.y + y * q.w + z * q.x - x * q.z; ret.z = w * q.z + z * q.w + x * q.y - y * q.x; ret.w = w * q.w - x * q.x - y * q.y - z * q.z; return ret; } void set(const vec3 &dir,float angle) { float length = dir.length(); if(length != 0.0) { length = 1.0 / length; float sinangle = sin(angle * DEG2RAD / 2.0); x = dir[0] * length * sinangle; y = dir[1] * length * sinangle; z = dir[2] * length * sinangle; w = cos(angle * DEG2RAD / 2.0); } else { x = y = z = 0.0; w = 1.0; } } void set(float x,float y,float z,float angle) { set(vec3(x,y,z),angle); } void slerp(const quat &q0,const quat &q1,float t) { float k0,k1,cosomega = q0.x * q1.x + q0.y * q1.y + q0.z * q1.z + q0.w * q1.w; quat q; if(cosomega < 0.0) { cosomega = -cosomega; q.x = -q1.x; q.y = -q1.y; q.z = -q1.z; q.w = -q1.w; } else { q.x = q1.x; q.y = q1.y; q.z = q1.z; q.w = q1.w; } if(1.0 - cosomega > 1e-6) { float omega = acos(cosomega); float sinomega = sin(omega); k0 = sin((1.0 - t) * omega) / sinomega; k1 = sin(t * omega) / sinomega; } else { k0 = 1.0 - t; k1 = t; } x = q0.x * k0 + q.x * k1; y = q0.y * k0 + q.y * k1; z = q0.z * k0 + q.z * k1; w = q0.w * k0 + q.w * k1; } mat4 to_matrix() { mat4 ret; float x2,y2,z2,xx,yy,zz,xy,yz,xz,wx,wy,wz; x2 = x + x; y2 = y + y; z2 = z + z; xx = x * x2; yy = y * y2; zz = z * z2; xy = x * y2; yz = y * z2; xz = z * x2; wx = w * x2; wy = w * y2; wz = w * z2; ret[0] = 1.0 - (yy + zz); ret[4] = xy - wz; ret[8] = xz + wy; ret[12] = 0.0; ret[1] = xy + wz; ret[5] = 1.0 - (xx + zz); ret[9] = yz - wx; ret[13] = 0.0; ret[2] = xz - wy; ret[6] = yz + wx; ret[10] = 1.0 - (xx + yy); ret[14] = 0.0; ret[3] = 0.0; ret[7] = 0.0; ret[11] = 0.0; ret[15] = 1.0; return ret; } union { struct { float x,y,z,w; }; float q[4]; }; }; bool IntersectCircleLine(vec2 p1,vec2 p2,vec2 center,float radius); #endif /* __MATHLIB_H__ */