added newest G3D(lite) + VS project files

stripped, but can be stripped more later

--HG--
branch : trunk
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Rat
2010-06-07 00:09:54 +02:00
parent 910980d3c6
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/**
@file AABox.h
Axis-aligned box class
@maintainer Morgan McGuire, [email protected]
@created 2004-01-10
@edited 2006-02-10
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_AABOX_H
#define G3D_AABOX_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/debug.h"
#include "G3D/Array.h"
#include "G3D/Plane.h"
namespace G3D {
/**
An axis-aligned box.
*/
class AABox {
private:
/** Optional argument placeholder */
static int dummy;
Vector3 lo;
Vector3 hi;
public:
/** Does not initialize the fields */
inline AABox() {}
/**
Constructs a zero-area AABox at v.
*/
inline explicit AABox(const Vector3& v) {
lo = hi = v;
}
/** Assumes that low is less than or equal to high along each dimension.
To have this automatically enforced, use
<code>AABox(low.min(high), low.max(high));</code>
*/
inline AABox(const Vector3& low, const Vector3& high) {
set(low, high);
}
/** Assumes that low is less than or equal to high along each dimension.
*/
inline void set(const Vector3& low, const Vector3& high) {
debugAssert(
(low.x <= high.x) &&
(low.y <= high.y) &&
(low.z <= high.z));
lo = low;
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 const Vector3& low() const {
return lo;
}
inline const Vector3& high() const {
return hi;
}
/**
The largest possible finite box.
*/
static inline const AABox& maxFinite() {
static const AABox b = AABox(Vector3::minFinite(),
Vector3::maxFinite());
return b;
}
/** A large finite box. This is smaller than FLT_MAX
because it leaves room to add boxes together. */
static inline const AABox& large() {
static const AABox b = AABox(Vector3::minFinite() * 0.5f,
Vector3::maxFinite() * 0.5f);
return b;
}
static inline const AABox& inf() {
static const AABox b = AABox(-Vector3::inf(), Vector3::inf());
return b;
}
static inline const AABox& zero() {
static const AABox b = AABox(Vector3::zero(), Vector3::zero());
return b;
}
/**
Returns the centroid of the box.
*/
inline Vector3 center() const {
return (lo + hi) * 0.5;
}
Vector3 corner(int index) const;
/**
Distance from corner(0) to the next corner along axis a.
*/
inline float extent(int a) const {
debugAssert(a < 3);
return hi[a] - lo[a];
}
inline Vector3 extent() const {
return hi - lo;
}
/**
Splits the box into two AABoxes along the specified axis. low contains
the part that was closer to negative infinity along axis, high contains
the other part. Either may have zero volume.
*/
void split(const Vector3::Axis& axis, float location, AABox& low, AABox& high) const;
/**
Conservative culling test for up to 32 planes.
Returns true if there exists a <CODE>plane[p]</CODE> for
which the entire object is in the negative half space
(opposite the plane normal).
<CODE>testMask</CODE> and <CODE>childMask</CODE>
are used for optimizing bounding volume hierarchies.
The version of this method that produces childMask
is slower than the version without; it should only
be used for parent nodes.
@param cullingPlaneIndex The index of the first plane for which
the entire object is in the negative half-space. The function
exits early when one plane is found. -1 when the function
returns false (i.e. when no plane culls the whole object).
@param testMask If bit <I>p</I> is 0, the
bounding volume automatically passes the culling test for
<CODE>plane[p]</CODE> (i.e. it is known that the volume
is entirely within the positive half space). The function
must return false if testMask is 0 and test all planes
when testMask is -1 (0xFFFFFFFF).
@param childMask Test mask for the children of this volume.
*/
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 = 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 {
return
(point.x >= lo.x) &&
(point.y >= lo.y) &&
(point.z >= lo.z) &&
(point.x <= hi.x) &&
(point.y <= hi.y) &&
(point.z <= hi.z);
}
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 volume() const {
Vector3 diag = hi - lo;
return diag.x * diag.y * diag.z;
}
Vector3 randomInteriorPoint() const;
Vector3 randomSurfacePoint() const;
/** Returns true if there is any overlap */
bool intersects(const AABox& other) const;
/** Returns true if there is any overlap.
@cite Jim Arvo's algorithm from Graphics Gems II*/
bool intersects(const class Sphere& other) const;
/** Return the intersection of the two boxes */
AABox intersect(const AABox& other) const {
Vector3 H = hi.min(other.hi);
Vector3 L = lo.max(other.lo).min(H);
return AABox(L, H);
}
inline size_t hashCode() const {
return lo.hashCode() + hi.hashCode();
}
inline bool operator==(const AABox& b) const {
return (lo == b.lo) && (hi == b.hi);
}
inline bool operator!=(const AABox& b) const {
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;
}
};
}
template <> struct HashTrait<G3D::AABox> {
static size_t hashCode(const G3D::AABox& key) { return key.hashCode(); }
};
#endif
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/**
@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;
/**
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>
*/
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
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/**
@file AtomicInt32.h
@maintainer Morgan McGuire, [email protected]
@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)
int32 ret;
asm volatile ("lock; cmpxchgl %1, %2"
: "=a" (ret)
: "r" (exchange), "m" (m_value), "0"(comperand)
: "memory", "cc");
return ret;
# elif defined(G3D_OSX)
int32 old = m_value;
OSAtomicCompareAndSwap32(comperand, exchange, &m_value);
return old;
# endif
}
};
} // namespace
#endif
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/**
@file BinaryFormat.h
@maintainer Morgan McGuire, [email protected]
@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
+441
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/**
@file BinaryInput.h
@maintainer Morgan McGuire, graphics3d.com
@created 2001-08-09
@edited 2006-07-19
Copyright 2000-2007, 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
+421
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/**
@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
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/**
@file BoundsTrait.h
@maintainer Morgan McGuire, [email protected]
@created 2008-10-01
@edited 2008-10-01
Copyright 2000-2008, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_BOUNDSTRAIT_H
#define G3D_BOUNDSTRAIT_H
#include "G3D/platform.h"
template<typename Value>
struct BoundsTrait{};
#endif
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/**
@file Box.h
Box class
@maintainer Morgan McGuire, [email protected]
@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 2007-06-05
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_BOX_H
#define G3D_BOX_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Array.h"
#include "G3D/Plane.h"
namespace G3D {
class CoordinateFrame;
/**
An arbitrary 3D box, useful as a bounding box.
To construct a box from a coordinate frame, center and extent, use the idiom:
<CODE>Box box = cframe.toObjectSpace(Box(center - extent/2, center + extent/2));</CODE>
*/
class Box {
private:
static int32 dummy;
friend class CoordinateFrame;
/**
<PRE>
3 2 7 6
0 1 4 5
front back (seen through front)
</PRE>
*/
Vector3 _corner[8];
/**
Unit axes.
*/
Vector3 _axis[3];
Vector3 _center;
/**
Extent along each axis.
*/
Vector3 _extent;
float _area;
float _volume;
void init(
const Vector3& min,
const Vector3& max);
public:
/**
Does not initialize the fields.
*/
Box();
/**
Constructs a box from two opposite corners.
*/
Box(
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
this box. localFrame().worldToObject(...) takes
objects into the space where the box axes are
(1,0,0), (0,1,0), (0,0,1). Note that there
is no scaling in this transformation.
*/
CoordinateFrame localFrame() const;
void getLocalFrame(CoordinateFrame& frame) const;
/**
Returns the centroid of the box.
*/
inline Vector3 center() const {
return _center;
}
inline Vector3 corner(int i) const {
debugAssert(i < 8);
return _corner[i];
}
/**
Unit length.
*/
inline Vector3 axis(int a) const {
debugAssert(a < 3);
return _axis[a];
}
/**
Distance from corner(0) to the next corner
along the box's local axis a.
*/
inline float extent(int a) const {
debugAssert(a < 3);
return (float)_extent[a];
}
inline Vector3 extent() const {
return _extent;
}
/**
Returns the four corners of a face (0 <= f < 6).
The corners are returned to form a counter clockwise quad facing outwards.
*/
void getFaceCorners(
int f,
Vector3& v0,
Vector3& v1,
Vector3& v2,
Vector3& v3) 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 contains(
const Vector3& point) const;
float area() const;
float volume() const;
void getRandomSurfacePoint(Vector3& P, Vector3& N = Vector3::dummy) const;
/**
Uniformly distributed on the interior (includes surface)
*/
Vector3 randomInteriorPoint() const;
void getBounds(class AABox&) const;
bool isFinite() const {
return G3D::isFinite(_volume);
}
};
}
#endif
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/**
@file Capsule.h
@maintainer Morgan McGuire, [email protected]
@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
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/**
@file Color1.h
Monochrome Color class
@maintainer Morgan McGuire, [email protected]
@created 2007-01-31
@edited 2008-10-02
Copyright 2000-2008, 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) {
}
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
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/**
@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 {
#if defined(G3D_WIN32)
// Switch to tight alignment
#pragma pack(push, 1)
#endif
/**
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.
*/
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;
}
}
#if defined(G3D_LINUX) || defined(G3D_OSX)
__attribute((aligned(1)))
#endif
;
#ifdef G3D_WIN32
#pragma pack(pop)
#endif
}
#endif
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/**
@file Color3.h
Color class
@maintainer Morgan McGuire, [email protected]
@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 2008-07-17
Copyright 2000-2008, 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 {
/**
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();
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]);
/**
Initialize from another color.
*/
Color3 (const Color3& other);
Color3 (const class Color3uint8& other);
/**
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();
/**
* 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;
Color3 operator* (float fScalar) const;
Color3 operator* (const Color3& rkVector) const;
Color3 operator/ (float fScalar) const;
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;
inline operator float* () {
return (float*)this;
}
operator const float* () const {
return (float*)this;
}
// 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));
}
/**@return the largest component */
inline float max() const {
return G3D::max(G3D::max(r, g), b);
}
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));
}
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* (float fScalar) const {
return Color3(fScalar*r, fScalar*g, fScalar*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).
*/
#if defined(G3D_WIN32)
// Switch to tight alignment
#pragma pack(push, 1)
#endif
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
G3D::uint8& operator[] (int i) const;
operator G3D::uint8* ();
operator const G3D::uint8* () const;
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);
}
}
#if defined(G3D_LINUX) || defined(G3D_OSX)
__attribute((aligned(1)))
#endif
;
#ifdef G3D_WIN32
#pragma pack(pop)
#endif
inline G3D::uint8& Color3uint8::operator[] (int i) const {
debugAssert((unsigned int)i < 3);
return ((G3D::uint8*)this)[i];
}
//----------------------------------------------------------------------------
inline Color3uint8::operator G3D::uint8* () {
return (G3D::uint8*)this;
}
inline Color3uint8::operator const G3D::uint8* () const {
return (G3D::uint8*)this;
}
}
#endif
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/**
@file Color4.h
Color class
@maintainer Morgan McGuire, [email protected]
@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 2008-07-16
Copyright 2000-2008, 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 {
/**
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:
/**
* 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);
/**
* Initialize from G3D::Reals.
*/
Color4(float r, float g, float b, float a = 1.0);
/**
* Initialize from array of G3D::Reals.
*/
Color4(float value[4]);
/**
* Initialize from another color.
*/
Color4(const Color4& other);
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;
operator float* ();
operator const float* () 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;
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();
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 Color4::operator float* () {
return (float*)this;
}
inline Color4::operator const float* () const {
return (float*)this;
}
//----------------------------------------------------------------------------
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).
*/
#ifdef G3D_WIN32
// Switch to tight alignment
#pragma pack(push, 1)
#endif
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
G3D::uint8& operator[] (int i) const;
operator G3D::uint8* ();
operator const G3D::uint8* () const;
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);
}
}
#if defined(G3D_LINUX) || defined(G3D_OSX)
__attribute((aligned(1)))
#endif
;
#ifdef G3D_WIN32
#pragma pack(pop)
#endif
inline G3D::uint8& Color4uint8::operator[] (int i) const {
return ((G3D::uint8*)this)[i];
}
//----------------------------------------------------------------------------
inline Color4uint8::operator G3D::uint8* () {
return (G3D::uint8*)this;
}
inline Color4uint8::operator const G3D::uint8* () const {
return (G3D::uint8*)this;
}
}
#endif
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/**
@file Cone.h
Cone class
@maintainer Morgan McGuire, [email protected]
@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, [email protected]
@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 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
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/**
@file CoordinateFrame.h
@maintainer Morgan McGuire, [email protected]
@created 2001-03-04
@edited 2008-07-14
Copyright 2000-2008, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_COORDINATEFRAME_H
#define G3D_COORDINATEFRAME_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Vector4.h"
#include "G3D/Matrix3.h"
#include "G3D/Array.h"
#include <math.h>
#include <string>
#include <stdio.h>
#include <cstdarg>
#include <assert.h>
namespace G3D {
/**
A rigid body RT (rotation-translation) transformation.
CoordinateFrame abstracts a 4x4 matrix that maps object space to world space:
v_world = C * v_object
CoordinateFrame::rotation is the upper 3x3 submatrix, CoordinateFrame::translation
is the right 3x1 column. The 4th row is always [0 0 0 1], so it isn't stored.
So you don't have to remember which way the multiplication and transformation work,
it provides explicit toWorldSpace and toObjectSpace methods. Also, points, vectors
(directions), and surface normals transform differently, so they have separate methods.
Some helper functions transform whole primitives like boxes in and out of object space.
Convert to Matrix4 using CoordinateFrame::toMatrix4. You <I>can</I> construct a CoordinateFrame
from a Matrix4 using Matrix4::approxCoordinateFrame, however, because a Matrix4 is more
general than a CoordinateFrame, some information may be lost.
@sa G3D::UprightFrame, G3D::PhysicsFrame, G3D::Matrix4, G3D::Quat
*/
class CoordinateFrame {
public:
/** Takes object space points to world space. */
Matrix3 rotation;
/** Takes object space points to world space. */
Vector3 translation;
inline bool operator==(const CoordinateFrame& other) const {
return (translation == other.translation) && (rotation == other.rotation);
}
inline bool operator!=(const CoordinateFrame& other) const {
return !(*this == other);
}
bool fuzzyEq(const CoordinateFrame& other) const;
bool fuzzyIsIdentity() const;
bool isIdentity() const;
/**
Initializes to the identity coordinate frame.
*/
inline CoordinateFrame() :
rotation(Matrix3::identity()), translation(Vector3::zero()) {
}
CoordinateFrame(const Vector3& _translation) :
rotation(Matrix3::identity()), translation(_translation) {
}
CoordinateFrame(const Matrix3 &rotation, const Vector3 &translation) :
rotation(rotation), translation(translation) {
}
CoordinateFrame(const Matrix3 &rotation) :
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) {}
/**
Computes the inverse of this coordinate frame.
*/
inline CoordinateFrame inverse() const {
CoordinateFrame out;
out.rotation = rotation.transpose();
out.translation = -out.rotation * translation;
return out;
}
inline ~CoordinateFrame() {}
/** 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;
/**
Returns the heading of the lookVector as an angle in radians relative to
the world -z axis. That is, a counter-clockwise heading where north (-z)
is 0 and west (-x) is PI/2.
Note that the heading ignores the Y axis, so an inverted
object has an inverted heading.
*/
inline float getHeading() const {
Vector3 look = rotation.getColumn(2);
float angle = -(float) atan2(-look.x, look.z);
return angle;
}
/**
Takes the coordinate frame into object space.
this->inverse() * c
*/
inline CoordinateFrame toObjectSpace(const CoordinateFrame& c) const {
return this->inverse() * c;
}
inline Vector4 toObjectSpace(const Vector4& v) const {
return this->inverse().toWorldSpace(v);
}
inline Vector4 toWorldSpace(const Vector4& v) const {
return Vector4(rotation * Vector3(v.x, v.y, v.z) + translation * v.w, v.w);
}
/**
Transforms the point into world space.
*/
inline Vector3 pointToWorldSpace(const Vector3& v) const {
return Vector3(
rotation[0][0] * v[0] + rotation[0][1] * v[1] + rotation[0][2] * v[2] + translation[0],
rotation[1][0] * v[0] + rotation[1][1] * v[1] + rotation[1][2] * v[2] + translation[1],
rotation[2][0] * v[0] + rotation[2][1] * v[1] + rotation[2][2] * v[2] + translation[2]);
}
/**
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];
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]);
}
/**
Transforms the vector into world space (no translation).
*/
inline Vector3 vectorToWorldSpace(const Vector3& v) const {
return rotation * v;
}
inline Vector3 normalToWorldSpace(const Vector3& v) const {
return rotation * v;
}
class Ray toObjectSpace(const Ray& r) const;
Ray toWorldSpace(const Ray& r) const;
/**
Transforms the vector into object space (no translation).
*/
inline Vector3 vectorToObjectSpace(const Vector3 &v) const {
// Multiply on the left (same as rotation.transpose() * v)
return v * rotation;
}
inline Vector3 normalToObjectSpace(const Vector3 &v) const {
// Multiply on the left (same as rotation.transpose() * v)
return v * rotation;
}
void pointToWorldSpace(const Array<Vector3>& v, Array<Vector3>& vout) const;
void normalToWorldSpace(const Array<Vector3>& v, Array<Vector3>& vout) const;
void vectorToWorldSpace(const Array<Vector3>& v, Array<Vector3>& vout) const;
void pointToObjectSpace(const Array<Vector3>& v, Array<Vector3>& vout) const;
void normalToObjectSpace(const Array<Vector3>& v, Array<Vector3>& vout) const;
void vectorToObjectSpace(const Array<Vector3>& v, Array<Vector3>& vout) const;
class Box toWorldSpace(const class AABox& b) const;
class Box toWorldSpace(const class Box& b) const;
class Cylinder toWorldSpace(const class Cylinder& b) const;
class Capsule toWorldSpace(const class Capsule& b) const;
class Plane toWorldSpace(const class Plane& p) const;
class Sphere toWorldSpace(const class Sphere& b) const;
class Triangle toWorldSpace(const class Triangle& t) const;
class Box toObjectSpace(const AABox& b) const;
class Box toObjectSpace(const Box& b) const;
class Plane toObjectSpace(const Plane& p) const;
class Sphere toObjectSpace(const Sphere& b) const;
Triangle toObjectSpace(const Triangle& t) const;
/** Compose: create the transformation that is <I>other</I> followed by <I>this</I>.*/
CoordinateFrame operator*(const CoordinateFrame &other) const {
return CoordinateFrame(rotation * other.rotation,
pointToWorldSpace(other.translation));
}
CoordinateFrame operator+(const Vector3& v) const {
return CoordinateFrame(rotation, translation + v);
}
CoordinateFrame operator-(const Vector3& v) const {
return CoordinateFrame(rotation, translation - v);
}
void lookAt(const Vector3& target);
void lookAt(
const Vector3& target,
Vector3 up);
/** The direction this camera is looking (its negative z axis)*/
inline Vector3 lookVector() const {
return -rotation.getColumn(2);
}
/** Returns the ray starting at the camera origin travelling in direction CoordinateFrame::lookVector. */
class Ray lookRay() const;
/** Up direction for this camera (its y axis). */
inline Vector3 upVector() const {
return rotation.getColumn(1);
}
inline Vector3 rightVector() const {
return rotation.getColumn(0);
}
/**
If a viewer looks along the look vector, this is the viewer's "left".
Useful for strafing motions and building alternative coordinate frames.
*/
inline Vector3 leftVector() const {
return -rotation.getColumn(0);
}
/**
Linearly interpolates between two coordinate frames, using
Quat::slerp for the rotations.
*/
CoordinateFrame lerp(
const CoordinateFrame& other,
float alpha) const;
};
typedef CoordinateFrame CFrame;
} // namespace
#endif
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/**
@file Crypto.h
@maintainer Morgan McGuire, [email protected]
@created 2006-03-29
@edited 2006-04-06
*/
#ifndef G3D_CRYPTO_H
#define G3D_CRYPTO_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include <string>
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:
/**
Computes the CRC32 value of a byte array. CRC32 is designed to be a hash
function that produces different values for similar strings.
This implementation is compatible with PKZIP and GZIP.
Based on http://www.gamedev.net/reference/programming/features/crc32/
*/
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, [email protected]
*/
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.
*/
static int smallPrime(int n);
/** Returns 1 + the largest value that can be passed to smallPrime. */
static int numSmallPrimes();
};
}
#endif
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/**
@file Cylinder.h
@maintainer Morgan McGuire, [email protected]
@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
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/**
@file Discovery.h
<H2>Discovery</H2>
Discovery is the process by which computers on a Local Area Network (LAN) find
one another. The Discovery API allows clients to make a list of servers running
the same application. The application typically presents this list to the user
so he can choose which server to connect to.
<P>
Features of the Discovery API:
<P>
Low network traffic
<BR> - Broadcasts mainly occur only when a new machine enters/leaves the network
<BR>Responsive
<BR> - Servers appear immediately after launching
<BR> - Servers disappear immedatiately after they shut down
<BR>Extensible
<BR> - Add your own game information (e.g. score, num players, map name)
<BR>Versioned
<BR> - Tracks incompatible servers so end-users know to upgrade their client/server
<H2>Using the Discovery API</H2>
Subclass DiscoveryAdvertisement to add fields describing a server running your
application. For a game, these might be the current map name and the number
of players.
<P>
On the client, create an instance of DiscoveryClient<your advertisement subclass>.
On the server, create an instance of DiscoveryServer and initialize it with an
instance of your advertisement subclass. From your main loop, call doNetwork()
on the client and server instances. When your server shuts down, invoke cleanup()
on it.
@maintainer Morgan McGuire, [email protected]
@created 2003-06-26
@edited 2008-11-24
*/
#ifndef G3D_DISCOVERY_H
#define G3D_DISCOVERY_H
#include "G3D/platform.h"
#include "G3D/G3DGameUnits.h"
#include "G3D/NetworkDevice.h"
#include "G3D/Log.h"
#include <time.h>
/**
Different versions of G3D discovery protocols can't communicate with each other.
*/
#define G3D_DISCOVERY_PROTOCOL_NAME "G3D DISC"
#define G3D_DISCOVERY_PROTOCOL_VERSION 1
namespace G3D {
/**
If a machine is running two different programs using discovery they
must have different ports. However different programs can share the
same ports if they run on the same LAN with different servers.
@deprecated See Discovery2::Settings
*/
class DiscoverySettings {
public:
/**
Name of the program using discovery; used so that mutliple
programs can use the same discovery ports on the same network.
*/
const char* appProtocolName;
/**
Version of the network protocol of the program using discovery.
Used so that discovery can identify incompatible versions of
the server.
*/
int appProtocolVersion;
/**
Port on which the server broadcasts its identity. The client
and server must agree on this value.
*/
uint16 serverBroadcastPort;
/**
Port on which the client broadcasts a server request. The client
and server must agree on this value.
*/
uint16 clientBroadcastPort;
/**
Clients connect into this port using a reliable conduit
to receive the advertisement from a server. The client
doesn't look at this value; it uses whatever the server
sends it.
*/
uint16 serverAdvertisementPort;
/**
You can use the default G3D discovery ports as long as no other
program with the same protocol name is using this port. You
<B>can</B> run two different G3D discovery programs on the same
two ports as long as they have different application protocol
strings.
*/
DiscoverySettings(
const char* _appProtocolName,
int _appProtocolVersion,
uint16 _serverBroadcast = 6173,
uint16 _clientBroadcast = 6174,
uint16 _serverAdvertisementPort = 6175) :
appProtocolName(_appProtocolName),
appProtocolVersion(_appProtocolVersion),
serverBroadcastPort(_serverBroadcast),
clientBroadcastPort(_clientBroadcast),
serverAdvertisementPort(_serverAdvertisementPort) {}
};
/**
Make your own subclass of this advertisement. Add fields
(e.g. numPlayers, currentScore) to increase the amount
of information advertised.
Overrides must provide a default constructor.
@deprecated See Discovery2::Settings
*/
class DiscoveryAdvertisement {
public:
/**
Address to connect to on the server for the actual game.
The IP portion is ignored (the client figures out the IP
address from the packet itself) but the port is essential.
Note that this port must not be the discovery port.
*/
NetAddress address;
/**
(Only used on the client)
Time since this advertisement was updated.
*/
RealTime lastUpdateTime;
/**
Overrides must call DiscoveryAdvertisement::serialize(b) first.
*/
virtual void serialize(BinaryOutput& b) const;
/**
Overrides must call DiscoveryAdvertisement::deserialize(b) first.
*/
virtual void deserialize(BinaryInput& b);
/**
An empty virtual destructor for virtual methods.
*/
virtual ~DiscoveryAdvertisement() {}
};
/**
Sent by servers to describe their location.
*/
class DiscoveryServerAddressMessage {
public:
/**
Not part of the message; these settings are used to determine
if the correct protocol is being used.
*/
const DiscoverySettings* settings;
/**
Set to true if this server is running the correct protocol.
*/
bool correctProtocol;
/**
This is set during the serialize process from the server's settings.
If different from the client's settings the discovery system will
classify this server as incompatible.
*/
int serverProtocolVersion[2];
Array<NetAddress> address;
DiscoveryServerAddressMessage() {}
DiscoveryServerAddressMessage(const DiscoverySettings* s) : settings(s) {}
void serialize(BinaryOutput& b) const;
void deserialize(BinaryInput& b);
};
/**
Base class for DiscoveryClient and DiscoveryServer.
*/
class Discovery {
public:
const DiscoverySettings* settings;
enum {
SERVER_SHUTDOWN_MESSAGE = 2,
SERVER_BROADCAST_MESSAGE = 3,
CLIENT_BROADCAST_MESSAGE = 4};
/**
Only called from subclasses.
*/
virtual void init(
const DiscoverySettings* _settings) {
settings = _settings;
}
/**
An empty virtual destructor for virtual methods.
*/
virtual ~Discovery() {}
};
/** @deprecated See Discovery2::Server*/
class DiscoveryServer : private Discovery {
private:
class ShutdownMessage {
public:
void serialize(BinaryOutput& b) const { (void)b; }
void deserialize(BinaryInput& b) { (void)b; }
};
/**
For broadcast.
*/
LightweightConduitRef net;
/**
Listen for clients wanting to hear the advertisement over
a reliable connection.
*/
NetListenerRef listener;
DiscoveryAdvertisement* advertisement;
/**
Broadcast across the lightweight conduit.
*/
DiscoveryServerAddressMessage addressMessage;
/**
Servers periodically broadcast (unsolicited) in case
anyone missed the previous message.
*/
RealTime lastBroadcast;
void sendAnnouncement() const;
void sendShutDown() const;
public:
/**
You may update the advertisement (synchronously with calling doNetwork)
after it has been passed in. This allows a server to change the advertised
number of players or score for a game, for example.
You must set the port of the @a _advertisement G3D::DiscoveryAdvertisement::address
to the port which the G3D::NetListener for the actual program protocol (not discovery)
is running. That field how the client knows what address to connect to using
G3D::ReliableConduit or G3D::LightweightConduit to actually initiate communication.
*/
virtual void init(
const DiscoverySettings* _settings,
DiscoveryAdvertisement* _advertisement);
/** Returns the broadcast address in use.*/
NetAddress broadcastAddress() const;
/**
Returns true if this discovery server has been initialized
and is functioning properly.
*/
bool ok() const;
/**
Call periodically to let the server do its job.
*/
void doNetwork();
/**
Broadcast a shutdown message.
*/
void cleanup();
};
/**
Used by DiscoveryClient to report servers running a different version
of this application's protocol.
*/
class IncompatibleServerDescription {
public:
NetAddress address;
int protocolVersion[2];
RealTime lastUpdateTime;
std::string toString() const;
};
/**
Only one DiscoveryClient can be active on a given port at a time on
a single computer.
AdType must be a subclass of DiscoveryAdvertisement.
@deprecated See Discovery2::Client
*/
template<class AdType>
class DiscoveryClient : private Discovery {
public:
/**
List of servers. Do not access on a second thread while in
doNetwork.
*/
Array<AdType> serverList;
/**
List of servers running the same application but a different protocol.
It is useful to show these to users to help them recognize version
conflicts between client and server.
Do not access on a second thread while in doNetwork.
*/
Array<IncompatibleServerDescription> incompatibleServerList;
private:
class BroadcastMessage {
public:
void serialize(BinaryOutput& b) const {}
void deserialize(BinaryInput& b) {}
};
/**
The client periodically checks servers to make sure they are still up
and to update its information about them.
*/
RealTime lastServerCheck;
LightweightConduitRef net;
/**
Returns an index in serverList of the server with the given address.
Returns -1 if there is none. Only checks IP addresses.
*/
int findServerListIndex(const NetAddress& addr) const {
for (int i = 0; i < serverList.size(); ++i) {
if (addr.ip() == serverList[i].address.ip()) {
return i;
}
}
return -1;
}
/**
Returns true if this discovery client has been initialized
and is functioning properly.
*/
bool ok() const {
return net->ok();
}
/**
Adds a server to the incompatible list if it is not already there.
*/
void addToIncompatibleList(const NetAddress& addr, uint32 p0, uint32 p1) {
const RealTime now = System::time();
bool alreadyHere = false;
// Incorrect protocol; add to the incompatible list
for (int i = 0; i < incompatibleServerList.size(); ++i) {
IncompatibleServerDescription& server = incompatibleServerList[i];
if (server.address == addr) {
server.lastUpdateTime = now;
alreadyHere = true;
break;
}
}
if (! alreadyHere) {
IncompatibleServerDescription server;
server.lastUpdateTime = now;
server.address = addr;
server.protocolVersion[0] = p0;
server.protocolVersion[1] = p1;
incompatibleServerList.append(server);
}
}
/**
Connects to the specified server, reads its advertisement,
and adds it to the active server list. Returns true if the server
can be reached.
*/
bool readAdvertisement(const NetAddress& address) {
std::string hostname = address.toString();
RealTime TIMEOUT = 2.0;
ReliableConduitRef server = ReliableConduit::create(address);
if (! server->ok()) {
return false;
}
AdType advertisement;
// Read the advertisement
RealTime stopWaiting = System::time() + TIMEOUT;
bool timedOut = false;
while (! server->messageWaiting() && ! timedOut && server->ok()) {
System::sleep(0.1);
timedOut = (System::time() > stopWaiting);
}
if (timedOut) {
Log::common()->printf("Discovery: Timed out while reading advertisment from %s\n",
hostname.c_str());
return false;
}
if (! server->ok()) {
Log::common()->printf("Discovery: Server %s dropped connection\n", hostname.c_str());
return false;
}
// Read the advertisement
debugAssert(server->messageWaiting());
if (! server->receive(advertisement)) {
Log::common()->printf("Discovery: Server %s failed to send advertisement\n", hostname.c_str());
return false;
}
// Update existing server info or create a new entry
int index = findServerListIndex(address);
if (index == -1) {
index = serverList.size();
serverList.resize(index + 1);
}
// Update element index
advertisement.address = address;
serverList[index] = advertisement;
return true;
}
/**
Remove this address from our list if we previously
had a server there.
*/
void removeServer(const NetAddress& address) {
int index = findServerListIndex(address);
if (index > -1) {
serverList.fastRemove(index);
}
}
/**
Tries to connect to the server through the addresses in the array.
*/
void addToServerList(const Array<NetAddress>& addressArray) {
// Try to connect to each address listed
for (int a = addressArray.size() - 1; a >= 0; --a) {
const NetAddress& address = addressArray[a];
if (readAdvertisement(address)) {
// We've connected to the server
break;
} else {
removeServer(address);
}
}
}
void checkRandomServer() {
if (serverList.size() >= 1) {
int index = iRandom(0, serverList.size() - 1);
Array<NetAddress> address;
address.append(serverList[index].address);
// Remove this server
serverList.fastRemove(index);
// Add it back with new info (or leave it removed if no response)
addToServerList(address);
}
}
public:
void init(
const DiscoverySettings* _settings) {
Discovery::init(_settings);
lastServerCheck = System::time();
net = LightweightConduit::create(settings->serverBroadcastPort, true, true);
// Send announcement
NetAddress broadcast(NetworkDevice::instance()->broadcastAddressArray()[0],
settings->clientBroadcastPort);
BroadcastMessage tmp;
net->send(broadcast, CLIENT_BROADCAST_MESSAGE, tmp);
}
/** Shut down the discovery client. */
void cleanup() {
net = NULL;
}
/**
Call this regularly (several times per second) to
update the server list. Not threadsafe-- you must not touch
the server list while this is running. This will not block.
*/
void doNetwork() {
if (net->messageWaiting()) {
NetAddress sender;
switch (net->waitingMessageType()) {
case SERVER_SHUTDOWN_MESSAGE:
// Remove the server
net->receive(sender);
removeServer(sender);
break;
case SERVER_BROADCAST_MESSAGE:
// Check the G3D protocol and the network protocol, then read the ad
DiscoveryServerAddressMessage msg(settings);
net->receive(sender, msg);
if (msg.correctProtocol && (msg.address.size() > 0)) {
// Add the actual return address as the first one to be tried.
msg.address.append(NetAddress(sender.ip(), msg.address[0].port()));
addToServerList(msg.address);
} else {
addToIncompatibleList(
sender,
msg.serverProtocolVersion[0],
msg.serverProtocolVersion[1]);
}
break;
}
}
// Periodically re-check servers in the list to see if they crashed
// (if they shut down, they should have broadcast a shut down message).
RealTime now = System::time();
const RealTime UPDATE_TIME_INTERVAL = 30;
if (now > lastServerCheck + UPDATE_TIME_INTERVAL) {
lastServerCheck = now;
checkRandomServer();
}
}
};
}
#endif
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/**
@file EqualsTrait.h
@maintainer Morgan McGuire, [email protected]
@created 2008-10-01
@edited 2008-10-01
Copyright 2000-2008, 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
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/**
@file graphics3D.h
This header includes all of the graphics3D libraries in
appropriate namespaces.
@maintainer Morgan McGuire, [email protected]
@created 2001-08-25
@edited 2008-11-01
Copyright 2000-2008, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_GRAPHICS3D_H
#define G3D_GRAPHICS3D_H
#define NOMINMAX 1
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
#include "G3D/platform.h"
#include "G3D/Array.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/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/G3DGameUnits.h"
#include "G3D/g3dmath.h"
#include "G3D/uint128.h"
#include "G3D/fileutils.h"
#include "G3D/ReferenceCount.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/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/Discovery.h"
#include "G3D/MeshAlg.h"
#include "G3D/vectorMath.h"
#include "G3D/Rect2D.h"
#include "G3D/GCamera.h"
#include "G3D/GLight.h"
#include "G3D/AABSPTree.h"
#include "G3D/PointAABSPTree.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/AnyVal.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
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/**
@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, [email protected]
@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
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/**
@file G3DGameUnits.h
@maintainer Morgan McGuire, [email protected]
@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};
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};
#define CENTIMETER (0.01)
#define DECIMETER (0.1)
/**
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
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/**
@file GCamera.h
@maintainer Morgan McGuire, [email protected]
@created 2005-07-20
@edited 2007-07-24
*/
#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;
/**
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::viewport().
*/
class GCamera {
public:
/**
Stores the direction of the field of view
*/
enum FOVDirection {HORIZONTAL, VERTICAL};
private:
/** 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:
class Frustum {
public:
class Face {
public:
/** Counter clockwise indices into vertexPos */
int vertexIndex[4];
/** The plane containing the face. */
Plane plane;
};
/** The vertices, in homogeneous space. If w == 0,
a vertex is at infinity. */
Array<Vector4> vertexPos;
/** The faces in the frustum. When the
far plane is at infinity, there are 5 faces,
otherwise there are 6. The faces are in the order
N,R,L,B,T,[F].
*/
Array<Face> faceArray;
};
GCamera();
virtual ~GCamera();
/** Returns the current coordinate frame */
const CoordinateFrame& coordinateFrame() const {
return m_cframe;
}
/** 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 P equal to the camera's projection matrix */
void getProjectUnitMatrix(const Rect2D& viewport, Matrix4& P) const;
/** Converts projected points from OpenGL standards
(-1, 1) to normal 3D coordinate standards (0, 1) */
Vector3 convertFromUnitToNormal(const Vector3& in, const Rect2D& viewport) const;
/**
Sets the vertical field of view, in radians. The
initial angle is toRadians(55). Must specify the direction of the angle
*/
void setFieldOfView(float angle, FOVDirection direction);
/** Returns the current field of view angle 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 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.
*/
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
world space area at the given z value (z must be negative).
*/
float worldToScreenSpaceArea(float area, float z, const class Rect2D& viewport) const;
/**
Returns the world space 3D viewport corners. These
are at the near clipping plane. The corners are constructed
from the nearPlaneZ, viewportWidth, and viewportHeight.
"left" and "right" are from the GCamera's perspective.
*/
void getNearViewportCorners(const class Rect2D& viewport,
Vector3& outUR, Vector3& outUL,
Vector3& outLL, Vector3& outLR) 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
(x, y) on the image plane. The pixel x and y axes are opposite
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 nearPlaneZ() const {
return m_nearPlaneZ;
}
/**
Returns a negative z-value.
*/
inline float farPlaneZ() const {
return m_farPlaneZ;
}
/**
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 camera space width of the viewport at the near plane.
*/
float viewportWidth(const class Rect2D& viewport) 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.
*/
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.
*/
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
#endif
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/**
@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:[email protected]">mailto:[email protected]</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, [email protected]
@created 2002-05-27
@edited 2007-01-31
Copyright 2000-2007, 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"
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).
8-bit paletted PCX, 24-bit PCX, and ICO are supported for decoding only.
Sample usage:
<PRE>
#include "graphics3D.h"
// Loading from disk:
G3D::GImage im1 = G3D::GImage("test.jpg");
// Loading from memory:
G3D::GImage im2 = G3D::GImage(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 = G3D::GImage(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");
</PRE>
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:
uint8* _byte;
public:
class Error {
public:
Error(
const std::string& reason,
const std::string& filename = "") :
reason(reason), filename(filename) {}
std::string reason;
std::string filename;
};
enum Format {JPEG, BMP, TGA, PCX, ICO, PNG, PPM_ASCII, PPM, AUTODETECT, UNKNOWN};
int width;
int height;
/**
The number of channels; either 3 (RGB) or 4 (RGBA)
*/
int channels;
inline const uint8* byte() const {
return _byte;
}
/** Returns a pointer to the upper left pixel
as Color3uint8.
*/
inline const Color3uint8* pixel3() const {
debugAssertM(channels == 3, format("Tried to call GImage::pixel3 on an image with %d channels", channels));
return (Color3uint8*)_byte;
}
/** Returns a pointer to the upper left pixel
as Color4uint8.
*/
inline const Color4uint8* pixel4() const {
debugAssertM(channels == 4, format("Tried to call GImage::pixel4 on an image with %d channels", channels));
return (Color4uint8*)_byte;
}
inline const Color1uint8* pixel1() const {
debugAssertM(channels == 1, format("Tried to call GImage::pixel1 on an image with %d channels", channels));
return (Color1uint8*)_byte;
}
inline Color1uint8* pixel1() {
debugAssertM(channels == 1, format("Tried to call GImage::pixel1 on an image with %d channels", channels));
return (Color1uint8*)_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 < width);
debugAssert(y >= 0 && y < height);
return pixel1()[x + y * 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 < width);
debugAssert(y >= 0 && y < height);
return pixel1()[x + y * 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 < width);
debugAssert(y >= 0 && y < height);
return pixel3()[x + y * width];
}
inline Color3uint8& pixel3(int x, int y) {
debugAssert(x >= 0 && x < width);
debugAssert(y >= 0 && y < height);
return pixel3()[x + y * 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 < width);
debugAssert(y >= 0 && y < height);
return pixel4()[x + y * width];
}
inline Color4uint8& pixel4(int x, int y) {
debugAssert(x >= 0 && x < width);
debugAssert(y >= 0 && y < height);
return pixel4()[x + y * width];
}
inline uint8* byte() {
return _byte;
}
inline Color3uint8* pixel3() {
debugAssert(channels == 3);
return (Color3uint8*)_byte;
}
inline Color4uint8* pixel4() {
debugAssert(channels == 4);
return (Color4uint8*)_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:
static Format resolveFormat(const std::string& filename);
GImage() {
width = height = channels = 0;
_byte = NULL;
}
/**
Load an encoded image from disk and decode it.
Throws GImage::Error if something goes wrong.
*/
GImage(
const std::string& filename,
Format format = AUTODETECT);
/**
Decodes an image stored in a buffer.
*/
GImage(
const unsigned char*data,
int length,
Format format = AUTODETECT);
/**
Create an empty image of the given size.
*/
GImage(
int width,
int height,
int channels = 3);
GImage(
const GImage& other);
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;
GImage G3D_DEPRECATED insertRedAsAlpha(const GImage& alpha) 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;
GImage G3D_DEPRECATED stripAlpha() const;
/**
Loads an image from disk (clearing the old one first).
*/
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 (width x height) with the
number of channels specified. All data is set to 0 (black).
*/
void resize(int width, int height, int channels);
/**
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.
*/
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.
@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);
/** 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>
@param lowPassBump If true, a 9x9 filter of 1's is used to low-pass filter the elevations,
which produces better results for parallax mapping.
@param scaleHeightByNz After computing normals, scale the height by |N.z|, a trick that
reduces texture swim in steep areas for parallax mapping.
@param whiteHeightInPixels How high should the brightest input value be considered for purposes
of normal computation, compared to the horizontal and vertical size of a pixel.
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 special (default) value of -1 means scale the effective white height so that it is equal
to the larger spatial dimension.
*/
static void computeNormalMap(
const class GImage& bump,
class GImage& normal,
float whiteHeightInPixels = -1.0f,
bool lowPassBump = false,
bool scaleHeightByNz = false);
static void computeNormalMap(
int width,
int height,
int channels,
const uint8* src,
GImage& normal,
float whiteHeightInPixels,
bool lowPassBump,
bool scaleHeightByNz);
/**
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
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/**
@file GLight.h
@maintainer Morgan McGuire, [email protected]
@created 2003-11-12
@edited 2006-02-08
*/
#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 {
/**
A light representation that closely follows the OpenGL light format.
*/
class GLight {
public:
/** World space position (for a directional light, w = 0 */
Vector4 position;
/** 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) >90 = spot light */
float spotCutoff;
/** 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();
/** @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.
*/
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;
bool operator==(const GLight& other) const;
bool operator!=(const GLight& other) const;
};
} // namespace
#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::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;
public:
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);
/** @deprecated use overload that accepts void* param */
static GThreadRef create(const std::string& name, void (*proc)());
/** 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).*/
bool start();
/** 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;
}
/** Overriden by the thread implementor */
virtual void threadMain() = 0;
};
/**
Mutual exclusion lock used for synchronization.
@sa G3D::GThread, G3D::AtomicInt32
*/
class GMutex {
private:
# ifdef G3D_WIN32
CRITICAL_SECTION m_handle;
# else
pthread_mutex_t m_handle;
# 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();
/** 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();
}
};
} // namespace G3D
#endif //G3D_GTHREAD_H
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/**
@file GUniqueID.h
@author Morgan McGuire, [email protected]
*/
#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, [email protected]
@created 2008-10-01
@edited 2008-10-01
Copyright 2000-2008, 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); }
};
template <> struct HashTrait <int> {
static size_t hashCode(int 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); }
};
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(0xCF470AAC6CB293D2LL, 0xF52F88BF32307F8FLL);
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, [email protected]
@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 Image1Ref Ref;
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, [email protected]
@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, [email protected]
@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 Image3Ref Ref;
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, [email protected]
@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, [email protected]
@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 ARGB, A=1 is assumed.
See also G3D::Image4uint8, G3D::GImage.
*/
class Image4 : public Map2D<Color4, Color4> {
public:
typedef Image4 Type;
typedef Image4Ref Ref;
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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/**
@file Image4uint8.h
@maintainer Morgan McGuire, [email protected]
@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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/**
@file ImageFormat.h
@maintainer Morgan McGuire, [email protected]
@created 2003-05-23
@edited 2008-07-17
*/
#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_ARGB8,
CODE_BGR8,
CODE_RGBA8,
CODE_RGBA16,
CODE_RGBA16F,
CODE_RGBA32F,
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_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
};
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 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 texture.*/
std::string name() const;
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* 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* RGB_DXT1();
static const ImageFormat* RGBA_DXT1();
static const ImageFormat* RGBA_DXT3();
static const ImageFormat* RGBA_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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/**
@file Line.h
Line class
@maintainer Morgan McGuire, [email protected]
@created 2001-06-02
@edited 2006-02-28
*/
#ifndef G3D_LINE_H
#define G3D_LINE_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
namespace G3D {
class Plane;
/**
An infinite 3D line.
*/
class Line {
protected:
Vector3 _point;
Vector3 _direction;
Line(const Vector3& point, const Vector3& direction) {
_point = point;
_direction = direction.direction();
}
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() {}
/**
Constructs a line from two (not equal) points.
*/
static Line fromTwoPoints(const Vector3 &point1, const Vector3 &point2) {
return Line(point1, point2 - point1);
}
/**
Creates a line from a point and a (nonzero) direction.
*/
static Line fromPointAndDirection(const Vector3& point, const Vector3& direction) {
return Line(point, direction);
}
/**
Returns the closest point on the line to point.
*/
Vector3 closestPoint(const Vector3& pt) const;
/**
Returns the distance between point and the line
*/
double distance(const Vector3& point) const {
return (closestPoint(point) - point).magnitude();
}
/** Returns a point on the line */
Vector3 point() const;
/** Returns the direction (or negative direction) of the line */
Vector3 direction() const;
/**
Returns the point where the line and plane intersect. If there
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
#endif
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/**
@file LineSegment.h
@maintainer Morgan McGuire, [email protected]
@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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/**
@file Log.h
@maintainer Morgan McGuire, [email protected]
@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, ...);
/**
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;
/**
Prints the time & stack trace.
*/
void printHeader();
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;
static Log* common();
static std::string getCommonLogFilename();
void print(const std::string& s);
void println(const std::string& s);
};
}
#endif
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/**
@file Map2D.h
More flexible support than provided by G3D::GImage.
@maintainer Morgan McGuire, [email protected]
@created 2004-10-10
@edited 2007-07-18
*/
#ifndef G3D_MAP2D_H
#define G3D_MAP2D_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Array.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, [email protected]
*/
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 {
return Compute(get(iRound(x), iRound(y), 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 {
int i = iFloor(x);
int j = iFloor(y);
float fX = x - i;
float fY = y - j;
// Horizontal interpolation, first row
Compute t0(get(i, j, wrap));
Compute t1(get(i + 1, j, wrap));
Compute A = lerp(t0, t1, fX);
// Horizontal interpolation, second row
Compute t2(get(i, j + 1, wrap));
Compute t3(get(i + 1, j + 1, wrap));
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;
// 'static' prevents constructors from being called
// every time through this loop.
static Compute vsample[4];
for (int v = 0; v < 4; ++v) {
// Horizontal interpolation
static 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
+634
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@@ -0,0 +1,634 @@
/**
@file Matrix.h
@author Morgan McGuire, [email protected]
@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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#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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/**
@file Matrix3.h
3x3 matrix class
@maintainer Morgan McGuire, [email protected]
@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 2006-04-05
*/
#ifndef G3D_MATRIX3_H
#define G3D_MATRIX3_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Vector4.h"
#include "G3D/debugAssert.h"
#include <cstring>
namespace G3D {
/**
3x3 matrix. Do not subclass.
*/
class Matrix3 {
private:
float elt[3][3];
// Hidden operators
bool operator<(const Matrix3&) const;
bool operator>(const Matrix3&) const;
bool operator<=(const Matrix3&) const;
bool operator>=(const Matrix3&) const;
public:
/** 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;
/** 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);
/**
Sets all elements.
*/
void set(float fEntry00, float fEntry01, float fEntry02,
float fEntry10, float fEntry11, float fEntry12,
float fEntry20, float fEntry21, float fEntry22);
/**
* member access, allows use of construct mat[r][c]
*/
inline float* operator[] (int iRow) {
debugAssert(iRow >= 0);
debugAssert(iRow < 3);
return (float*)&elt[iRow][0];
}
inline const float* operator[] (int iRow) const {
debugAssert(iRow >= 0);
debugAssert(iRow < 3);
return (const float*)&elt[iRow][0];
}
inline operator float* () {
return (float*)&elt[0][0];
}
inline operator const float* () const{
return (const float*)&elt[0][0];
}
/** @deprecated */
Vector3 getColumn (int iCol) const;
/** @deprecated */
Vector3 getRow (int iRow) const;
Vector3 column(int c) const;
const Vector3& row(int r) const;
void setColumn(int iCol, const Vector3 &vector);
void setRow(int iRow, const Vector3 &vector);
// assignment and comparison
inline Matrix3& operator= (const Matrix3& rkMatrix) {
memcpy(elt, rkMatrix.elt, 9 * sizeof(float));
return *this;
}
bool operator== (const Matrix3& rkMatrix) const;
bool operator!= (const Matrix3& rkMatrix) const;
// arithmetic operations
Matrix3 operator+ (const Matrix3& rkMatrix) const;
Matrix3 operator- (const Matrix3& rkMatrix) const;
/** Matrix-matrix multiply */
Matrix3 operator* (const Matrix3& rkMatrix) const;
Matrix3 operator- () const;
Matrix3& operator+= (const Matrix3& rkMatrix);
Matrix3& operator-= (const Matrix3& rkMatrix);
Matrix3& operator*= (const Matrix3& rkMatrix);
/**
* matrix * vector [3x3 * 3x1 = 3x1]
*/
inline Vector3 operator* (const Vector3& v) const {
Vector3 kProd;
for (int r = 0; r < 3; ++r) {
kProd[r] =
elt[r][0] * v[0] +
elt[r][1] * v[1] +
elt[r][2] * v[2];
}
return kProd;
}
/**
* vector * matrix [1x3 * 3x3 = 1x3]
*/
friend Vector3 operator* (const Vector3& rkVector,
const Matrix3& rkMatrix);
/**
* matrix * scalar
*/
Matrix3 operator* (float fScalar) const;
/** scalar * matrix */
friend Matrix3 operator* (double fScalar, const Matrix3& rkMatrix);
friend Matrix3 operator* (float fScalar, const Matrix3& rkMatrix);
friend Matrix3 operator* (int fScalar, const Matrix3& rkMatrix);
private:
/** Multiplication where out != A and out != B */
static void _mul(const Matrix3& A, const Matrix3& B, Matrix3& out);
public:
/** Optimized implementation of out = A * B. It is safe (but slow) to call
with A, B, and out possibly pointer equal to one another.*/
// This is a static method so that it is not ambiguous whether "this"
// is an input or output argument.
inline static void mul(const Matrix3& A, const Matrix3& B, Matrix3& out) {
if ((&out == &A) || (&out == &B)) {
// We need a temporary anyway, so revert to the stack method.
out = A * B;
} else {
// Optimized in-place multiplication.
_mul(A, B, out);
}
}
private:
static void _transpose(const Matrix3& A, Matrix3& out);
public:
/** Optimized implementation of out = A.transpose(). It is safe (but slow) to call
with A and out possibly pointer equal to one another.
Note that <CODE>A.transpose() * v</CODE> can be computed
more efficiently as <CODE>v * A</CODE>.
*/
inline static void transpose(const Matrix3& A, Matrix3& out) {
if (&A == &out) {
out = A.transpose();
} else {
_transpose(A, out);
}
}
/** Returns true if the rows and column L2 norms are 1.0 and the rows are orthogonal. */
bool isOrthonormal() const;
Matrix3 transpose () const;
bool inverse (Matrix3& rkInverse, float fTolerance = 1e-06) const;
Matrix3 inverse (float fTolerance = 1e-06) const;
float determinant () const;
/** singular value decomposition */
void singularValueDecomposition (Matrix3& rkL, Vector3& rkS,
Matrix3& rkR) const;
/** singular value decomposition */
void singularValueComposition (const Matrix3& rkL,
const Vector3& rkS, const Matrix3& rkR);
/** Gram-Schmidt orthonormalization (applied to columns of rotation matrix) */
void orthonormalize();
/** orthogonal Q, diagonal D, upper triangular U stored as (u01,u02,u12) */
void qDUDecomposition (Matrix3& rkQ, Vector3& rkD,
Vector3& rkU) const;
float spectralNorm () 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);
/**
* The matrix must be orthonormal. The decomposition is yaw*pitch*roll
* where yaw is rotation about the Up vector, pitch is rotation about the
* right axis, and roll is rotation about the Direction axis.
*/
bool toEulerAnglesXYZ (float& rfYAngle, float& rfPAngle,
float& rfRAngle) const;
bool toEulerAnglesXZY (float& rfYAngle, float& rfPAngle,
float& rfRAngle) const;
bool toEulerAnglesYXZ (float& rfYAngle, float& rfPAngle,
float& rfRAngle) const;
bool toEulerAnglesYZX (float& rfYAngle, float& rfPAngle,
float& rfRAngle) const;
bool toEulerAnglesZXY (float& rfYAngle, float& rfPAngle,
float& rfRAngle) const;
bool toEulerAnglesZYX (float& rfYAngle, float& rfPAngle,
float& rfRAngle) const;
static Matrix3 fromEulerAnglesXYZ (float fYAngle, float fPAngle, float fRAngle);
static Matrix3 fromEulerAnglesXZY (float fYAngle, float fPAngle, float fRAngle);
static Matrix3 fromEulerAnglesYXZ (float fYAngle, float fPAngle, float fRAngle);
static Matrix3 fromEulerAnglesYZX (float fYAngle, float fPAngle, float fRAngle);
static Matrix3 fromEulerAnglesZXY (float fYAngle, float fPAngle, float fRAngle);
static Matrix3 fromEulerAnglesZYX (float fYAngle, float fPAngle, float fRAngle);
/** eigensolver, matrix must be symmetric */
void eigenSolveSymmetric (float afEigenvalue[3],
Vector3 akEigenvector[3]) const;
static void tensorProduct (const Vector3& rkU, const Vector3& rkV,
Matrix3& rkProduct);
std::string toString() const;
static const float EPSILON;
// Special values.
// The unguaranteed order of initialization of static variables across
// translation units can be a source of annoying bugs, so now the static
// special values (like Vector3::ZERO, Color3::WHITE, ...) are wrapped
// inside static functions that return references to them.
// These functions are intentionally not inlined, because:
// "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 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
// units, which would certainly cause problems. So you must
// ensure that there is only one definition of each wrapping
// function, and this means not making the wrapping functions inline",
// according to Chapter 10 of "Thinking in C++, 2nd ed. Volume 1" by Bruce Eckel,
// http://www.mindview.net/
static const Matrix3& zero();
static const Matrix3& identity();
protected:
// support for eigensolver
void tridiagonal (float afDiag[3], float afSubDiag[3]);
bool qLAlgorithm (float afDiag[3], float afSubDiag[3]);
// support for singular value decomposition
static const float ms_fSvdEpsilon;
static const int ms_iSvdMaxIterations;
static void bidiagonalize (Matrix3& kA, Matrix3& kL,
Matrix3& kR);
static void golubKahanStep (Matrix3& kA, Matrix3& kL,
Matrix3& kR);
// support for spectral norm
static float maxCubicRoot (float afCoeff[3]);
};
//----------------------------------------------------------------------------
/** <code>v * M == M.transpose() * v</code> */
inline Vector3 operator* (const Vector3& rkPoint, const Matrix3& rkMatrix) {
Vector3 kProd;
for (int r = 0; r < 3; ++r) {
kProd[r] =
rkPoint[0] * rkMatrix.elt[0][r] +
rkPoint[1] * rkMatrix.elt[1][r] +
rkPoint[2] * rkMatrix.elt[2][r];
}
return kProd;
}
} // namespace
#endif
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/**
@file Matrix4.h
4x4 matrix class
@maintainer Morgan McGuire, [email protected]
@created 2003-10-02
@edited 2007-04-05
*/
#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 {
/**
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:
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();
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).
*/
static Matrix4 orthogonalProjection(
float left,
float right,
float bottom,
float top,
float nearval,
float farval);
static Matrix4 orthogonalProjection(
const class Rect2D& rect,
float nearval,
float farval);
static Matrix4 perspectiveProjection(
float left,
float right,
float bottom,
float top,
float nearval,
float farval);
void setRow(int r, const class Vector4& v);
void setColumn(int c, const Vector4& v);
/** @deprecated */
Vector4 getRow(int r) const;
/** @deprecated */
Vector4 getColumn(int c) const;
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);
}
};
} // namespace
#ifdef _MSC_VER
# pragma warning (pop)
#endif
#endif
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/**
@file MeshAlg.h
Indexed Mesh algorithms.
@maintainer Morgan McGuire, [email protected]
@created 2003-09-14
@edited 2008-07-30
*/
#ifndef G3D_MESHALG_H
#define G3D_MESHALG_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/Vector3.h"
#include "G3D/CoordinateFrame.h"
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.
*/
class MeshAlg {
public:
enum Primitive {LINES, LINE_STRIP, TRIANGLES, TRIANGLE_STRIP,
TRIANGLE_FAN, QUADS, QUAD_STRIP, POINTS};
/** 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.
*/
Array<int> 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.
*/
Array<int> 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 vertexGeometry %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:
/**
Computes the tangent space basis vectors for
a counter-clockwise oriented face.
@cite Max McGuire
*/
static void computeTangentVectors(
const Vector3& normal,
const Vector3 position[3],
const Vector2 texCoord[3],
Vector3& tangent,
Vector3& binormal);
/** 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 = G3D::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 = G3D::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 Box& 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 Box& box, class Sphere& sphere);
/**
Mutates geometry, texCoord, and indexArray so that the output has collocated vertices collapsed (welded).
@param vertices Input and output
@param textureCoords Input and output
@param normals Output only
@param indices Input and output. This is an array of trilist indices.
@param oldToNewIndex Output argument
@param normalSmoothingAngle Varies from 0 (flat shading) to toRadians(180) for extremely smooth shading. Default is toRadians(70)
*/
static void weld(
Array<Vector3>& vertices,
Array<Vector2>& textureCoords,
Array<Vector3>& normals,
Array<Array<int>*>& indices,
float normalSmoothingAngle = toRadians(70.0f),
float vertexWeldRadius = 0.0001f,
float textureWeldRadius = 0.0001f,
float normalWeldRadius = 0.01f);
inline static void weld(
Array<Vector3>& vertices,
Array<Vector2>& textureCoords,
Array<Vector3>& normals,
Array<int>& indices,
float normalSmoothingAngle = toRadians(70.0f),
float vertexWeldRadius = 0.0002f,
float textureWeldRadius = 0.00001f,
float normalWeldRadius = 0.00001f) {
Array<Array<int>*> meta;
meta.append(&indices);
weld(vertices, textureCoords, normals, meta, normalSmoothingAngle, vertexWeldRadius, textureWeldRadius, normalWeldRadius);
}
/**
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.
*/
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());
/** 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 == MeshAlg::TRIANGLE_STRIP ||
inType == MeshAlg::TRIANGLE_FAN ||
inType == MeshAlg::QUADS ||
inType == MeshAlg::QUAD_STRIP);
const int inSize = inIndices.size();
switch(inType) {
case MeshAlg::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 MeshAlg::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 MeshAlg::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 MeshAlg::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, [email protected]
@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, [email protected]
@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::DiscoveryClient 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
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/**
@file PhysicsFrame.h
@maintainer Morgan McGuire, [email protected]
@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
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/**
@file Plane.h
Plane class
@maintainer Morgan McGuire, [email protected]
@created 2001-06-02
@edited 2004-07-18
*/
#ifndef G3D_PLANE_H
#define G3D_PLANE_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Vector4.h"
#include "G3D/debugAssert.h"
namespace G3D {
/**
An infinite 2D plane in 3D space.
*/
class Plane {
private:
/** normal.Dot(x,y,z) = distance */
Vector3 _normal;
float _distance;
/**
Assumes the normal has unit length.
*/
Plane(const Vector3& n, float d) : _normal(n), _distance(d) {
}
public:
Plane() : _normal(Vector3::unitY()), _distance(0) {
}
/**
Constructs a plane from three points.
*/
Plane(
const Vector3& point0,
const Vector3& point1,
const Vector3& point2);
/**
Constructs a plane from three points, where at most two are
at infinity (w = 0, not xyz = inf).
*/
Plane(
Vector4 point0,
Vector4 point1,
Vector4 point2);
/**
The normal will be unitized.
*/
Plane(
const Vector3& __normal,
const Vector3& point);
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() {}
/**
Returns true if point is on the side the normal points to or
is in the plane.
*/
inline bool halfSpaceContains(Vector3 point) const {
// Clamp to a finite range for testing
point = point.clamp(Vector3::minFinite(), Vector3::maxFinite());
// We can get away with putting values *at* the limits of the float32 range into
// a dot product, since the dot product is carried out on float64.
return _normal.dot(point) >= _distance;
}
/**
Returns true if point is on the side the normal points to or
is in the plane.
*/
inline bool halfSpaceContains(const Vector4& point) const {
if (point.w == 0) {
return _normal.dot(point.xyz()) > 0;
} else {
return halfSpaceContains(point.xyz() / point.w);
}
}
/**
Returns true if point is on the side the normal points to or
is in the plane. Only call on finite points. Faster than halfSpaceContains.
*/
inline bool halfSpaceContainsFinite(const Vector3& point) const {
debugAssert(point.isFinite());
return _normal.dot(point) >= _distance;
}
/**
Returns true if the point is nearly in the plane.
*/
inline bool fuzzyContains(const Vector3 &point) const {
return fuzzyEq(point.dot(_normal), _distance);
}
inline const Vector3& normal() const {
return _normal;
}
/**
Returns distance from point to plane. Distance is negative if point is behind (not in plane in direction opposite normal) the plane.
*/
inline float distance(const Vector3& x) const {
return (_normal.dot(x) - _distance);
}
inline Vector3 closestPoint(const Vector3& x) const {
return x + (_normal * (-distance(x)));
}
/** Returns normal * distance from origin */
Vector3 center() const {
return _normal * _distance;
}
/**
Inverts the facing direction of the plane so the new normal
is the inverse of the old normal.
*/
void flip();
/**
Returns the equation in the form:
<CODE>normal.Dot(Vector3(<I>x</I>, <I>y</I>, <I>z</I>)) + d = 0</CODE>
*/
void getEquation(Vector3 &normal, double& d) const;
void getEquation(Vector3 &normal, float& d) const;
/**
ax + by + cz + d = 0
*/
void getEquation(double& a, double& b, double& c, double& d) const;
void getEquation(float& a, float& b, float& c, float& d) const;
std::string toString() const;
};
} // namespace
#endif
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/**
@file PointHashGrid.h
@maintainer Morgan McGuire, [email protected]
@created 2008-07-01
@edited 2008-11-02
Copyright 2000-2008, 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"
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;
/** 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;
/** 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.*/
void getCellCoord(const Vector3& pos, Vector3int32& cellCoord) const {
for (int a = 0; a < 3; ++a) {
cellCoord[a] = iFloor(pos[a] / m_cellWidth);
}
}
/** 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) : m_size(0) {
initOffsetArray();
debugAssertM(radiusHint > 0, "Cell radius must be positive");
m_cellWidth = radiusHint;
}
/**
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) : m_size(0) {
initOffsetArray();
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.getPointer(cellCoord);
if (cell == NULL) {
// The cell did not exist; create it
m_data.set(cellCoord, Cell());
cell = m_data.getPointer(cellCoord);
}
debugAssert(cell != NULL);
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 shrinkAsNeeded 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;
}
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.
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();
}
*/
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();
}
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. 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();
}
/** 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
+275
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/**
@file Pointer.h
@maintainer Morgan McGuire, graphics3d.com
@created 2007-05-16
@edited 2007-06-22
Copyright 2000-2007, 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;
};
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);
}
};
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);
}
};
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);
}
};
Interface* interface;
public:
Pointer() : interface(NULL) {};
/** Allows implicit cast from real pointer */
Pointer(ValueType* v) : interface(new Memory(v)) {}
// Assignment
inline Pointer& operator=(const Pointer& r) {
delete interface;
if (r.interface != NULL) {
interface = r.interface->clone();
} else {
interface = NULL;
}
return this[0];
}
Pointer(const Pointer& p) : interface(NULL) {
this[0] = p;
}
template<class Class>
Pointer(const ReferenceCountedPointer<Class>& object,
ValueType (Class::*getMethod)() const,
void (Class::*setMethod)(ValueType)) :
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)) :
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&)) :
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&)) :
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&)) :
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&)) :
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)) :
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)) :
interface(new Accessor<Class, ValueType (Class::*)() const, void (Class::*)(ValueType)>(object, getMethod, setMethod)) {}
~Pointer() {
delete interface;
}
inline const ValueType getValue() const {
debugAssert(interface != NULL);
return interface->get();
}
inline void setValue(const ValueType& v) {
debugAssert(interface != NULL);
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 Quat.h
Quaternion
@maintainer Morgan McGuire, [email protected]
@created 2002-01-23
@edited 2006-05-10
*/
#ifndef G3D_QUAT_H
#define G3D_QUAT_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
#include "G3D/Matrix3.h"
#include <string>
namespace G3D {
/**
Unit quaternions are used in computer graphics to represent
rotation about an axis. Any 3x3 rotation matrix can
be stored as a quaternion.
A quaternion represents the sum of a real scalar and
an imaginary vector: ix + jy + kz + w. A unit quaternion
representing a rotation by A about axis v has the form
[sin(A/2)*v, cos(A/2)]. For a unit quaternion, q.conj() == q.inverse()
is a rotation by -A about v. -q is the same rotation as q
(negate both the axis and angle).
A non-unit quaterion q represents the same rotation as
q.unitize() (Dam98 pg 28).
Although quaternion-vector operations (eg. Quat + Vector3) are
well defined, they are not supported by this class because
they typically are bugs when they appear in code.
Do not subclass.
<B>BETA API -- subject to change</B>
@cite Erik B. Dam, Martin Koch, Martin Lillholm, Quaternions, Interpolation and Animation. Technical Report DIKU-TR-98/5, Department of Computer Science, University of Copenhagen, Denmark. 1998.
*/
class Quat {
private:
// Hidden operators
bool operator<(const Quat&) const;
bool operator>(const Quat&) const;
bool operator<=(const Quat&) const;
bool operator>=(const Quat&) const;
public:
/**
q = [sin(angle / 2) * axis, cos(angle / 2)]
In Watt & Watt's notation, s = w, v = (x, y, z)
In the Real-Time Rendering notation, u = (x, y, z), w = w
*/
float x, y, z, w;
/**
Initializes to a zero degree rotation.
*/
inline Quat() : x(0), y(0), z(0), w(1) {}
Quat(
const Matrix3& rot);
inline Quat(float _x, float _y, float _z, float _w) :
x(_x), y(_y), z(_z), w(_w) {}
/** Defaults to a pure vector quaternion */
inline Quat(const Vector3& v, float _w = 0) : x(v.x), y(v.y), z(v.z), w(_w) {
}
/**
The real part of the quaternion.
*/
inline const float& real() const {
return w;
}
inline float& real() {
return w;
}
/** 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);
}
/** True if these quaternions represent the same rotation (note that every rotation is
represented by two values; q and -q).
*/
bool sameRotation(const Quat& q) {
return fuzzyEq(q) || fuzzyEq(-q);
}
inline Quat operator-() const {
return Quat(-x, -y, -z, -w);
}
/**
Returns the imaginary part (x, y, z)
*/
inline const Vector3& imag() const {
return *(reinterpret_cast<const Vector3*>(this));
}
inline Vector3& imag() {
return *(reinterpret_cast<Vector3*>(this));
}
/** q = [sin(angle/2)*axis, cos(angle/2)] */
static Quat fromAxisAngleRotation(
const Vector3& axis,
float angle);
/** Returns the axis and angle of rotation represented
by this quaternion (i.e. q = [sin(angle/2)*axis, cos(angle/2)]) */
void toAxisAngleRotation(
Vector3& axis,
double& angle) const;
void toAxisAngleRotation(
Vector3& axis,
float& angle) const {
double d;
toAxisAngleRotation(axis, d);
angle = (float)d;
}
Matrix3 toRotationMatrix() const;
void toRotationMatrix(
Matrix3& rot) const;
/**
Spherical linear interpolation: linear interpolation along the
shortest (3D) great-circle route between two quaternions.
Note: Correct rotations are expected between 0 and PI in the right order.
@cite Based on Game Physics -- David Eberly pg 538-540
@param threshold Critical angle between between rotations at which
the algorithm switches to normalized lerp, which is more
numerically stable in those situations. 0.0 will always slerp.
*/
Quat slerp(
const Quat& other,
float alpha,
float threshold = 0.05f) const;
/** Normalized linear interpolation of quaternion components. */
Quat nlerp(const Quat& other, float alpha) const;
/**
Negates the imaginary part.
*/
inline Quat conj() const {
return Quat(-x, -y, -z, w);
}
inline float sum() const {
return x + y + z + w;
}
inline float average() const {
return sum() / 4.0f;
}
inline Quat operator*(float s) const {
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);
inline Quat operator/(float s) const {
return Quat(x / s, y / s, z / s, w / s);
}
inline float dot(const Quat& other) const {
return (x * other.x) + (y * other.y) + (z * other.z) + (w * other.w);
}
/** Note that q<SUP>-1</SUP> = q.conj() for a unit quaternion.
@cite Dam99 page 13 */
inline Quat inverse() const {
return conj() / dot(*this);
}
Quat operator-(const Quat& other) const;
Quat operator+(const Quat& other) const;
/**
Quaternion multiplication (composition of rotations).
Note that this does not commute.
*/
Quat operator*(const Quat& other) const;
/* (*this) * other.inverse() */
Quat operator/(const Quat& other) const {
return (*this) * other.inverse();
}
/** Is the magnitude nearly 1.0? */
inline bool isUnit(float tolerance = 1e-5) const {
return abs(dot(*this) - 1.0f) < tolerance;
}
inline float magnitude() const {
return sqrtf(dot(*this));
}
inline Quat log() const {
if ((x == 0) && (y == 0) && (z == 0)) {
if (w > 0) {
return Quat(0, 0, 0, ::logf(w));
} else if (w < 0) {
// Log of a negative number. Multivalued, any number of the form
// (PI * v, ln(-q.w))
return Quat((float)pi(), 0, 0, ::logf(-w));
} else {
// log of zero!
return Quat((float)nan(), (float)nan(), (float)nan(), (float)nan());
}
} else {
// Partly imaginary.
float imagLen = sqrtf(x * x + y * y + z * z);
float len = sqrtf(imagLen * imagLen + w * w);
float theta = atan2f(imagLen, (float)w);
float t = theta / imagLen;
return Quat(t * x, t * y, t * z, ::logf(len));
}
}
/** log q = [Av, 0] where q = [sin(A) * v, cos(A)].
Only for unit quaternions
debugAssertM(isUnit(), "Log only defined for unit quaternions");
// Solve for A in q = [sin(A)*v, cos(A)]
Vector3 u(x, y, z);
double len = u.magnitude();
if (len == 0.0) {
return
}
double A = atan2((double)w, len);
Vector3 v = u / len;
return Quat(v * A, 0);
}
*/
/** exp q = [sin(A) * v, cos(A)] where q = [Av, 0].
Only defined for pure-vector quaternions */
inline Quat exp() const {
debugAssertM(w == 0, "exp only defined for vector quaternions");
Vector3 u(x, y, z);
float A = u.magnitude();
Vector3 v = u / A;
return Quat(sinf(A) * v, cosf(A));
}
/**
Raise this quaternion to a power. For a rotation, this is
the effect of rotating x times as much as the original
quaterion.
Note that q.pow(a).pow(b) == q.pow(a + b)
@cite Dam98 pg 21
*/
inline Quat pow(float x) const {
return (log() * x).exp();
}
inline void unitize() {
float mag2 = dot(*this);
if (! G3D::fuzzyEq(mag2, 1.0f)) {
*this *= rsq(mag2);
}
}
/**
Returns a unit quaterion obtained by dividing through by
the magnitude.
*/
inline Quat toUnit() const {
Quat x = *this;
x.unitize();
return x;
}
/**
The linear algebra 2-norm, sqrt(q dot q). This matches
the value used in Dam's 1998 tech report but differs from the
n(q) value used in Eberly's 1999 paper, which is the square of the
norm.
*/
inline float norm() const {
return magnitude();
}
// access quaternion as q[0] = q.x, q[1] = q.y, q[2] = q.z, q[3] = q.w
//
// WARNING. These member functions rely on
// (1) Quat not having virtual functions
// (2) the data packed in a 4*sizeof(float) memory block
const float& operator[] (int i) const;
float& operator[] (int i);
/** Generate uniform random unit quaternion (i.e. random "direction")
@cite From "Uniform Random Rotations", Ken Shoemake, Graphics Gems III.
*/
static Quat unitRandom();
void deserialize(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
// 2-char swizzles
Vector2 xx() const;
Vector2 yx() const;
Vector2 zx() const;
Vector2 wx() const;
Vector2 xy() const;
Vector2 yy() const;
Vector2 zy() const;
Vector2 wy() const;
Vector2 xz() const;
Vector2 yz() const;
Vector2 zz() const;
Vector2 wz() const;
Vector2 xw() const;
Vector2 yw() const;
Vector2 zw() const;
Vector2 ww() const;
// 3-char swizzles
Vector3 xxx() const;
Vector3 yxx() const;
Vector3 zxx() const;
Vector3 wxx() const;
Vector3 xyx() const;
Vector3 yyx() const;
Vector3 zyx() const;
Vector3 wyx() const;
Vector3 xzx() const;
Vector3 yzx() const;
Vector3 zzx() const;
Vector3 wzx() const;
Vector3 xwx() const;
Vector3 ywx() const;
Vector3 zwx() const;
Vector3 wwx() const;
Vector3 xxy() const;
Vector3 yxy() const;
Vector3 zxy() const;
Vector3 wxy() const;
Vector3 xyy() const;
Vector3 yyy() const;
Vector3 zyy() const;
Vector3 wyy() const;
Vector3 xzy() const;
Vector3 yzy() const;
Vector3 zzy() const;
Vector3 wzy() const;
Vector3 xwy() const;
Vector3 ywy() const;
Vector3 zwy() const;
Vector3 wwy() const;
Vector3 xxz() const;
Vector3 yxz() const;
Vector3 zxz() const;
Vector3 wxz() const;
Vector3 xyz() const;
Vector3 yyz() const;
Vector3 zyz() const;
Vector3 wyz() const;
Vector3 xzz() const;
Vector3 yzz() const;
Vector3 zzz() const;
Vector3 wzz() const;
Vector3 xwz() const;
Vector3 ywz() const;
Vector3 zwz() const;
Vector3 wwz() const;
Vector3 xxw() const;
Vector3 yxw() const;
Vector3 zxw() const;
Vector3 wxw() const;
Vector3 xyw() const;
Vector3 yyw() const;
Vector3 zyw() const;
Vector3 wyw() const;
Vector3 xzw() const;
Vector3 yzw() const;
Vector3 zzw() const;
Vector3 wzw() const;
Vector3 xww() const;
Vector3 yww() const;
Vector3 zww() const;
Vector3 www() const;
// 4-char swizzles
Vector4 xxxx() const;
Vector4 yxxx() const;
Vector4 zxxx() const;
Vector4 wxxx() const;
Vector4 xyxx() const;
Vector4 yyxx() const;
Vector4 zyxx() const;
Vector4 wyxx() const;
Vector4 xzxx() const;
Vector4 yzxx() const;
Vector4 zzxx() const;
Vector4 wzxx() const;
Vector4 xwxx() const;
Vector4 ywxx() const;
Vector4 zwxx() const;
Vector4 wwxx() const;
Vector4 xxyx() const;
Vector4 yxyx() const;
Vector4 zxyx() const;
Vector4 wxyx() const;
Vector4 xyyx() const;
Vector4 yyyx() const;
Vector4 zyyx() const;
Vector4 wyyx() const;
Vector4 xzyx() const;
Vector4 yzyx() const;
Vector4 zzyx() const;
Vector4 wzyx() const;
Vector4 xwyx() const;
Vector4 ywyx() const;
Vector4 zwyx() const;
Vector4 wwyx() const;
Vector4 xxzx() const;
Vector4 yxzx() const;
Vector4 zxzx() const;
Vector4 wxzx() const;
Vector4 xyzx() const;
Vector4 yyzx() const;
Vector4 zyzx() const;
Vector4 wyzx() const;
Vector4 xzzx() const;
Vector4 yzzx() const;
Vector4 zzzx() const;
Vector4 wzzx() const;
Vector4 xwzx() const;
Vector4 ywzx() const;
Vector4 zwzx() const;
Vector4 wwzx() const;
Vector4 xxwx() const;
Vector4 yxwx() const;
Vector4 zxwx() const;
Vector4 wxwx() const;
Vector4 xywx() const;
Vector4 yywx() const;
Vector4 zywx() const;
Vector4 wywx() const;
Vector4 xzwx() const;
Vector4 yzwx() const;
Vector4 zzwx() const;
Vector4 wzwx() const;
Vector4 xwwx() const;
Vector4 ywwx() const;
Vector4 zwwx() const;
Vector4 wwwx() const;
Vector4 xxxy() const;
Vector4 yxxy() const;
Vector4 zxxy() const;
Vector4 wxxy() const;
Vector4 xyxy() const;
Vector4 yyxy() const;
Vector4 zyxy() const;
Vector4 wyxy() const;
Vector4 xzxy() const;
Vector4 yzxy() const;
Vector4 zzxy() const;
Vector4 wzxy() const;
Vector4 xwxy() const;
Vector4 ywxy() const;
Vector4 zwxy() const;
Vector4 wwxy() const;
Vector4 xxyy() const;
Vector4 yxyy() const;
Vector4 zxyy() const;
Vector4 wxyy() const;
Vector4 xyyy() const;
Vector4 yyyy() const;
Vector4 zyyy() const;
Vector4 wyyy() const;
Vector4 xzyy() const;
Vector4 yzyy() const;
Vector4 zzyy() const;
Vector4 wzyy() const;
Vector4 xwyy() const;
Vector4 ywyy() const;
Vector4 zwyy() const;
Vector4 wwyy() const;
Vector4 xxzy() const;
Vector4 yxzy() const;
Vector4 zxzy() const;
Vector4 wxzy() const;
Vector4 xyzy() const;
Vector4 yyzy() const;
Vector4 zyzy() const;
Vector4 wyzy() const;
Vector4 xzzy() const;
Vector4 yzzy() const;
Vector4 zzzy() const;
Vector4 wzzy() const;
Vector4 xwzy() const;
Vector4 ywzy() const;
Vector4 zwzy() const;
Vector4 wwzy() const;
Vector4 xxwy() const;
Vector4 yxwy() const;
Vector4 zxwy() const;
Vector4 wxwy() const;
Vector4 xywy() const;
Vector4 yywy() const;
Vector4 zywy() const;
Vector4 wywy() const;
Vector4 xzwy() const;
Vector4 yzwy() const;
Vector4 zzwy() const;
Vector4 wzwy() const;
Vector4 xwwy() const;
Vector4 ywwy() const;
Vector4 zwwy() const;
Vector4 wwwy() const;
Vector4 xxxz() const;
Vector4 yxxz() const;
Vector4 zxxz() const;
Vector4 wxxz() const;
Vector4 xyxz() const;
Vector4 yyxz() const;
Vector4 zyxz() const;
Vector4 wyxz() const;
Vector4 xzxz() const;
Vector4 yzxz() const;
Vector4 zzxz() const;
Vector4 wzxz() const;
Vector4 xwxz() const;
Vector4 ywxz() const;
Vector4 zwxz() const;
Vector4 wwxz() const;
Vector4 xxyz() const;
Vector4 yxyz() const;
Vector4 zxyz() const;
Vector4 wxyz() const;
Vector4 xyyz() const;
Vector4 yyyz() const;
Vector4 zyyz() const;
Vector4 wyyz() const;
Vector4 xzyz() const;
Vector4 yzyz() const;
Vector4 zzyz() const;
Vector4 wzyz() const;
Vector4 xwyz() const;
Vector4 ywyz() const;
Vector4 zwyz() const;
Vector4 wwyz() const;
Vector4 xxzz() const;
Vector4 yxzz() const;
Vector4 zxzz() const;
Vector4 wxzz() const;
Vector4 xyzz() const;
Vector4 yyzz() const;
Vector4 zyzz() const;
Vector4 wyzz() const;
Vector4 xzzz() const;
Vector4 yzzz() const;
Vector4 zzzz() const;
Vector4 wzzz() const;
Vector4 xwzz() const;
Vector4 ywzz() const;
Vector4 zwzz() const;
Vector4 wwzz() const;
Vector4 xxwz() const;
Vector4 yxwz() const;
Vector4 zxwz() const;
Vector4 wxwz() const;
Vector4 xywz() const;
Vector4 yywz() const;
Vector4 zywz() const;
Vector4 wywz() const;
Vector4 xzwz() const;
Vector4 yzwz() const;
Vector4 zzwz() const;
Vector4 wzwz() const;
Vector4 xwwz() const;
Vector4 ywwz() const;
Vector4 zwwz() const;
Vector4 wwwz() const;
Vector4 xxxw() const;
Vector4 yxxw() const;
Vector4 zxxw() const;
Vector4 wxxw() const;
Vector4 xyxw() const;
Vector4 yyxw() const;
Vector4 zyxw() const;
Vector4 wyxw() const;
Vector4 xzxw() const;
Vector4 yzxw() const;
Vector4 zzxw() const;
Vector4 wzxw() const;
Vector4 xwxw() const;
Vector4 ywxw() const;
Vector4 zwxw() const;
Vector4 wwxw() const;
Vector4 xxyw() const;
Vector4 yxyw() const;
Vector4 zxyw() const;
Vector4 wxyw() const;
Vector4 xyyw() const;
Vector4 yyyw() const;
Vector4 zyyw() const;
Vector4 wyyw() const;
Vector4 xzyw() const;
Vector4 yzyw() const;
Vector4 zzyw() const;
Vector4 wzyw() const;
Vector4 xwyw() const;
Vector4 ywyw() const;
Vector4 zwyw() const;
Vector4 wwyw() const;
Vector4 xxzw() const;
Vector4 yxzw() const;
Vector4 zxzw() const;
Vector4 wxzw() const;
Vector4 xyzw() const;
Vector4 yyzw() const;
Vector4 zyzw() const;
Vector4 wyzw() const;
Vector4 xzzw() const;
Vector4 yzzw() const;
Vector4 zzzw() const;
Vector4 wzzw() const;
Vector4 xwzw() const;
Vector4 ywzw() const;
Vector4 zwzw() const;
Vector4 wwzw() const;
Vector4 xxww() const;
Vector4 yxww() const;
Vector4 zxww() const;
Vector4 wxww() const;
Vector4 xyww() const;
Vector4 yyww() const;
Vector4 zyww() const;
Vector4 wyww() const;
Vector4 xzww() const;
Vector4 yzww() const;
Vector4 zzww() const;
Vector4 wzww() const;
Vector4 xwww() const;
Vector4 ywww() const;
Vector4 zwww() const;
Vector4 wwww() const;
};
inline Quat exp(const Quat& q) {
return q.exp();
}
inline Quat log(const Quat& q) {
return q.log();
}
inline G3D::Quat operator*(double s, const G3D::Quat& q) {
return q * (float)s;
}
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++
inline G3D::Quat pow(const G3D::Quat& q, double x) {
return q.pow((float)x);
}
#endif
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/**
@file Queue.h
@maintainer Morgan McGuire, graphics3d.com
@created 2002-07-09
@edited 2005-08-20
*/
#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 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
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/**
@file Ray.h
Ray class
@maintainer Morgan McGuire, [email protected]
@created 2002-07-12
@edited 2006-02-21
*/
#ifndef G3D_RAY_H
#define G3D_RAY_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Triangle.h"
namespace G3D {
/**
A 3D Ray.
*/
class Ray {
private:
Ray(const Vector3& origin, const Vector3& direction) {
this->origin = origin;
this->direction = direction;
}
public:
Vector3 origin;
/**
Not unit length
*/
Vector3 direction;
Ray() : origin(Vector3::zero()), direction(Vector3::zero()) {}
Ray(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/**
Creates a Ray from a origin and a (nonzero) direction.
*/
static Ray fromOriginAndDirection(const Vector3& point, const Vector3& direction) {
return Ray(point, direction);
}
Ray unit() const {
return Ray(origin, direction.unit());
}
/**
Returns the closest point on the Ray to point.
*/
Vector3 closestPoint(const Vector3& point) const {
float t = direction.dot(point - this->origin);
if (t < 0) {
return this->origin;
} else {
return this->origin + direction * t;
}
}
/**
Returns the closest distance between point and the Ray
*/
float distance(const Vector3& point) const {
return (closestPoint(point) - point).magnitude();
}
/**
Returns the point where the Ray and plane intersect. If there
is no intersection, returns a point at infinity.
Planes are considered one-sided, so the ray will not intersect
a plane where the normal faces in the traveling direction.
*/
Vector3 intersection(const class Plane& plane) const;
/**
Returns the distance until intersection with the (solid) 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
has unit length, the distance from the origin to intersection
is equal to the time. If the direction does not have unit length,
the distance = time * direction.length().
See also the G3D::CollisionDetection "movingPoint" methods,
which give more information about the intersection.
*/
float intersectionTime(const class Sphere& sphere) const;
float intersectionTime(const class Plane& plane) const;
float intersectionTime(const class Box& box) const;
float intersectionTime(const class AABox& box) const;
/**
The three extra arguments are the weights of vertices 0, 1, and 2
at the intersection point; they are useful for texture mapping
and interpolated normals.
*/
float intersectionTime(
const Vector3& v0, const Vector3& v1, const Vector3& v2,
const Vector3& edge01, const Vector3& edge02,
double& w0, double& w1, double& w2) const;
/**
Ray-triangle intersection for a 1-sided triangle. Fastest version.
@cite http://www.acm.org/jgt/papers/MollerTrumbore97/
http://www.graphics.cornell.edu/pubs/1997/MT97.html
*/
inline float intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2,
const Vector3& edge01,
const Vector3& edge02) const;
inline float intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2) const {
return intersectionTime(vert0, vert1, vert2, vert1 - vert0, vert2 - vert0);
}
inline float intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2,
double& w0,
double& w1,
double& w2) const {
return intersectionTime(vert0, vert1, vert2, vert1 - vert0, vert2 - vert0, w0, w1, w2);
}
/* One-sided triangle
*/
inline float intersectionTime(const Triangle& triangle) const {
return intersectionTime(
triangle.vertex(0), triangle.vertex(1), triangle.vertex(2),
triangle.edge01(), triangle.edge02());
}
inline float intersectionTime(
const Triangle& triangle,
double& w0,
double& w1,
double& w2) const {
return intersectionTime(triangle.vertex(0), triangle.vertex(1), triangle.vertex(2),
triangle.edge01(), triangle.edge02(), w0, w1, w2);
}
/** Refracts about the normal
using G3D::Vector3::refractionDirection
and bumps the ray slightly from the newOrigin. */
Ray refract(
const Vector3& newOrigin,
const Vector3& normal,
float iInside,
float iOutside) const;
/** Reflects about the normal
using G3D::Vector3::reflectionDirection
and bumps the ray slightly from
the newOrigin. */
Ray reflect(
const Vector3& newOrigin,
const Vector3& normal) const;
};
#define EPSILON 0.000001
#define CROSS(dest,v1,v2) \
dest[0]=v1[1]*v2[2]-v1[2]*v2[1]; \
dest[1]=v1[2]*v2[0]-v1[0]*v2[2]; \
dest[2]=v1[0]*v2[1]-v1[1]*v2[0];
#define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2])
#define SUB(dest,v1,v2) \
dest[0]=v1[0]-v2[0]; \
dest[1]=v1[1]-v2[1]; \
dest[2]=v1[2]-v2[2];
inline float Ray::intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2,
const Vector3& edge1,
const Vector3& edge2) const {
(void)vert1;
(void)vert2;
// Barycenteric coords
float u, v;
float tvec[3], pvec[3], qvec[3];
// begin calculating determinant - also used to calculate U parameter
CROSS(pvec, 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();
}
// calculate distance from vert0 to ray origin
SUB(tvec, 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();
}
// prepare to test V parameter
CROSS(qvec, tvec, edge1);
// calculate V parameter and test bounds
v = DOT(direction, qvec);
if ((v < 0.0f) || (u + v > det)) {
// Hit the plane outside the triangle
return (float)inf();
}
// Case where we don't need correct (u, v):
const float t = DOT(edge2, qvec);
if (t >= 0.0f) {
// Note that det must be positive
return t / det;
} else {
// We had to travel backwards in time to intersect
return (float)inf();
}
}
inline float Ray::intersectionTime(
const Vector3& vert0,
const Vector3& vert1,
const Vector3& vert2,
const Vector3& edge1,
const Vector3& edge2,
double& w0,
double& w1,
double& w2) const {
(void)vert1;
(void)vert2;
// Barycenteric coords
float u, v;
float tvec[3], pvec[3], qvec[3];
// begin calculating determinant - also used to calculate U parameter
CROSS(pvec, 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();
}
// calculate distance from vert0 to ray origin
SUB(tvec, 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();
}
// prepare to test V parameter
CROSS(qvec, tvec, edge1);
// calculate V parameter and test bounds
v = DOT(direction, qvec);
if ((v < 0.0f) || (u + v > det)) {
// Hit the plane outside the triangle
return (float)inf();
}
float t = DOT(edge2, qvec);
if (t >= 0) {
const float inv_det = 1.0f / det;
t *= inv_det;
u *= inv_det;
v *= inv_det;
w0 = (1.0f - u - v);
w1 = u;
w2 = v;
return t;
} else {
// We had to travel backwards in time to intersect
return (float)inf();
}
}
#undef EPSILON
#undef CROSS
#undef DOT
#undef SUB
}// namespace
#endif
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/**
@file Rect2D.h
@maintainer Morgan McGuire, [email protected]
@created 2003-11-13
@created 2008-11-16
Copyright 2000-2008, 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"
namespace G3D {
/**
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:
inline Rect2D() : min(0, 0), max(0, 0) {}
/** Creates a rectangle at 0,0 with the given width and height*/
inline 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.*/
inline 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 */
inline Vector2 randomPoint() const {
return Vector2(uniformRandom(0, max.x - min.x) + min.x,
uniformRandom(0, max.y - min.y) + min.y);
}
inline float width() const {
return max.x - min.x;
}
inline float height() const {
return max.y - min.y;
}
inline float x0() const {
return min.x;
}
inline float x1() const {
return max.x;
}
inline float y0() const {
return min.y;
}
inline float y1() const {
return max.y;
}
/** Min, min corner */
inline Vector2 x0y0() const {
return min;
}
inline Vector2 x1y0() const {
return Vector2(max.x, min.y);
}
inline Vector2 x0y1() const {
return Vector2(min.x, max.y);
}
/** Max,max corner */
inline Vector2 x1y1() const {
return max;
}
/** Width and height */
inline Vector2 wh() const {
return max - min;
}
inline Vector2 center() const {
return (max + min) * 0.5;
}
inline 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;
}
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;
}
inline static Rect2D xyxy(const Vector2& v0, const Vector2& v1) {
Rect2D r;
r.min = v0.min(v1);
r.max = v0.max(v1);
return r;
}
inline static Rect2D xywh(float x, float y, float w, float h) {
return xyxy(x, y, x + w, y + h);
}
inline static Rect2D xywh(const Vector2& v, const Vector2& w) {
return xyxy(v.x, v.y, v.x + w.x, v.y + w.y);
}
inline bool contains(const Vector2& v) const {
return (v.x >= min.x) && (v.y >= min.y) && (v.x <= max.x) && (v.y <= max.y);
}
inline 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.*/
inline 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. */
inline 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);
}
inline Rect2D operator*(float s) const {
return xyxy(min.x * s, min.y * s, max.x * s, max.y * s);
}
inline Rect2D operator/(float s) const {
return xyxy(min / s, max / s);
}
inline Rect2D operator/(const Vector2& s) const {
return xyxy(min / s, max / s);
}
inline Rect2D operator+(const Vector2& v) const {
return xyxy(min + v, max + v);
}
inline Rect2D operator-(const Vector2& v) const {
return xyxy(min - v, max - v);
}
inline bool operator==(const Rect2D& other) const {
return (min == other.min) && (max == other.max);
}
inline 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). */
inline 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() */
inline 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.) */
inline 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);
}
}
float area() const {
return width() * height();
}
};
typedef Rect2D AABox2D;
}
#endif
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/**
@file ReferenceCount.h
Reference Counting Garbage Collector for C++
@maintainer Morgan McGuire, [email protected]
@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 2008-09-25
*/
#ifndef G3D_RGC_H
#define G3D_RGC_H
#include "G3D/platform.h"
#include "G3D/debug.h"
#include "G3D/AtomicInt32.h"
namespace G3D {
/** 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>
@deprecated To be replaced by boost::shared_ptr in 7.0
*/
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() :
ReferenceCountedObject_refCount(0),
ReferenceCountedObject_weakPointer(0) {
debugAssertM(isValidHeapPointer(this),
"Reference counted objects must be allocated on the heap.");
}
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() {
// Tell all of my weak pointers that I'm gone.
_WeakPtrLinkedList* node = ReferenceCountedObject_weakPointer;
while (node != 0) {
// Notify the weak pointer that it is going away
node->weakPtr->objectCollected();
// Free the node and advance
_WeakPtrLinkedList* tmp = node;
node = node->next;
delete tmp;
}
}
virtual ~ReferenceCountedObject() {}
/**
Note: copies will initially start out with 0
references and 0 weak references like any other object.
*/
ReferenceCountedObject(const ReferenceCountedObject& notUsed) :
ReferenceCountedObject_refCount(0),
ReferenceCountedObject_weakPointer(0) {
(void)notUsed;
debugAssertM(G3D::isValidHeapPointer(this),
"Reference counted objects must be allocated on the heap.");
}
ReferenceCountedObject& operator=(const ReferenceCountedObject& other) {
(void)other;
// Nothing changes when I am assigned; the reference count on
// both objects is the same (although my super-class probably
// changes).
return *this;
}
};
/**
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) {
debugAssert(G3D::isValidHeapPointer(m_pointer));
debugAssertM(m_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 (m_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.
m_pointer->ReferenceCountedObject_zeroWeakPointers();
delete m_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
debugAssertM(m_pointer->ReferenceCountedObject_refCount.value() >= 0,
"Negative reference count detected.");
m_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. */
inline ReferenceCountedPointer(T* p) : m_pointer(NULL) {
setPointer(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 != 0) {
// 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(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 = &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. */
virtual void objectCollected() {
debugAssertM(pointer != NULL,
"Removed a weak pointer twice.");
pointer = NULL;
}
};
} // namespace
#endif
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/**
@file RegistryUtil.h
@created 2006-04-06
@edited 2006-04-06
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_REGISTRYUTIL_H
#define G3D_REGISTRYUTIL_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
// This file is only used on Windows
#ifdef G3D_WIN32
#include <string>
namespace G3D {
/**
Provides generalized Windows registry querying.
All key names are one string in the format:
"[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
HKEY_CURRENT_CONFIG
HKEY_CURRENT_USER
HKEY_LOCAL_MACHINE
HKEY_PERFORMANCE_DATA
HKEY_PERFORMANCE_NLSTEXT
HKEY_PERFORMANCE_TEXT
HKEY_USERS
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 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, 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 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, 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, 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, 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 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 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& value, const std::string& data);
};
} // namespace G3D
#endif // G3D_WIN32
#endif // G3D_REGISTRYTUIL_H
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/**
@file Set.h
Hash set
@maintainer Morgan McGuire, [email protected]
@created 2001-12-09
@edited 2006-02-20
*/
#ifndef G3D_SET_H
#define G3D_SET_H
#include "G3D/platform.h"
#include "G3D/Table.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 Set {
/**
If an object is a member, it is contained in
this table.
*/
Table<T, bool> memberTable;
public:
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);
}
/**
It is an error to remove members that are not already
present.
*/
void remove(const T& member) {
memberTable.remove(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 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
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/**
@file Sphere.h
Sphere class
@maintainer Morgan McGuire, [email protected]
@created 2001-06-02
@edited 2008-10-07
*/
#ifndef G3D_SPHERE_H
#define G3D_SPHERE_H
#include "G3D/platform.h"
#include "G3D/Vector3.h"
#include "G3D/Array.h"
#include "G3D/Sphere.h"
namespace G3D {
/**
Sphere.
*/
class Sphere {
private:
static int32 dummy;
public:
Vector3 center;
float radius;
Sphere() {
center = Vector3::zero();
radius = 0;
}
Sphere(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
Sphere(
const Vector3& center,
float radius) {
this->center = center;
this->radius = radius;
}
virtual ~Sphere() {}
bool operator==(const Sphere& other) const {
return (center == other.center) && (radius == other.radius);
}
bool operator!=(const Sphere& other) const {
return !((center == other.center) && (radius == other.radius));
}
/**
Returns true if point is less than or equal to radius away from
the center.
*/
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;
/**
@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 = 0xFFFFFFFF) const;
virtual std::string toString() const;
float volume() const;
float area() const;
/**
Uniformly distributed on the surface.
*/
Vector3 randomSurfacePoint() const;
/**
Uniformly distributed on the interior (includes surface)
*/
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);
}
};
}
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
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/**
@file Spline.h
@author Morgan McGuire, [email protected]
*/
#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
@s = time[@a i] * @a u + time[@a i + 1] * (1 - @a u). Note that
@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 {}
/** Normalize or otherwise adjust this interpolated Control. */
virtual void correct(Control& A) const {}
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
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/**
@file Stopwatch.h
@maintainer Morgan McGuire, [email protected]
@created 2005-10-05
@edited 2005-10-05
Copyright 2000-2003, 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 {
/**
Utility class for profiling duration and frame rates.
*/
class Stopwatch {
private:
/** 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();
/** 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();
};
}
#endif
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/**
@file System.h
@maintainer Morgan McGuire, [email protected]
@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 2008-10-14
*/
#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>
#endif
namespace G3D {
/**
Routine used by the demos to find the data. Searches in
../data, ../../data, etc. up to 5 levels back. Checks
common locations like c:\libraries\g3d-<version>\data
and some hard-coded paths on the Brown University file
system.
*/
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.*/
std::string license();
/**
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
};
/**
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();
/** */
static bool hasMMX();
/** */
static bool hasCPUID();
/** */
static bool hasSSE();
/** */
static bool hasSSE2();
/** */
static bool hasSSE3();
/** */
static bool has3DNow();
/** */
static bool hasRDTSC();
static const std::string& cpuVendor();
/** e.g. "Windows", "GNU/Linux" */
static const std::string& operatingSystem();
/** */
static const std::string& cpuArchitecture();
/**
Returns the endianness of this machine.
*/
static G3DEndian machineEndian();
/**
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);
/**
@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.
*/
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.
You can use outOfMemoryCallback to free data structures or to
register the failure.
*/
static OutOfMemoryCallback outOfMemoryCallback;
/**
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.*/
static std::string mallocPerformance();
static void resetMallocPerformanceCounters();
/**
Returns a string describing the current usage of the buffer pools used for
optimizing System::malloc.
*/
static std::string mallocStatus();
/**
Free data allocated with System::malloc.
Threadsafe on Win32.
*/
static void free(void* p);
/**
Frees memory allocated with alignedMalloc.
*/
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. */
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. */
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 <[email protected]>, 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 */
static const std::string& version();
/**
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.
*/
static void beginCycleCount(uint64& cycleCount);
static void endCycleCount(uint64& cycleCount);
static uint64 getCycleCount();
/** 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);
/** Returns the speed of processor 0 in MHz.
Always returns 0 on linux.*/
static int cpuSpeedMHz();
/** 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);
private:
/**
(CKO) Note: Not sure why these are specifically needed
for OS X. I made them private though.
*/
# ifdef G3D_OSX
static long m_OSXCPUSpeed; //In Cycles/Second
static double m_secondsPerNS;
# endif
};
#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();
init();
Nanoseconds diffNS =
AbsoluteDeltaToNanoseconds(end, UInt64ToUnsignedWide(cycleCount));
cycleCount =
(uint64) ((double) (System::m_OSXCPUSpeed) *
(double) UnsignedWideToUInt64(diffNS) * m_secondsPerNS);
#endif
}
} // namespace
#endif
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/**
@file Table.h
Templated hash table class.
@maintainer Morgan McGuire, [email protected]
@created 2001-04-22
@edited 2008-07-01
Copyright 2000-2008, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_TABLE_H
#define G3D_TABLE_H
#include <cstddef>
#include <string>
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/debug.h"
#include "G3D/System.h"
#include "G3D/g3dmath.h"
#include "G3D/EqualsTrait.h"
#include "G3D/HashTrait.h"
#ifdef _MSC_VER
# pragma warning (push)
// Debug name too long warning
# pragma warning (disable : 4786)
#endif
namespace G3D {
/**
An unordered data structure mapping keys to values.
Key must be a pointer, an int, a std::string or provide overloads for:
<PRE>
template<> struct HashTrait<class Key> {
static size_t hashCode(const Key& key) { return reinterpret_cast<size_t>( ... ); }
};
</PRE>
and one of
<PRE>
template<> struct EqualsTrait<class Key>{
static bool equals(const Key& a, const Key& b) { return ... ; }
};
bool operator==(const Key&, const Key&);
</PRE>
G3D pre-defines HashTrait specializations for common types (like <CODE>int</CODE> and <CODE>std::string</CODE>).
If you use a Table with a different type you must write those functions yourself. For example,
an enum would use:
<PRE>
template<> struct HashTrait<MyEnum> {
static size_t equals(const MyEnum& key) const { return reinterpret_cast<size_t>( key ); }
};
</PRE>
And rely on the default enum operator==.
Periodically check that debugGetLoad() is low (> 0.1). When it gets near
1.0 your hash function is badly designed and maps too many inputs to
the same output.
*/
template<class Key, class Value, class HashFunc = HashTrait<Key>, class EqualsFunc = EqualsTrait<Key> >
class Table {
public:
/**
The pairs returned by iterator.
*/
class Entry {
public:
Key key;
Value value;
Entry() {}
Entry(const Key& k, const Value& v) : key(k), value(v) {}
};
private:
typedef Table<Key, Value, HashFunc, EqualsFunc> ThisType;
/**
Linked list nodes used internally by HashTable.
*/
class Node {
public:
Entry entry;
size_t hashCode;
Node* next;
/** Provide pooled allocation for speed. */
inline void* operator new (size_t size) {
return System::malloc(size);
}
inline void operator delete (void* p) {
System::free(p);
}
Node(const Key& k, const Value& v, size_t h, Node* n)
: entry(k, v), hashCode(h), next(n) {
}
/**
Clones a whole chain;
*/
Node* clone() {
return new Node(this->entry.key, this->entry.value, hashCode, (next == NULL) ? NULL : next->clone());
}
};
void checkIntegrity() const {
# ifdef G3D_DEBUG
debugAssert(bucket == NULL || isValidHeapPointer(bucket));
for (size_t b = 0; b < numBuckets; ++b) {
Node* node = bucket[b];
debugAssert(node == NULL || isValidHeapPointer(node));
while (node != NULL) {
debugAssert(node == NULL || isValidHeapPointer(node));
node = node->next;
}
}
# endif
}
/**
Number of elements in the table.
*/
size_t _size;
/**
Array of Node*.
We don't use Array<Node*> because Table is lower level.
Some elements may be NULL.
*/
Node** bucket;
/**
Length of the bucket array.
*/
size_t numBuckets;
/**
Re-hashes for a larger bucket size.
*/
void resize(size_t newSize) {
// Hang onto the old bucket array
Node** oldBucket = bucket;
// Allocate a new bucket array with the new size
bucket = (Node**)System::calloc(sizeof(Node*), newSize);
debugAssertM(bucket != NULL, "System::calloc returned NULL. Out of memory.");
// Move each node to its new hash location
for (size_t b = 0; b < numBuckets; ++b) {
Node* node = oldBucket[b];
// There is a linked list of nodes at this bucket
while (node != NULL) {
// Hang onto the old next pointer
Node* nextNode = node->next;
// Insert at the head of the list for bucket[i]
size_t i = node->hashCode % newSize;
node->next = bucket[i];
bucket[i] = node;
// Move on to the next node
node = nextNode;
}
// Drop the old pointer for cleanliness when debugging
oldBucket[b] = NULL;
}
// Delete the old storage
System::free(oldBucket);
this->numBuckets = newSize;
checkIntegrity();
}
void copyFrom(const ThisType& h) {
if (&h == this) {
return;
}
debugAssert(bucket == NULL);
_size = h._size;
numBuckets = h.numBuckets;
bucket = (Node**)System::calloc(sizeof(Node*), numBuckets);
for (size_t b = 0; b < numBuckets; b++) {
if (h.bucket[b] != NULL) {
bucket[b] = h.bucket[b]->clone();
}
}
checkIntegrity();
}
/**
Frees the heap structures for the nodes.
*/
void freeMemory() {
checkIntegrity();
for (size_t b = 0; b < numBuckets; b++) {
Node* node = bucket[b];
while (node != NULL) {
Node* next = node->next;
delete node;
node = next;
}
bucket[b] = NULL;
}
System::free(bucket);
bucket = NULL;
numBuckets = 0;
_size = 0;
}
public:
/**
Creates an empty hash table. This causes some heap allocation to occur.
*/
Table() : bucket(NULL) {
numBuckets = 10;
_size = 0;
bucket = (Node**)System::calloc(sizeof(Node*), numBuckets);
checkIntegrity();
}
/**
Recommends that the table resize to anticipate at least this number of elements.
*/
void setSizeHint(size_t n) {
size_t s = n * 3;
if (s > numBuckets) {
resize(s);
}
}
/**
Destroys all of the memory allocated by the table, but does <B>not</B>
call delete on keys or values if they are pointers. If you want to
deallocate things that the table points at, use getKeys() and Array::deleteAll()
to delete them.
*/
virtual ~Table() {
freeMemory();
}
Table(const ThisType& h) {
numBuckets = 0;
_size = 0;
bucket = NULL;
this->copyFrom(h);
checkIntegrity();
}
Table& operator=(const ThisType& h) {
// No need to copy if the argument is this
if (this != &h) {
// Free the existing nodes
freeMemory();
this->copyFrom(h);
checkIntegrity();
}
return *this;
}
/**
Returns the length of the deepest bucket.
*/
size_t debugGetDeepestBucketSize() const {
size_t deepest = 0;
for (size_t b = 0; b < numBuckets; b++) {
size_t count = 0;
Node* node = bucket[b];
while (node != NULL) {
node = node->next;
++count;
}
if (count > deepest) {
deepest = count;
}
}
return deepest;
}
/**
Returns the average size of non-empty buckets.
*/
float debugGetAverageBucketSize() const {
size_t num = 0;
size_t count = 0;
for (size_t b = 0; b < numBuckets; b++) {
Node* node = bucket[b];
if (node != NULL) {
++num;
while (node != NULL) {
node = node->next;
++count;
}
}
}
return (float)((double)count / num);
}
/**
A small load (close to zero) means the hash table is acting very
efficiently most of the time. A large load (close to 1) means
the hash table is acting poorly-- all operations will be very slow.
A large load will result from a bad hash function that maps too
many keys to the same code.
*/
double debugGetLoad() const {
return debugGetDeepestBucketSize() / (double)size();
}
/**
Returns the number of buckets.
*/
size_t debugGetNumBuckets() const {
return numBuckets;
}
/**
C++ STL style iterator variable. See begin().
*/
class Iterator {
private:
friend class Table<Key, Value, HashFunc, EqualsFunc>;
/**
Bucket index.
*/
size_t index;
/**
Linked list node.
*/
Node* node;
ThisType* table;
size_t numBuckets;
Node** bucket;
bool isDone;
/**
Creates the end iterator.
*/
Iterator(const ThisType* table) : table(const_cast<ThisType*>(table)) {
isDone = true;
}
Iterator(const ThisType* table, size_t numBuckets, Node** bucket) :
table(const_cast<ThisType*>(table)),
numBuckets(numBuckets),
bucket(bucket) {
if (numBuckets == 0) {
// Empty table
isDone = true;
return;
}
index = 0;
node = bucket[index];
isDone = false;
findNext();
}
/**
Finds the next element, setting isDone if one can't be found.
Looks at the current element first.
*/
void findNext() {
while (node == NULL) {
index++;
if (index >= numBuckets) {
isDone = true;
break;
} else {
node = bucket[index];
}
}
}
public:
inline bool operator!=(const Iterator& other) const {
return !(*this == other);
}
bool operator==(const Iterator& other) const {
if (other.isDone || isDone) {
// Common case; check against isDone.
return (isDone == other.isDone) && (other.table == table);
} else {
return
(table == other.table) &&
(node == other.node) &&
(index == other.index);
}
}
/**
Pre increment.
*/
Iterator& operator++() {
node = node->next;
findNext();
return *this;
}
/**
Post increment (slower than preincrement).
*/
Iterator operator++(int) {
Iterator old = *this;
++(*this);
return old;
}
const Entry& operator*() const {
return node->entry;
}
Entry* operator->() const {
return &(node->entry);
}
operator Entry*() const {
return &(node->entry);
}
bool hasMore() const {
return ! isDone;
}
};
/**
C++ STL style iterator method. Returns the first Entry, which
contains a key and value. Use preincrement (++entry) to get to
the next element. Do not modify the table while iterating.
*/
Iterator begin() const {
return Iterator(this, numBuckets, bucket);
}
/**
C++ STL style iterator method. Returns one after the last iterator
element.
*/
const Iterator end() const {
return Iterator(this);
}
/**
Removes all elements
*/
void clear() {
freeMemory();
numBuckets = 10;
_size = 0;
bucket = (Node**)System::calloc(sizeof(Node*), numBuckets);
}
/**
Returns the number of keys.
*/
size_t size() const {
return _size;
}
/**
If you insert a pointer into the key or value of a table, you are
responsible for deallocating the object eventually. Inserting
key into a table is O(1), but may cause a potentially slow rehashing.
*/
void set(const Key& key, const Value& value) {
size_t code = HashFunc::hashCode(key);
size_t b = code % numBuckets;
// Go to the bucket
Node* n = bucket[b];
// No bucket, so this must be the first
if (n == NULL) {
bucket[b] = new Node(key, value, code, NULL);
++_size;
return;
}
size_t bucketLength = 1;
// Sometimes a bad hash code will cause all elements
// to collide. Detect this case and don't rehash when
// it occurs; nothing good will come from the rehashing.
bool allSameCode = true;
// Try to find the node
do {
allSameCode = allSameCode && (code == n->hashCode);
if ((code == n->hashCode) && EqualsFunc::equals(n->entry.key, key)) {
// Replace the existing node.
n->entry.value = value;
return;
}
n = n->next;
++bucketLength;
} while (n != NULL);
const size_t maxBucketLength = 3;
// (Don't bother changing the size of the table if all entries
// have the same hashcode--they'll still collide)
if ((bucketLength > maxBucketLength) &&
! allSameCode &&
(numBuckets < _size * 15)) {
// This bucket was really large; rehash if all elements
// don't have the same hashcode the number of buckets is
// reasonable.
// Back off the scale factor as the number of buckets gets
// large
float f = 3.0f;
if (numBuckets > 1000000) {
f = 1.5f;
} else if (numBuckets > 100000) {
f = 2.0f;
}
int newSize = iMax((int)(numBuckets * f) + 1, (int)(_size * f));
resize(newSize);
}
// Not found; insert at the head.
b = code % numBuckets;
bucket[b] = new Node(key, value, code, bucket[b]);
++_size;
}
/**
Removes an element from the table if it is present.
@return true if the element was found and removed, otherwise false
*/
bool remove(const Key& key) {
size_t code = HashFunc::hashCode(key);
size_t b = code % numBuckets;
// Go to the bucket
Node* n = bucket[b];
if (n == NULL) {
return false;
}
Node* previous = NULL;
// Try to find the node
do {
if ((code == n->hashCode) && EqualsFunc::equals(n->entry.key, key)) {
// This is the node; remove it
// Replace the previous's next pointer
if (previous == NULL) {
bucket[b] = n->next;
} else {
previous->next = n->next;
}
// Delete the node
delete n;
--_size;
return true;
}
previous = n;
n = n->next;
} while (n != NULL);
return false;
//alwaysAssertM(false, "Tried to remove a key that was not in the table.");
}
/**
Returns the value associated with key.
@deprecated Use get(key, val) or getPointer(key)
*/
Value& get(const Key& key) const {
size_t code = HashFunc::hashCode(key);
size_t b = code % numBuckets;
Node* node = bucket[b];
while (node != NULL) {
if ((node->hashCode == code) && EqualsFunc::equals(node->entry.key, key)) {
return node->entry.value;
}
node = node->next;
}
debugAssertM(false, "Key not found");
// The next line is here just to make
// a compiler warning go away.
return node->entry.value;
}
/** Returns a pointer to the element if it exists, or NULL if it does not.
Note that if your value type <i>is</i> a pointer, the return value is
a pointer to a pointer. Do not remove the element while holding this
pointer.
It is easy to accidentally mis-use this method. Consider making
a Table<Value*> and using get(key, val) instead, which makes you manage
the memory for the values yourself and is less likely to result in
pointer errors.
*/
Value* getPointer(const Key& key) const {
size_t code = HashFunc::hashCode(key);
size_t b = code % numBuckets;
Node* node = bucket[b];
while (node != NULL) {
if ((node->hashCode == code) && EqualsFunc::equals(node->entry.key, key)) {
// found key
return &(node->entry.value);
}
node = node->next;
}
// Failed to find key
return NULL;
}
/**
If the key is present in the table, val is set to the associated value and returns true.
If the key is not present, returns false.
*/
bool get(const Key& key, Value& val) const {
Value* v = getPointer(key);
if (v != NULL) {
val = *v;
return true;
} else {
return false;
}
}
/**
Returns true if key is in the table.
*/
bool containsKey(const Key& key) const {
size_t code = HashFunc::hashCode(key);
size_t b = code % numBuckets;
Node* node = bucket[b];
while (node != NULL) {
if ((node->hashCode == code) && EqualsFunc::equals(node->entry.key, key)) {
return true;
}
node = node->next;
} while (node != NULL);
return false;
}
/**
Short syntax for get.
*/
inline Value& operator[](const Key &key) const {
return get(key);
}
/**
Returns an array of all of the keys in the table.
You can iterate over the keys to get the values.
@deprecated
*/
Array<Key> getKeys() const {
Array<Key> keyArray;
getKeys(keyArray);
return keyArray;
}
void getKeys(Array<Key>& keyArray) const {
keyArray.resize(0, DONT_SHRINK_UNDERLYING_ARRAY);
for (size_t i = 0; i < numBuckets; i++) {
Node* node = bucket[i];
while (node != NULL) {
keyArray.append(node->entry.key);
node = node->next;
}
}
}
/**
Calls delete on all of the keys and then clears the table.
*/
void deleteKeys() {
for (size_t i = 0; i < numBuckets; i++) {
Node* node = bucket[i];
while (node != NULL) {
delete node->entry.key;
node = node->next;
}
}
clear();
}
/**
Calls delete on all of the values. This is unsafe--
do not call unless you know that each value appears
at most once.
Does not clear the table, so you are left with a table
of NULL pointers.
*/
void deleteValues() {
for (size_t i = 0; i < numBuckets; ++i) {
Node* node = bucket[i];
while (node != NULL) {
delete node->entry.value;
node->entry.value = NULL;
node = node->next;
}
}
}
};
} // namespace
#ifdef _MSC_VER
# pragma warning (pop)
#endif
#endif
+693
View File
@@ -0,0 +1,693 @@
/**
@file TextInput.h
Simple text lexer/tokenizer.
@maintainer Morgan McGuire, [email protected]
@cite Based on a lexer written by Aaron Orenstein.
@created 2002-11-27
@edited 2006-10-24
Copyright 2000-2007, 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 <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,
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,
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
</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, slash-star marks a multi-line comment. Default
is true. */
bool cComments;
/** If true, // begins a single line comment. Default is true. */
bool cppComments;
/** 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 non-NUL, specifies a character that begins single line
comments ('#' and '%' are popular choices). This is independent
of the cppComments 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, "-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;
/** 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.
*/
unsigned 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!
*/
unsigned 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!
*/
unsigned 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(unsigned 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:
/** Name of file being parsed when exception occurred. */
std::string sourceFile;
/** Line number of start of token which caused the exception. 1 is
the first line of the file. Note that you can use
TextInput::Settings::startingLineNumberOffset to shift the effective line
number that is reported.
*/
int line;
/** Character number in the line of start of token which caused the
exception. 1 is the character in the line.
*/
int character;
/** Pre-formatted error message */
std::string message;
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();
/** 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 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 options::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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/**
@file TextOutput.h
@maintainer Morgan McGuire, [email protected]
@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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#ifndef G3D_THREADSET_H
#define G3D_THREADSET_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/ReferenceCount.h"
#include "G3D/GThread.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 */
void start() 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
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/**
@file Triangle.h
@maintainer Morgan McGuire, [email protected]
@created 2003-04-05
@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 2000-2008, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_TRIANGLE_H
#define G3D_TRIANGLE_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
#include "G3D/Plane.h"
#include "G3D/BoundsTrait.h"
#include "G3D/debugAssert.h"
#include <string>
namespace G3D {
/**
A generic triangle representation. This should not be used
as the underlying triangle for creating models; it is intended
for providing fast property queries but requires a lot of
storage and is mostly immutable.
*/
class Triangle {
private:
friend class CollisionDetection;
friend class Ray;
Vector3 _vertex[3];
/** edgeDirection[i] is the normalized vector v[i+1] - v[i] */
Vector3 edgeDirection[3];
float edgeMagnitude[3];
Plane _plane;
Vector3::Axis _primaryAxis;
/** vertex[1] - vertex[0] */
Vector3 _edge01;
/** vertex[2] - vertex[0] */
Vector3 _edge02;
float _area;
void init(const Vector3& v0, const Vector3& v1, const Vector3& v2);
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);
~Triangle();
/** 0, 1, or 2 */
inline const Vector3& vertex(int n) const {
debugAssert((n >= 0) && (n < 3));
return _vertex[n];
}
/** 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;
}
const Vector3& normal() const;
/** Barycenter */
Vector3 center() const;
const Plane& plane() const;
/** Returns a random point in the triangle. */
Vector3 randomPoint() const;
inline void getRandomSurfacePoint(Vector3& P,
Vector3& N = Vector3::dummy) const {
P = randomPoint();
N = normal();
}
/**
For two triangles to be equal they must have
the same vertices <I>in the same order</I>.
That is, vertex[0] == vertex[0], etc.
*/
inline bool operator==(const Triangle& other) const {
for (int i = 0; i < 3; ++i) {
if (_vertex[i] != other._vertex[i]) {
return false;
}
}
return true;
}
inline size_t hashCode() const {
return
_vertex[0].hashCode() +
(_vertex[1].hashCode() >> 2) +
(_vertex[2].hashCode() >> 3);
}
void getBounds(class AABox&) const;
};
} // namespace G3D
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
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/**
@file UprightFrame.h
@author Morgan McGuire, [email protected]
*/
#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
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/**
@file Vector2.h
2D vector class
@maintainer Morgan McGuire, [email protected]
@created 2001-06-02
@edited 2008-11-30
Copyright 2000-2008, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_VECTOR2_H
#define G3D_VECTOR2_H
#include <string>
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Table.h"
#include "G3D/HashTrait.h"
#include "G3D/Vector2int16.h"
namespace G3D {
class Vector2;
class Vector3;
class Vector4;
/**
Do not subclass-- this implementation makes assumptions about the
memory layout.
*/
class Vector2 {
private:
// Hidden operators
bool operator<(const Vector2&) const;
bool operator>(const Vector2&) const;
bool operator<=(const Vector2&) const;
bool operator>=(const Vector2&) const;
public:
float x;
float y;
/** 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& other);
Vector2(const class Vector2int16& other);
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;
operator float*();
operator const float*() const;
// assignment and comparison
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;
/** Returns true if this vector has length == 0 */
bool isZero() const;
/** Returns true if this vector has length == 1 */
bool isUnit() const;
// arithmetic operations
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;
}
/**
Linear interpolation
*/
inline Vector2 lerp(const Vector2& v, float alpha) const {
return (*this) + (v - *this) * alpha;
}
inline Vector2 clamp(const Vector2& low, const Vector2& high) const {
return Vector2(
G3D::clamp(x, low.x, high.x),
G3D::clamp(y, low.y, high.y));
}
inline Vector2 clamp(float low, float high) const {
return Vector2(
(float)G3D::clamp(x, low, high),
(float)G3D::clamp(y, low, high));
}
// arithmetic updates
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.
*/
Vector2 fastDirection() const {
return direction();
}
float squaredLength() const;
float dot(const Vector2& s) 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);
Vector2 min(const Vector2& v) const;
Vector2 max(const Vector2& v) const;
/** Uniformly distributed random vector on the unit sphere */
static Vector2 random();
// 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& unitX();
static const Vector2& unitY();
static const Vector2& inf();
static const Vector2& nan();
/** smallest (most negative) representable vector */
static const Vector2& minFinite();
/** Largest representable vector */
static const Vector2& maxFinite();
std::string toString() const;
// 2-char swizzles
Vector2 xx() const;
Vector2 yx() const;
Vector2 xy() const;
Vector2 yy() const;
// 3-char swizzles
Vector3 xxx() const;
Vector3 yxx() const;
Vector3 xyx() const;
Vector3 yyx() const;
Vector3 xxy() const;
Vector3 yxy() const;
Vector3 xyy() const;
Vector3 yyy() const;
// 4-char swizzles
Vector4 xxxx() const;
Vector4 yxxx() const;
Vector4 xyxx() const;
Vector4 yyxx() const;
Vector4 xxyx() const;
Vector4 yxyx() const;
Vector4 xyyx() const;
Vector4 yyyx() const;
Vector4 xxxy() const;
Vector4 yxxy() const;
Vector4 xyxy() const;
Vector4 yyxy() const;
Vector4 xxyy() const;
Vector4 yxyy() const;
Vector4 xyyy() const;
Vector4 yyyy() const;
};
inline Vector2 operator*(double s, const Vector2& v) {
return v * (float)s;
}
inline Vector2 operator*(float s, const Vector2& v) {
return v * s;
}
inline Vector2 operator*(int s, const Vector2& v) {
return v * (float)s;
}
inline Vector2::Vector2 () : x(0.0f), y(0.0f) {
}
inline Vector2::Vector2(float _x, float _y) : x(_x), y(_y) {
}
inline Vector2::Vector2 (float afCoordinate[2]) {
x = afCoordinate[0];
y = afCoordinate[1];
}
inline Vector2::Vector2 (double afCoordinate[2]) {
x = (float)afCoordinate[0];
y = (float)afCoordinate[1];
}
inline Vector2::Vector2 (const Vector2& rkVector) {
x = rkVector.x;
y = rkVector.y;
}
inline Vector2::Vector2 (const Vector2int16& v) : x(v.x), y(v.y) {
}
inline float& Vector2::operator[] (int i) {
return ((float*)this)[i];
}
inline const float& Vector2::operator[] (int i) const {
return ((float*)this)[i];
}
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;
return *this;
}
inline bool Vector2::operator== (const Vector2& rkVector) const {
return ( x == rkVector.x && y == rkVector.y);
}
inline bool Vector2::operator!= (const Vector2& rkVector) const {
return ( x != rkVector.x || y != rkVector.y);
}
inline Vector2 Vector2::operator+ (const Vector2& rkVector) const {
return Vector2(x + rkVector.x, y + rkVector.y);
}
inline Vector2 Vector2::operator- (const Vector2& rkVector) const {
return Vector2(x - rkVector.x, y - rkVector.y);
}
inline Vector2 Vector2::operator* (float fScalar) const {
return Vector2(fScalar*x, fScalar*y);
}
inline Vector2 Vector2::operator- () const {
return Vector2( -x, -y);
}
inline Vector2& Vector2::operator+= (const Vector2& rkVector) {
x += rkVector.x;
y += rkVector.y;
return *this;
}
inline Vector2& Vector2::operator-= (const Vector2& rkVector) {
x -= rkVector.x;
y -= rkVector.y;
return *this;
}
inline Vector2& Vector2::operator*= (float fScalar) {
x *= fScalar;
y *= fScalar;
return *this;
}
inline Vector2& Vector2::operator*= (const Vector2& rkVector) {
x *= rkVector.x;
y *= rkVector.y;
return *this;
}
inline Vector2& Vector2::operator/= (const Vector2& rkVector) {
x /= rkVector.x;
y /= rkVector.y;
return *this;
}
inline Vector2 Vector2::operator* (const Vector2& rkVector) const {
return Vector2(x * rkVector.x, y * rkVector.y);
}
inline Vector2 Vector2::operator/ (const Vector2& rkVector) const {
return Vector2(x / rkVector.x, y / rkVector.y);
}
inline float Vector2::squaredLength () const {
return x*x + y*y;
}
inline float Vector2::length () const {
return sqrtf(x*x + y*y);
}
inline Vector2 Vector2::direction () const {
float lenSquared = x * x + y * y;
if (lenSquared != 1.0f) {
return *this / sqrtf(lenSquared);
} else {
return *this;
}
}
inline float Vector2::dot (const Vector2& rkVector) const {
return x*rkVector.x + y*rkVector.y;
}
inline Vector2 Vector2::min(const Vector2 &v) const {
return Vector2(G3D::min(v.x, x), G3D::min(v.y, y));
}
inline Vector2 Vector2::max(const Vector2 &v) const {
return Vector2(G3D::max(v.x, x), G3D::max(v.y, y));
}
inline bool Vector2::fuzzyEq(const Vector2& other) const {
return G3D::fuzzyEq((*this - other).squaredLength(), 0);
}
inline bool Vector2::fuzzyNe(const Vector2& other) const {
return G3D::fuzzyNe((*this - other).squaredLength(), 0);
}
inline bool Vector2::isFinite() const {
return G3D::isFinite(x) && G3D::isFinite(y);
}
inline bool Vector2::isZero() const {
return (x == 0.0f) && (y == 0.0f);
}
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) {
return v * (float)s;
}
inline G3D::Vector2 operator*(int s, const G3D::Vector2& v) {
return v * (float)s;
}
#endif
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/**
@file Vector2int16.h
@maintainer Morgan McGuire, [email protected]
@created 2003-08-09
@edited 2004-01-03
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef VECTOR2INT16_H
#define VECTOR2INT16_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/HashTrait.h"
namespace G3D {
/**
A Vector2 that packs its fields into uint16s.
*/
#ifdef G3D_WIN32
// Switch to tight alignment
#pragma pack(push, 2)
#endif
class Vector2int16 {
private:
// Hidden operators
bool operator<(const Vector2int16&) const;
bool operator>(const Vector2int16&) const;
bool operator<=(const Vector2int16&) const;
bool operator>=(const Vector2int16&) const;
public:
G3D::int16 x;
G3D::int16 y;
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);
return ((G3D::int16*)this)[i];
}
inline const G3D::int16& operator[] (int i) const {
debugAssert(((unsigned int)i) <= 1);
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];
}
inline bool operator!= (const Vector2int16& rkVector) const {
return ((int32*)this)[0] != ((int32*)&rkVector)[0];
}
Vector2int16 max(const Vector2int16& v) const {
return Vector2int16(iMax(x, v.x), iMax(y, v.y));
}
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);
}
#if defined(G3D_LINUX) || defined(G3D_OSX)
__attribute((aligned(1)))
#endif
;
#ifdef G3D_WIN32
#pragma pack(pop)
#endif
}
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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/**
@file Vector3.h
3D vector class
@maintainer Morgan McGuire, [email protected]
@created 2001-06-02
@edited 2008-11-01
Copyright 2000-2008, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_VECTOR3_H
#define G3D_VECTOR3_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector2.h"
#include "G3D/Table.h"
#include "G3D/HashTrait.h"
#include "G3D/PositionTrait.h"
#include "G3D/Vector2.h"
#include <iostream>
#include <string>
//----------------------------------------------------------------------------
#ifdef SSE
// If you receive an error on this line, it is because you do not have the file
// xmmintrin.h needed for MMX & SSE extensions. Download and install
//
// http://download.microsoft.com/download/vstudio60ent/SP5/Wideband-Full/WIN98Me/EN-US/vs6sp5.exe
// and
// http://download.microsoft.com/download/vb60ent/Update/6/W9X2KXP/EN-US/vcpp5.exe
//
// to get this file.
# include <xmmintrin.h>
#endif
namespace G3D {
class Vector2;
class Vector3;
class Vector4;
class Vector4int8;
/**
<B>Swizzles</B>
Vector classes have swizzle operators, e.g. <CODE>v.xy()</CODE>, that
allow selection of arbitrary sub-fields. These cannot be used as write
masks. Examples
<PRE>
Vector3 v(1, 2, 3);
Vector3 j;
Vector2 b;
b = v.xz();
j = b.xx();
</PRE>
<B>Warning</B>
Do not subclass-- this implementation makes assumptions about the
memory layout.
*/
class Vector3 {
private:
/**
Reflect this vector about the (not necessarily unit) normal.
Note that if used for a collision or ray reflection you
must negate the resulting vector to get a direction pointing
<I>away</I> from the collision.
<PRE>
V' N V
r ^ -,
\ | /
\|/
</PRE>
See also Vector3::reflectionDirection
*/
Vector3 reflectAbout(const Vector3& normal) const;
// Hidden operators
bool operator<(const Vector3&) const;
bool operator>(const Vector3&) const;
bool operator<=(const Vector3&) const;
bool operator>=(const Vector3&) const;
public:
// construction
Vector3();
/** Divides by 127 */
Vector3(const Vector4int8&);
explicit Vector3(class BinaryInput& b);
Vector3(float _x, float _y, float _z);
explicit Vector3(const class Vector2& v, float _z);
explicit Vector3(float coordinate[3]);
explicit Vector3(double coordinate[3]);
Vector3(const Vector3& rkVector);
Vector3(const class Vector3int16& v);
explicit Vector3(class TextInput& t);
/** Format is three float32's */
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
/** Format is "(%f, %f, %f)" */
void serialize(class TextOutput& t) const;
void deserialize(class TextInput& t);
// coordinates
float x, y, z;
// access vector V as V[0] = V.x, V[1] = V.y, V[2] = V.z
//
// WARNING. These member functions rely on
// (1) Vector3 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);
inline operator float* () {
return (float*)this;
}
operator const float* () const {
return (float*)this;
}
enum Axis {X_AXIS=0, Y_AXIS=1, Z_AXIS=2, DETECT_AXIS=-1};
/**
Returns the largest dimension. Particularly convenient for determining
which plane to project a triangle onto for point-in-polygon tests.
*/
Axis primaryAxis() const;
// assignment and comparison
Vector3& operator= (const Vector3& rkVector);
bool operator== (const Vector3& rkVector) const;
bool operator!= (const Vector3& rkVector) const;
size_t hashCode() const;
bool fuzzyEq(const Vector3& other) const;
bool fuzzyNe(const Vector3& other) const;
/** Returns true if this vector has finite length. */
bool isFinite() const;
/** Returns true if this vector has length ~= 0 */
bool isZero() const;
/** Returns true if this vector has length ~= 1 */
bool isUnit() const;
// arithmetic operations
Vector3 operator+ (const Vector3& v) const;
Vector3 operator- (const Vector3& v) const;
Vector3 operator* (float s) const;
Vector3 operator/ (float s) const;
Vector3 operator* (const Vector3& v) const;
Vector3 operator/ (const Vector3& v) const;
Vector3 operator- () const;
// arithmetic updates
Vector3& operator+= (const Vector3& v);
Vector3& operator-= (const Vector3& v);
Vector3& operator*= (float s);
Vector3& operator/= (float s);
Vector3& operator*= (const Vector3& v);
Vector3& operator/= (const Vector3& v);
/** Same as magnitude */
float length() const;
float magnitude() const;
/**
The result is a nan vector if the length is almost zero.
*/
Vector3 direction() const;
/**
Potentially less accurate but faster than direction().
Only works if System::hasSSE is true.
*/
Vector3 fastDirection() const;
/**
See also G3D::Ray::reflect.
The length is 1.
<PRE>
V' N V
r ^ /
\ | /
\|'-
</PRE>
*/
Vector3 reflectionDirection(const Vector3& normal) const;
/**
Returns Vector3::zero() if the length is nearly zero, otherwise
returns a unit vector.
*/
inline Vector3 directionOrZero() const {
float mag = magnitude();
if (G3D::fuzzyEq(mag, 0.0f)) {
return Vector3::zero();
} else if (G3D::fuzzyEq(mag, 1.0f)) {
return *this;
} else {
return *this * (1.0f / mag);
}
}
/**
Returns the direction of a refracted ray,
where iExit is the index of refraction for the
previous material and iEnter is the index of refraction
for the new material. Like Vector3::reflectionDirection,
the result has length 1 and is
pointed <I>away</I> from the intersection.
Returns Vector3::zero() in the case of total internal refraction.
@param iOutside The index of refraction (eta) outside
(on the <I>positive</I> normal side) of the surface.
@param iInside The index of refraction (eta) inside
(on the <I>negative</I> normal side) of the surface.
See also G3D::Ray::refract.
<PRE>
N V
^ /
| /
|'-
__--
V'<--
</PRE>
*/
Vector3 refractionDirection(
const Vector3& normal,
float iInside,
float iOutside) const;
/** Synonym for direction */
inline Vector3 unit() const {
return direction();
}
/** Returns a normalized vector. May be computed with lower
precision than unit */
inline Vector3 fastUnit() const {
return fastDirection();
}
/** Same as squaredMagnitude */
float squaredLength() const;
float squaredMagnitude () const;
float dot(const Vector3& rkVector) const;
float unitize(float tolerance = 1e-06);
/** Cross product. Note that two cross products in a row
can be computed more cheaply: v1 x (v2 x v3) = (v1 dot v3) v2 - (v1 dot v2) v3.
*/
Vector3 cross(const Vector3& rkVector) const;
Vector3 unitCross (const Vector3& rkVector) const;
/**
Returns a matrix such that v.cross() * w = v.cross(w).
<PRE>
[ 0 -v.z v.y ]
[ v.z 0 -v.x ]
[ -v.y v.x 0 ]
</PRE>
*/
class Matrix3 cross() const;
Vector3 min(const Vector3 &v) const;
Vector3 max(const Vector3 &v) const;
/** Smallest element */
inline float min() const {
return G3D::min(G3D::min(x, y), z);
}
/** Largest element */
inline float max() const {
return G3D::max(G3D::max(x, y), z);
}
std::string toString() const;
inline Vector3 clamp(const Vector3& low, const Vector3& high) const {
return Vector3(
G3D::clamp(x, low.x, high.x),
G3D::clamp(y, low.y, high.y),
G3D::clamp(z, low.z, high.z));
}
inline Vector3 clamp(float low, float high) const {
return Vector3(
G3D::clamp(x, low, high),
G3D::clamp(y, low, high),
G3D::clamp(z, low, high));
}
/**
Linear interpolation
*/
inline Vector3 lerp(const Vector3& v, float alpha) const {
return (*this) + (v - *this) * alpha;
}
/** Gram-Schmidt orthonormalization. */
static void orthonormalize (Vector3 akVector[3]);
/** Random unit vector, uniformly distributed */
static Vector3 random();
/** Random unit vector, distributed
so that the probability of V is proportional
to max(V dot Normal, 0).
@cite Henrik Wann Jensen, Realistic Image Synthesis using Photon Mapping eqn 2.24
*/
static Vector3 cosRandom(const Vector3& normal);
/**
Random vector distributed over the hemisphere about normal.
*/
static Vector3 hemiRandom(const Vector3& normal);
// Input W must be initialize to a nonzero vector, output is {U,V,W}
// an orthonormal basis. A hint is provided about whether or not W
// is already unit length.
static void generateOrthonormalBasis (Vector3& rkU, Vector3& rkV,
Vector3& rkW, bool bUnitLengthW = true);
inline float sum() const {
return x + y + z;
}
inline float average() const {
return sum() / 3.0f;
}
// Special values.
inline static const Vector3& zero() { static Vector3 v(0, 0, 0); return v; }
inline static const Vector3& one() { static Vector3 v(1, 1, 1); return v; }
inline static const Vector3& unitX() { static Vector3 v(1, 0, 0); return v; }
inline static const Vector3& unitY() { static Vector3 v(0, 1, 0); return v; }
inline static const Vector3& unitZ() { static Vector3 v(0, 0, 1); return v; }
inline static const Vector3& inf() { static Vector3 v((float)G3D::inf(), (float)G3D::inf(), (float)G3D::inf()); return v; }
inline static const Vector3& nan() { static Vector3 v((float)G3D::nan(), (float)G3D::nan(), (float)G3D::nan()); return v; }
/** Smallest (most negative) representable vector */
inline static const Vector3& minFinite(){ static Vector3 v(-FLT_MAX, -FLT_MAX, -FLT_MAX); return v; }
/** Largest representable vector */
inline static const Vector3& maxFinite(){ static Vector3 v(FLT_MAX, FLT_MAX, FLT_MAX); return v; }
// 2-char swizzles
Vector2 xx() const;
Vector2 yx() const;
Vector2 zx() const;
Vector2 xy() const;
Vector2 yy() const;
Vector2 zy() const;
Vector2 xz() const;
Vector2 yz() const;
Vector2 zz() const;
// 3-char swizzles
Vector3 xxx() const;
Vector3 yxx() const;
Vector3 zxx() const;
Vector3 xyx() const;
Vector3 yyx() const;
Vector3 zyx() const;
Vector3 xzx() const;
Vector3 yzx() const;
Vector3 zzx() const;
Vector3 xxy() const;
Vector3 yxy() const;
Vector3 zxy() const;
Vector3 xyy() const;
Vector3 yyy() const;
Vector3 zyy() const;
Vector3 xzy() const;
Vector3 yzy() const;
Vector3 zzy() const;
Vector3 xxz() const;
Vector3 yxz() const;
Vector3 zxz() const;
Vector3 xyz() const;
Vector3 yyz() const;
Vector3 zyz() const;
Vector3 xzz() const;
Vector3 yzz() const;
Vector3 zzz() const;
// 4-char swizzles
Vector4 xxxx() const;
Vector4 yxxx() const;
Vector4 zxxx() const;
Vector4 xyxx() const;
Vector4 yyxx() const;
Vector4 zyxx() const;
Vector4 xzxx() const;
Vector4 yzxx() const;
Vector4 zzxx() const;
Vector4 xxyx() const;
Vector4 yxyx() const;
Vector4 zxyx() const;
Vector4 xyyx() const;
Vector4 yyyx() const;
Vector4 zyyx() const;
Vector4 xzyx() const;
Vector4 yzyx() const;
Vector4 zzyx() const;
Vector4 xxzx() const;
Vector4 yxzx() const;
Vector4 zxzx() const;
Vector4 xyzx() const;
Vector4 yyzx() const;
Vector4 zyzx() const;
Vector4 xzzx() const;
Vector4 yzzx() const;
Vector4 zzzx() const;
Vector4 xxxy() const;
Vector4 yxxy() const;
Vector4 zxxy() const;
Vector4 xyxy() const;
Vector4 yyxy() const;
Vector4 zyxy() const;
Vector4 xzxy() const;
Vector4 yzxy() const;
Vector4 zzxy() const;
Vector4 xxyy() const;
Vector4 yxyy() const;
Vector4 zxyy() const;
Vector4 xyyy() const;
Vector4 yyyy() const;
Vector4 zyyy() const;
Vector4 xzyy() const;
Vector4 yzyy() const;
Vector4 zzyy() const;
Vector4 xxzy() const;
Vector4 yxzy() const;
Vector4 zxzy() const;
Vector4 xyzy() const;
Vector4 yyzy() const;
Vector4 zyzy() const;
Vector4 xzzy() const;
Vector4 yzzy() const;
Vector4 zzzy() const;
Vector4 xxxz() const;
Vector4 yxxz() const;
Vector4 zxxz() const;
Vector4 xyxz() const;
Vector4 yyxz() const;
Vector4 zyxz() const;
Vector4 xzxz() const;
Vector4 yzxz() const;
Vector4 zzxz() const;
Vector4 xxyz() const;
Vector4 yxyz() const;
Vector4 zxyz() const;
Vector4 xyyz() const;
Vector4 yyyz() const;
Vector4 zyyz() const;
Vector4 xzyz() const;
Vector4 yzyz() const;
Vector4 zzyz() const;
Vector4 xxzz() const;
Vector4 yxzz() const;
Vector4 zxzz() const;
Vector4 xyzz() const;
Vector4 yyzz() const;
Vector4 zyzz() const;
Vector4 xzzz() const;
Vector4 yzzz() const;
Vector4 zzzz() const;
/** A value that can be passed to ignore a parameter. Never look at the result of dummy. */
static Vector3 dummy;
};
inline G3D::Vector3 operator*(float s, const G3D::Vector3& v) {
return v * s;
}
inline G3D::Vector3 operator*(double s, const G3D::Vector3& v) {
return v * (float)s;
}
inline G3D::Vector3 operator*(int s, const G3D::Vector3& v) {
return v * (float)s;
}
std::ostream& operator<<(std::ostream& os, const Vector3&);
void serialize(const Vector3::Axis& a, class BinaryOutput& bo);
void deserialize(Vector3::Axis& a, class BinaryInput& bo);
//----------------------------------------------------------------------------
inline Vector3::Vector3() : x(0.0f), y(0.0f), z(0.0f) {
}
//----------------------------------------------------------------------------
inline Vector3::Vector3 (float fX, float fY, float fZ) : x(fX), y(fY), z(fZ) {
}
//----------------------------------------------------------------------------
inline Vector3::Vector3 (float V[3]) : x(V[0]), y(V[1]), z(V[2]){
}
//----------------------------------------------------------------------------
inline Vector3::Vector3 (double V[3]) : x((float)V[0]), y((float)V[1]), z((float)V[2]){
}
//----------------------------------------------------------------------------
inline Vector3::Vector3 (const Vector3& V) : x(V.x), y(V.y), z(V.z) {
}
//----------------------------------------------------------------------------
//inline Vector3::Vector3 (const __m128& m) {
// Cast from SSE packed floats
// *this = *(Vector3*)&m;
//}
//----------------------------------------------------------------------------
inline const float& Vector3::operator[] (int i) const {
return ((float*)this)[i];
}
inline float& Vector3::operator[] (int i) {
return ((float*)this)[i];
}
//----------------------------------------------------------------------------
inline Vector3& Vector3::operator= (const Vector3& rkVector) {
x = rkVector.x;
y = rkVector.y;
z = rkVector.z;
return *this;
}
//----------------------------------------------------------------------------
inline bool Vector3::fuzzyEq(const Vector3& other) const {
return G3D::fuzzyEq((*this - other).squaredMagnitude(), 0);
}
//----------------------------------------------------------------------------
inline bool Vector3::fuzzyNe(const Vector3& other) const {
return G3D::fuzzyNe((*this - other).squaredMagnitude(), 0);
}
//----------------------------------------------------------------------------
inline bool Vector3::isFinite() const {
return G3D::isFinite(x) && G3D::isFinite(y) && G3D::isFinite(z);
}
//----------------------------------------------------------------------------
inline bool Vector3::operator== (const Vector3& rkVector) const {
return ( x == rkVector.x && y == rkVector.y && z == rkVector.z );
}
//----------------------------------------------------------------------------
inline bool Vector3::operator!= (const Vector3& rkVector) const {
return ( x != rkVector.x || y != rkVector.y || z != rkVector.z );
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::operator+ (const Vector3& rkVector) const {
return Vector3(x + rkVector.x, y + rkVector.y, z + rkVector.z);
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::operator- (const Vector3& rkVector) const {
return Vector3(x - rkVector.x, y - rkVector.y, z - rkVector.z);
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::operator* (const Vector3& rkVector) const {
return Vector3(x * rkVector.x, y * rkVector.y, z * rkVector.z);
}
inline Vector3 Vector3::operator*(float f) const {
return Vector3(x * f, y * f, z * f);
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::operator/ (const Vector3& rkVector) const {
return Vector3(x / rkVector.x, y / rkVector.y, z / rkVector.z);
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::operator- () const {
return Vector3(-x, -y, -z);
}
//----------------------------------------------------------------------------
inline Vector3& Vector3::operator+= (const Vector3& rkVector) {
x += rkVector.x;
y += rkVector.y;
z += rkVector.z;
return *this;
}
//----------------------------------------------------------------------------
inline Vector3& Vector3::operator-= (const Vector3& rkVector) {
x -= rkVector.x;
y -= rkVector.y;
z -= rkVector.z;
return *this;
}
//----------------------------------------------------------------------------
inline Vector3& Vector3::operator*= (float fScalar) {
x *= fScalar;
y *= fScalar;
z *= fScalar;
return *this;
}
//----------------------------------------------------------------------------
inline Vector3& Vector3::operator*= (const Vector3& rkVector) {
x *= rkVector.x;
y *= rkVector.y;
z *= rkVector.z;
return *this;
}
//----------------------------------------------------------------------------
inline Vector3& Vector3::operator/= (const Vector3& rkVector) {
x /= rkVector.x;
y /= rkVector.y;
z /= rkVector.z;
return *this;
}
//----------------------------------------------------------------------------
inline float Vector3::squaredMagnitude () const {
return x*x + y*y + z*z;
}
//----------------------------------------------------------------------------
inline float Vector3::squaredLength () const {
return squaredMagnitude();
}
//----------------------------------------------------------------------------
inline float Vector3::magnitude() const {
return sqrtf(x*x + y*y + z*z);
}
//----------------------------------------------------------------------------
inline float Vector3::length() const {
return magnitude();
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::direction () const {
float lenSquared = squaredMagnitude();
float invSqrt = 1.0f / sqrtf(lenSquared);
return Vector3(x * invSqrt, y * invSqrt, z * invSqrt);
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::fastDirection () const {
float lenSquared = x * x + y * y + z * z;
float invSqrt = rsq(lenSquared);
return Vector3(x * invSqrt, y * invSqrt, z * invSqrt);
}
//----------------------------------------------------------------------------
inline float Vector3::dot (const Vector3& rkVector) const {
return x*rkVector.x + y*rkVector.y + z*rkVector.z;
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::cross (const Vector3& rkVector) const {
return Vector3(y*rkVector.z - z*rkVector.y, z*rkVector.x - x*rkVector.z,
x*rkVector.y - y*rkVector.x);
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::unitCross (const Vector3& rkVector) const {
Vector3 kCross(y*rkVector.z - z*rkVector.y, z*rkVector.x - x*rkVector.z,
x*rkVector.y - y*rkVector.x);
kCross.unitize();
return kCross;
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::min(const Vector3 &v) const {
return Vector3(G3D::min(v.x, x), G3D::min(v.y, y), G3D::min(v.z, z));
}
//----------------------------------------------------------------------------
inline Vector3 Vector3::max(const Vector3 &v) const {
return Vector3(G3D::max(v.x, x), G3D::max(v.y, y), G3D::max(v.z, z));
}
//----------------------------------------------------------------------------
inline bool Vector3::isZero() const {
return G3D::fuzzyEq(squaredMagnitude(), 0.0f);
}
//----------------------------------------------------------------------------
inline bool Vector3::isUnit() const {
return G3D::fuzzyEq(squaredMagnitude(), 1.0f);
}
} // namespace G3D
template <>
struct HashTrait<G3D::Vector3> {
static size_t hashCode(const G3D::Vector3& key) {
return key.hashCode();
}
};
template<> struct PositionTrait<class G3D::Vector2> {
static void getPosition(const G3D::Vector2& v, G3D::Vector3& p) { p = G3D::Vector3(v, 0); }
};
template<> struct PositionTrait<class G3D::Vector3> {
static void getPosition(const G3D::Vector3& v, G3D::Vector3& p) { p = v; }
};
#endif
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/**
@file Vector3int16.h
@maintainer Morgan McGuire, [email protected]
@created 2003-04-07
@edited 2003-06-24
Copyright 2000-2004, Morgan McGuire.
All rights reserved.
*/
#ifndef VECTOR3INT16_H
#define VECTOR3INT16_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/HashTrait.h"
namespace G3D {
/**
A Vector3 that packs its fields into uint16s.
*/
#ifdef G3D_WIN32
// Switch to tight alignment
#pragma pack(push, 2)
#endif
class Vector3int16 {
private:
// Hidden operators
bool operator<(const Vector3int16&) const;
bool operator>(const Vector3int16&) const;
bool operator<=(const Vector3int16&) const;
bool operator>=(const Vector3int16&) const;
public:
G3D::int16 x;
G3D::int16 y;
G3D::int16 z;
Vector3int16() : x(0), y(0), z(0) {}
Vector3int16(G3D::int16 _x, G3D::int16 _y, G3D::int16 _z) : x(_x), y(_y), z(_z) {}
Vector3int16(const class Vector3& v);
Vector3int16(class BinaryInput& bi);
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
inline G3D::int16& operator[] (int i) {
debugAssert(i <= 2);
return ((G3D::int16*)this)[i];
}
inline const G3D::int16& operator[] (int i) const {
debugAssert(i <= 2);
return ((G3D::int16*)this)[i];
}
inline Vector3int16 operator+(const Vector3int16& other) const {
return Vector3int16(x + other.x, y + other.y, z + other.z);
}
inline Vector3int16 operator-(const Vector3int16& other) const {
return Vector3int16(x - other.x, y - other.y, z - other.z);
}
inline Vector3int16 operator*(const Vector3int16& other) const {
return Vector3int16(x * other.x, y * other.y, z * other.z);
}
inline Vector3int16 operator*(const int s) const {
return Vector3int16(x * s, y * s, z * s);
}
inline Vector3int16& operator+=(const Vector3int16& other) {
x += other.x;
y += other.y;
z += other.y;
return *this;
}
inline Vector3int16& operator-=(const Vector3int16& other) {
x -= other.x;
y -= other.y;
z -= other.z;
return *this;
}
inline Vector3int16& operator*=(const Vector3int16& other) {
x *= other.x;
y *= other.y;
z *= other.z;
return *this;
}
inline bool operator== (const Vector3int16& rkVector) const {
return ( x == rkVector.x && y == rkVector.y && z == rkVector.z );
}
inline bool operator!= (const Vector3int16& rkVector) const {
return ( x != rkVector.x || y != rkVector.y || z != rkVector.z );
}
Vector3int16 max(const Vector3int16& v) const {
return Vector3int16(iMax(x, v.x), iMax(y, v.y), iMax(z, v.z));
}
Vector3int16 min(const Vector3int16& v) const {
return Vector3int16(iMin(x, v.x), iMin(y, v.y), iMin(z, v.z));
}
std::string toString() const;
}
#if defined(G3D_LINUX) || defined(G3D_OSX)
__attribute((aligned(1)))
#endif
;
#ifdef G3D_WIN32
#pragma pack(pop)
#endif
}
template <> struct HashTrait<G3D::Vector3int16> {
static size_t hashCode(const G3D::Vector3int16& key) { return static_cast<size_t>(key.x + ((int)key.y << 5) + ((int)key.z << 10)); }
};
#endif
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/**
@file Vector3int32.h
@maintainer Morgan McGuire, [email protected]
@created 2008-07-01
@edited 2008-07-01
Copyright 2000-2008, Morgan McGuire.
All rights reserved.
*/
#ifndef VECTOR3INT32_H
#define VECTOR3INT32_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/HashTrait.h"
namespace G3D {
/**
A Vector3 that packs its fields into uint32s.
*/
#ifdef G3D_WIN32
// Switch to tight alignment
#pragma pack(push, 4)
#endif
class Vector3int32 {
private:
// Hidden operators
bool operator<(const Vector3int32&) const;
bool operator>(const Vector3int32&) const;
bool operator<=(const Vector3int32&) const;
bool operator>=(const Vector3int32&) const;
public:
G3D::int32 x;
G3D::int32 y;
G3D::int32 z;
Vector3int32() : x(0), y(0), z(0) {}
Vector3int32(int _x, int _y, int _z) : x(_x), y(_y), z(_z) {}
Vector3int32(const class Vector3int16& v);
Vector3int32(const class Vector3& v);
Vector3int32(class BinaryInput& bi);
void serialize(class BinaryOutput& bo) const;
void deserialize(class BinaryInput& bi);
inline G3D::int32& operator[] (int i) {
debugAssert(i <= 2);
return ((G3D::int32*)this)[i];
}
inline const G3D::int32& operator[] (int i) const {
debugAssert(i <= 2);
return ((G3D::int32*)this)[i];
}
inline Vector3int32 operator+(const Vector3int32& other) const {
return Vector3int32(x + other.x, y + other.y, z + other.z);
}
inline Vector3int32 operator-(const Vector3int32& other) const {
return Vector3int32(x - other.x, y - other.y, z - other.z);
}
inline Vector3int32 operator*(const Vector3int32& other) const {
return Vector3int32(x * other.x, y * other.y, z * other.z);
}
inline Vector3int32 operator*(const int s) const {
return Vector3int32(x * s, y * s, z * s);
}
inline Vector3int32& operator+=(const Vector3int32& other) {
x += other.x;
y += other.y;
z += other.y;
return *this;
}
inline Vector3int32& operator-=(const Vector3int32& other) {
x -= other.x;
y -= other.y;
z -= other.z;
return *this;
}
inline Vector3int32& operator*=(const Vector3int32& other) {
x *= other.x;
y *= other.y;
z *= other.z;
return *this;
}
inline bool operator== (const Vector3int32& rkVector) const {
return ( x == rkVector.x && y == rkVector.y && z == rkVector.z );
}
inline bool operator!= (const Vector3int32& rkVector) const {
return ( x != rkVector.x || y != rkVector.y || z != rkVector.z );
}
Vector3int32 max(const Vector3int32& v) const {
return Vector3int32(iMax(x, v.x), iMax(y, v.y), iMax(z, v.z));
}
Vector3int32 min(const Vector3int32& v) const {
return Vector3int32(iMin(x, v.x), iMin(y, v.y), iMin(z, v.z));
}
std::string toString() const;
}
#if defined(G3D_LINUX) || defined(G3D_OSX)
__attribute((aligned(1)))
#endif
;
#ifdef G3D_WIN32
#pragma pack(pop)
#endif
}
template <> struct HashTrait<G3D::Vector3int32> {
static size_t hashCode(const G3D::Vector3int32& key) {
// Mask for the top bit of a uint32
const G3D::uint32 top = (1 << 31);
// Mask for the bottom 10 bits of a uint32
const G3D::uint32 bot = 0x000003FF;
return static_cast<size_t>(((key.x & top) | ((key.y & top) >> 1) | ((key.z & top) >> 2)) |
(((key.x & bot) << 19) ^ ((key.y & bot) << 10) ^ (key.z & bot)));
}
};
#endif
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/**
@file Vector4.h
Homogeneous vector class.
@maintainer Morgan McGuire, [email protected]
@created 2002-07-09
@edited 2008-11-01
Copyright 2000-2008, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_VECTOR4_H
#define G3D_VECTOR4_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
#include "G3D/Vector2.h"
#include "G3D/Table.h"
#include "G3D/HashTrait.h"
#include "G3D/PositionTrait.h"
#include <string>
namespace G3D {
class Vector2;
class Vector3;
class Vector4;
class Vector4int8;
/**
Do not subclass-- this implementation makes assumptions about the
memory layout.
*/
class Vector4 {
private:
// Hidden operators
bool operator<(const Vector4&) const;
bool operator>(const Vector4&) const;
bool operator<=(const Vector4&) const;
bool operator>=(const Vector4&) const;
public:
// construction
Vector4();
Vector4(float fX, float fY, float fZ, float fW);
Vector4(float afCoordinate[4]);
Vector4(const Vector4& rkVector);
Vector4(const class Color4& c);
Vector4(const Vector3& rkVector, float fW);
Vector4(const Vector2& v1, const Vector2& v2);
Vector4(const Vector2& v1, float fz, float fw);
/** Divides by 127 when converting */
Vector4(const Vector4int8&);
Vector4(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
// coordinates
float x, y, z, w;
// access vector V as V[0] = V.x, V[1] = V.y, V[2] = V.z, etc.
//
// WARNING. These member functions rely on
// (1) Vector4 not having virtual functions
// (2) the data packed in a 4*sizeof(float) memory block
float& operator[] (int i);
const float& operator[] (int i) const;
operator float* ();
operator const float* () const;
// assignment and comparison
Vector4& operator= (const Vector4& rkVector);
bool operator== (const Vector4& rkVector) const;
bool operator!= (const Vector4& rkVector) const;
inline void set(float _x, float _y, float _z, float _w) {
x = _x;
y = _y;
z = _z;
w = _w;
}
inline void set(const Vector3& v, float _w) {
x = v.x;
y = v.y;
z = v.z;
w = _w;
}
inline void set(const Vector2& v, float _z, float _w) {
x = v.x;
y = v.y;
z = _z;
w = _w;
}
size_t hashCode() const;
bool fuzzyEq(const Vector4& other) const;
bool fuzzyNe(const Vector4& other) const;
inline static const Vector4& inf() { static Vector4 v((float)G3D::inf(), (float)G3D::inf(), (float)G3D::inf(), (float)G3D::inf()); return v; }
inline static const Vector4& nan() { static Vector4 v((float)G3D::nan(), (float)G3D::nan(), (float)G3D::nan(), (float)G3D::nan()); return v; }
/** sqrt(this->dot(*this)) */
float length() const;
float squaredLength() const;
inline float sum() const {
return x + y + z + w;
}
/** Returns true if this vector has finite length */
bool isFinite() const;
/** Returns true if this vector has length == 0 */
bool isZero() const;
/** Returns true if this vector has length == 1 */
bool isUnit() const;
// arithmetic operations
Vector4 operator+ (const Vector4& rkVector) const;
Vector4 operator- (const Vector4& rkVector) const;
inline Vector4 operator*(const Vector4& rkVector) const {
return Vector4(x * rkVector.x, y * rkVector.y, z * rkVector.z, w * rkVector.w);
}
inline Vector4 operator/(const Vector4& rkVector) const {
return Vector4(x / rkVector.x, y / rkVector.y, z / rkVector.z, w / rkVector.w);
}
Vector4 operator*(const class Matrix4& M) const;
Vector4 operator* (float fScalar) const;
Vector4 operator/ (float fScalar) const;
Vector4 operator- () const;
friend Vector4 operator* (float, const Vector4& rkVector);
// arithmetic updates
Vector4& operator+= (const Vector4& rkVector);
Vector4& operator-= (const Vector4& rkVector);
Vector4& operator*= (float fScalar);
Vector4& operator/= (float fScalar);
inline Vector4 clamp(const Vector4& low, const Vector4& high) const {
return Vector4(
G3D::clamp(x, low.x, high.x),
G3D::clamp(y, low.y, high.y),
G3D::clamp(z, low.z, high.z),
G3D::clamp(w, low.w, high.w));
}
inline Vector4 clamp(float low, float high) const {
return Vector4(
G3D::clamp(x, low, high),
G3D::clamp(y, low, high),
G3D::clamp(z, low, high),
G3D::clamp(w, low, high));
}
float dot (const Vector4& rkVector) const;
Vector4 min(const Vector4& v) const;
Vector4 max(const Vector4& v) const;
std::string toString() const;
/**
Linear interpolation
*/
Vector4 lerp(const Vector4& v, float alpha) const;
// 2-char swizzles
Vector2 xx() const;
Vector2 yx() const;
Vector2 zx() const;
Vector2 wx() const;
Vector2 xy() const;
Vector2 yy() const;
Vector2 zy() const;
Vector2 wy() const;
Vector2 xz() const;
Vector2 yz() const;
Vector2 zz() const;
Vector2 wz() const;
Vector2 xw() const;
Vector2 yw() const;
Vector2 zw() const;
Vector2 ww() const;
// 3-char swizzles
Vector3 xxx() const;
Vector3 yxx() const;
Vector3 zxx() const;
Vector3 wxx() const;
Vector3 xyx() const;
Vector3 yyx() const;
Vector3 zyx() const;
Vector3 wyx() const;
Vector3 xzx() const;
Vector3 yzx() const;
Vector3 zzx() const;
Vector3 wzx() const;
Vector3 xwx() const;
Vector3 ywx() const;
Vector3 zwx() const;
Vector3 wwx() const;
Vector3 xxy() const;
Vector3 yxy() const;
Vector3 zxy() const;
Vector3 wxy() const;
Vector3 xyy() const;
Vector3 yyy() const;
Vector3 zyy() const;
Vector3 wyy() const;
Vector3 xzy() const;
Vector3 yzy() const;
Vector3 zzy() const;
Vector3 wzy() const;
Vector3 xwy() const;
Vector3 ywy() const;
Vector3 zwy() const;
Vector3 wwy() const;
Vector3 xxz() const;
Vector3 yxz() const;
Vector3 zxz() const;
Vector3 wxz() const;
Vector3 xyz() const;
Vector3 yyz() const;
Vector3 zyz() const;
Vector3 wyz() const;
Vector3 xzz() const;
Vector3 yzz() const;
Vector3 zzz() const;
Vector3 wzz() const;
Vector3 xwz() const;
Vector3 ywz() const;
Vector3 zwz() const;
Vector3 wwz() const;
Vector3 xxw() const;
Vector3 yxw() const;
Vector3 zxw() const;
Vector3 wxw() const;
Vector3 xyw() const;
Vector3 yyw() const;
Vector3 zyw() const;
Vector3 wyw() const;
Vector3 xzw() const;
Vector3 yzw() const;
Vector3 zzw() const;
Vector3 wzw() const;
Vector3 xww() const;
Vector3 yww() const;
Vector3 zww() const;
Vector3 www() const;
// 4-char swizzles
Vector4 xxxx() const;
Vector4 yxxx() const;
Vector4 zxxx() const;
Vector4 wxxx() const;
Vector4 xyxx() const;
Vector4 yyxx() const;
Vector4 zyxx() const;
Vector4 wyxx() const;
Vector4 xzxx() const;
Vector4 yzxx() const;
Vector4 zzxx() const;
Vector4 wzxx() const;
Vector4 xwxx() const;
Vector4 ywxx() const;
Vector4 zwxx() const;
Vector4 wwxx() const;
Vector4 xxyx() const;
Vector4 yxyx() const;
Vector4 zxyx() const;
Vector4 wxyx() const;
Vector4 xyyx() const;
Vector4 yyyx() const;
Vector4 zyyx() const;
Vector4 wyyx() const;
Vector4 xzyx() const;
Vector4 yzyx() const;
Vector4 zzyx() const;
Vector4 wzyx() const;
Vector4 xwyx() const;
Vector4 ywyx() const;
Vector4 zwyx() const;
Vector4 wwyx() const;
Vector4 xxzx() const;
Vector4 yxzx() const;
Vector4 zxzx() const;
Vector4 wxzx() const;
Vector4 xyzx() const;
Vector4 yyzx() const;
Vector4 zyzx() const;
Vector4 wyzx() const;
Vector4 xzzx() const;
Vector4 yzzx() const;
Vector4 zzzx() const;
Vector4 wzzx() const;
Vector4 xwzx() const;
Vector4 ywzx() const;
Vector4 zwzx() const;
Vector4 wwzx() const;
Vector4 xxwx() const;
Vector4 yxwx() const;
Vector4 zxwx() const;
Vector4 wxwx() const;
Vector4 xywx() const;
Vector4 yywx() const;
Vector4 zywx() const;
Vector4 wywx() const;
Vector4 xzwx() const;
Vector4 yzwx() const;
Vector4 zzwx() const;
Vector4 wzwx() const;
Vector4 xwwx() const;
Vector4 ywwx() const;
Vector4 zwwx() const;
Vector4 wwwx() const;
Vector4 xxxy() const;
Vector4 yxxy() const;
Vector4 zxxy() const;
Vector4 wxxy() const;
Vector4 xyxy() const;
Vector4 yyxy() const;
Vector4 zyxy() const;
Vector4 wyxy() const;
Vector4 xzxy() const;
Vector4 yzxy() const;
Vector4 zzxy() const;
Vector4 wzxy() const;
Vector4 xwxy() const;
Vector4 ywxy() const;
Vector4 zwxy() const;
Vector4 wwxy() const;
Vector4 xxyy() const;
Vector4 yxyy() const;
Vector4 zxyy() const;
Vector4 wxyy() const;
Vector4 xyyy() const;
Vector4 yyyy() const;
Vector4 zyyy() const;
Vector4 wyyy() const;
Vector4 xzyy() const;
Vector4 yzyy() const;
Vector4 zzyy() const;
Vector4 wzyy() const;
Vector4 xwyy() const;
Vector4 ywyy() const;
Vector4 zwyy() const;
Vector4 wwyy() const;
Vector4 xxzy() const;
Vector4 yxzy() const;
Vector4 zxzy() const;
Vector4 wxzy() const;
Vector4 xyzy() const;
Vector4 yyzy() const;
Vector4 zyzy() const;
Vector4 wyzy() const;
Vector4 xzzy() const;
Vector4 yzzy() const;
Vector4 zzzy() const;
Vector4 wzzy() const;
Vector4 xwzy() const;
Vector4 ywzy() const;
Vector4 zwzy() const;
Vector4 wwzy() const;
Vector4 xxwy() const;
Vector4 yxwy() const;
Vector4 zxwy() const;
Vector4 wxwy() const;
Vector4 xywy() const;
Vector4 yywy() const;
Vector4 zywy() const;
Vector4 wywy() const;
Vector4 xzwy() const;
Vector4 yzwy() const;
Vector4 zzwy() const;
Vector4 wzwy() const;
Vector4 xwwy() const;
Vector4 ywwy() const;
Vector4 zwwy() const;
Vector4 wwwy() const;
Vector4 xxxz() const;
Vector4 yxxz() const;
Vector4 zxxz() const;
Vector4 wxxz() const;
Vector4 xyxz() const;
Vector4 yyxz() const;
Vector4 zyxz() const;
Vector4 wyxz() const;
Vector4 xzxz() const;
Vector4 yzxz() const;
Vector4 zzxz() const;
Vector4 wzxz() const;
Vector4 xwxz() const;
Vector4 ywxz() const;
Vector4 zwxz() const;
Vector4 wwxz() const;
Vector4 xxyz() const;
Vector4 yxyz() const;
Vector4 zxyz() const;
Vector4 wxyz() const;
Vector4 xyyz() const;
Vector4 yyyz() const;
Vector4 zyyz() const;
Vector4 wyyz() const;
Vector4 xzyz() const;
Vector4 yzyz() const;
Vector4 zzyz() const;
Vector4 wzyz() const;
Vector4 xwyz() const;
Vector4 ywyz() const;
Vector4 zwyz() const;
Vector4 wwyz() const;
Vector4 xxzz() const;
Vector4 yxzz() const;
Vector4 zxzz() const;
Vector4 wxzz() const;
Vector4 xyzz() const;
Vector4 yyzz() const;
Vector4 zyzz() const;
Vector4 wyzz() const;
Vector4 xzzz() const;
Vector4 yzzz() const;
Vector4 zzzz() const;
Vector4 wzzz() const;
Vector4 xwzz() const;
Vector4 ywzz() const;
Vector4 zwzz() const;
Vector4 wwzz() const;
Vector4 xxwz() const;
Vector4 yxwz() const;
Vector4 zxwz() const;
Vector4 wxwz() const;
Vector4 xywz() const;
Vector4 yywz() const;
Vector4 zywz() const;
Vector4 wywz() const;
Vector4 xzwz() const;
Vector4 yzwz() const;
Vector4 zzwz() const;
Vector4 wzwz() const;
Vector4 xwwz() const;
Vector4 ywwz() const;
Vector4 zwwz() const;
Vector4 wwwz() const;
Vector4 xxxw() const;
Vector4 yxxw() const;
Vector4 zxxw() const;
Vector4 wxxw() const;
Vector4 xyxw() const;
Vector4 yyxw() const;
Vector4 zyxw() const;
Vector4 wyxw() const;
Vector4 xzxw() const;
Vector4 yzxw() const;
Vector4 zzxw() const;
Vector4 wzxw() const;
Vector4 xwxw() const;
Vector4 ywxw() const;
Vector4 zwxw() const;
Vector4 wwxw() const;
Vector4 xxyw() const;
Vector4 yxyw() const;
Vector4 zxyw() const;
Vector4 wxyw() const;
Vector4 xyyw() const;
Vector4 yyyw() const;
Vector4 zyyw() const;
Vector4 wyyw() const;
Vector4 xzyw() const;
Vector4 yzyw() const;
Vector4 zzyw() const;
Vector4 wzyw() const;
Vector4 xwyw() const;
Vector4 ywyw() const;
Vector4 zwyw() const;
Vector4 wwyw() const;
Vector4 xxzw() const;
Vector4 yxzw() const;
Vector4 zxzw() const;
Vector4 wxzw() const;
Vector4 xyzw() const;
Vector4 yyzw() const;
Vector4 zyzw() const;
Vector4 wyzw() const;
Vector4 xzzw() const;
Vector4 yzzw() const;
Vector4 zzzw() const;
Vector4 wzzw() const;
Vector4 xwzw() const;
Vector4 ywzw() const;
Vector4 zwzw() const;
Vector4 wwzw() const;
Vector4 xxww() const;
Vector4 yxww() const;
Vector4 zxww() const;
Vector4 wxww() const;
Vector4 xyww() const;
Vector4 yyww() const;
Vector4 zyww() const;
Vector4 wyww() const;
Vector4 xzww() const;
Vector4 yzww() const;
Vector4 zzww() const;
Vector4 wzww() const;
Vector4 xwww() const;
Vector4 ywww() const;
Vector4 zwww() const;
Vector4 wwww() const;
};
//----------------------------------------------------------------------------
inline Vector4::Vector4() {
x = y = z = w = 0;
}
//----------------------------------------------------------------------------
inline Vector4::Vector4 (float fX, float fY, float fZ, float fW) {
x = fX;
y = fY;
z = fZ;
w = fW;
}
//----------------------------------------------------------------------------
inline Vector4::Vector4 (float afCoordinate[4]) {
x = afCoordinate[0];
y = afCoordinate[1];
z = afCoordinate[2];
w = afCoordinate[3];
}
//----------------------------------------------------------------------------
inline Vector4::Vector4(const Vector4& rkVector) {
x = rkVector.x;
y = rkVector.y;
z = rkVector.z;
w = rkVector.w;
}
//----------------------------------------------------------------------------
inline Vector4::Vector4(const Vector3& rkVector, float fW) {
x = rkVector.x;
y = rkVector.y;
z = rkVector.z;
w = fW;
}
//----------------------------------------------------------------------------
inline float& Vector4::operator[] (int i) {
return ((float*)this)[i];
}
//----------------------------------------------------------------------------
inline const float& Vector4::operator[] (int i) const {
return ((float*)this)[i];
}
//----------------------------------------------------------------------------
inline Vector4::operator float* () {
return (float*)this;
}
inline Vector4::operator const float* () const {
return (float*)this;
}
//----------------------------------------------------------------------------
inline Vector4& Vector4::operator= (const Vector4& rkVector) {
x = rkVector.x;
y = rkVector.y;
z = rkVector.z;
w = rkVector.w;
return *this;
}
//----------------------------------------------------------------------------
inline bool Vector4::operator== (const Vector4& rkVector) const {
return ( (x == rkVector.x) && (y == rkVector.y) && (z == rkVector.z) && (w == rkVector.w));
}
//----------------------------------------------------------------------------
inline bool Vector4::operator!= (const Vector4& rkVector) const {
return ( x != rkVector.x || y != rkVector.y || z != rkVector.z || w != rkVector.w);
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::operator+ (const Vector4& rkVector) const {
return Vector4(x + rkVector.x, y + rkVector.y, z + rkVector.z, w + rkVector.w);
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::operator- (const Vector4& rkVector) const {
return Vector4(x - rkVector.x, y - rkVector.y, z - rkVector.z, w - rkVector.w);
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::operator* (float fScalar) const {
return Vector4(fScalar*x, fScalar*y, fScalar*z, fScalar*w);
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::operator- () const {
return Vector4( -x, -y, -z, -w);
}
//----------------------------------------------------------------------------
inline Vector4& Vector4::operator+= (const Vector4& rkVector) {
x += rkVector.x;
y += rkVector.y;
z += rkVector.z;
w += rkVector.w;
return *this;
}
//----------------------------------------------------------------------------
inline Vector4& Vector4::operator-= (const Vector4& rkVector) {
x -= rkVector.x;
y -= rkVector.y;
z -= rkVector.z;
w -= rkVector.w;
return *this;
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::lerp(const Vector4& v, float alpha) const {
return (*this) + (v - *this) * alpha;
}
//----------------------------------------------------------------------------
inline Vector4& Vector4::operator*= (float fScalar) {
x *= fScalar;
y *= fScalar;
z *= fScalar;
w *= fScalar;
return *this;
}
//----------------------------------------------------------------------------
inline float Vector4::dot(const Vector4& rkVector) const {
return x*rkVector.x + y*rkVector.y + z*rkVector.z + w*rkVector.w;
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::min(const Vector4 &v) const {
return Vector4(G3D::min(v.x, x), G3D::min(v.y, y), G3D::min(v.z, z), G3D::min(v.w, w));
}
//----------------------------------------------------------------------------
inline Vector4 Vector4::max(const Vector4 &v) const {
return Vector4(G3D::max(v.x, x), G3D::max(v.y, y), G3D::max(v.z, z), G3D::max(v.w, w));
}
//----------------------------------------------------------------------------
inline bool Vector4::isZero() const {
return (x == 0.0f) && (y == 0.0f) && (z == 0.0f) && (w == 0.0f);
}
//----------------------------------------------------------------------------
inline bool Vector4::isFinite() const {
return G3D::isFinite(x) && G3D::isFinite(y) && G3D::isFinite(z) && G3D::isFinite(w);
}
//----------------------------------------------------------------------------
inline bool Vector4::isUnit() const {
return squaredLength() == 1.0;
}
//----------------------------------------------------------------------------
inline float Vector4::length() const {
return sqrtf(squaredLength());
}
//----------------------------------------------------------------------------
inline float Vector4::squaredLength() const {
return x * x + y * y + z * z + w * w;
}
}
template <> struct HashTrait<G3D::Vector4> {
static size_t hashCode(const G3D::Vector4& key) { return key.hashCode(); }
};
template<> struct PositionTrait<class G3D::Vector4> {
static void getPosition(const G3D::Vector4& v, G3D::Vector3& p) { p = v.xyz(); }
};
inline G3D::Vector4 operator* (float s, const G3D::Vector4& v) {
return v * s;
}
#endif
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/**
@file Vector4int8.h
Homogeneous vector class.
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2007-02-09
@edited 2007-02-09
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_VECTOR4INT8_H
#define G3D_VECTOR4INT8_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
namespace G3D {
class Vector3;
class Vector4;
/**
Homogeneous vector stored efficiently in four signed int8s.
*/
class Vector4int8 {
private:
// Hidden operators
bool operator<(const Vector4int8&) const;
bool operator>(const Vector4int8&) const;
bool operator<=(const Vector4int8&) const;
bool operator>=(const Vector4int8&) const;
/** For fast operations, treat this packed data structure as
an int32 */
inline uint32& asInt32() {
return *reinterpret_cast<uint32*>(this);
}
inline const uint32& asInt32() const {
return *reinterpret_cast<const uint32*>(this);
}
public:
// construction
inline Vector4int8() : x(0), y(0), z(0), w(0) {}
/** Multiplies the source by 127 and clamps to (-128, 127) when converting */
Vector4int8(const Vector4& source);
/** Multiplies the source by 127 and clamps to (-128, 127) when converting */
Vector4int8(const Vector3& source, int8 w);
inline Vector4int8(int8 x, int8 y, int8 z, int8 w) : x(x), y(y), z(z), w(w) {}
Vector4int8(class BinaryInput& b);
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
// coordinates
int8 x, y, z, w;
inline operator int8* () {
return reinterpret_cast<int8*>(this);
}
inline operator const int8* () const {
return reinterpret_cast<const int8*>(this);
}
// access vector V as V[0] = V.x, V[1] = V.y, V[2] = V.z, etc.
//
// WARNING. These member functions rely on
// (1) Vector4int8 not having virtual functions
// (2) the data packed in a 4*sizeof(int8) memory block
inline int8& operator[] (int i) {
debugAssert(i >= 0 && i <= 4);
return ((int8*)this)[i];
}
const int8& operator[] (int i) const {
debugAssert(i >= 0 && i <= 4);
return ((const int8*)this)[i];
}
// assignment and comparison
Vector4int8& operator= (const Vector4int8& other) {
asInt32() = other.asInt32();
return *this;
}
inline bool operator== (const Vector4int8& other) const {
return asInt32() == other.asInt32();
}
inline bool operator!= (const Vector4int8& other) const {
return ! (*this == other);
}
inline unsigned int hashCode() const {
return asInt32();
}
};
} // namespace G3D
#endif
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/**
@file WeakCache.h
@maintainer Morgan McGuire, graphics3d.com
@created 2007-05-16
@edited 2007-05-16
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_WEAKCACHE_H
#define G3D_WEAKCACHE_H
#include "G3D/ReferenceCount.h"
#include "G3D/Table.h"
namespace G3D {
/**
A cache that does not prevent its members from being garbage collected.
Useful to avoid loading or computing an expression twice. Useful
for memoization and dynamic programming.
Maintains a table of weak pointers. Weak pointers do not prevent
an object from being garbage collected. If the object is garbage
collected, the cache removes its reference.
There are no "contains" or "iterate" methods because elements can be
flushed from the cache at any time if they are garbage collected.
Example:
<pre>
WeakCache<std::string, TextureRef> textureCache;
TextureRef loadTexture(std::string s) {
TextureRef t = textureCache[s];
if (t.isNull()) {
t = Texture::fromFile(s);
textureCache.set(s, t);
}
return t;
}
</pre>
*/
template<class Key, class ValueRef>
class WeakCache {
typedef WeakReferenceCountedPointer<typename ValueRef::element_type> ValueWeakRef;
private:
Table<Key, ValueWeakRef> table;
public:
/**
Returns NULL if the object is not in the cache
*/
ValueRef operator[](const Key& k) {
if (table.containsKey(k)) {
ValueWeakRef w = table[k];
ValueRef s = w.createStrongPtr();
if (s.isNull()) {
// This object has been collected; clean out its key
table.remove(k);
}
return s;
} else {
return NULL;
}
}
void set(const Key& k, ValueRef v) {
table.set(k, v);
}
/** Removes k from the cache or does nothing if it is not currently in the cache.*/
void remove(const Key& k) {
if (table.containsKey(k)) {
table.remove(k);
}
}
};
}
#endif
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/**
@file WrapMode.h
@maintainer Morgan McGuire, graphics3d.com
@created 2007-04-17
@edited 2007-04-17
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_WRAPMODE_H
#define G3D_WRAPMODE_H
#include "G3D/platform.h"
#include "G3D/enumclass.h"
#ifdef IGNORE
# undef IGNORE
#endif
#ifdef ZERO
# undef ZERO
#endif
#ifdef ERROR
# undef ERROR
#endif
namespace G3D {
/**
Describes the behavior of G3D::Texture, G3D::Map2D, G3D::Image3, etc. when accessing an out-of-bounds
pixel. Not all classes support all modes.
Refer to these as scoped enums, e.g., <code>WrapMode m = WrapMode::CLAMP;</code>.
WrapMode::IGNORE silently discards attempts to write to out
of bounds locations and returns an undefined value for reading
from out of bounds locations.
WrapMode::ERROR generates an error when the
pixel indices are out of bounds
WrapMode::CLAMP makes out of bounds pixels equal to the last in-range pixel along that dimension.
WrapMode::TILE computes out of bounds pixels modulo the dimension
WrapMode::ZERO treats out of bounds values as the zero value, which varies in definition
according to the class used. For example, with a G3D::Texture, ZERO = Color4(0,0,0,0).
Uses the "Intelligent Enum" design pattern
http://www.codeguru.com/cpp/cpp/cpp_mfc/article.php/c4001/
*/
class WrapMode {
public:
/** Don't use this enum; use WrapMode instances instead. */
enum Value {
CLAMP,
TILE,
ZERO,
IGNORE,
ERROR
};
private:
Value value;
public:
G3D_DECLARE_ENUM_CLASS_METHODS(WrapMode);
};
} // namespace G3D
G3D_DECLARE_ENUM_CLASS_HASHCODE(G3D::WrapMode);
#endif
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/**
@file debug.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2001-08-26
@edited 2006-02-16
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_DEBUG_H
#define G3D_DEBUG_H
#include "G3D/platform.h"
#ifdef _MSC_VER
#include <crtdbg.h>
#endif
#include "G3D/debugPrintf.h"
#include "G3D/debugAssert.h"
namespace G3D {
#ifdef _MSC_VER
// Turn off 64-bit warnings
# pragma warning(push)
# pragma warning( disable : 4312)
# pragma warning( disable : 4267)
# pragma warning( disable : 4311)
#endif
/**
Useful for debugging purposes.
*/
inline bool isValidHeapPointer(const void* x) {
#ifdef _MSC_VER
return
(x != (void*)0xcccccccc) && (x != (void*)0xdeadbeef) && (x != (void*)0xfeeefeee);
#else
return x != NULL;
#endif
}
/**
Returns true if the pointer is likely to be
a valid pointer (instead of an arbitrary number).
Useful for debugging purposes.
*/
inline bool isValidPointer(const void* x) {
#ifdef _MSC_VER
return x != ((void*)0xcccccccc) && (x != (void*)0xdeadbeef) && (x != (void*)0xfeeefeee);
#else
return x != NULL;
#endif
}
#ifdef _MSC_VER
# pragma warning(pop)
#endif
}
#endif
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/**
@file debugAssert.h
debugAssert(expression);
debugAssertM(expression, message);
@cite
John Robbins, Microsoft Systems Journal Bugslayer Column, Feb 1999.
<A HREF="http://msdn.microsoft.com/library/periodic/period99/feb99_BUGSLAYE_BUGSLAYE.htm">
http://msdn.microsoft.com/library/periodic/period99/feb99_BUGSLAYE_BUGSLAYE.htm</A>
@cite
Douglas Cox, An assert() Replacement, Code of The Day, flipcode, Sept 19, 2000
<A HREF="http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-AssertReplace&forum=cotd&id=-1">
http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-AssertReplace&forum=cotd&id=-1</A>
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2001-08-26
@edited 2006-01-12
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_DEBUGASSERT_H
#define G3D_DEBUGASSERT_H
#include <string>
#include "G3D/platform.h"
#include <cstdlib>
#ifdef _MSC_VER
// conditional expression is constant
# pragma warning (disable : 4127)
#endif
#ifdef G3D_LINUX
// Needed so we can define a global display
// pointer for debugAssert.
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h>
#endif
#ifdef G3D_OSX
// Need this for DebugStr()
#import <CoreServices/CoreServices.h>
#endif
/**
@def debugBreak()
Break at the current location (i.e. don't push a procedure stack frame
before breaking).
*/
/**
@def debugAssert(exp)
Breaks if the expression is false. If G3D_DEBUG_NOGUI is defined, prompts at
the console, otherwise pops up a dialog. The user may then break (debug),
ignore, ignore always, or halt the program.
The assertion is also posted to the clipboard under Win32.
*/
/**
@def debugAssertM(exp, msg)
Breaks if the expression is false and displays a message. If G3D_DEBUG_NOGUI
is defined, prompts at the console, otherwise pops up a dialog. The user may
then break (debug), ignore, ignore always, or halt the program.
The assertion is also posted to the clipboard under Win32.
*/
namespace G3D {
typedef bool (*AssertionHook)(
const char* _expression,
const std::string& message,
const char* filename,
int lineNumber,
bool& ignoreAlways,
bool useGuiPrompt);
/**
Allows customization of the global function invoked when a debugAssert fails.
The initial value is G3D::_internal::_handleDebugAssert_. G3D will invoke
rawBreak if the hook returns true. If NULL, assertions are not handled.
*/
void setAssertionHook(AssertionHook hook);
AssertionHook assertionHook();
/**
Called by alwaysAssertM in case of failure in release mode. If returns
true then the program exits with -1 (you can replace this with your own
version that throws an exception or has other failure modes).
*/
void setFailureHook(AssertionHook hook);
AssertionHook failureHook();
namespace _internal {
extern AssertionHook _debugHook;
extern AssertionHook _failureHook;
} // internal
} // G3D
/**
@def __debugPromptShowDialog__
@internal
*/
#ifdef G3D_DEBUG
# if defined(_MSC_VER)
# define rawBreak() ::DebugBreak();
# elif defined(__i386__)
// gcc on intel
# define rawBreak() __asm__ __volatile__ ( "int $3" );
# else
// some other gcc
# define rawBreak() ::abort()
# endif
// old mac code:
//# define rawBreak() DebugStr((const unsigned char*)("\nG3D: Invoking breakpoint in debugger.")); /* XCode must be set to break on Debugger()/DebugStr() */
# define debugBreak() G3D::_internal::_releaseInputGrab_(); rawBreak(); G3D::_internal::_restoreInputGrab_();
# define debugAssert(exp) debugAssertM(exp, "Debug assertion failure")
#ifdef G3D_DEBUG_NOGUI
#define __debugPromptShowDialog__ false
#else
#define __debugPromptShowDialog__ true
#endif
#define debugAssertM(exp, message) do { \
static bool __debugAssertIgnoreAlways__ = false; \
if (!__debugAssertIgnoreAlways__ && !(exp)) { \
G3D::_internal::_releaseInputGrab_(); \
if ((G3D::_internal::_debugHook != NULL) && \
G3D::_internal::_debugHook((const char*)(#exp), message, __FILE__, __LINE__, __debugAssertIgnoreAlways__, __debugPromptShowDialog__)) { \
rawBreak(); \
} \
G3D::_internal::_restoreInputGrab_(); \
} \
} while (0)
#define alwaysAssertM debugAssertM
#else // Release
#ifdef G3D_DEBUG_NOGUI
#define __debugPromptShowDialog__ false
#else
#define __debugPromptShowDialog__ true
#endif
// In the release build, just define away assertions.
#define rawBreak() do {} while (0)
#define debugAssert(exp) do {} while (0)
#define debugAssertM(exp, message) do {} while (0)
#define debugBreak() do {} while (0)
// But keep the 'always' assertions
#define alwaysAssertM(exp, message) { \
static bool __alwaysAssertIgnoreAlways__ = false; \
if (!__alwaysAssertIgnoreAlways__ && !(exp)) { \
G3D::_internal::_releaseInputGrab_(); \
if ((G3D::_internal::_failureHook != NULL) && \
G3D::_internal::_failureHook(#exp, message, __FILE__, __LINE__, __alwaysAssertIgnoreAlways__, __debugPromptShowDialog__)) { \
::exit(-1); \
} \
G3D::_internal::_restoreInputGrab_(); \
} \
}
#endif // if debug
namespace G3D { namespace _internal {
#ifdef G3D_LINUX
/**
A pointer to the X11 display. Initially NULL. If set to a
non-null value (e.g. by SDLWindow), debugAssert attempts to use
this display to release the mouse/input grab when an assertion
fails.
*/
extern Display* x11Display;
/**
A pointer to the X11 window. Initially NULL. If set to a
non-null value (e.g. by SDLWindow), debugAssert attempts to use
this window to release the mouse/input grab when an assertion
fails.
*/
extern Window x11Window;
#endif
/**
Pops up an assertion dialog or prints an assertion
ignoreAlways - return result of pressing the ignore button.
useGuiPrompt - if true, shows a dialog
*/
bool _handleDebugAssert_(
const char* expression,
const std::string& message,
const char* filename,
int lineNumber,
bool& ignoreAlways,
bool useGuiPrompt);
bool _handleErrorCheck_(
const char* expression,
const std::string& message,
const char* filename,
int lineNumber,
bool& ignoreAlways,
bool useGuiPrompt);
/** Attempts to give the user back their mouse and keyboard if they
were locked to the current window.
@internal*/
void _releaseInputGrab_();
/** Attempts to restore the state before _releaseInputGrab_.
@internal*/
void _restoreInputGrab_();
}; }; // namespace
#endif
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/**
@file debugPrintf.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2001-08-26
@edited 2007-07-20
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_DEBUGPRINTF_H
#define G3D_DEBUGPRINTF_H
#include "G3D/platform.h"
#include <stdio.h>
#include <cstdarg>
#include "G3D/format.h"
#include <string>
namespace G3D {
typedef void (*ConsolePrintHook)(const std::string&);
namespace _internal {
extern ConsolePrintHook _consolePrintHook;
}
/** Called by consolePrintf after the log and terminal have been written to.
Used by GConsole to intercept printing routines.*/
void setConsolePrintHook(ConsolePrintHook h);
ConsolePrintHook consolePrintHook();
/**
Sends output to the log and to the last GConsole instantiated.
Guarantees that the output has been flushed by the time the routine
returns.
@sa G3D::logPrintf, G3D::screenPrintf
@return The string that was printed
*/
std::string __cdecl consolePrintf(const char* fmt ...) G3D_CHECK_PRINTF_ARGS;
std::string consolePrint(const std::string&);
/**
Under visual studio, appears in the VS debug pane.
On unix-based operating systems the output is sent to stderr.
Also sends output to the console (G3D::consolePrintf) if there is a consolePrintHook,
and log (G3D::logPrintf), and flushes before returning.
@return The string that was printed
*/
std::string __cdecl debugPrintf(const char* fmt ...) G3D_CHECK_PRINTF_ARGS;
std::string debugPrint(const std::string&);
} // namespace G3D
#endif
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/**
@file G3D/enumclass.h
@maintainer Morgan McGuire, morgan@graphics3d.com
@created 2007-01-27
@edited 2007-07-20
*/
#ifndef G3D_ENUMCLASS_H
#define G3D_ENUMCLASS_H
#include "G3D/Table.h"
#include "G3D/BinaryInput.h"
#include "G3D/BinaryOutput.h"
/**
Creates a series of methods that turn a class into a scoped enumeration.
Uses the "Intelligent Enum" design pattern
http://www.codeguru.com/cpp/cpp/cpp_mfc/article.php/c4001/
Enum classes are initialized to their zero value by default.
See GLG3D/GKey.h for an example.
*/
#define G3D_DECLARE_ENUM_CLASS_METHODS(Classname)\
inline Classname(char v) : value((Value)v) {}\
\
inline Classname() : value((Value)0) {}\
\
inline Classname(const Value v) : value(v) {}\
\
explicit inline Classname(int v) : value((Value)v) {}\
\
/** Support cast back to the Value type, which is needed to allow implicit assignment inside unions. */\
/*inline operator Value() const {
return value;
}*/\
\
inline operator int() const {\
return (int)value;\
}\
\
inline bool operator== (const Classname other) const {\
return value == other.value;\
}\
\
inline bool operator== (const Classname::Value other) const {\
return value == other;\
}\
\
inline bool operator!= (const Classname other) const {\
return value != other.value;\
}\
\
inline bool operator!= (const Classname::Value other) const {\
return value != other;\
}\
\
inline bool operator< (const Classname other) const {\
return value < other.value;\
}\
\
inline bool operator> (const Classname other) const {\
return value > other.value;\
}\
\
inline bool operator>= (const Classname other) const {\
return value >= other.value;\
}\
\
inline bool operator<= (const Classname other) const {\
return value <= other.value;\
}\
\
inline bool operator< (const Value other) const {\
return value < other;\
}\
\
inline bool operator> (const Value other) const {\
return value > other;\
}\
\
inline bool operator<= (const Value other) const {\
return value <= other;\
}\
\
inline bool operator>= (const Value other) const {\
return value >= other;\
}\
\
inline Classname& operator-- () {\
value = (Value)((int)value - 1);\
return *this;\
}\
\
inline Classname& operator++ () {\
value = (Value)((int)value + 1);\
return *this;\
}\
\
inline Classname& operator+= (const int x) {\
value = (Value)((int)value + x);\
return *this;\
}\
\
inline Classname& operator-= (const int x) {\
value = (Value)((int)value - x);\
return *this;\
}\
\
inline Classname operator+ (const int x) const {\
return Classname((int)value + x);\
}\
\
inline Classname operator- (const int x) const {\
return Classname((int)value - x);\
}\
\
inline unsigned int hashCode() const {\
return (unsigned int)value;\
}\
\
void serialize(BinaryOutput& b) const {\
b.writeInt32(value);\
}\
\
void deserialize(BinaryInput& b) {\
value = (Value)b.readInt32();\
}
#define G3D_DECLARE_ENUM_CLASS_HASHCODE(Classname)\
template <> struct HashTrait<Classname::Value> \
{ \
static size_t hashCode(Classname::Value key) { return static_cast<size_t>(key); } \
}; \
\
template <> struct HashTrait<Classname> \
{ \
static size_t hashCode(Classname key) { return static_cast<size_t>(key.hashCode()); } \
};
#endif
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/**
@file fileutils.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@author 2002-06-06
@edited 2007-01-18
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_FILEUTILS_H
#define G3D_FILEUTILS_H
#include "G3D/platform.h"
#include <string>
#include <stdio.h>
#include "G3D/Array.h"
#include "G3D/Set.h"
#include "G3D/g3dmath.h"
#ifdef G3D_WIN32
// For chdir, mkdir, etc.
# include <direct.h>
#endif
namespace G3D {
namespace _internal {
extern Set<std::string> currentFilesUsed;
}
/** Returns all the files used by G3D and GLG3D during the current execution. */
Array<std::string> filesUsed();
std::string readWholeFile(
const std::string& filename);
/** Reads from a zip file and decompresses the desired contents
into memory. Does not support recursive zip calls (i.e. a .zip
stored within another .zip)
@param file the path, of the format C:\...\something.zip\...\desiredfile.ext
@param data a pointer to the memory where the file will be stored
@param length the size of the file decompressed to memory */
void zipRead(const std::string& file,
void*& data,
size_t& length);
/** Closes the contents of a zip file that had been decompressed to
memory. Must be called in tandem with zipRead() to avoid memory
leaks.
@param data the pointer to the decompressed file in memory */
void zipClose(void* data);
/**
@param flush If true (default), the file is ready for reading as soon
as the function returns. If false, the function returns immediately and
writes the file in the background.
*/
void writeWholeFile(
const std::string& filename,
const std::string& str,
bool flush = true);
/**
Creates the directory (which may optionally end in a /)
and any parents needed to reach it.
*/
void createDirectory(
const std::string& dir);
/**
Fully qualifies a filename. The filename may contain wildcards,
in which case the wildcards will be preserved in the returned value.
*/
std::string resolveFilename(const std::string& filename);
/**
Appends all files matching filespec to the files array. The names
will not contain paths unless includePath == true. These may be
relative to the current directory unless the filespec is fully qualified
(can be done with resolveFilename).
Wildcards can only appear to the right of the last slash in filespec.
Works with .zip files used as paths, if filespec is passed in the form
C:\...\something.zip\* Does not work recursively with zipfiles (a
.zip within a .zip will not work)
*/
void getFiles(
const std::string& filespec,
Array<std::string>& files,
bool includePath = false);
/**
Appends all directories matching filespec to the files array. The names
will not contain paths unless includePath == true. These may be
relative to the current directory unless the filespec is fully qualified
(can be done with resolveFilename).
Does not append special directories "." or "..".
Works with .zip files used as paths, if filespec is passed in the form
C:\...\something.zip\* Does not work recursively with zipfiles (a
.zip within a .zip will not work)
*/
void getDirs(
const std::string& filespec,
Array<std::string>& files,
bool includePath = false);
/** Returns true if the specified path exists and is a directory */
bool isDirectory(const std::string& filespec);
/** Returns true if the specified filename exists and is a zipfile */
bool isZipfile(const std::string& filename);
/** Returns the length of the file. If
filename specifies a path that contains a zipfile, but the
contents within are specified correctly, returns the
uncompressed size of the requested file. Returns -1 if
the file does not exist.
@param filename the path to test, may contain .zip
*/
int64 fileLength(const std::string& filename);
/**
Copies the file
*/
void copyFile(
const std::string& source,
const std::string& dest);
/** Returns a temporary file that is open for read/write access. This
tries harder than the ANSI tmpfile, so it may succeed when that fails. */
FILE* createTempFile();
/**
Returns true if the given file (or directory) exists.
@param filename the path to test. must not end in a trailing slash.
@param lookInZipfiles if the path does not exist, calls zipfileExists()
*/
bool fileExists(
const std::string& filename,
const bool lookInZipfiles = true);
/**
Returns true if the given file (or directory) exists
within a zipfile. Called if fileExists initially
returns false and the lookInZipfiles flag has been set.
Must not end in a trailing slash. Does not work for recursive
zipfiles (.zips within another .zip)
@param filename the path to test
@param outZipfile the path to the .zip file
@param outInternalFile the path (within the .zip) where the desired file is located, if valid
*/
bool zipfileExists(
const std::string& filename,
std::string& outZipfile,
std::string& outInternalFile
);
bool zipfileExists(const std::string& filename);
/**
Parses a filename into four useful pieces.
Examples:
c:\a\b\d.e
root = "c:\"
path = "a" "b"
base = "d"
ext = "e"
/a/b/d.e
root = "/"
path = "a" "b"
base = "d"
ext = "e"
/a/b
root = "/"
path = "a"
base = "b"
ext = "e"
*/
void parseFilename(
const std::string& filename,
std::string& drive,
Array<std::string>& path,
std::string& base,
std::string& ext);
/**
Returns the part of the filename that includes the base and ext from
parseFilename (i.e. everything to the right of the path).
*/
std::string filenameBaseExt(const std::string& filename);
/**
Returns the extension on a filename.
*/
std::string filenameExt(const std::string& filename);
/** Returns the portion of a filename to the left of the last period
and to the right of the last slash or colon.
*/
std::string filenameBase(const std::string& filename);
/** Creates a unique filename base in the current directory using the
specified prefix.*/
std::string generateFilenameBase(const std::string& prefix = "");
/**
Returns the drive (if Win32) and path from a filename, including
a slash if there was one.
<CODE>filenamePath(f) + filenameBaseExt(f) == f</CODE>
*/
std::string filenamePath(const std::string& filename);
/** Returns true if '*' or '?' appears in the string */
bool filenameContainsWildcards(const std::string& filename);
/** Returns true if dst does not exist or src is newer than dst. Works on both files and directories. */
bool fileIsNewer(const std::string& src, const std::string& dst);
/** Appends file onto dirname, ensuring a / if needed. */
std::string pathConcat(const std::string& dirname, const std::string& file);
} // namespace
#endif
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/**
@file G3D/filter.h
@author Morgan McGuire, matrix@graphics3d.com
@created 2007-03-01
@edited 2007-03-01
Copyright 2000-2007, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_FILTER_H
#define G3D_FILTER_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/g3dmath.h"
namespace G3D {
/**
Generates a set of 1D gaussian filter coefficients of size N. The coefficients
are centered on element (N-1)/2 and have standard deviation given by std. The coefficients
are normalized such that the sum across coeff is 1.0.
Matches the results returned by Matlab <code>fspecial('gaussian', [1, N], std)</code>
*/
void gaussian1D(Array<float>& coeff, int N = 5, float std = 0.5f);
}
#endif
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/**
@file format.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@author 2000-09-09
@edited 2005-11-03
Copyright 2000-2005, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_FORMAT_H
#define G3D_FORMAT_H
#include "G3D/platform.h"
#include <string>
#include <stdio.h>
#include <cstdarg>
namespace G3D {
/**
Produces a string from arguments of the style of printf. This avoids
problems with buffer overflows when using sprintf and makes it easy
to use the result functionally. This function is fast when the resulting
string is under 160 characters (not including terminator) and slower
when the string is longer.
*/
std::string __cdecl format(
const char* fmt
...) G3D_CHECK_PRINTF_ARGS;
/**
Like format, but can be called with the argument list from a ... function.
*/
std::string vformat(
const char* fmt,
va_list argPtr) G3D_CHECK_VPRINTF_ARGS;
} // namespace
#endif
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/**
@file g3dmath.h
Math util class.
@maintainer Morgan McGuire, matrix@graphics3d.com
@cite highestBit by Jukka Liimatta
@created 2001-06-02
@edited 2006-01-16
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3DMATH_H
#define G3DMATH_H
#ifdef _MSC_VER
// Disable conditional expression is constant, which occurs incorrectly on inlined functions
# pragma warning (push)
# pragma warning (disable : 4127)
// disable: "C++ exception handler used"
# pragma warning (disable : 4530)
#endif
#include "G3D/platform.h"
#include <ctype.h>
#include <float.h>
#include <limits>
#include <stdlib.h>
#ifdef _MSC_VER
// Visual Studio is missing inttypes.h
# ifndef PRId64
# define PRId64 "I64d"
# endif
#else
#include <inttypes.h>
#endif
/*These defines enable functionality introduced with the 1999 ISO C
**standard. They must be defined before the inclusion of math.h to
**engage them. If optimisation is enabled, these functions will be
**inlined. With optimisation switched off, you have to link in the
**maths library using -lm.
*/
#define _ISOC9X_SOURCE1
#define _ISOC99_SOURCE1
#define __USE_ISOC9X1
#define __USE_ISOC991
#include <math.h>
#include "G3D/debug.h"
#undef min
#undef max
namespace G3D {
#ifdef _MSC_VER
/**
Win32 implementation of the C99 fast rounding routines.
@cite routines are
Copyright (C) 2001 Erik de Castro Lopo <erikd AT mega-nerd DOT com>
Permission to use, copy, modify, distribute, and sell this file for any
purpose is hereby granted without fee, provided that the above copyright
and this permission notice appear in all copies. No representations are
made about the suitability of this software for any purpose. It is
provided "as is" without express or implied warranty.
*/
__inline long int lrint (double flt) {
int intgr;
_asm {
fld flt
fistp intgr
};
return intgr;
}
__inline long int lrintf(float flt) {
int intgr;
_asm {
fld flt
fistp intgr
};
return intgr;
}
#endif
const double fuzzyEpsilon = 0.00001;
/** Returns a reference to a static double.
This value should not be tested against directly, instead
G3D::isNan() and G3D::isFinite() will return reliable results. */
inline const double& inf() {
// double is a standard type and should have infinity
static const double i = std::numeric_limits<double>::infinity();
return i;
}
/** Returns a reference to a static double.
This value should not be tested against directly, instead
G3D::isNan() and G3D::isFinite() will return reliable results. */
inline const double& nan() {
// double is a standard type and should have quiet NaN
static const double n = std::numeric_limits<double>::quiet_NaN();
return n;
}
/** Returns a reference to a static double. Use instead of G3D_PI. */
inline const double& pi() {
static const double p = 3.1415926535898;
return p;
}
/** Returns a reference to a static double. */
inline const double& halfPi() {
static const double p = pi() / 2.0;
return p;
}
/** Returns a reference to a static double. */
inline const double& twoPi() {
static const double p = pi() * 2.0;;
return p;
}
typedef signed char int8;
typedef unsigned char uint8;
typedef short int16;
typedef unsigned short uint16;
typedef int int32;
typedef unsigned int uint32;
#ifdef _MSC_EXTENSIONS
typedef __int64 int64;
typedef unsigned __int64 uint64;
#elif ! defined(_MSC_VER)
typedef int64_t int64;
typedef uint64_t uint64;
#else
typedef long long int64;
typedef unsigned long long uint64;
#endif
typedef float float32;
typedef double float64;
int iAbs(int iValue);
int iCeil(double fValue);
/**
Clamps the value to the range [low, hi] (inclusive)
*/
int iClamp(int val, int low, int hi);
int16 iClamp(int16 val, int16 low, int16 hi);
double clamp(double val, double low, double hi);
float clamp(float val, float low, float hi);
/**
Returns a + (b - a) * f;
*/
inline double lerp(double a, double b, double f) {
return a + (b - a) * f;
}
inline float lerp(float a, float b, float f) {
return a + (b - a) * f;
}
/**
Wraps the value to the range [0, hi) (exclusive
on the high end). This is like the clock arithmetic
produced by % (modulo) except the result is guaranteed
to be positive.
*/
int iWrap(int val, int hi);
int iFloor(double fValue);
int iSign(int iValue);
int iSign(double fValue);
inline int iSign(float f) {
return iSign((double)f);
}
/**
Fast round to integer using the lrint routine.
Typically 6x faster than casting to integer.
*/
inline int iRound(double fValue) {
return lrint(fValue);
}
/**
Fast round to integer using the lrint routine.
Typically 6x faster than casting to integer.
*/
inline int iRound(float f) {
return lrintf(f);
}
/**
Returns a random number uniformly at random between low and hi
(inclusive).
*/
int iRandom(int low, int hi);
double abs (double fValue);
double aCos (double fValue);
double aSin (double fValue);
double aTan (double fValue);
double aTan2 (double fY, double fX);
double sign (double fValue);
double square (double fValue);
/**
Returns true if the argument is a finite real number.
*/
bool isFinite(double x);
/**
Returns true if the argument is NaN (not a number).
You can't use x == nan to test this because all
comparisons against nan return false.
*/
bool isNaN(double x);
/**
Computes x % 3.
*/
int iMod3(int x);
/**
Uniform random number between low and hi, inclusive. [low, hi]
*/
float uniformRandom(float low = 0.0f, float hi = 1.0f);
/**
Normally distributed random number.
*/
float gaussRandom(float mean = 0.0f, float stdev = 1.0f);
template <class T>
inline T min(const T& x, const T& y) {
return std::min<T>(x, y);
}
template <class T>
inline T min(const T& x, const T& y, const T& z) {
return std::min<T>(std::min<T>(x, y), z);
}
template <class T>
inline T min(const T& x, const T& y, const T& z, const T& w) {
return std::min<T>(std::min<T>(x, y), std::min<T>(z, w));
}
template <class T>
inline T max(const T& x, const T& y) {
return std::max<T>(x, y);
}
template <class T>
inline T max(const T& x, const T& y, const T& z) {
return std::max<T>(std::max<T>(x, y), z);
}
template <class T>
inline T max(const T& x, const T& y, const T& z, const T& w) {
return std::max<T>(std::max<T>(x, y), std::max<T>(z, w));
}
int iMin(int x, int y);
int iMax(int x, int y);
double square(double x);
double sumSquares(double x, double y);
double sumSquares(double x, double y, double z);
double distance(double x, double y);
double distance(double x, double y, double z);
/**
Returnes the 0-based index of the highest 1 bit from
the left. -1 means the number was 0.
@cite Based on code by jukka@liimatta.org
*/
int highestBit(uint32 x);
/**
Note that fuzzyEq(a, b) && fuzzyEq(b, c) does not imply
fuzzyEq(a, c), although that will be the case on some
occasions.
*/
bool fuzzyEq(double a, double b);
/** True if a is definitely not equal to b.
Guaranteed false if a == b.
Possibly false when a != b.*/
bool fuzzyNe(double a, double b);
/** Is a strictly greater than b? (Guaranteed false if a <= b).
(Possibly false if a > b) */
bool fuzzyGt(double a, double b);
/** Is a near or greater than b? */
bool fuzzyGe(double a, double b);
/** Is a strictly less than b? (Guaranteed false if a >= b)*/
bool fuzzyLt(double a, double b);
/** Is a near or less than b? */
bool fuzzyLe(double a, double b);
/**
Computes 1 / sqrt(x).
*/
inline float rsq(float x) {
return 1.0f / sqrtf(x);
}
/**
Uses SSE to implement rsq.
@cite Nick nicolas@capens.net
*/
inline float SSErsq(float x) {
#if defined(SSE) && defined(G3D_WIN32)
__asm {
movss xmm0, x
rsqrtss xmm0, xmm0
movss x, xmm0
}
return x;
#else
return 1.0f / sqrt(x);
#endif
}
/**
Return the next power of 2 higher than the input
If the input is already a power of 2, the output will be the same
as the input.
*/
int ceilPow2(unsigned int in);
/** Returns 2^x */
inline int pow2(unsigned int x) {
return 1 << x;
}
/** Log base 2 */
inline float log2(float x) {
return ::logf(x) / ::logf(2.0f);
}
/** Log base 2 */
inline double log2(double x) {
return ::log(x) / ::log(2.0);
}
/** Log base 2 */
inline double log2(int x) {
return log2((double)x);
}
/**
* True if num is a power of two.
*/
bool isPow2(int num);
bool isOdd(int num);
bool isEven(int num);
double toRadians(double deg);
double toDegrees(double rad);
/**
Returns true if x is not exactly equal to 0.0f.
*/
inline bool any(float x) {
return x != 0;
}
/**
Returns true if x is not exactly equal to 0.0f.
*/
inline bool all(float x) {
return x != 0;
}
/**
v / v (for DirectX/Cg support)
*/
inline float normalize(float v) {
return v / v;
}
/**
a * b (for DirectX/Cg support)
*/
inline float dot(float a, float b) {
return a * b;
}
/**
a * b (for DirectX/Cg support)
*/
inline float mul(float a, float b) {
return a * b;
}
/**
2^x
*/
inline double exp2(double x) {
return pow(2.0, x);
}
inline double rsqrt(double x) {
return 1.0 / sqrt(x);
}
/**
sin(x)/x
*/
inline double sinc(double x) {
double r = sin(x) / x;
if (isNaN(r)) {
return 1.0;
} else {
return r;
}
}
/**
Computes a floating point modulo; the result is t wrapped to the range [lo, hi).
*/
inline float wrap(float t, float lo, float hi) {
if ((t >= lo) && (t < hi)) {
return t;
}
debugAssert(hi > lo);
float interval = hi - lo;
return t - interval * iFloor((t - lo) / interval);
}
inline double wrap(double t, double lo, double hi) {
if ((t >= lo) && (t < hi)) {
return t;
}
debugAssert(hi > lo);
double interval = hi - lo;
return t - interval * iFloor((t - lo) / interval);
}
inline double wrap(double t, double hi) {
return wrap(t, 0.0, hi);
}
inline bool isNaN(double x) {
bool b1 = (x < 0.0);
bool b2 = (x >= 0.0);
bool b3 = !(b1 || b2);
return b3;
}
inline bool isFinite(double x) {
return ! isNaN(x) && (x < G3D::inf()) && (x > -G3D::inf());
}
//----------------------------------------------------------------------------
inline int iAbs (int iValue) {
return ( iValue >= 0 ? iValue : -iValue );
}
//----------------------------------------------------------------------------
inline int iCeil (double fValue) {
return int(::ceil(fValue));
}
//----------------------------------------------------------------------------
inline int iClamp(int val, int low, int hi) {
debugAssert(low <= hi);
if (val <= low) {
return low;
} else if (val >= hi) {
return hi;
} else {
return val;
}
}
//----------------------------------------------------------------------------
inline int16 iClamp(int16 val, int16 low, int16 hi) {
debugAssert(low <= hi);
if (val <= low) {
return low;
} else if (val >= hi) {
return hi;
} else {
return val;
}
}
//----------------------------------------------------------------------------
inline double clamp(double val, double low, double hi) {
debugAssert(low <= hi);
if (val <= low) {
return low;
} else if (val >= hi) {
return hi;
} else {
return val;
}
}
inline float clamp(float val, float low, float hi) {
debugAssert(low <= hi);
if (val <= low) {
return low;
} else if (val >= hi) {
return hi;
} else {
return val;
}
}
//----------------------------------------------------------------------------
inline int iWrap(int val, int hi) {
if (val < 0) {
return ((val % hi) + hi) % hi;
} else {
return val % hi;
}
}
//----------------------------------------------------------------------------
inline int iFloor (double fValue) {
return int(::floor(fValue));
}
//----------------------------------------------------------------------------
inline int iSign (int iValue) {
return ( iValue > 0 ? + 1 : ( iValue < 0 ? -1 : 0 ) );
}
inline int iSign (double fValue) {
return ( fValue > 0.0 ? + 1 : ( fValue < 0.0 ? -1 : 0 ) );
}
//----------------------------------------------------------------------------
inline double abs (double fValue) {
return double(::fabs(fValue));
}
//----------------------------------------------------------------------------
inline double aCos (double fValue) {
if ( -1.0 < fValue ) {
if ( fValue < 1.0 )
return double(::acos(fValue));
else
return 0.0;
} else {
return pi();
}
}
//----------------------------------------------------------------------------
inline double aSin (double fValue) {
if ( -1.0 < fValue ) {
if ( fValue < 1.0 ) {
return double(::asin(fValue));
} else {
return -halfPi();
}
} else {
return halfPi();
}
}
//----------------------------------------------------------------------------
inline double aTan (double fValue) {
return double(::atan(fValue));
}
//----------------------------------------------------------------------------
inline double aTan2 (double fY, double fX) {
return double(::atan2(fY, fX));
}
//----------------------------------------------------------------------------
inline double sign (double fValue) {
if (fValue > 0.0) {
return 1.0;
}
if (fValue < 0.0) {
return -1.0;
}
return 0.0;
}
inline float sign (float fValue) {
if (fValue > 0.0f) {
return 1.0f;
}
if (fValue < 0.0f) {
return -1.0f;
}
return 0.0f;
}
inline float uniformRandom(float low, float hi) {
return (hi - low) * float(::rand()) / float(RAND_MAX) + low;
}
//----------------------------------------------------------------------------
inline double square(double x) {
return x * x;
}
//----------------------------------------------------------------------------
inline double sumSquares(double x, double y) {
return x*x + y*y;
}
//----------------------------------------------------------------------------
inline double sumSquares(double x, double y, double z) {
return x*x + y*y + z*z;
}
//----------------------------------------------------------------------------
inline double distance(double x, double y) {
return sqrt(sumSquares(x, y));
}
//----------------------------------------------------------------------------
inline double distance(double x, double y, double z) {
return sqrt(sumSquares(x, y, z));
}
//----------------------------------------------------------------------------
/** @deprecated use G3D::min */
inline int iMin(int x, int y) {
return (x >= y) ? y : x;
}
//----------------------------------------------------------------------------
/** @deprecated use G3D::min */
inline int iMax(int x, int y) {
return (x >= y) ? x : y;
}
//----------------------------------------------------------------------------
inline int ceilPow2(unsigned int in) {
in -= 1;
in |= in >> 16;
in |= in >> 8;
in |= in >> 4;
in |= in >> 2;
in |= in >> 1;
return in + 1;
}
inline bool isPow2(int num) {
return ((num & -num) == num);
}
inline bool isOdd(int num) {
return (num & 1) == 1;
}
inline bool isEven(int num) {
return (num & 1) == 0;
}
inline double toRadians(double deg) {
return deg * pi() / 180.0;
}
inline double toDegrees(double rad) {
return rad * 180.0 / pi();
}
inline float toRadians(float deg) {
return deg * (float)pi() / 180.0f;
}
inline float toDegrees(float rad) {
return rad * 180.0f / (float)pi();
}
inline float toRadians(int deg) {
return deg * (float)pi() / 180.0f;
}
inline float toDegrees(int rad) {
return rad * 180.0f / (float)pi();
}
/**
Computes an appropriate epsilon for comparing a and b.
*/
inline double eps(double a, double b) {
// For a and b to be nearly equal, they must have nearly
// the same magnitude. This means that we can ignore b
// since it either has the same magnitude or the comparison
// will fail anyway.
(void)b;
const double aa = abs(a) + 1;
if (aa == inf()) {
return fuzzyEpsilon;
} else {
return fuzzyEpsilon * aa;
}
}
inline bool fuzzyEq(double a, double b) {
return (a == b) || (abs(a - b) <= eps(a, b));
}
inline bool fuzzyNe(double a, double b) {
return ! fuzzyEq(a, b);
}
inline bool fuzzyGt(double a, double b) {
return a > b + eps(a, b);
}
inline bool fuzzyGe(double a, double b) {
return a > b - eps(a, b);
}
inline bool fuzzyLt(double a, double b) {
return a < b - eps(a, b);
}
inline bool fuzzyLe(double a, double b) {
return a < b + eps(a, b);
}
inline int iMod3(int x) {
return x % 3;
}
/**
Given a 32-bit integer, returns the integer with the bytes in the opposite order.
*/
inline uint32 flipEndian32(const uint32 x) {
return (x << 24) | ((x & 0xFF00) << 8) |
((x & 0xFF0000) >> 8) | ((x & 0xFF000000) >> 24);
}
/**
Given a 16-bit integer, returns the integer with the bytes in the opposite order.
*/
inline uint16 flipEndian16(const uint16 x) {
return (x << 8) | ((x & 0xFF00) >> 8);
}
} // namespace
#ifdef _MSC_VER
# pragma warning (pop)
#endif
#endif
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/**
@file platform.h
#defines for platform specific issues.
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2003-06-09
@edited 2007-07-30
*/
#ifndef G3D_PLATFORM_H
#define G3D_PLATFORM_H
/**
The version number of G3D in the form: MmmBB ->
version M.mm [beta BB]
*/
#define G3D_VER 70100
#if defined(G3D_RELEASEDEBUG)
# define G3D_DEBUGRELEASE
#endif
#if defined(G3D_DEBUGRELEASE) && defined(_DEBUG)
# undef _DEBUG
#endif
#if !defined(G3D_DEBUG) && (defined(_DEBUG) || defined(G3D_DEBUGRELEASE))
# define G3D_DEBUG
#endif
#ifdef _MSC_VER
#define G3D_WIN32
#elif defined(__FreeBSD__) || defined(__OpenBSD__)
#define G3D_FREEBSD
#define G3D_LINUX
#elif defined(__linux__)
#define G3D_LINUX
#elif defined(__APPLE__)
#define G3D_OSX
// Prevent OS X fp.h header from being included; it defines
// pi as a constant, which creates a conflict with G3D
#define __FP__
#else
#error Unknown platform
#endif
// Default to compiling with SSE, but if you want to compile
// without installing SP5.0 and the Processor Pack on Windows, compile with NO_SSE
// defined (can be passed to the compiler command line with /D "NO_SSE")
#if !defined(NO_SSE)
#define SSE
#endif
// On g++, recognize cases where the -msse2 flag was not specified
#if defined(SSE) && defined(__GNUC__) && ! defined (__SSE__)
# undef SSE
#endif
// Verify that the supported compilers are being used and that this is a known
// processor.
#ifdef G3D_LINUX
# ifndef __GNUC__
# error G3D only supports the gcc compiler on Linux.
# endif
#endif
#ifdef G3D_OSX
# ifndef __GNUC__
# error G3D only supports the gcc compiler on OS X.
# endif
# if defined(__i386__)
# define G3D_OSX_INTEL
# elif defined(__PPC__)
# define G3D_OSX_PPC
# else
# define G3D_OSX_UNKNOWN
# endif
#endif
#ifdef _MSC_VER
// Microsoft Visual C++ 8.0 ("Express") = 1400
// Microsoft Visual C++ 7.1 ("2003") _MSC_VER = 1310
// Microsoft Visual C++ 7.0 ("2002") _MSC_VER = 1300
// Microsoft Visual C++ 6.0 _MSC_VER = 1200
// Microsoft Visual C++ 5.0 _MSC_VER = 1100
// Turn off warnings about deprecated C routines (TODO: revisit)
# pragma warning (disable : 4996)
// Turn off "conditional expression is constant" warning; MSVC generates this
// for debug assertions in inlined methods.
# pragma warning (disable : 4127)
# define G3D_DEPRECATED __declspec(deprecated)
// Prevent Winsock conflicts by hiding the winsock API
# ifndef _WINSOCKAPI_
# define _G3D_INTERNAL_HIDE_WINSOCK_
# define _WINSOCKAPI_
# endif
// Disable 'name too long for browse information' warning
# pragma warning (disable : 4786)
// TODO: remove
# pragma warning (disable : 4244)
# define ZLIB_WINAPI
# define restrict
# define G3D_CHECK_PRINTF_ARGS
# define G3D_CHECK_VPRINTF_ARGS
# define G3D_CHECK_PRINTF_METHOD_ARGS
# define G3D_CHECK_VPRINTF_METHOD_ARGS
// On MSVC, we need to link against the multithreaded DLL version of
// the C++ runtime because that is what SDL and ZLIB are compiled
// against. This is not the default for MSVC, so we set the following
// defines to force correct linking.
//
// For documentation on compiler options, see:
// http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore/html/_core_.2f.md.2c_2f.ml.2c_2f.mt.2c_2f.ld.asp
// http://msdn.microsoft.com/library/default.asp?url=/library/en-us/vccore98/HTML/_core_Compiler_Reference.asp
//
// DLL runtime
#ifndef _DLL
#define _DLL
#endif
// Multithreaded runtime
#ifndef _MT
#define _MT 1
#endif
// Ensure that we aren't forced into the static lib
#ifdef _STATIC_CPPLIB
#undef _STATIC_CPPLIB
#endif
#ifdef _DEBUG
#pragma comment (linker, "/NODEFAULTLIB:LIBCMTD.LIB")
#pragma comment (linker, "/NODEFAULTLIB:LIBCPMTD.LIB")
#pragma comment (linker, "/NODEFAULTLIB:LIBCPD.LIB")
#pragma comment (linker, "/DEFAULTLIB:MSVCPRTD.LIB")
#pragma comment(linker, "/NODEFAULTLIB:LIBCD.LIB")
#pragma comment(linker, "/DEFAULTLIB:MSVCRTD.LIB")
#else
#pragma comment(linker, "/NODEFAULTLIB:LIBC.LIB")
#pragma comment(linker, "/DEFAULTLIB:MSVCRT.LIB")
#pragma comment (linker, "/NODEFAULTLIB:LIBCMT.LIB")
#pragma comment (linker, "/NODEFAULTLIB:LIBCPMT.LIB")
#pragma comment(linker, "/NODEFAULTLIB:LIBCP.LIB")
#pragma comment (linker, "/DEFAULTLIB:MSVCPRT.LIB")
#endif
// Now set up external linking
# ifdef _DEBUG
// zlib was linked against the release MSVCRT; force
// the debug version.
# pragma comment(linker, "/NODEFAULTLIB:MSVCRT.LIB")
# endif
# ifndef WIN32_LEAN_AND_MEAN
# define WIN32_LEAN_AND_MEAN 1
# endif
# define NOMINMAX 1
# ifndef _WIN32_WINNT
# define _WIN32_WINNT 0x0500
# endif
# include <windows.h>
# undef WIN32_LEAN_AND_MEAN
# undef NOMINMAX
# ifdef _G3D_INTERNAL_HIDE_WINSOCK_
# undef _G3D_INTERNAL_HIDE_WINSOCK_
# undef _WINSOCKAPI_
# endif
# define G3D_START_AT_MAIN()\
int WINAPI G3D_WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw);\
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw) {\
return G3D_WinMain(hInst, hPrev, szCmdLine, sw);\
}
#else
# define G3D_START_AT_MAIN()
#endif // win32
#ifdef __GNUC__
# include <stdint.h>
# if __STDC_VERSION__ < 199901
# define restrict __restrict__
# endif
# define G3D_DEPRECATED __attribute__((__deprecated__))
// setup function calling conventions
# if defined(__i386__) && ! defined(__x86_64__)
# ifndef __cdecl
# define __cdecl __attribute__((cdecl))
# endif
# ifndef __stdcall
# define __stdcall __attribute__((stdcall))
# endif
# elif defined(__x86_64__) || defined(__powerpc__)
# ifndef __cdecl
# define __cdecl
# endif
# ifndef __stdcall
# define __stdcall
# endif
# endif // calling conventions
# define G3D_CHECK_PRINTF_METHOD_ARGS __attribute__((__format__(__printf__, 2, 3)))
# define G3D_CHECK_VPRINTF_METHOD_ARGS __attribute__((__format__(__printf__, 2, 0)))
# define G3D_CHECK_PRINTF_ARGS __attribute__((__format__(__printf__, 1, 2)))
# define G3D_CHECK_VPRINTF_ARGS __attribute__((__format__(__printf__, 1, 0)))
#endif
/**
@def STR(expression)
Creates a string from the expression. Frequently used with G3D::Shader
to express shading programs inline.
<CODE>STR(this becomes a string)<PRE> evaluates the same as <CODE>"this becomes a string"</CODE>
*/
#define STR(x) #x
// Header guard
#endif
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/**
@file prompt.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@cite Windows GUI code by Max McGuire
@created 2001-08-26
@edited 2006-08-13
*/
#ifndef G3D_PROMPT_H
#define G3D_PROMPT_H
#include "platform.h"
#include <string>
namespace G3D {
/**
Prints a prompt to stdout and waits for user input. The return value is
the number of the user's choice (the first is 0, if there are no
choices, returns 0).
@param useGui Under Win32, use a GUI, not stdout prompt.
@param windowTitle The title for the prompt window
@param promptx The text string to prompt the user with
@param choice An array of strings that are the choices the user may make
@param numChoices The length of choice.
@cite Windows dialog interface by Max McGuire, mmcguire@ironlore.com
@cite Font setting code by Kurt Miller, kurt@flipcode.com
*/
int prompt(
const char* windowTitle,
const char* promptx,
const char** choice,
int numChoices,
bool useGui);
/**
Prints a prompt and waits for user input. The return value is
the number of the user's choice (the first is 0, if there are no
choices, returns 0).
<P>Uses GUI under Win32, stdout prompt otherwise.
*/
inline int prompt(
const char* windowTitle,
const char* promptx,
const char** choice,
int numChoices) {
return prompt(windowTitle, promptx, choice, numChoices, true);
}
/**
Displays a GUI prompt with "Ok" as the only choice.
*/
void msgBox(
const std::string& message,
const std::string& title = "Message");
}; // namespace
#endif
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#ifndef G3D_SERIALIZE_H
#define G3D_SERIALIZE_H
#include "G3D/BinaryInput.h"
#include "G3D/BinaryOutput.h"
#include "G3D/Array.h"
namespace G3D {
template<typename T>
void serialize(const Array<T>& array, BinaryOutput& b) {
b.writeInt32(array.size());
for (int i = 0; i < array.size(); ++i) {
serialize(array[i], b);
}
}
template<typename T>
void deserialize(Array<T>& array, BinaryInput& b) {
int N = b.readInt32();
array.resize(N);
for (int i = 0; i < array.size(); ++i) {
deserialize(array[i], b);
}
}
}
#endif
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/**
@file spline.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2004-07-25
@edited 2007-05-05
*/
#ifndef G3D_SPLINEFUNC_H
#define G3D_SPLINEFUNC_H
namespace G3D {
#include "G3D/platform.h"
#include "G3D/debug.h"
#include "G3D/Array.h"
#include "G3D/g3dmath.h"
/**
Interpolates a property according to a piecewise linear spline. This provides
C0 continuity but the derivatives are not smooth.
<P>
Example:
<CODE>
const double times[] = {MIDNIGHT, SUNRISE - HOUR, SUNRISE, SUNRISE + sunRiseAndSetTime / 4, SUNRISE + sunRiseAndSetTime, SUNSET - sunRiseAndSetTime, SUNSET - sunRiseAndSetTime / 2, SUNSET, SUNSET + HOUR/2, DAY};
const Color3 color[] = {Color3(0, .0, .1), Color3(0, .0, .1), Color3::black(), Color3::black(), Color3::white() * .25, Color3::white() * .25, Color3(.5, .2, .2), Color3(.05, .05, .1), Color3(0, .0, .1), Color3(0, .0, .1)};
ambient = linearSpline(time, times, color, 10);
</CODE>
See also G3D::Spline
@param x The spline is a function of x; this is the sample to choose.
@param controlX controlX[i], controlY[i] is a control points. It is assumed
that controlX are strictly increasing. XType must support
the "<" operator and a subtraction operator that returns
a number.
@param controlY YType must support multiplication and addition.
@param numControl The number of control points.
*/
template<class XType, class YType>
YType linearSpline(double x, const XType* controlX, const YType* controlY, int numControl) {
debugAssert(numControl >= 1);
// Off the beginning
if ((numControl == 1) || (x < controlX[0])) {
return controlY[0];
}
for (int i = 1; i < numControl; ++i) {
if (x < controlX[i]) {
const double alpha = (double)(controlX[i] - x) / (controlX[i] - controlX[i - 1]);
return controlY[i] * (1 - alpha) + controlY[i - 1] * alpha;
}
}
// Off the end
return controlY[numControl - 1];
}
/** See also G3D::Spline*/
template<class YType> YType cyclicCatmullRomSpline(
double t,
const YType* controlY,
int numPoints) {
debugAssert(numPoints >= 3);
t = wrap(t, numPoints);
// Find the indices of adjacent control points
int i = iFloor(t);
// Compute the distance from the control point
t = t - i;
// Shift back one point for correct indexing
i += numPoints - 1;
// Pick up four control points
const YType& P0 = controlY[(i + 0) % numPoints];
const YType& P1 = controlY[(i + 1) % numPoints];
const YType& P2 = controlY[(i + 2) % numPoints];
const YType& P3 = controlY[(i + 3) % numPoints];
return 0.5 * ((2 * P1) +
(-P0 + P2) * t +
(2*P0 - 5*P1 + 4*P2 - P3) * t*t +
(-P0 + 3*P1- 3*P2 + P3) * t*t*t);
}
/**
A cubic spline with regularly spaced
control points. The spline interpolates
the control points. The spline
will wrap from the last point back to the first.
The t parameter is on the range [0, controlY.size()],
where integers correspond to control points exactly.
See also G3D::Spline
@cite http://www.mvps.org/directx/articles/catmull/
*/
template<class YType> YType cyclicCatmullRomSpline(
double t,
const Array<YType>& controlY) {
int numPoints = controlY.size();
return cyclicCatmullRomSpline(t, controlY.getCArray(), numPoints);
}
}
#endif
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/**
@file stringutils.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@author 2000-09-09
@edited 2008-08-05
*/
#ifndef G3D_STRINGUTILS_H
#define G3D_STRINGUTILS_H
#include "G3D/platform.h"
#include "G3D/Array.h"
#include <cstring>
namespace G3D {
extern const char* NEWLINE;
/**
Returns true if the test string begins with the pattern string.
*/
bool beginsWith(
const std::string& test,
const std::string& pattern);
/**
Returns true if the test string ends with the pattern string.
*/
bool endsWith(
const std::string& test,
const std::string& pattern);
/**
Produces a new string that is the input string
wrapped at a certain number of columns (where
the line is broken at the latest space before the
column limit.) Platform specific NEWLINEs
are inserted to wrap.
*/
std::string wordWrap(
const std::string& input,
int numCols);
/**
A comparison function for passing to Array::sort.
*/
int stringCompare(
const std::string& s1,
const std::string& s2);
int stringPtrCompare(
const std::string* s1,
const std::string* s2);
/**
Returns a new string that is an uppercase version of x.
*/
std::string toUpper(
const std::string& x);
std::string toLower(
const std::string& x);
/**
Splits x at each occurance of splitChar.
*/
G3D::Array<std::string> stringSplit(
const std::string& x,
char splitChar);
/**
joinChar is not inserted at the beginning or end, just in between
elements.
*/
std::string stringJoin(
const G3D::Array<std::string>& a,
char joinChar);
std::string stringJoin(
const G3D::Array<std::string>& a,
const std::string& joinStr);
/**
Strips whitespace from both ends of the string.
*/
std::string trimWhitespace(
const std::string& s);
/** These standard C functions are renamed for clarity/naming
conventions and to return bool, not int.
*/
inline bool isWhiteSpace(const unsigned char c) {
return isspace(c) != 0;
}
/** These standard C functions are renamed for clarity/naming
conventions and to return bool, not int.
*/
inline bool isNewline(const unsigned char c) {
return (c == '\n') || (c == '\r');
}
/** These standard C functions are renamed for clarity/naming
conventions and to return bool, not int.
*/
inline bool isDigit(const unsigned char c) {
return isdigit(c) != 0;
}
/** These standard C functions are renamed for clarity/naming
conventions and to return bool, not int.
*/
inline bool isLetter(const unsigned char c) {
return isalpha(c) != 0;
}
inline bool isSlash(const unsigned char c) {
return (c == '\\') || (c == '/');
}
inline bool isQuote(const unsigned char c) {
return (c == '\'') || (c == '\"');
}
}; // namespace
#endif
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/**
@file uint128.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@author Kyle Whitson
@created 2008-07-17
@edited 2008-07-17
*/
#ifndef G3D_UINT128_H
#define G3D_UINT128_H
#include "G3D/g3dmath.h"
namespace G3D {
/** Limited functionality 128-bit unsigned integer. This is primarily to support FNV hashing and other
cryptography applications. See the GMP library for high-precision C++ math support. */
class uint128 {
public:
G3D::uint64 hi;
G3D::uint64 lo;
uint128(const uint64& lo);
uint128(const uint64& hi, const uint64& lo);
uint128& operator+=(const uint128& x);
uint128& operator*=(const uint128& x);
uint128& operator^=(const uint128& x);
uint128& operator&=(const uint128& x);
uint128& operator|=(const uint128& x);
bool operator==(const uint128& x);
uint128& operator>>=(const int x);
uint128& operator<<=(const int x);
uint128 operator&(const uint128& x);
};
}
#endif
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/**
@file vectorMath.h
Function aliases for popular vector methods.
@maintainer Morgan McGuire, matrix@graphics3d.com
@created: 2001-06-02
@edited: 2004-02-02
Copyright 2000-2004, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_VECTORMATH_H
#define G3D_VECTORMATH_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector2.h"
#include "G3D/Vector3.h"
#include "G3D/Vector4.h"
#include "G3D/Matrix3.h"
#include "G3D/Matrix4.h"
#include "G3D/Color1.h"
#include "G3D/Color3.h"
#include "G3D/Color4.h"
namespace G3D {
inline Matrix4 mul(const Matrix4& a, const Matrix4& b) {
return a * b;
}
inline Vector4 mul(const Matrix4& m, const Vector4& v) {
return m * v;
}
inline Vector3 mul(const Matrix3& m, const Vector3& v) {
return m * v;
}
inline Matrix3 mul(const Matrix3& a, const Matrix3& b) {
return a * b;
}
inline float dot(const Vector2& a, const Vector2& b) {
return a.dot(b);
}
inline float dot(const Vector3& a, const Vector3& b) {
return a.dot(b);
}
inline float dot(const Vector4& a, const Vector4& b) {
return a.dot(b);
}
inline Vector2 normalize(const Vector2& v) {
return v / v.length();
}
inline Vector3 normalize(const Vector3& v) {
return v / v.magnitude();
}
inline Vector4 normalize(const Vector4& v) {
return v / v.length();
}
inline Vector2 abs(const Vector2& v) {
return Vector2(::fabsf(v.x), ::fabsf(v.y));
}
inline Vector3 abs(const Vector3& v) {
return Vector3(::fabsf(v.x), ::fabsf(v.y), ::fabsf(v.z));
}
inline Vector4 abs(const Vector4& v) {
return Vector4(::fabsf(v.x), ::fabsf(v.y), ::fabsf(v.z), ::fabsf(v.w));
}
inline bool all(const Vector2& v) {
return (v.x != 0) && (v.y != 0);
}
inline bool all(const Vector3& v) {
return (v.x != 0) && (v.y != 0) && (v.z != 0);
}
inline bool all(const Vector4& v) {
return (v.x != 0) && (v.y != 0) && (v.z != 0) && (v.w != 0);
}
inline bool any(const Vector2& v) {
return (v.x != 0) || (v.y != 0);
}
inline bool any(const Vector3& v) {
return (v.x != 0) || (v.y != 0) || (v.z != 0);
}
inline bool any(const Vector4& v) {
return (v.x != 0) || (v.y != 0) || (v.z != 0) || (v.w != 0);
}
inline Vector2 clamp(const Vector2& v, const Vector2& a, const Vector2& b) {
return v.clamp(a, b);
}
inline Vector3 clamp(const Vector3& v, const Vector3& a, const Vector3& b) {
return v.clamp(a, b);
}
inline Vector4 clamp(const Vector4& v, const Vector4& a, const Vector4& b) {
return v.clamp(a, b);
}
inline Vector2 lerp(const Vector2& v1, const Vector2& v2, float f) {
return v1.lerp(v2, f);
}
inline Vector3 lerp(const Vector3& v1, const Vector3& v2, float f) {
return v1.lerp(v2, f);
}
inline Vector4 lerp(const Vector4& v1, const Vector4& v2, float f) {
return v1.lerp(v2, f);
}
inline Color1 lerp(const Color1& v1, const Color1& v2, float f) {
return v1.lerp(v2, f);
}
inline Color3 lerp(const Color3& v1, const Color3& v2, float f) {
return v1.lerp(v2, f);
}
inline Color4 lerp(const Color4& v1, const Color4& v2, float f) {
return v1.lerp(v2, f);
}
inline Vector3 cross(const Vector3& v1, const Vector3& v2) {
return v1.cross(v2);
}
inline double determinant(const Matrix3& m) {
return m.determinant();
}
inline double determinant(const Matrix4& m) {
return m.determinant();
}
inline Vector2 min(const Vector2& v1, const Vector2& v2) {
return v1.min(v2);
}
inline Vector3 min(const Vector3& v1, const Vector3& v2) {
return v1.min(v2);
}
inline Vector4 min(const Vector4& v1, const Vector4& v2) {
return v1.min(v2);
}
inline Color3 min(const Color3& v1, const Color3& v2) {
return v1.min(v2);
}
inline Color4 min(const Color4& v1, const Color4& v2) {
return v1.min(v2);
}
inline Vector2 max(const Vector2& v1, const Vector2& v2) {
return v1.max(v2);
}
inline Vector3 max(const Vector3& v1, const Vector3& v2) {
return v1.max(v2);
}
inline Vector4 max(const Vector4& v1, const Vector4& v2) {
return v1.max(v2);
}
inline Color3 max(const Color3& v1, const Color3& v2) {
return v1.max(v2);
}
inline Color4 max(const Color4& v1, const Color4& v2) {
return v1.max(v2);
}
inline Vector2 sign(const Vector2& v) {
return Vector2((float)sign(v.x), (float)sign(v.y));
}
inline Vector3 sign(const Vector3& v) {
return Vector3((float)sign(v.x), (float)sign(v.y), (float)sign(v.z));
}
inline Vector4 sign(const Vector4& v) {
return Vector4((float)sign(v.x), (float)sign(v.y), (float)sign(v.z), (float)sign(v.w));
}
inline float length(float v) {
return ::fabsf(v);
}
inline float length(const Vector2& v) {
return v.length();
}
inline float length(const Vector3& v) {
return v.magnitude();
}
inline float length(const Vector4& v) {
return v.length();
}
/**
Computes the log of each component. Useful for
inverting the monitor gamma function or simulating
perceptual response.
*/
inline Color3 log(const Color3& c) {
return Color3(::logf(c.r), ::logf(c.g), ::logf(c.b));
}
}
#endif

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