Files
simgear/simgear/math/SGVec3.hxx
T
frohlich 4f802689f2 Correct finite precision issues.
Use consistent function names.
Implement changes consistently over the different vector sizes.

Modified Files:
	SGVec2.hxx SGVec3.hxx SGVec4.hxx
2009-09-17 12:21:42 +02:00

520 lines
13 KiB
C++

// Copyright (C) 2006-2009 Mathias Froehlich - Mathias.Froehlich@web.de
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
#ifndef SGVec3_H
#define SGVec3_H
#ifndef NO_OPENSCENEGRAPH_INTERFACE
#include <osg/Vec3f>
#include <osg/Vec3d>
#endif
/// 3D Vector Class
template<typename T>
class SGVec3 {
public:
typedef T value_type;
/// Default constructor. Does not initialize at all.
/// If you need them zero initialized, use SGVec3::zeros()
SGVec3(void)
{
/// Initialize with nans in the debug build, that will guarantee to have
/// a fast uninitialized default constructor in the release but shows up
/// uninitialized values in the debug build very fast ...
#ifndef NDEBUG
for (unsigned i = 0; i < 3; ++i)
data()[i] = SGLimits<T>::quiet_NaN();
#endif
}
/// Constructor. Initialize by the given values
SGVec3(T x, T y, T z)
{ data()[0] = x; data()[1] = y; data()[2] = z; }
/// Constructor. Initialize by the content of a plain array,
/// make sure it has at least 3 elements
explicit SGVec3(const T* d)
{ data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; }
template<typename S>
explicit SGVec3(const SGVec3<S>& d)
{ data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; }
explicit SGVec3(const SGVec2<T>& v2, const T& v3 = 0)
{ data()[0] = v2[0]; data()[1] = v2[1]; data()[2] = v3; }
/// Access by index, the index is unchecked
const T& operator()(unsigned i) const
{ return data()[i]; }
/// Access by index, the index is unchecked
T& operator()(unsigned i)
{ return data()[i]; }
/// Access raw data by index, the index is unchecked
const T& operator[](unsigned i) const
{ return data()[i]; }
/// Access raw data by index, the index is unchecked
T& operator[](unsigned i)
{ return data()[i]; }
/// Access the x component
const T& x(void) const
{ return data()[0]; }
/// Access the x component
T& x(void)
{ return data()[0]; }
/// Access the y component
const T& y(void) const
{ return data()[1]; }
/// Access the y component
T& y(void)
{ return data()[1]; }
/// Access the z component
const T& z(void) const
{ return data()[2]; }
/// Access the z component
T& z(void)
{ return data()[2]; }
/// Readonly raw storage interface
const T (&data(void) const)[3]
{ return _data; }
/// Readonly raw storage interface
T (&data(void))[3]
{ return _data; }
/// Inplace addition
SGVec3& operator+=(const SGVec3& v)
{ data()[0] += v(0); data()[1] += v(1); data()[2] += v(2); return *this; }
/// Inplace subtraction
SGVec3& operator-=(const SGVec3& v)
{ data()[0] -= v(0); data()[1] -= v(1); data()[2] -= v(2); return *this; }
/// Inplace scalar multiplication
template<typename S>
SGVec3& operator*=(S s)
{ data()[0] *= s; data()[1] *= s; data()[2] *= s; return *this; }
/// Inplace scalar multiplication by 1/s
template<typename S>
SGVec3& operator/=(S s)
{ return operator*=(1/T(s)); }
/// Return an all zero vector
static SGVec3 zeros(void)
{ return SGVec3(0, 0, 0); }
/// Return unit vectors
static SGVec3 e1(void)
{ return SGVec3(1, 0, 0); }
static SGVec3 e2(void)
{ return SGVec3(0, 1, 0); }
static SGVec3 e3(void)
{ return SGVec3(0, 0, 1); }
/// Constructor. Initialize by a geodetic coordinate
/// Note that this conversion is relatively expensive to compute
static SGVec3 fromGeod(const SGGeod& geod);
/// Constructor. Initialize by a geocentric coordinate
/// Note that this conversion is relatively expensive to compute
static SGVec3 fromGeoc(const SGGeoc& geoc);
private:
T _data[3];
};
template<>
inline
SGVec3<double>
SGVec3<double>::fromGeod(const SGGeod& geod)
{
SGVec3<double> cart;
SGGeodesy::SGGeodToCart(geod, cart);
return cart;
}
template<>
inline
SGVec3<float>
SGVec3<float>::fromGeod(const SGGeod& geod)
{
SGVec3<double> cart;
SGGeodesy::SGGeodToCart(geod, cart);
return SGVec3<float>(cart(0), cart(1), cart(2));
}
template<>
inline
SGVec3<double>
SGVec3<double>::fromGeoc(const SGGeoc& geoc)
{
SGVec3<double> cart;
SGGeodesy::SGGeocToCart(geoc, cart);
return cart;
}
template<>
inline
SGVec3<float>
SGVec3<float>::fromGeoc(const SGGeoc& geoc)
{
SGVec3<double> cart;
SGGeodesy::SGGeocToCart(geoc, cart);
return SGVec3<float>(cart(0), cart(1), cart(2));
}
/// Unary +, do nothing ...
template<typename T>
inline
const SGVec3<T>&
operator+(const SGVec3<T>& v)
{ return v; }
/// Unary -, do nearly nothing
template<typename T>
inline
SGVec3<T>
operator-(const SGVec3<T>& v)
{ return SGVec3<T>(-v(0), -v(1), -v(2)); }
/// Binary +
template<typename T>
inline
SGVec3<T>
operator+(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ return SGVec3<T>(v1(0)+v2(0), v1(1)+v2(1), v1(2)+v2(2)); }
/// Binary -
template<typename T>
inline
SGVec3<T>
operator-(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ return SGVec3<T>(v1(0)-v2(0), v1(1)-v2(1), v1(2)-v2(2)); }
/// Scalar multiplication
template<typename S, typename T>
inline
SGVec3<T>
operator*(S s, const SGVec3<T>& v)
{ return SGVec3<T>(s*v(0), s*v(1), s*v(2)); }
/// Scalar multiplication
template<typename S, typename T>
inline
SGVec3<T>
operator*(const SGVec3<T>& v, S s)
{ return SGVec3<T>(s*v(0), s*v(1), s*v(2)); }
/// multiplication as a multiplicator, that is assume that the first vector
/// represents a 3x3 diagonal matrix with the diagonal elements in the vector.
/// Then the result is the product of that matrix times the second vector.
template<typename T>
inline
SGVec3<T>
mult(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ return SGVec3<T>(v1(0)*v2(0), v1(1)*v2(1), v1(2)*v2(2)); }
/// component wise min
template<typename T>
inline
SGVec3<T>
min(const SGVec3<T>& v1, const SGVec3<T>& v2)
{
return SGVec3<T>(SGMisc<T>::min(v1(0), v2(0)),
SGMisc<T>::min(v1(1), v2(1)),
SGMisc<T>::min(v1(2), v2(2)));
}
template<typename S, typename T>
inline
SGVec3<T>
min(const SGVec3<T>& v, S s)
{
return SGVec3<T>(SGMisc<T>::min(s, v(0)),
SGMisc<T>::min(s, v(1)),
SGMisc<T>::min(s, v(2)));
}
template<typename S, typename T>
inline
SGVec3<T>
min(S s, const SGVec3<T>& v)
{
return SGVec3<T>(SGMisc<T>::min(s, v(0)),
SGMisc<T>::min(s, v(1)),
SGMisc<T>::min(s, v(2)));
}
/// component wise max
template<typename T>
inline
SGVec3<T>
max(const SGVec3<T>& v1, const SGVec3<T>& v2)
{
return SGVec3<T>(SGMisc<T>::max(v1(0), v2(0)),
SGMisc<T>::max(v1(1), v2(1)),
SGMisc<T>::max(v1(2), v2(2)));
}
template<typename S, typename T>
inline
SGVec3<T>
max(const SGVec3<T>& v, S s)
{
return SGVec3<T>(SGMisc<T>::max(s, v(0)),
SGMisc<T>::max(s, v(1)),
SGMisc<T>::max(s, v(2)));
}
template<typename S, typename T>
inline
SGVec3<T>
max(S s, const SGVec3<T>& v)
{
return SGVec3<T>(SGMisc<T>::max(s, v(0)),
SGMisc<T>::max(s, v(1)),
SGMisc<T>::max(s, v(2)));
}
/// Scalar dot product
template<typename T>
inline
T
dot(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ return v1(0)*v2(0) + v1(1)*v2(1) + v1(2)*v2(2); }
/// The euclidean norm of the vector, that is what most people call length
template<typename T>
inline
T
norm(const SGVec3<T>& v)
{ return sqrt(dot(v, v)); }
/// The euclidean norm of the vector, that is what most people call length
template<typename T>
inline
T
length(const SGVec3<T>& v)
{ return sqrt(dot(v, v)); }
/// The 1-norm of the vector, this one is the fastest length function we
/// can implement on modern cpu's
template<typename T>
inline
T
norm1(const SGVec3<T>& v)
{ return fabs(v(0)) + fabs(v(1)) + fabs(v(2)); }
/// The inf-norm of the vector
template<typename T>
inline
T
normI(const SGVec3<T>& v)
{ return SGMisc<T>::max(fabs(v(0)), fabs(v(1)), fabs(v(2))); }
/// Vector cross product
template<typename T>
inline
SGVec3<T>
cross(const SGVec3<T>& v1, const SGVec3<T>& v2)
{
return SGVec3<T>(v1(1)*v2(2) - v1(2)*v2(1),
v1(2)*v2(0) - v1(0)*v2(2),
v1(0)*v2(1) - v1(1)*v2(0));
}
/// return any normalized vector perpendicular to v
template<typename T>
inline
SGVec3<T>
perpendicular(const SGVec3<T>& v)
{
T absv1 = fabs(v(0));
T absv2 = fabs(v(1));
T absv3 = fabs(v(2));
if (absv2 < absv1 && absv3 < absv1) {
T quot = v(1)/v(0);
return (1/sqrt(1+quot*quot))*SGVec3<T>(quot, -1, 0);
} else if (absv3 < absv2) {
T quot = v(2)/v(1);
return (1/sqrt(1+quot*quot))*SGVec3<T>(0, quot, -1);
} else if (SGLimits<T>::min() < absv3) {
T quot = v(0)/v(2);
return (1/sqrt(1+quot*quot))*SGVec3<T>(-1, 0, quot);
} else {
// the all zero case ...
return SGVec3<T>(0, 0, 0);
}
}
/// Construct a unit vector in the given direction.
/// or the zero vector if the input vector is zero.
template<typename T>
inline
SGVec3<T>
normalize(const SGVec3<T>& v)
{
T normv = norm(v);
if (normv <= SGLimits<T>::min())
return SGVec3<T>::zeros();
return (1/normv)*v;
}
/// Return true if exactly the same
template<typename T>
inline
bool
operator==(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ return v1(0) == v2(0) && v1(1) == v2(1) && v1(2) == v2(2); }
/// Return true if not exactly the same
template<typename T>
inline
bool
operator!=(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ return ! (v1 == v2); }
/// Return true if smaller, good for putting that into a std::map
template<typename T>
inline
bool
operator<(const SGVec3<T>& v1, const SGVec3<T>& v2)
{
if (v1(0) < v2(0)) return true;
else if (v2(0) < v1(0)) return false;
else if (v1(1) < v2(1)) return true;
else if (v2(1) < v1(1)) return false;
else return (v1(2) < v2(2));
}
template<typename T>
inline
bool
operator<=(const SGVec3<T>& v1, const SGVec3<T>& v2)
{
if (v1(0) < v2(0)) return true;
else if (v2(0) < v1(0)) return false;
else if (v1(1) < v2(1)) return true;
else if (v2(1) < v1(1)) return false;
else return (v1(2) <= v2(2));
}
template<typename T>
inline
bool
operator>(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ return operator<(v2, v1); }
template<typename T>
inline
bool
operator>=(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ return operator<=(v2, v1); }
/// Return true if equal to the relative tolerance tol
template<typename T>
inline
bool
equivalent(const SGVec3<T>& v1, const SGVec3<T>& v2, T rtol, T atol)
{ return norm1(v1 - v2) < rtol*(norm1(v1) + norm1(v2)) + atol; }
/// Return true if equal to the relative tolerance tol
template<typename T>
inline
bool
equivalent(const SGVec3<T>& v1, const SGVec3<T>& v2, T rtol)
{ return norm1(v1 - v2) < rtol*(norm1(v1) + norm1(v2)); }
/// Return true if about equal to roundoff of the underlying type
template<typename T>
inline
bool
equivalent(const SGVec3<T>& v1, const SGVec3<T>& v2)
{
T tol = 100*SGLimits<T>::epsilon();
return equivalent(v1, v2, tol, tol);
}
/// The euclidean distance of the two vectors
template<typename T>
inline
T
dist(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ return norm(v1 - v2); }
/// The squared euclidean distance of the two vectors
template<typename T>
inline
T
distSqr(const SGVec3<T>& v1, const SGVec3<T>& v2)
{ SGVec3<T> tmp = v1 - v2; return dot(tmp, tmp); }
// calculate the projection of u along the direction of d.
template<typename T>
inline
SGVec3<T>
projection(const SGVec3<T>& u, const SGVec3<T>& d)
{
T denom = dot(d, d);
T ud = dot(u, d);
if (SGLimits<T>::min() < denom) return u;
else return d * (dot(u, d) / denom);
}
#ifndef NDEBUG
template<typename T>
inline
bool
isNaN(const SGVec3<T>& v)
{
return SGMisc<T>::isNaN(v(0)) ||
SGMisc<T>::isNaN(v(1)) || SGMisc<T>::isNaN(v(2));
}
#endif
/// Output to an ostream
template<typename char_type, typename traits_type, typename T>
inline
std::basic_ostream<char_type, traits_type>&
operator<<(std::basic_ostream<char_type, traits_type>& s, const SGVec3<T>& v)
{ return s << "[ " << v(0) << ", " << v(1) << ", " << v(2) << " ]"; }
inline
SGVec3f
toVec3f(const SGVec3d& v)
{ return SGVec3f((float)v(0), (float)v(1), (float)v(2)); }
inline
SGVec3d
toVec3d(const SGVec3f& v)
{ return SGVec3d(v(0), v(1), v(2)); }
#ifndef NO_OPENSCENEGRAPH_INTERFACE
inline
SGVec3d
toSG(const osg::Vec3d& v)
{ return SGVec3d(v[0], v[1], v[2]); }
inline
SGVec3f
toSG(const osg::Vec3f& v)
{ return SGVec3f(v[0], v[1], v[2]); }
inline
osg::Vec3d
toOsg(const SGVec3d& v)
{ return osg::Vec3d(v[0], v[1], v[2]); }
inline
osg::Vec3f
toOsg(const SGVec3f& v)
{ return osg::Vec3f(v[0], v[1], v[2]); }
#endif
#endif