Files
simgear/simgear/math/SGVec3.hxx
T
frohlich 560c100484 Modified Files:
simgear/bucket/newbucket.cxx simgear/bucket/newbucket.hxx
	simgear/io/decode_binobj.cxx simgear/io/sg_binobj.cxx
	simgear/io/sg_binobj.hxx simgear/math/SGVec2.hxx
	simgear/math/SGVec3.hxx simgear/math/SGVec4.hxx
	simgear/scene/material/mat.hxx
	simgear/scene/material/matlib.cxx
	simgear/scene/material/matlib.hxx
	simgear/scene/model/Makefile.am simgear/scene/tgdb/Makefile.am
	simgear/scene/tgdb/obj.cxx simgear/scene/tgdb/obj.hxx
	simgear/scene/tgdb/pt_lights.cxx
	simgear/scene/tgdb/pt_lights.hxx
	simgear/scene/util/Makefile.am
	simgear/scene/util/SGNodeMasks.hxx
	simgear/scene/util/SGTextureStateAttributeVisitor.cxx
Added Files:
	simgear/scene/model/SGOffsetTransform.cxx
	simgear/scene/model/SGOffsetTransform.hxx
	simgear/scene/tgdb/SGDirectionalLightBin.hxx
	simgear/scene/tgdb/SGLightBin.hxx
	simgear/scene/tgdb/SGOceanTile.cxx
	simgear/scene/tgdb/SGOceanTile.hxx
	simgear/scene/tgdb/SGTexturedTriangleBin.hxx
	simgear/scene/tgdb/SGTriangleBin.hxx
	simgear/scene/tgdb/SGVasiDrawable.cxx
	simgear/scene/tgdb/SGVasiDrawable.hxx
	simgear/scene/tgdb/SGVertexArrayBin.hxx
	simgear/scene/util/SGEnlargeBoundingBox.cxx
	simgear/scene/util/SGEnlargeBoundingBox.hxx
	simgear/scene/util/SGSceneFeatures.cxx
	simgear/scene/util/SGSceneFeatures.hxx
Removed Files:
	simgear/scene/tgdb/leaf.hxx simgear/scene/tgdb/vasi.hxx:
	Reorganize tile loaders.
	Build bigger leafs for the tiles.
	Move runway light colors into materials.xml.
	Split out classes that might be useful at other places.
	Avoid static storage on binobject loading.
2007-05-28 05:00:28 +00:00

528 lines
13 KiB
C++

// Copyright (C) 2006 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
#include <osg/Vec3f>
#include <osg/Vec3d>
template<typename T>
struct SGVec3Storage {
/// Readonly raw storage interface
const T (&data(void) const)[3]
{ return _data; }
/// Readonly raw storage interface
T (&data(void))[3]
{ return _data; }
void osg() const
{ }
private:
T _data[3];
};
template<>
struct SGVec3Storage<float> : public osg::Vec3f {
/// Access raw data by index, the index is unchecked
const float (&data(void) const)[3]
{ return osg::Vec3f::_v; }
/// Access raw data by index, the index is unchecked
float (&data(void))[3]
{ return osg::Vec3f::_v; }
const osg::Vec3f& osg() const
{ return *this; }
osg::Vec3f& osg()
{ return *this; }
};
template<>
struct SGVec3Storage<double> : public osg::Vec3d {
/// Access raw data by index, the index is unchecked
const double (&data(void) const)[3]
{ return osg::Vec3d::_v; }
/// Access raw data by index, the index is unchecked
double (&data(void))[3]
{ return osg::Vec3d::_v; }
const osg::Vec3d& osg() const
{ return *this; }
osg::Vec3d& osg()
{ return *this; }
};
/// 3D Vector Class
template<typename T>
class SGVec3 : protected SGVec3Storage<T> {
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]; }
explicit SGVec3(const osg::Vec3f& d)
{ data()[0] = d[0]; data()[1] = d[1]; data()[2] = d[2]; }
explicit SGVec3(const osg::Vec3d& 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]; }
/// Get the data pointer
using SGVec3Storage<T>::data;
/// Readonly interface function to ssg's sgVec3/sgdVec3
const T (&sg(void) const)[3]
{ return data(); }
/// Interface function to ssg's sgVec3/sgdVec3
T (&sg(void))[3]
{ return data(); }
/// Interface function to osg's Vec3*
using SGVec3Storage<T>::osg;
/// 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);
};
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);
}
}
/// The euclidean norm of the vector, that is what most people call length
template<typename T>
inline
SGVec3<T>
normalize(const SGVec3<T>& v)
{ return (1/norm(v))*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); }
#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)); }
#endif