/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the demonstration applications of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the either Technology Preview License Agreement or the ** Beta Release License Agreement. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain ** additional rights. These rights are described in the Nokia Qt LGPL ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this ** package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** If you are unsure which license is appropriate for your use, please ** contact the sales department at http://qt.nokia.com/contact. ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef VECTOR_H #define VECTOR_H #include #include #include namespace gfx { template struct Vector { // Keep the Vector struct a plain old data (POD) struct by avoiding constructors static Vector vector(T x) { Vector result; for (int i = 0; i < n; ++i) result.v[i] = x; return result; } // Use only for 2D vectors static Vector vector(T x, T y) { assert(n == 2); Vector result; result.v[0] = x; result.v[1] = y; return result; } // Use only for 3D vectors static Vector vector(T x, T y, T z) { assert(n == 3); Vector result; result.v[0] = x; result.v[1] = y; result.v[2] = z; return result; } // Use only for 4D vectors static Vector vector(T x, T y, T z, T w) { assert(n == 4); Vector result; result.v[0] = x; result.v[1] = y; result.v[2] = z; result.v[3] = w; return result; } // Pass 'n' arguments to this function. static Vector vector(T *v) { Vector result; for (int i = 0; i < n; ++i) result.v[i] = v[i]; return result; } T &operator [] (int i) {return v[i];} T operator [] (int i) const {return v[i];} #define VECTOR_BINARY_OP(op, arg, rhs) \ Vector operator op (arg) const \ { \ Vector result; \ for (int i = 0; i < n; ++i) \ result.v[i] = v[i] op rhs; \ return result; \ } VECTOR_BINARY_OP(+, const Vector &u, u.v[i]) VECTOR_BINARY_OP(-, const Vector &u, u.v[i]) VECTOR_BINARY_OP(*, const Vector &u, u.v[i]) VECTOR_BINARY_OP(/, const Vector &u, u.v[i]) VECTOR_BINARY_OP(+, T s, s) VECTOR_BINARY_OP(-, T s, s) VECTOR_BINARY_OP(*, T s, s) VECTOR_BINARY_OP(/, T s, s) #undef VECTOR_BINARY_OP Vector operator - () const { Vector result; for (int i = 0; i < n; ++i) result.v[i] = -v[i]; return result; } #define VECTOR_ASSIGN_OP(op, arg, rhs) \ Vector &operator op (arg) \ { \ for (int i = 0; i < n; ++i) \ v[i] op rhs; \ return *this; \ } VECTOR_ASSIGN_OP(+=, const Vector &u, u.v[i]) VECTOR_ASSIGN_OP(-=, const Vector &u, u.v[i]) VECTOR_ASSIGN_OP(=, T s, s) VECTOR_ASSIGN_OP(*=, T s, s) VECTOR_ASSIGN_OP(/=, T s, s) #undef VECTOR_ASSIGN_OP static T dot(const Vector &u, const Vector &v) { T sum(0); for (int i = 0; i < n; ++i) sum += u.v[i] * v.v[i]; return sum; } static Vector cross(const Vector &u, const Vector &v) { assert(n == 3); return vector(u.v[1] * v.v[2] - u.v[2] * v.v[1], u.v[2] * v.v[0] - u.v[0] * v.v[2], u.v[0] * v.v[1] - u.v[1] * v.v[0]); } T sqrNorm() const { return dot(*this, *this); } // requires floating point type T void normalize() { T s = sqrNorm(); if (s != 0) *this /= sqrt(s); } // requires floating point type T Vector normalized() const { T s = sqrNorm(); if (s == 0) return *this; return *this / sqrt(s); } T *bits() {return v;} const T *bits() const {return v;} T v[n]; }; #define SCALAR_VECTOR_BINARY_OP(op) \ template \ Vector operator op (T s, const Vector& u) \ { \ Vector result; \ for (int i = 0; i < n; ++i) \ result[i] = s op u[i]; \ return result; \ } SCALAR_VECTOR_BINARY_OP(+) SCALAR_VECTOR_BINARY_OP(-) SCALAR_VECTOR_BINARY_OP(*) SCALAR_VECTOR_BINARY_OP(/) #undef SCALAR_VECTOR_BINARY_OP template std::ostream &operator << (std::ostream &os, const Vector &v) { assert(n > 0); os << "[" << v[0]; for (int i = 1; i < n; ++i) os << ", " << v[i]; os << "]"; return os; } typedef Vector Vector2f; typedef Vector Vector3f; typedef Vector Vector4f; template struct Matrix { // Keep the Matrix struct a plain old data (POD) struct by avoiding constructors static Matrix matrix(T x) { Matrix result; for (int i = 0; i < rows; ++i) { for (int j = 0; j < cols; ++j) result.v[i][j] = x; } return result; } static Matrix matrix(T *m) { Matrix result; for (int i = 0; i < rows; ++i) { for (int j = 0; j < cols; ++j) { result.v[i][j] = *m; ++m; } } return result; } T &operator () (int i, int j) {return v[i][j];} T operator () (int i, int j) const {return v[i][j];} Vector &operator [] (int i) {return v[i];} const Vector &operator [] (int i) const {return v[i];} // TODO: operators, methods Vector operator * (const Vector &u) const { Vector result; for (int i = 0; i < rows; ++i) result[i] = Vector::dot(v[i], u); return result; } template Matrix operator * (const Matrix &m) { Matrix result; for (int i = 0; i < rows; ++i) result[i] = v[i] * m; return result; } T* bits() {return reinterpret_cast(this);} const T* bits() const {return reinterpret_cast(this);} // Simple Gauss elimination. // TODO: Optimize and improve stability. Matrix inverse(bool *ok = 0) const { assert(rows == cols); Matrix rhs = identity(); Matrix lhs(*this); T temp; // Down for (int i = 0; i < rows; ++i) { // Pivoting int pivot = i; for (int j = i; j < rows; ++j) { if (qAbs(lhs(j, i)) > lhs(pivot, i)) pivot = j; } // TODO: fuzzy compare. if (lhs(pivot, i) == T(0)) { if (ok) *ok = false; return rhs; } if (pivot != i) { for (int j = i; j < cols; ++j) { temp = lhs(pivot, j); lhs(pivot, j) = lhs(i, j); lhs(i, j) = temp; } for (int j = 0; j < cols; ++j) { temp = rhs(pivot, j); rhs(pivot, j) = rhs(i, j); rhs(i, j) = temp; } } // Normalize i-th row rhs[i] /= lhs(i, i); for (int j = cols - 1; j > i; --j) lhs(i, j) /= lhs(i, i); // Eliminate non-zeros in i-th column below the i-th row. for (int j = i + 1; j < rows; ++j) { rhs[j] -= lhs(j, i) * rhs[i]; for (int k = i + 1; k < cols; ++k) lhs(j, k) -= lhs(j, i) * lhs(i, k); } } // Up for (int i = rows - 1; i > 0; --i) { for (int j = i - 1; j >= 0; --j) rhs[j] -= lhs(j, i) * rhs[i]; } if (ok) *ok = true; return rhs; } Matrix transpose() const { Matrix result; for (int i = 0; i < rows; ++i) { for (int j = 0; j < cols; ++j) result.v[j][i] = v[i][j]; } return result; } static Matrix identity() { Matrix result = matrix(T(0)); for (int i = 0; i < rows && i < cols; ++i) result.v[i][i] = T(1); return result; } Vector v[rows]; }; template Vector operator * (const Vector &u, const Matrix &m) { Vector result = Vector::vector(T(0)); for (int i = 0; i < rows; ++i) result += m[i] * u[i]; return result; } template std::ostream &operator << (std::ostream &os, const Matrix &m) { assert(rows > 0); os << "[" << m[0]; for (int i = 1; i < rows; ++i) os << ", " << m[i]; os << "]"; return os; } typedef Matrix Matrix2x2f; typedef Matrix Matrix3x3f; typedef Matrix Matrix4x4f; template struct Quaternion { // Keep the Quaternion struct a plain old data (POD) struct by avoiding constructors static Quaternion quaternion(T s, T x, T y, T z) { Quaternion result; result.scalar = s; result.vector[0] = x; result.vector[1] = y; result.vector[2] = z; return result; } static Quaternion quaternion(T s, const Vector &v) { Quaternion result; result.scalar = s; result.vector = v; return result; } static Quaternion identity() { return quaternion(T(1), T(0), T(0), T(0)); } // assumes that all the elements are packed tightly T& operator [] (int i) {return reinterpret_cast(this)[i];} T operator [] (int i) const {return reinterpret_cast(this)[i];} #define QUATERNION_BINARY_OP(op, arg, rhs) \ Quaternion operator op (arg) const \ { \ Quaternion result; \ for (int i = 0; i < 4; ++i) \ result[i] = (*this)[i] op rhs; \ return result; \ } QUATERNION_BINARY_OP(+, const Quaternion &q, q[i]) QUATERNION_BINARY_OP(-, const Quaternion &q, q[i]) QUATERNION_BINARY_OP(*, T s, s) QUATERNION_BINARY_OP(/, T s, s) #undef QUATERNION_BINARY_OP Quaternion operator - () const { return Quaternion(-scalar, -vector); } Quaternion operator * (const Quaternion &q) const { Quaternion result; result.scalar = scalar * q.scalar - Vector::dot(vector, q.vector); result.vector = scalar * q.vector + vector * q.scalar + Vector::cross(vector, q.vector); return result; } Quaternion operator * (const Vector &v) const { Quaternion result; result.scalar = -Vector::dot(vector, v); result.vector = scalar * v + Vector::cross(vector, v); return result; } friend Quaternion operator * (const Vector &v, const Quaternion &q) { Quaternion result; result.scalar = -Vector::dot(v, q.vector); result.vector = v * q.scalar + Vector::cross(v, q.vector); return result; } #define QUATERNION_ASSIGN_OP(op, arg, rhs) \ Quaternion &operator op (arg) \ { \ for (int i = 0; i < 4; ++i) \ (*this)[i] op rhs; \ return *this; \ } QUATERNION_ASSIGN_OP(+=, const Quaternion &q, q[i]) QUATERNION_ASSIGN_OP(-=, const Quaternion &q, q[i]) QUATERNION_ASSIGN_OP(=, T s, s) QUATERNION_ASSIGN_OP(*=, T s, s) QUATERNION_ASSIGN_OP(/=, T s, s) #undef QUATERNION_ASSIGN_OP Quaternion& operator *= (const Quaternion &q) { Quaternion result; result.scalar = scalar * q.scalar - Vector::dot(vector, q.vector); result.vector = scalar * q.vector + vector * q.scalar + Vector::cross(vector, q.vector); return (*this = result); } Quaternion& operator *= (const Vector &v) { Quaternion result; result.scalar = -Vector::dot(vector, v); result.vector = scalar * v + Vector::cross(vector, v); return (*this = result); } Quaternion conjugate() const { return quaternion(scalar, -vector); } T sqrNorm() const { return scalar * scalar + vector.sqrNorm(); } Quaternion inverse() const { return conjugate() / sqrNorm(); } // requires floating point type T Quaternion normalized() const { T s = sqrNorm(); if (s == 0) return *this; return *this / sqrt(s); } void matrix(Matrix& m) const { T bb = vector[0] * vector[0]; T cc = vector[1] * vector[1]; T dd = vector[2] * vector[2]; T diag = scalar * scalar - bb - cc - dd; T ab = scalar * vector[0]; T ac = scalar * vector[1]; T ad = scalar * vector[2]; T bc = vector[0] * vector[1]; T cd = vector[1] * vector[2]; T bd = vector[2] * vector[0]; m(0, 0) = diag + 2 * bb; m(0, 1) = 2 * (bc - ad); m(0, 2) = 2 * (ac + bd); m(1, 0) = 2 * (ad + bc); m(1, 1) = diag + 2 * cc; m(1, 2) = 2 * (cd - ab); m(2, 0) = 2 * (bd - ac); m(2, 1) = 2 * (ab + cd); m(2, 2) = diag + 2 * dd; } void matrix(Matrix& m) const { T bb = vector[0] * vector[0]; T cc = vector[1] * vector[1]; T dd = vector[2] * vector[2]; T diag = scalar * scalar - bb - cc - dd; T ab = scalar * vector[0]; T ac = scalar * vector[1]; T ad = scalar * vector[2]; T bc = vector[0] * vector[1]; T cd = vector[1] * vector[2]; T bd = vector[2] * vector[0]; m(0, 0) = diag + 2 * bb; m(0, 1) = 2 * (bc - ad); m(0, 2) = 2 * (ac + bd); m(0, 3) = 0; m(1, 0) = 2 * (ad + bc); m(1, 1) = diag + 2 * cc; m(1, 2) = 2 * (cd - ab); m(1, 3) = 0; m(2, 0) = 2 * (bd - ac); m(2, 1) = 2 * (ab + cd); m(2, 2) = diag + 2 * dd; m(2, 3) = 0; m(3, 0) = 0; m(3, 1) = 0; m(3, 2) = 0; m(3, 3) = 1; } // assumes that 'this' is normalized Vector transform(const Vector &v) const { Matrix m; matrix(m); return v * m; } // assumes that all the elements are packed tightly T* bits() {return reinterpret_cast(this);} const T* bits() const {return reinterpret_cast(this);} // requires floating point type T static Quaternion rotation(T angle, const Vector &unitAxis) { T s = sin(angle / 2); T c = cos(angle / 2); return quaternion(c, unitAxis * s); } T scalar; Vector vector; }; template Quaternion operator * (T s, const Quaternion& q) { return Quaternion::quaternion(s * q.scalar, s * q.vector); } typedef Quaternion Quaternionf; } // end namespace gfx #endif