Improve math module (#396)
* Improve math module - Mark almost everything constexpr - Equality (a == b) is now exact, down to the bit level. If you want approximate equality use the new ApproxEqual method/static method - Rename Nz::Extend to Nz::Extent - Removed Make[] and Set[] methods in favor of their static counterpart and operator=
This commit is contained in:
@@ -27,11 +27,11 @@ namespace Nz
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* \param DirectionY Y component of the vector direction
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* \param DirectionY Y component of the vector direction
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*/
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template<typename T>
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Ray<T>::Ray(T X, T Y, T Z, T DirectionX, T DirectionY, T DirectionZ)
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constexpr Ray<T>::Ray(T X, T Y, T Z, T DirectionX, T DirectionY, T DirectionZ) :
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direction(DirectionX, DirectionY, DirectionZ),
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origin(X, Y, Z)
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{
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Set(X, Y, Z, DirectionX, DirectionY, DirectionZ);
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}
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/*!
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@@ -40,11 +40,11 @@ namespace Nz
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* \param Origin Vector which represents the origin of the ray
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* \param Direction Vector which represents the direction of the ray
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*/
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template<typename T>
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Ray<T>::Ray(const Vector3<T>& Origin, const Vector3<T>& Direction)
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constexpr Ray<T>::Ray(const Vector3<T>& Origin, const Vector3<T>& Direction) :
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direction(Direction),
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origin(Origin)
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{
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Set(Origin, Direction);
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}
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/*!
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@@ -53,11 +53,11 @@ namespace Nz
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* \param Origin[3] Origin[0] is X position, Origin[1] is Y position and Origin[2] is Z position
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* \param Direction[3] Direction[0] is X direction, Direction[1] is Y direction and Direction[2] is Z direction
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*/
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template<typename T>
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Ray<T>::Ray(const T Origin[3], const T Direction[3])
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constexpr Ray<T>::Ray(const T Origin[3], const T Direction[3]) :
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direction(Direction),
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origin(Origin)
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{
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Set(Origin, Direction);
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}
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/*!
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@@ -69,11 +69,30 @@ namespace Nz
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* \remark Produce a NazaraError if planes are parallel with NAZARA_MATH_SAFE defined
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* \throw std::domain_error if NAZARA_MATH_SAFE is defined and planes are parallel
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*/
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template<typename T>
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Ray<T>::Ray(const Plane<T>& planeOne, const Plane<T>& planeTwo)
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{
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Set(planeOne, planeTwo);
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T termOne = planeOne.normal.GetLength();
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T termTwo = planeOne.normal.DotProduct(planeTwo.normal);
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T termFour = planeTwo.normal.GetLength();
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T det = termOne * termFour - termTwo * termTwo;
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#if NAZARA_MATH_SAFE
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if (NumberEquals(det, T(0.0)))
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{
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std::string error("Planes are parallel");
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NazaraError(error);
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throw std::domain_error(error);
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}
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#endif
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T invdet = T(1.0) / det;
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T fc0 = (termFour * -planeOne.distance + termTwo * planeTwo.distance) * invdet;
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T fc1 = (termOne * -planeTwo.distance + termTwo * planeOne.distance) * invdet;
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direction = planeOne.normal.CrossProduct(planeTwo.normal);
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origin = planeOne.normal * fc0 + planeTwo.normal * fc1;
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}
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/*!
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@@ -84,9 +103,10 @@ namespace Nz
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template<typename T>
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template<typename U>
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Ray<T>::Ray(const Ray<U>& ray)
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constexpr Ray<T>::Ray(const Ray<U>& ray) :
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direction(ray.direction),
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origin(ray.origin)
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{
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Set(ray);
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}
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/*!
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@@ -98,9 +118,16 @@ namespace Nz
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template<typename T>
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template<typename U>
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Ray<T>::Ray(const Vector3<U>& Origin, const Vector3<U>& Direction)
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constexpr Ray<T>::Ray(const Vector3<U>& Origin, const Vector3<U>& Direction) :
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direction(Direction),
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origin(Origin)
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{
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Set(Origin, Direction);
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}
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template<typename T>
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constexpr bool Ray<T>::ApproxEqual(const Ray& ray, T maxDifference) const
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{
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return direction.ApproxEqual(ray.direction, maxDifference) && origin.ApproxEqual(ray.origin, maxDifference);
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}
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/*!
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@@ -109,9 +136,8 @@ namespace Nz
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*
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* \param point The point to get the closest approach to
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*/
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template<typename T>
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T Ray<T>::ClosestPoint(const Vector3<T>& point) const
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constexpr T Ray<T>::ClosestPoint(const Vector3<T>& point) const
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{
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Vector3<T> delta = point - origin;
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T vsq = direction.GetSquaredLength();
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@@ -126,9 +152,8 @@ namespace Nz
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*
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* \param lambda Parameter to obtain a particular point on the ray
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*/
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template<typename T>
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Vector3<T> Ray<T>::GetPoint(T lambda) const
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constexpr Vector3<T> Ray<T>::GetPoint(T lambda) const
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{
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return origin + lambda * direction;
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}
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@@ -141,19 +166,18 @@ namespace Nz
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* \param closestHit Optional argument to get the closest parameter where the intersection is only if it happened
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* \param furthestHit Optional argument to get the furthest parameter where the intersection is only if it happened
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*
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* \remark If BoundingVolume is Extend::Infinite, then closestHit and furthestHit are equal to 0 et infinity
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* \remark If BoundingVolume is Extend::Null, then closestHit and furthestHit are unchanged
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* \remark If enumeration of BoundingVolume is not defined in Extend, a NazaraError is thrown and closestHit and furthestHit are unchanged
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* \remark If BoundingVolume is Extent::Infinite, then closestHit and furthestHit are equal to 0 et infinity
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* \remark If BoundingVolume is Extent::Null, then closestHit and furthestHit are unchanged
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* \remark If enumeration of BoundingVolume is not defined in Extent, a NazaraError is thrown and closestHit and furthestHit are unchanged
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*
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* \see Intersect
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*/
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template<typename T>
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bool Ray<T>::Intersect(const BoundingVolume<T>& volume, T* closestHit, T* furthestHit) const
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constexpr bool Ray<T>::Intersect(const BoundingVolume<T>& volume, T* closestHit, T* furthestHit) const
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{
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switch (volume.extend)
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switch (volume.extent)
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{
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case Extend::Finite:
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case Extent::Finite:
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{
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if (Intersect(volume.aabb))
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return Intersect(volume.obb, closestHit, furthestHit);
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@@ -161,7 +185,7 @@ namespace Nz
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return false;
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}
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case Extend::Infinite:
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case Extent::Infinite:
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{
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if (closestHit)
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*closestHit = T(0.0);
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@@ -172,11 +196,11 @@ namespace Nz
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return true;
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}
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case Extend::Null:
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case Extent::Null:
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return false;
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}
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NazaraError("Invalid extend type (0x" + NumberToString(UnderlyingCast(volume.extend), 16) + ')');
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NazaraError("Invalid extent type (0x" + NumberToString(UnderlyingCast(volume.extent), 16) + ')');
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return false;
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}
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@@ -190,9 +214,8 @@ namespace Nz
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*
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* \see Intersect
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*/
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template<typename T>
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bool Ray<T>::Intersect(const Box<T>& box, T* closestHit, T* furthestHit) const
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constexpr bool Ray<T>::Intersect(const Box<T>& box, T* closestHit, T* furthestHit) const
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{
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// http://www.gamedev.net/topic/429443-obb-ray-and-obb-plane-intersection/
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T tfirst = T(0.0);
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@@ -248,9 +271,8 @@ namespace Nz
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*
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* \see Intersect
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*/
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template<typename T>
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bool Ray<T>::Intersect(const Box<T>& box, const Matrix4<T>& transform, T* closestHit, T* furthestHit) const
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constexpr bool Ray<T>::Intersect(const Box<T>& box, const Matrix4<T>& transform, T* closestHit, T* furthestHit) const
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{
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// http://www.opengl-tutorial.org/miscellaneous/clicking-on-objects/picking-with-custom-ray-obb-function/
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// Intersection method from Real-Time Rendering and Essential Mathematics for Games
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@@ -316,9 +338,8 @@ namespace Nz
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*
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* \see Intersect
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*/
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template<typename T>
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bool Ray<T>::Intersect(const Plane<T>& plane, T* hit) const
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constexpr bool Ray<T>::Intersect(const Plane<T>& plane, T* hit) const
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{
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T divisor = plane.normal.DotProduct(direction);
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if (NumberEquals(divisor, T(0.0)))
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@@ -344,9 +365,8 @@ namespace Nz
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*
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* \see Intersect
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*/
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template<typename T>
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bool Ray<T>::Intersect(const Sphere<T>& sphere, T* closestHit, T* furthestHit) const
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constexpr bool Ray<T>::Intersect(const Sphere<T>& sphere, T* closestHit, T* furthestHit) const
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{
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Vector3<T> sphereRay = sphere.GetPosition() - origin;
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T length = sphereRay.DotProduct(direction);
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@@ -386,9 +406,8 @@ namespace Nz
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*
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* \see Intersect
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*/
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template<typename T>
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bool Ray<T>::Intersect(const Vector3<T>& firstPoint, const Vector3<T>& secondPoint, const Vector3<T>& thirdPoint, T* hit) const
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constexpr bool Ray<T>::Intersect(const Vector3<T>& firstPoint, const Vector3<T>& secondPoint, const Vector3<T>& thirdPoint, T* hit) const
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{
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// https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
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Vector3<T> firstEdge = secondPoint - firstPoint;
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@@ -420,179 +439,10 @@ namespace Nz
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return false;
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}
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/*!
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* \brief Makes the ray with position (0, 0, 0) and direction (1, 0, 0)
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* \return A reference to this ray with position (0, 0, 0) and direction (1, 0, 0)
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*
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* \see AxisX
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*/
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template<typename T>
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Ray<T>& Ray<T>::MakeAxisX()
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{
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return Set(Vector3<T>::Zero(), Vector3<T>::UnitX());
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}
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/*!
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* \brief Makes the ray with position (0, 0, 0) and direction (0, 1, 0)
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* \return A reference to this ray with position (0, 0, 0) and direction (0, 1, 0)
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*
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* \see AxisY
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*/
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template<typename T>
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Ray<T>& Ray<T>::MakeAxisY()
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{
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return Set(Vector3<T>::Zero(), Vector3<T>::UnitY());
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}
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/*!
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* \brief Makes the ray with position (0, 0, 0) and direction (0, 0, 1)
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* \return A reference to this ray with position (0, 0, 0) and direction (0, 0, 1)
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*
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* \see AxisZ
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*/
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template<typename T>
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Ray<T>& Ray<T>::MakeAxisZ()
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{
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return Set(Vector3<T>::Zero(), Vector3<T>::UnitZ());
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}
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/*!
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* \brief Sets the components of the ray with position and direction
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* \return A reference to this ray
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*
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* \param X X position
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* \param Y Y position
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* \param Z Z position
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* \param DirectionX X component of the vector direction
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* \param DirectionY Y component of the vector direction
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* \param DirectionY Y component of the vector direction
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*/
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template<typename T>
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Ray<T>& Ray<T>::Set(T X, T Y, T Z, T directionX, T directionY, T directionZ)
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{
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direction.Set(directionX, directionY, directionZ);
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origin.Set(X, Y, Z);
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return *this;
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}
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/*!
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* \brief Sets the components of the ray with position and direction
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* \return A reference to this ray
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*
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* \param Origin Vector which represents the origin of the ray
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* \param Direction Vector which represents the direction of the ray
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*/
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template<typename T>
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Ray<T>& Ray<T>::Set(const Vector3<T>& Origin, const Vector3<T>& Direction)
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{
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direction = Direction;
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origin = Origin;
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return *this;
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}
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/*!
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* \brief Sets the components of this ray from two arrays of three elements
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* \return A reference to this ray
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*
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* \param Origin[3] Origin[0] is X position, Origin[1] is Y position and Origin[2] is Z position
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* \param Direction[3] Direction[0] is X direction, Direction[1] is Y direction and Direction[2] is Z direction
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*/
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template<typename T>
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Ray<T>& Ray<T>::Set(const T Origin[3], const T Direction[3])
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{
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direction.Set(Direction);
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origin.Set(Origin);
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return *this;
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}
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/*!
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* \brief Sets the components of this ray from the intersection of two planes
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* \return A reference to this ray
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*
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* \param planeOne First plane
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* \param planeTwo Second secant plane
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*
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* \remark Produce a NazaraError if planes are parallel with NAZARA_MATH_SAFE defined
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* \throw std::domain_error if NAZARA_MATH_SAFE is defined and planes are parallel
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*/
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template<typename T>
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Ray<T>& Ray<T>::Set(const Plane<T>& planeOne, const Plane<T>& planeTwo)
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{
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T termOne = planeOne.normal.GetLength();
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T termTwo = planeOne.normal.DotProduct(planeTwo.normal);
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T termFour = planeTwo.normal.GetLength();
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T det = termOne * termFour - termTwo * termTwo;
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#if NAZARA_MATH_SAFE
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if (NumberEquals(det, T(0.0)))
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{
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std::string error("Planes are parallel");
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NazaraError(error);
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throw std::domain_error(error);
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}
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#endif
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T invdet = T(1.0) / det;
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T fc0 = (termFour * -planeOne.distance + termTwo * planeTwo.distance) * invdet;
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T fc1 = (termOne * -planeTwo.distance + termTwo * planeOne.distance) * invdet;
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direction = planeOne.normal.CrossProduct(planeTwo.normal);
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origin = planeOne.normal * fc0 + planeTwo.normal * fc1;
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return *this;
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}
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/*!
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* \brief Sets the components of the ray from another type of Ray
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* \return A reference to this ray
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*
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* \param ray Ray of type U to convert its components
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*/
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template<typename T>
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template<typename U>
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Ray<T>& Ray<T>::Set(const Ray<U>& ray)
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{
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direction.Set(ray.direction);
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origin.Set(ray.origin);
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return *this;
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}
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/*!
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* \brief Sets the components of the ray from another type of Ray
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* \return A reference to this ray
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*
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* \param Origin Origin of type U to convert to type T
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* \param Direction Direction of type U to convert to type T
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*/
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template<typename T>
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template<typename U>
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Ray<T>& Ray<T>::Set(const Vector3<U>& Origin, const Vector3<U>& Direction)
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{
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direction.Set(Direction);
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origin.Set(Origin);
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return *this;
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}
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|
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/*!
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* \brief Gives a string representation
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* \return A string representation of the object: "Ray(origin: Vector3(origin.x, origin.y, origin.z), direction: Vector3(direction.x, direction.y, direction.z))"
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*/
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template<typename T>
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std::string Ray<T>::ToString() const
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{
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@@ -610,9 +460,8 @@ namespace Nz
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*
|
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* \see GetPoint
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*/
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template<typename T>
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Vector3<T> Ray<T>::operator*(T lambda) const
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constexpr Vector3<T> Ray<T>::operator*(T lambda) const
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{
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return GetPoint(lambda);
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}
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@@ -623,9 +472,8 @@ namespace Nz
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*
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* \param rec Other ray to compare with
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*/
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template<typename T>
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bool Ray<T>::operator==(const Ray& ray) const
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constexpr bool Ray<T>::operator==(const Ray& ray) const
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{
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return direction == ray.direction && origin == ray.origin;
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}
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@@ -636,59 +484,84 @@ namespace Nz
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*
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* \param rec Other ray to compare with
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*/
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template<typename T>
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bool Ray<T>::operator!=(const Ray& ray) const
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constexpr bool Ray<T>::operator!=(const Ray& ray) const
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{
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return !operator==(ray);
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}
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|
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template<typename T>
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constexpr bool Ray<T>::operator<(const Ray& ray) const
|
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{
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if (origin != ray.origin)
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return origin < ray.origin;
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||||
|
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return direction < ray.direction;
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}
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|
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template<typename T>
|
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constexpr bool Ray<T>::operator<=(const Ray& ray) const
|
||||
{
|
||||
if (origin != ray.origin)
|
||||
return origin < ray.origin;
|
||||
|
||||
return direction <= ray.direction;
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||||
}
|
||||
|
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template<typename T>
|
||||
constexpr bool Ray<T>::operator>(const Ray& ray) const
|
||||
{
|
||||
if (origin != ray.origin)
|
||||
return origin > ray.origin;
|
||||
|
||||
return direction > ray.direction;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
constexpr bool Ray<T>::operator>=(const Ray& ray) const
|
||||
{
|
||||
if (origin != ray.origin)
|
||||
return origin > ray.origin;
|
||||
|
||||
return direction >= ray.direction;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
constexpr bool Ray<T>::ApproxEqual(const Ray& lhs, const Ray& rhs, T maxDifference)
|
||||
{
|
||||
return lhs.ApproxEqual(rhs, maxDifference);
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Shorthand for the ray (0, 0, 0), (1, 0, 0)
|
||||
* \return A ray with position (0, 0, 0) and direction (1, 0, 0)
|
||||
*
|
||||
* \see MakeAxisX
|
||||
*/
|
||||
|
||||
template<typename T>
|
||||
Ray<T> Ray<T>::AxisX()
|
||||
constexpr Ray<T> Ray<T>::AxisX()
|
||||
{
|
||||
Ray axis;
|
||||
axis.MakeAxisX();
|
||||
|
||||
return axis;
|
||||
return Ray(Vector3<T>::Zero(), Vector3<T>::UnitX());
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Shorthand for the ray (0, 0, 0), (0, 1, 0)
|
||||
* \return A ray with position (0, 0, 0) and direction (0, 1, 0)
|
||||
*
|
||||
* \see MakeAxisY
|
||||
*/
|
||||
|
||||
template<typename T>
|
||||
Ray<T> Ray<T>::AxisY()
|
||||
constexpr Ray<T> Ray<T>::AxisY()
|
||||
{
|
||||
Ray axis;
|
||||
axis.MakeAxisY();
|
||||
|
||||
return axis;
|
||||
return Ray(Vector3<T>::Zero(), Vector3<T>::UnitY());
|
||||
}
|
||||
|
||||
/*!
|
||||
* \brief Shorthand for the ray (0, 0, 0), (0, 0, 1)
|
||||
* \return A ray with position (0, 0, 0) and direction (0, 0, 1)
|
||||
*
|
||||
* \see MakeAxisZ
|
||||
*/
|
||||
|
||||
template<typename T>
|
||||
Ray<T> Ray<T>::AxisZ()
|
||||
constexpr Ray<T> Ray<T>::AxisZ()
|
||||
{
|
||||
Ray axis;
|
||||
axis.MakeAxisZ();
|
||||
|
||||
return axis;
|
||||
return Ray(Vector3<T>::Zero(), Vector3<T>::UnitZ());
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -703,11 +576,10 @@ namespace Nz
|
||||
*
|
||||
* \see Lerp
|
||||
*/
|
||||
|
||||
template<typename T>
|
||||
Ray<T> Ray<T>::Lerp(const Ray& from, const Ray& to, T interpolation)
|
||||
constexpr Ray<T> Ray<T>::Lerp(const Ray& from, const Ray& to, T interpolation)
|
||||
{
|
||||
return Ray<T>(Nz::Vector3<T>::Lerp(from.origin, to.origin, interpolation), Nz::Vector3<T>::Lerp(from.direction, to.direction, interpolation));
|
||||
return Ray<T>(Vector3<T>::Lerp(from.origin, to.origin, interpolation), Vector3<T>::Lerp(from.direction, to.direction, interpolation));
|
||||
}
|
||||
|
||||
/*!
|
||||
@@ -764,3 +636,4 @@ namespace Nz
|
||||
}
|
||||
|
||||
#include <Nazara/Core/DebugOff.hpp>
|
||||
#include "Ray.hpp"
|
||||
|
||||
Reference in New Issue
Block a user