Get rid of the old basics!

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Eryn Wells 2014-08-09 21:21:27 -07:00
parent ef9b9d04c8
commit 6c23fa9f32
2 changed files with 0 additions and 752 deletions

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/* basics.c
*
* Definition of basic types.
*
* - Vector3 is a three tuple vector of x, y, and z.
* - Ray is a vector plus a direction.
* - Color is a four tuple of red, green, blue, and alpha.
*
* Eryn Wells <eryn@erynwells.me>
*/
#include <cassert>
#include <cmath>
#include <cstring>
#include "basics.h"
#pragma mark - Vectors
const Vector3 Vector3::Zero = Vector3();
const Vector3 Vector3::X = Vector3(1, 0, 0);
const Vector3 Vector3::Y = Vector3(0, 1, 0);
const Vector3 Vector3::Z = Vector3(0, 0, 1);
/*
* Vector3::Vector3 --
*
* Default constructor. Create a zero vector.
*/
Vector3::Vector3()
: Vector3(0.0, 0.0, 0.0)
{ }
/*
* Vector3::Vector3 --
*
* Constructor. Create a vector consisting of the given coordinates.
*/
Vector3::Vector3(Double _x, Double _y, Double _z)
: x(_x), y(_y), z(_z)
{ }
/*
* Vector3::operator= --
*
* Copy the given vector's values into this vector. Return a reference to this vector.
*/
Vector3 &
Vector3::operator=(const Vector3 &v)
{
x = v.x;
y = v.y;
z = v.z;
return *this;
}
/*
* Vector3::operator*= --
* Vector3::operator/= --
* Vector3::operator+= --
* Vector3::operator-= --
*
* Perform the corresponding arithmetic operation on this vector and the given vector. These methods are destructive and
* a reference to this vector is returned.
*/
Vector3 &
Vector3::operator*=(const Double &rhs)
{
x *= rhs;
y *= rhs;
z *= rhs;
return *this;
}
Vector3 &
Vector3::operator/=(const Double &rhs)
{
return *this *= (1.0f / rhs);
}
Vector3 &
Vector3::operator+=(const Vector3 &rhs)
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
Vector3 &
Vector3::operator-=(const Vector3 &rhs)
{
return *this += -rhs;
}
/*
* Vector3::operator* --
* Vector3::operator/ --
* Vector3::operator+ --
* Vector3::operator- --
*
* Perform the corresponding operation on a copy of this vector. Return a new vector.
*/
Vector3
Vector3::operator*(const Double &rhs)
const
{
return Vector3(*this) *= rhs;
}
Vector3
Vector3::operator/(const Double &rhs)
const
{
return Vector3(*this) /= rhs;
}
Vector3
Vector3::operator+(const Vector3 &rhs)
const
{
return Vector3(*this) += rhs;
}
Vector3
Vector3::operator-(const Vector3 &rhs)
const
{
return Vector3(*this) -= rhs;
}
/*
* Vector3::operator- --
*
* Negate this vector. Return a new vector.
*/
Vector3
Vector3::operator-()
const
{
return Vector3(-x, -y, -z);
}
/*
* Vector3::operator== --
* Vector3::operator!= --
*
* Compute boolean equality and non-equality of this and the given vectors.
*/
bool
Vector3::operator==(const Vector3 &rhs)
const
{
return x == rhs.x && y == rhs.y && z == rhs.z;
}
bool
Vector3::operator!=(const Vector3 &rhs)
const
{
return !(*this == rhs);
}
/*
* Vector3::length2 --
*
* Compute and return the length-squared of this vector.
*/
Double
Vector3::length2()
const
{
return x*x + y*y + z*z;
}
/*
* Vector3::length --
*
* Compute and return the length of this vector.
*/
Double
Vector3::length()
const
{
return sqrt(length2());
}
/*
* Vector3::dot --
*
* Compute and return the dot product of this and the given vectors.
*/
Double
Vector3::dot(const Vector3 &v)
const
{
return x*v.x + y*v.y + z*v.z;
}
/*
* Vector3::cross --
*
* Compute and return the cross product of this and the given vectors.
*/
Vector3
Vector3::cross(const Vector3 &v)
const
{
return Vector3(y*v.z - z*v.y, z*v.x - x*v.z, x*v.y - y*v.x);
}
/*
* Vector3::normalize --
*/
Vector3 &
Vector3::normalize()
{
// Use the overloaded /= compound operator to do this.
return *this /= length();
}
/*
* Vector3::normalized --
*/
Vector3
Vector3::normalized()
const
{
return *this / length();
}
/*
* operator* --
*
* Multiply the given float by the given vector. Return a new vector.
*/
const Vector3
operator*(const Double &lhs, const Vector3 &rhs)
{
return rhs * lhs;
}
std::ostream &
operator<<(std::ostream &os, const Vector3 &v)
{
// Stream the vector like this: <x, y, z>
os << "<" << v.x << ", " << v.y << ", " << v.z << ">";
return os;
}
Vector3
LinearCombination(const Double k1, const Vector3& v1,
const Double k2, const Vector3& v2,
const Double k3, const Vector3& v3)
{
return Vector3(k1 * v1.x + k2 * v2.x + k3 * v3.x,
k1 * v1.y + k2 * v2.y + k3 * v3.y,
k1 * v1.z + k2 * v2.z + k3 * v3.z);
}
#pragma mark - Matrices
#if 0
/* static */ Matrix4
Matrix4::Zero()
{
Matrix4 m;
memset(m.mCells, 0, 16 * sizeof(Double));
return m;
}
/* static */ Matrix4
Matrix4::Identity()
{
Matrix4 m = Zero();
for (int i = 0; i < 4; i++) {
m.mCells[i * 4 + i] = 1.0;
}
return m;
}
/* static */ Matrix4
Matrix4::Translation(Double x,
Double y,
Double z)
{
Matrix4 m = Identity();
m.mCells[3] = x;
m.mCells[7] = y;
m.mCells[11] = z;
return m;
}
/* static */ Matrix4
Matrix4::Rotation(Double x,
Double y,
Double z)
{
Matrix4 m = Identity();
if (x == 0.0 && y == 0.0 && z == 0.0) {
/* No rotation, just return the identity matrix. */
} else if (x != 0.0 && y == 0.0 && z == 0.0) {
/*
* Fill in m with values for an X rotation matrix.
*
* [1 0 0 0]
* [0 cos(x) -sin(x) 0]
* [0 sin(x) cos(x) 0]
* [0 0 0 1]
*/
Double cosX = std::cos(x);
Double sinX = std::sin(x);
m.mCells[5] = cosX;
m.mCells[6] = -sinX;
m.mCells[9] = sinX;
m.mCells[10] = cosX;
} else if (x == 0.0 && y != 0.0 && z == 0.0) {
/*
* Fill in m with values for a Y rotation matrix.
*
* [ cos(y) 0 sin(y) 0]
* [ 0 1 0 0]
* [-sin(y) 0 cos(y) 0]
* [ 0 0 0 1]
*/
Double cosY = std::cos(y);
Double sinY = std::sin(y);
m.mCells[0] = cosY;
m.mCells[2] = sinY;
m.mCells[8] = -sinY;
m.mCells[10] = cosY;
} else if (x == 0.0 && y == 0.0 && z != 0.0) {
/*
* Fill in m with values for a Z rotation matrix.
*
* [cos(z) -sin(z) 0 0]
* [sin(z) cos(z) 0 0]
* [ 0 0 1 0]
* [ 0 0 0 1]
*/
Double cosZ = std::cos(z);
Double sinZ = std::sin(z);
m.mCells[0] = cosZ;
m.mCells[1] = -sinZ;
m.mCells[4] = sinZ;
m.mCells[5] = cosZ;
} else {
/*
* TODO: Rotation in more than one dimension. So do a general rotation
* matrix. There's some magic way to do this with matrix multiplication
* that avoids gimbal lock. I should figure out how to do it properly.
*/
assert(0);
}
return m;
}
/*
* Matrix4::Matrix4 --
*/
Matrix4::Matrix4()
: mCells()
{ }
/*
* Matrix4::Matrix4 --
*/
Matrix4::Matrix4(const Double cells[16])
: mCells()
{
memcpy(mCells, cells, 16 * sizeof(Double));
}
/*
* Matrix4::Matrix4 --
*/
Matrix4::Matrix4(const Matrix4& rhs)
: Matrix4(rhs.mCells)
{ }
/*
* Matrix4::operator() --
*/
Double&
Matrix4::operator()(const unsigned int row,
const unsigned int col)
{
assert(row < 4 && col < 4);
return mCells[4*row + col];
}
/*
* Matrix4::operator* --
*/
Matrix4
Matrix4::operator*(const Double rhs)
const
{
return Matrix4(*this) *= rhs;
}
/*
* Matrix4::operator*= --
*/
Matrix4&
Matrix4::operator*=(const Double rhs)
{
for (int i = 0; i < 16; i++) {
mCells[i] *= rhs;
}
return *this;
}
/*
* Matrix4::operator* --
*/
Matrix4
Matrix4::operator*(const Matrix4& rhs)
const
{
return Matrix4(*this) *= rhs;
}
/*
* Matrix4::operator*=
*/
Matrix4&
Matrix4::operator*=(const Matrix4& rhs)
{
Matrix4 lhs(*this);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
/* Each cell is Sigma(k=0, 4)(lhs[ik] * rhs[kj]) */
const int cell = i*4 + j;
mCells[cell] = 0.0;
for (int k = 0; k < 4; k++) {
mCells[cell] += lhs.mCells[i*4 + k] * rhs.mCells[k*4 + j];
}
}
}
return *this;
}
/*
* Matrix4::CArray --
*/
const Double*
Matrix4::CArray()
const
{
return mCells;
}
Matrix4
operator*(const Double rhs,
const Matrix4& lhs)
{
/* Scalar multiplication is commutative. */
return lhs * rhs;
}
#endif
#pragma mark - Rays
/*
* Ray::Ray --
*
* Default constructor. Create a ray at the origin (0, 0, 0) with direction (0, 0, 0).
*/
Ray::Ray()
: Ray(Vector3::Zero, Vector3::Zero)
{ }
/*
* Ray::Ray --
*
* Constructor. Create a ray with the given origin and direction.
*/
Ray::Ray(Vector3 o, Vector3 d)
: origin(o), direction(d)
{ }
/*
* Ray::parameterize --
*
* Compute and return the point given by parameterizing this Ray by time t.
*/
Vector3
Ray::parameterize(const Double& t)
const
{
return origin + t * direction;
}
std::ostream &
operator<<(std::ostream &os, const Ray &r)
{
os << "[Ray " << r.origin << " " << r.direction << "]";
return os;
}
#pragma mark - Colors

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/* basics.h
* vim: set tw=80:
* Eryn Wells <eryn@erynwells.me>
*/
#ifndef __BASICS_H__
#define __BASICS_H__
#include <cmath>
#include <iostream>
#include "types.hh"
/*
* XXX: THIS SHOULD NOT BE HERE. REMOVE IT WHEN MOVING TO CHARLES NAMESPACE IS
* DONE.
*/
using charles::Double;
/**
* A very small constant. If a value is between EPSILON and 0.0, it is
* considered to be zero.
*/
const Double EPSILON = 1.0e-10;
/**
* The maximum distance a ray can travel. This is the maximum value t can be.
*/
const Double MAX_DISTANCE = 1.0e7;
/**
* Determine if the value is "close enough" to zero. Takes the absolute value
* and compares it to `EPSILON`.
*
* @see EPSILON
*
* @param [in] value The value to check
* @returns `true` if the value is close enough to zero
*/
template <typename T>
inline bool
NearZero(const T value)
{
return std::fabs(value) < EPSILON;
}
/**
* Determine if two values are "close enough" to be considered equal. Subtracts
* one from the other and checks if the result is near zero.
*
* @see NearZero
*
* @param [in] left The left parameter
* @param [in] right The right parameter
* @returns `true` if the values are close enough to be equal
*/
template <typename T>
inline bool
NearlyEqual(const T left,
const T right)
{
return NearZero(left - right);
}
inline bool
TooFar(const Double& value)
{
return value > MAX_DISTANCE;
}
#if 0
struct Vector3
{
Vector3();
Vector3(Double x, Double y, Double z);
Vector3 &operator=(const Vector3 &v);
Vector3 &operator*=(const Double &rhs);
Vector3 &operator/=(const Double &rhs);
Vector3 &operator+=(const Vector3 &rhs);
Vector3 &operator-=(const Vector3 &rhs);
Vector3 operator*(const Double &rhs) const;
Vector3 operator/(const Double &rhs) const;
Vector3 operator+(const Vector3 &rhs) const;
Vector3 operator-(const Vector3 &rhs) const;
Vector3 operator-() const;
bool operator==(const Vector3 &rhs) const;
bool operator!=(const Vector3 &rhs) const;
Double length2() const;
Double length() const;
Double dot(const Vector3 &v) const;
Vector3 cross(const Vector3 &v) const;
/** Normalize and return a reference to this vector. */
Vector3 &normalize();
/** Return a copy of this vector, normalized. Does not modify this vector. */
Vector3 normalized() const;
static const Vector3 Zero;
// Unit vectors in each of the three cartesian directions.
static const Vector3 X, Y, Z;
Double x, y, z;
};
const Vector3 operator*(const Double &lhs, const Vector3 &rhs);
std::ostream &operator<<(std::ostream &os, const Vector3 &v);
Vector3 LinearCombination(const Double k1, const Vector3& v1,
const Double k2, const Vector3& v2,
const Double k3, const Vector3& v3);
#endif
#if 0
struct Matrix4
{
/** Create a 4x4 zero matrix. That is, all cells are 0. */
static Matrix4 Zero();
/** Create a 4x4 identity matrix. */
static Matrix4 Identity();
Matrix4();
Matrix4(const Double cells[16]);
Matrix4(const Matrix4& rhs);
/**
* Create a 4x4 translation matrix. A translation matrix looks like this:
*
* [1 0 0 x]
* [0 1 0 y]
* [0 0 1 z]
* [0 0 0 1]
*
* @param [in] x X translation
* @param [in] y Y translation
* @param [in] z Z translation
* @returns The translation matrix
*/
static Matrix4 Translation(Double x, Double y, Double z);
/**
* Create a 4x4 rotation matrix. A rotation matrices are quite complicated.
*
* @param [in] x X rotation angle in radians
* @param [in] y Y rotation angle in radians
* @param [in] z Z rotation angle in radians
* @returns The rotation matrix
*/
static Matrix4 Rotation(Double x, Double y, Double z);
/**
* Get the value of the cell at (row, col).
*
* @param [in] row The row, must be less than the matrix's width
* @param [in] col The column, must be less than the matrix's height
* @returns The value of the cell at (row, col)
*/
Double& operator()(const unsigned int row, const unsigned int col);
/**
* Scalar multiplication.
*
* @param [in] rhs The scalar factor
* @returns A copy of this matrix, multiplied by the scalar
*/
Matrix4 operator*(const Double rhs) const;
/**
* Scalar multiplication. Multiplies this matrix by the given factor.
*
* @param [in] rhs The scalar factor
* @returns *this
*/
Matrix4& operator*=(const Double rhs);
Matrix4 operator*(const Matrix4& rhs) const;
Matrix4& operator*=(const Matrix4& rhs);
const Double* CArray() const;
private:
Double mCells[16];
};
Matrix4 operator*(const Double lhs, const Matrix4& rhs);
#endif
#if 0
struct Ray
{
Ray();
Ray(Vector3 o, Vector3 d);
Vector3 parameterize(const Double& t) const;
Vector3 origin, direction;
};
std::ostream &operator<<(std::ostream &os, const Ray &r);
#endif
#endif