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geometry.h
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#ifndef _GEOMETRY_H_
#define _GEOMETRY_H_
/*
// The default versions of these are fine for release builds; for debug
// we define them so that we can add the Assert checks.
Vec3(const Vec3 &v) {
Assert(!v.hasNaNs());
x = v.x; y = v.y; z = v.z;
}
Vec3 &operator=(const Vec3 &v) {
Assert(!v.hasNaNs());
x = v.x; y = v.y; z = v.z;
return *this;
}
*/
#include <math.h>
#define Assert
#include <float.h>
#define isnan _isnan
#define isinf(f) (!_finite((f)))
class Point2;
class Point3;
class Vec2 {
public:
Vec2() { x = y = 0.f; }
explicit Vec2(float f) { x = y = f; }
Vec2(float xx, float yy)
: x(xx), y(yy) {
Assert(!hasNaNs());
}
bool isZero() const { return x==0.f&&y==0.f; }
bool hasZeros() const { return x==0.f||y==0.f; }
bool hasNaNs() const { return isnan(x) || isnan(y); }
bool isNormalized()const
{
float len2=x*x+y*y;
return len2>1.f-1e-5&&len2<1.f+1e-5;
}
explicit Vec2(const Point2 &p);
Vec2 reciprocal()const
{
Assert(!hasZeros());
return Vec2(1.f/x, 1.f/y);
}
// unary -
Vec2 operator-() const { return Vec2(-x, -y); }
// +
Vec2 operator+(const Vec2 &v) const {
Assert(!v.hasNaNs());
return Vec2(x + v.x, y + v.y);
}
Vec2& operator+=(const Vec2 &v) {
Assert(!v.hasNaNs());
x += v.x; y += v.y;
return *this;
}
// -
Vec2 operator-(const Vec2 &v) const {
Assert(!v.hasNaNs());
return Vec2(x - v.x, y - v.y);
}
Vec2& operator-=(const Vec2 &v) {
Assert(!v.hasNaNs());
x -= v.x; y -= v.y;
return *this;
}
// *
Vec2 operator*(float f) const {
Assert(!isnan(f));
return Vec2(f*x, f*y);
}
Vec2 &operator*=(float f) {
Assert(!isnan(f));
x *= f; y *= f;
return *this;
}
friend inline Vec2 operator*(float f,const Vec2& v)
{
return v*f;
}
// /
Vec2 operator/(float f) const {
Assert(f != 0);
float inv = 1.f / f;
return Vec2(x * inv, y * inv);
}
Vec2 &operator/=(float f) {
Assert(f != 0);
float inv = 1.f / f;
x *= inv; y *= inv;
return *this;
}
// dot
float operator*(const Vec2& v) const
{
Assert(!v.hasNaNs());
return x*v.x+y*v.y;
}
float absDot(const Vec2& v) const
{
return fabsf(*this*v);
}
// face
Vec2 faceForward(const Vec2& v) const
{
return (*this*v<0.f)?-*this:*this;
}
// index
float operator[](int i) const {
Assert(i >= 0 && i <= 1);
return (&x)[i];
}
float &operator[](int i) {
Assert(i >= 0 && i <= 1);
return (&x)[i];
}
// normalize
float length2() const { Assert(!hasNaNs()); return x*x + y*y; }
float length() const { Assert(!hasNaNs()); return sqrtf(length2()); }
Vec2& hat()
{
return (*this/=length());
}
float normalize()
{
float ret=length();
*this/=ret;
return ret;
}
float normalize2()
{
float ret=length2();
*this/=sqrtf(ret);
return ret;
}
// equal
bool operator==(const Vec2 &v) const {
return x == v.x && y == v.y;
}
bool operator!=(const Vec2 &v) const {
return x != v.x || y != v.y;
}
float x, y;
};
class Vec3 {
public:
Vec3() { x = y = z = 0.f; }
explicit Vec3(float f) { x = y = z = f; }
Vec3(float xx, float yy, float zz)
: x(xx), y(yy), z(zz) {
Assert(!hasNaNs());
}
bool isZero() const { return x==0.f&&y==0.f&&z==0.f; }
bool hasZeros() const { return x==0.f||y==0.f||z==0.f; }
bool hasNaNs() const { return isnan(x) || isnan(y) || isnan(z); }
bool isNormalized()const
{
float len2=x*x+y*y+z*z;
return len2>1.f-1e-5&&len2<1.f+1e-5;
}
explicit Vec3(const Point3 &p);
Vec3 reciprocal()const
{
Assert(!hasZeros());
return Vec3(1.f/x, 1.f/y, 1.f/z);
}
// unary -
Vec3 operator-() const { return Vec3(-x, -y, -z); }
// +
Vec3 operator+(const Vec3 &v) const {
Assert(!v.hasNaNs());
return Vec3(x + v.x, y + v.y, z + v.z);
}
Vec3& operator+=(const Vec3 &v) {
Assert(!v.hasNaNs());
x += v.x; y += v.y; z += v.z;
return *this;
}
// -
Vec3 operator-(const Vec3 &v) const {
Assert(!v.hasNaNs());
return Vec3(x - v.x, y - v.y, z - v.z);
}
Vec3& operator-=(const Vec3 &v) {
Assert(!v.hasNaNs());
x -= v.x; y -= v.y; z -= v.z;
return *this;
}
// *
Vec3 operator*(float f) const {
Assert(!isnan(f));
return Vec3(f*x, f*y, f*z);
}
Vec3 &operator*=(float f) {
Assert(!isnan(f));
x *= f; y *= f; z *= f;
return *this;
}
friend inline Vec3 operator*(float f,const Vec3& v)
{
return v*f;
}
// /
Vec3 operator/(float f) const {
Assert(f != 0);
float inv = 1.f / f;
return Vec3(x * inv, y * inv, z * inv);
}
Vec3 &operator/=(float f) {
Assert(f != 0);
float inv = 1.f / f;
x *= inv; y *= inv; z *= inv;
return *this;
}
// dot
float operator*(const Vec3& v) const
{
Assert(!v.hasNaNs());
return x*v.x+y*v.y+z*v.z;
}
float absDot(const Vec3& v) const
{
return fabsf(*this*v);
}
// cross
Vec3 operator^(const Vec3& v) const
{
Assert(!v.hasNaNs());
return (Vec3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x));
}
// face
Vec3 faceForward(const Vec3& v) const
{
return (*this*v<0.f)?-*this:*this;
}
// index
float operator[](int i) const {
Assert(i >= 0 && i <= 2);
return (&x)[i];
}
float &operator[](int i) {
Assert(i >= 0 && i <= 2);
return (&x)[i];
}
// normalize
float length2() const { Assert(!hasNaNs()); return x*x + y*y + z*z; }
float length() const { Assert(!hasNaNs()); return sqrtf(length2()); }
Vec3& hat()
{
return (*this/=length());
}
float normalize()
{
float ret=length();
*this/=ret;
return ret;
}
float normalize2()
{
float ret=length2();
*this/=sqrtf(ret);
return ret;
}
// equal
bool operator==(const Vec3 &v) const {
return x == v.x && y == v.y && z == v.z;
}
bool operator!=(const Vec3 &v) const {
return x != v.x || y != v.y || z != v.z;
}
float x, y, z;
};
class Point2 {
public:
Point2() { x = y = 0.f; }
explicit Point2(float f) { x = y = f; }
explicit Point2(float* f) { x=f[0];y=f[1]; }
explicit Point2(double* f) { x=(float)f[0];y=(float)f[1]; }
Point2(float xx, float yy)
: x(xx), y(yy) {
Assert(!hasNaNs());
}
bool hasNaNs() const {
return isnan(x) || isnan(y);
}
// +
Point2 operator+(const Vec2 &v) const {
Assert(!v.hasNaNs());
return Point2(x + v.x, y + v.y);
}
Point2 &operator+=(const Vec2 &v) {
Assert(!v.hasNaNs());
x += v.x; y += v.y;
return *this;
}
// -
Vec2 operator-(const Point2 &p) const {
Assert(!p.hasNaNs());
return Vec2(x - p.x, y - p.y);
}
Point2 operator-(const Vec2 &v) const {
Assert(!v.hasNaNs());
return Point2(x - v.x, y - v.y);
}
Point2 &operator-=(const Vec2 &v) {
Assert(!v.hasNaNs());
x -= v.x; y -= v.y;
return *this;
}
// lerp
Point2 &operator+=(const Point2 &p) {
Assert(!p.hasNaNs());
x += p.x; y += p.y;
return *this;
}
Point2 operator+(const Point2 &p) const {
Assert(!p.hasNaNs());
return Point2(x + p.x, y + p.y);
}
// *
Point2 operator* (float f) const
{
Assert(!isnan(f));
return Point2(f*x, f*y);
}
Point2 &operator*=(float f) {
Assert(!isnan(f));
x *= f; y *= f;
return *this;
}
friend inline Point2 operator*(float f,const Point2& p) {
return p*f;
}
// /
Point2 operator/ (float f) const {
Assert(f!=0.f&&!isnan(f));
float inv = 1.f/f;
return Point2(inv*x, inv*y);
}
Point2 &operator/=(float f) {
Assert(f!=0.f&&!isnan(f));
float inv = 1.f/f;
x *= inv; y *= inv;
return *this;
}
// index
float operator[](int i) const {
Assert(i >= 0 && i <= 1);
return (&x)[i];
}
float &operator[](int i) {
Assert(i >= 0 && i <= 1);
return (&x)[i];
}
// distance
float distance(const Point2& p) const
{
return sqrtf((x-p.x)*(x-p.x)+(y-p.y)*(y-p.y));
}
float distance2(const Point2& p) const
{
return ((x-p.x)*(x-p.x)+(y-p.y)*(y-p.y));
}
// equal
bool operator==(const Point2 &p) const {
return x == p.x && y == p.y;
}
bool operator!=(const Point2 &p) const {
return x != p.x || y != p.y;
}
float x, y;
};
class Point3 {
public:
Point3() { x = y = z = 0.f; }
explicit Point3(float f) { x = y = z = f; }
explicit Point3(float* f) { x=f[0];y=f[1];z=f[2]; }
explicit Point3(double* f) { x=(float)f[0];y=(float)f[1];z=(float)f[2]; }
Point3(float xx, float yy, float zz)
: x(xx), y(yy), z(zz) {
Assert(!hasNaNs());
}
bool hasNaNs() const {
return isnan(x) || isnan(y) || isnan(z);
}
// +
Point3 operator+(const Vec3 &v) const {
Assert(!v.hasNaNs());
return Point3(x + v.x, y + v.y, z + v.z);
}
Point3 &operator+=(const Vec3 &v) {
Assert(!v.hasNaNs());
x += v.x; y += v.y; z += v.z;
return *this;
}
// -
Vec3 operator-(const Point3 &p) const {
Assert(!p.hasNaNs());
return Vec3(x - p.x, y - p.y, z - p.z);
}
Point3 operator-(const Vec3 &v) const {
Assert(!v.hasNaNs());
return Point3(x - v.x, y - v.y, z - v.z);
}
Point3 &operator-=(const Vec3 &v) {
Assert(!v.hasNaNs());
x -= v.x; y -= v.y; z -= v.z;
return *this;
}
// lerp
Point3 &operator+=(const Point3 &p) {
Assert(!p.hasNaNs());
x += p.x; y += p.y; z += p.z;
return *this;
}
Point3 operator+(const Point3 &p) const {
Assert(!p.hasNaNs());
return Point3(x + p.x, y + p.y, z + p.z);
}
// *
Point3 operator* (float f) const
{
Assert(!isnan(f));
return Point3(f*x, f*y, f*z);
}
Point3 &operator*=(float f) {
Assert(!isnan(f));
x *= f; y *= f; z *= f;
return *this;
}
friend inline Point3 operator*(float f,const Point3& p) {
return p*f;
}
// /
Point3 operator/ (float f) const {
Assert(f!=0.f&&!isnan(f));
float inv = 1.f/f;
return Point3(inv*x, inv*y, inv*z);
}
Point3 &operator/=(float f) {
Assert(f!=0.f&&!isnan(f));
float inv = 1.f/f;
x *= inv; y *= inv; z *= inv;
return *this;
}
// index
float operator[](int i) const {
Assert(i >= 0 && i <= 2);
return (&x)[i];
}
float &operator[](int i) {
Assert(i >= 0 && i <= 2);
return (&x)[i];
}
// distance
float distance(const Point3& p) const
{
return sqrtf((x-p.x)*(x-p.x)+(y-p.y)*(y-p.y)+(z-p.z)*(z-p.z));
}
float distance2(const Point3& p) const
{
return ((x-p.x)*(x-p.x)+(y-p.y)*(y-p.y)+(z-p.z)*(z-p.z));
}
// equal
bool operator==(const Point3 &p) const {
return x == p.x && y == p.y && z == p.z;
}
bool operator!=(const Point3 &p) const {
return x != p.x || y != p.y || z != p.z;
}
float x, y, z;
};
inline Vec2::Vec2(const Point2 &p)
: x(p.x), y(p.y) {
Assert(!hasNaNs());
}
inline Vec3::Vec3(const Point3 &p)
: x(p.x), y(p.y), z(p.z) {
Assert(!hasNaNs());
}
struct Line2
{
Line2(){}
Line2(const Point2& a,const Point2& b)
:p1(a),p2(b){}
float length()
{
return (p2-p1).length();
}
float length2()
{
return (p2-p1).length2();
}
Vec2 vec()
{
return (p2-p1);
}
Point2 p1,p2;
};
/*
inline void coordSystem(const Vec3& v1,Vec3 *v2,Vec3 *v3)
{
// assume normalized
//v1.normalize();
if (fabsf(v1.x) > fabsf(v1.y)) {
float invLen = 1.f / sqrtf(v1.x*v1.x + v1.z*v1.z);
*v2 = Vec3(-v1.z * invLen, 0.f, v1.x * invLen);
}
else {
float invLen = 1.f / sqrtf(v1.y*v1.y + v1.z*v1.z);
*v2 = Vec3(0.f, v1.z * invLen, -v1.y * invLen);
}
*v3 = v1^*v2;
}*/
#endif