1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
|
/*
algebra3.cpp, algebra3.h - C++ Vector and Matrix Algebra routines
GLUI User Interface Toolkit (LGPL)
Copyright (c) 1998 Paul Rademacher
WWW: http://sourceforge.net/projects/glui/
Forums: http://sourceforge.net/forum/?group_id=92496
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/**************************************************************************
There are three vector classes and two matrix classes: vec2, vec3,
vec4, mat3, and mat4.
All the standard arithmetic operations are defined, with '*'
for dot product of two vectors and multiplication of two matrices,
and '^' for cross product of two vectors.
Additional functions include length(), normalize(), homogenize for
vectors, and print(), set(), apply() for all classes.
There is a function transpose() for matrices, but note that it
does not actually change the matrix,
When multiplied with a matrix, a vector is treated as a row vector
if it precedes the matrix (v*M), and as a column vector if it
follows the matrix (M*v).
Matrices are stored in row-major form.
A vector of one dimension (2d, 3d, or 4d) can be cast to a vector
of a higher or lower dimension. If casting to a higher dimension,
the new component is set by default to 1.0, unless a value is
specified:
vec3 a(1.0, 2.0, 3.0 );
vec4 b( a, 4.0 ); // now b == {1.0, 2.0, 3.0, 4.0};
When casting to a lower dimension, the vector is homogenized in
the lower dimension. E.g., if a 4d {X,Y,Z,W} is cast to 3d, the
resulting vector is {X/W, Y/W, Z/W}. It is up to the user to
insure the fourth component is not zero before casting.
There are also the following function for building matrices:
identity2D(), translation2D(), rotation2D(),
scaling2D(), identity3D(), translation3D(),
rotation3D(), rotation3Drad(), scaling3D(),
perspective3D()
NOTE: When compiling for Windows, include this file first, to avoid
certain name conflicts
---------------------------------------------------------------------
Author: Jean-Francois DOUEg
Revised: Paul Rademacher
Version 3.2 - Feb 1998
Revised: Nigel Stewart (GLUI Code Cleaning)
**************************************************************************/
#ifndef GLUI_ALGEBRA3_H
#define GLUI_ALGEBRA3_H
#include <cmath>
#include <cstdio>
#include <cstdlib>
// this line defines a new type: pointer to a function which returns a
// float and takes as argument a float
typedef float (*V_FCT_PTR)(float);
class vec2;
class vec3;
class vec4;
class mat3;
class mat4;
#ifndef M_PI
#define M_PI 3.141592654
#endif
enum {VX, VY, VZ, VW}; // axes
enum {PA, PB, PC, PD}; // planes
enum {RED, GREEN, BLUE, ALPHA}; // colors
enum {KA, KD, KS, ES}; // phong coefficients
/****************************************************************
* *
* 2D Vector *
* *
****************************************************************/
class vec2
{
friend class vec3;
protected:
float n[2];
public:
// Constructors
vec2();
vec2(float x, float y);
vec2(const vec2 &v); // copy constructor
vec2(const vec3 &v); // cast v3 to v2
vec2(const vec3 &v, int dropAxis); // cast v3 to v2
// Assignment operators
vec2 &operator = (const vec2 &v); // assignment of a vec2
vec2 &operator += (const vec2 &v); // incrementation by a vec2
vec2 &operator -= (const vec2 &v); // decrementation by a vec2
vec2 &operator *= (float d); // multiplication by a constant
vec2 &operator /= (float d); // division by a constant
// special functions
float length() const; // length of a vec2
float length2() const; // squared length of a vec2
vec2 &normalize(); // normalize a vec2
vec2 &apply(V_FCT_PTR fct); // apply a func. to each component
void set(float x, float y); // set vector
float &operator [] (int i); // indexing
const float &operator [] (int i) const; // indexing
// friends
friend vec2 operator - (const vec2 &v); // -v1
friend vec2 operator + (const vec2 &a, const vec2 &b); // v1 + v2
friend vec2 operator - (const vec2 &a, const vec2 &b); // v1 - v2
friend vec2 operator * (const vec2 &a, float d); // v1 * 3.0
friend vec2 operator * (float d, const vec2 &a); // 3.0 * v1
friend vec2 operator * (const mat3 &a, const vec2 &v); // M . v
friend vec2 operator * (const vec2 &v, const mat3 &a); // v . M
friend float operator * (const vec2 &a, const vec2 &b); // dot product
friend vec2 operator / (const vec2 &a, float d); // v1 / 3.0
friend vec3 operator ^ (const vec2 &a, const vec2 &b); // cross product
friend int operator == (const vec2 &a, const vec2 &b); // v1 == v2 ?
friend int operator != (const vec2 &a, const vec2 &b); // v1 != v2 ?
//friend ostream& operator << (ostream& s, vec2& v); // output to stream
//friend istream& operator >> (istream& s, vec2& v); // input from strm.
friend void swap(vec2 &a, vec2 &b); // swap v1 & v2
friend vec2 min_vec(const vec2 &a, const vec2 &b); // min(v1, v2)
friend vec2 max_vec(const vec2 &a, const vec2 &b); // max(v1, v2)
friend vec2 prod (const vec2 &a, const vec2 &b); // term by term *
};
/****************************************************************
* *
* 3D Vector *
* *
****************************************************************/
class vec3
{
friend class vec2;
friend class vec4;
friend class mat3;
protected:
float n[3];
public:
// Constructors
vec3();
vec3(float x, float y, float z);
vec3(const vec3 &v); // copy constructor
vec3(const vec2 &v); // cast v2 to v3
vec3(const vec2 &v, float d); // cast v2 to v3
vec3(const vec4 &v); // cast v4 to v3
vec3(const vec4 &v, int dropAxis); // cast v4 to v3
// Assignment operators
vec3 &operator = (const vec3 &v); // assignment of a vec3
vec3 &operator += (const vec3 &v); // incrementation by a vec3
vec3 &operator -= (const vec3 &v); // decrementation by a vec3
vec3 &operator *= (float d); // multiplication by a constant
vec3 &operator /= (float d); // division by a constant
// special functions
float length() const; // length of a vec3
float length2() const; // squared length of a vec3
vec3& normalize(); // normalize a vec3
vec3& homogenize(); // homogenize (div by Z)
vec3& apply(V_FCT_PTR fct); // apply a func. to each component
void set(float x, float y, float z); // set vector
void print(FILE *file, const char *name) const; // print vector to a file
float &operator [] (int i); // indexing
const float &operator [] (int i) const; // indexing
// friends
friend vec3 operator - (const vec3 &v); // -v1
friend vec3 operator + (const vec3 &a, const vec3 &b); // v1 + v2
friend vec3 operator - (const vec3 &a, const vec3 &b); // v1 - v2
friend vec3 operator * (const vec3 &a, float d); // v1 * 3.0
friend vec3 operator * (float d, const vec3 &a); // 3.0 * v1
friend vec3 operator * (const mat4 &a, const vec3 &v); // M . v
friend vec3 operator * (const vec3 &v, const mat4 &a); // v . M
friend float operator * (const vec3 &a, const vec3 &b); // dot product
friend vec3 operator / (const vec3 &a, float d); // v1 / 3.0
friend vec3 operator ^ (const vec3 &a, const vec3 &b); // cross product
friend int operator == (const vec3 &a, const vec3 &b); // v1 == v2 ?
friend int operator != (const vec3 &a, const vec3 &b); // v1 != v2 ?
//friend ostream& operator << (ostream& s, vec3& v); // output to stream
//friend istream& operator >> (istream& s, vec3& v); // input from strm.
friend void swap(vec3 &a, vec3 &b); // swap v1 & v2
friend vec3 min_vec(const vec3 &a, const vec3 &b); // min(v1, v2)
friend vec3 max_vec(const vec3 &a, const vec3 &b); // max(v1, v2)
friend vec3 prod(const vec3 &a, const vec3 &b); // term by term *
// necessary friend declarations
friend vec2 operator * (const mat3 &a, const vec2 &v); // linear transform
friend vec3 operator * (const mat3 &a, const vec3 &v); // linear transform
friend mat3 operator * (const mat3 &a, const mat3 &b); // matrix 3 product
};
/****************************************************************
* *
* 4D Vector *
* *
****************************************************************/
class vec4
{
friend class vec3;
friend class mat4;
protected:
float n[4];
public:
// Constructors
vec4();
vec4(float x, float y, float z, float w);
vec4(const vec4 &v); // copy constructor
vec4(const vec3 &v); // cast vec3 to vec4
vec4(const vec3 &v, float d); // cast vec3 to vec4
// Assignment operators
vec4 &operator = (const vec4 &v); // assignment of a vec4
vec4 &operator += (const vec4 &v); // incrementation by a vec4
vec4 &operator -= (const vec4 &v); // decrementation by a vec4
vec4 &operator *= (float d); // multiplication by a constant
vec4 &operator /= (float d); // division by a constant
// special functions
float length() const; // length of a vec4
float length2() const; // squared length of a vec4
vec4 &normalize(); // normalize a vec4
vec4 &apply(V_FCT_PTR fct); // apply a func. to each component
vec4 &homogenize();
void print(FILE *file, const char *name) const; // print vector to a file
void set(float x, float y, float z, float a);
float &operator [] (int i); // indexing
const float &operator [] (int i) const; // indexing
// friends
friend vec4 operator - (const vec4 &v); // -v1
friend vec4 operator + (const vec4 &a, const vec4 &b); // v1 + v2
friend vec4 operator - (const vec4 &a, const vec4 &b); // v1 - v2
friend vec4 operator * (const vec4 &a, float d); // v1 * 3.0
friend vec4 operator * (float d, const vec4 &a); // 3.0 * v1
friend vec4 operator * (const mat4 &a, const vec4 &v); // M . v
friend vec4 operator * (const vec4 &v, const mat4 &a); // v . M
friend float operator * (const vec4 &a, const vec4 &b); // dot product
friend vec4 operator / (const vec4 &a, float d); // v1 / 3.0
friend int operator == (const vec4 &a, const vec4 &b); // v1 == v2 ?
friend int operator != (const vec4 &a, const vec4 &b); // v1 != v2 ?
//friend ostream& operator << (ostream& s, vec4& v); // output to stream
//friend istream& operator >> (istream& s, vec4& v); // input from strm.
friend void swap(vec4 &a, vec4 &b); // swap v1 & v2
friend vec4 min_vec(const vec4 &a, const vec4 &b); // min(v1, v2)
friend vec4 max_vec(const vec4 &a, const vec4 &b); // max(v1, v2)
friend vec4 prod (const vec4 &a, const vec4 &b); // term by term *
// necessary friend declarations
friend vec3 operator * (const mat4 &a, const vec3 &v); // linear transform
friend mat4 operator * (const mat4 &a, const mat4 &b); // matrix 4 product
};
/****************************************************************
* *
* 3x3 Matrix *
* *
****************************************************************/
class mat3
{
protected:
vec3 v[3];
public:
// Constructors
mat3();
mat3(const vec3 &v0, const vec3 &v1, const vec3 &v2);
mat3(const mat3 &m);
// Assignment operators
mat3 &operator = (const mat3 &m); // assignment of a mat3
mat3 &operator += (const mat3 &m); // incrementation by a mat3
mat3 &operator -= (const mat3 &m); // decrementation by a mat3
mat3 &operator *= (float d); // multiplication by a constant
mat3 &operator /= (float d); // division by a constant
// special functions
mat3 transpose() const; // transpose
mat3 inverse() const; // inverse
mat3 &apply(V_FCT_PTR fct); // apply a func. to each element
void print(FILE *file, const char *name ) const; // print matrix to a file
void set(const vec3 &v0, const vec3 &v1, const vec3 &v2);
vec3 &operator [] (int i); // indexing
const vec3 &operator [] (int i) const; // indexing
// friends
friend mat3 operator - (const mat3 &a); // -m1
friend mat3 operator + (const mat3 &a, const mat3 &b); // m1 + m2
friend mat3 operator - (const mat3 &a, const mat3 &b); // m1 - m2
friend mat3 operator * (const mat3 &a, const mat3 &b); // m1 * m2
friend mat3 operator * (const mat3 &a, float d); // m1 * 3.0
friend mat3 operator * (float d, const mat3 &a); // 3.0 * m1
friend mat3 operator / (const mat3 &a, float d); // m1 / 3.0
friend int operator == (const mat3 &a, const mat3 &b); // m1 == m2 ?
friend int operator != (const mat3 &a, const mat3 &b); // m1 != m2 ?
//friend ostream& operator << (ostream& s, mat3& m); // output to stream
//friend istream& operator >> (istream& s, mat3& m); // input from strm.
friend void swap(mat3 &a, mat3 &b); // swap m1 & m2
// necessary friend declarations
friend vec3 operator * (const mat3 &a, const vec3 &v); // linear transform
friend vec2 operator * (const mat3 &a, const vec2 &v); // linear transform
};
/****************************************************************
* *
* 4x4 Matrix *
* *
****************************************************************/
class mat4
{
protected:
vec4 v[4];
public:
// Constructors
mat4();
mat4(const vec4 &v0, const vec4 &v1, const vec4 &v2, const vec4 &v3);
mat4(const mat4 &m);
mat4(float a00, float a01, float a02, float a03,
float a10, float a11, float a12, float a13,
float a20, float a21, float a22, float a23,
float a30, float a31, float a32, float a33 );
// Assignment operators
mat4 &operator = (const mat4 &m); // assignment of a mat4
mat4 &operator += (const mat4 &m); // incrementation by a mat4
mat4 &operator -= (const mat4 &m); // decrementation by a mat4
mat4 &operator *= (float d); // multiplication by a constant
mat4 &operator /= (float d); // division by a constant
// special functions
mat4 transpose() const; // transpose
mat4 inverse() const; // inverse
mat4 &apply(V_FCT_PTR fct); // apply a func. to each element
void print(FILE *file, const char *name) const; // print matrix to a file
vec4 &operator [] (int i); // indexing
const vec4 &operator [] (int i) const; // indexing
void swap_rows(int i, int j); // swap rows i and j
void swap_cols(int i, int j); // swap cols i and j
// friends
friend mat4 operator - (const mat4 &a); // -m1
friend mat4 operator + (const mat4 &a, const mat4 &b); // m1 + m2
friend mat4 operator - (const mat4 &a, const mat4 &b); // m1 - m2
friend mat4 operator * (const mat4 &a, const mat4 &b); // m1 * m2
friend mat4 operator * (const mat4 &a, float d); // m1 * 4.0
friend mat4 operator * (float d, const mat4 &a); // 4.0 * m1
friend mat4 operator / (const mat4 &a, float d); // m1 / 3.0
friend int operator == (const mat4 &a, const mat4 &b); // m1 == m2 ?
friend int operator != (const mat4 &a, const mat4 &b); // m1 != m2 ?
//friend ostream& operator << (ostream& s, mat4& m); // output to stream
//friend istream& operator >> (istream& s, mat4& m); // input from strm.
friend void swap(mat4 &a, mat4 &b); // swap m1 & m2
// necessary friend declarations
friend vec4 operator * (const mat4 &a, const vec4 &v); // linear transform
//friend vec4 operator * (const vec4& v, const mat4& a); // linear transform
friend vec3 operator * (const mat4 &a, const vec3 &v); // linear transform
friend vec3 operator * (const vec3 &v, const mat4 &a); // linear transform
};
/****************************************************************
* *
* 2D functions and 3D functions *
* *
****************************************************************/
mat3 identity2D (); // identity 2D
mat3 translation2D(const vec2 &v); // translation 2D
mat3 rotation2D (const vec2 &Center, float angleDeg); // rotation 2D
mat3 scaling2D (const vec2 &scaleVector); // scaling 2D
mat4 identity3D (); // identity 3D
mat4 translation3D(const vec3 &v); // translation 3D
mat4 rotation3D (const vec3 &Axis, float angleDeg); // rotation 3D
mat4 rotation3Drad(const vec3 &Axis, float angleRad); // rotation 3D
mat4 scaling3D (const vec3 &scaleVector); // scaling 3D
mat4 perspective3D(float d); // perspective 3D
vec3 operator * (const vec3 &v, const mat3 &a);
vec2 operator * (const vec2 &v, const mat3 &a);
vec3 operator * (const vec3 &v, const mat4 &a);
vec4 operator * (const vec4 &v, const mat4 &a);
#endif
|