Danbias/Code/OysterMath/OysterMath.h

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/////////////////////////////////////////////////////////////////////
// Created by Dan Andersson 2013
/////////////////////////////////////////////////////////////////////
#ifndef OYSTER_MATH_H
#define OYSTER_MATH_H
#include "Utilities.h"
#include "LinearMath.h"
#include <limits>
namespace Oyster { namespace Math //! Oyster's native math library
{
typedef float Float; //!< Oyster's native scalar is float
typedef ::LinearAlgebra::Vector2<Float> Float2; //!< 2D Linear Vector for Oyster
typedef ::LinearAlgebra::Vector3<Float> Float3; //!< 3D Linear Vector for Oyster
typedef ::LinearAlgebra::Vector4<Float> Float4; //!< 4D Linear Vector for Oyster
typedef ::LinearAlgebra::Matrix2x2<Float> Float2x2; //!< 2x2 Linear Matrix for Oyster
typedef ::LinearAlgebra::Matrix3x3<Float> Float3x3; //!< 3x3 Linear Matrix for Oyster
typedef ::LinearAlgebra::Matrix4x4<Float> Float4x4; //!< 4x4 Linear Matrix for Oyster
typedef ::LinearAlgebra::Quaternion<Float> Quaternion; //!< Quaternion for Oyster
typedef Float4x4 Matrix; // by popular demand
typedef Float2 Vector2; // by popular demand
typedef Float3 Vector3; // by popular demand
typedef Float4 Vector4; // by popular demand
const Float pi = 3.1415926535897932384626433832795f;
//! Function Highly recommended to check at start, just in case current version is using a feature that might be available.
//! @todo TODO: create a template UniquePointer to use here
bool IsSupported();
//! Creates a solution matrix for 'out´= 'targetMem' * 'in'.
//! Returns false if there is no explicit solution.
bool SuperpositionMatrix( const Float2x2 &in, const Float2x2 &out, Float2x2 &targetMem );
//! Creates a solution matrix for 'out´= 'targetMem' * 'in'.
//! Returns false if there is no explicit solution.
bool SuperpositionMatrix( const Float3x3 &in, const Float3x3 &out, Float3x3 &targetMem );
//! Creates a solution matrix for 'out´= 'targetMem' * 'in'.
//! Returns false if there is no explicit solution.
bool SuperpositionMatrix( const Float4x4 &in, const Float4x4 &out, Float4x4 &targetMem );
/********************************************************************
* Linear Interpolation
* @return start * (1-t) + end * t
********************************************************************/
using ::LinearAlgebra::Lerp;
/********************************************************************
* Normalized Linear Interpolation
* @return nullvector if Lerp( start, end, t ) is nullvector.
********************************************************************/
using ::LinearAlgebra::Nlerp;
/********************************************************************
* Spherical Linear Interpolation on Quaternions
********************************************************************/
using ::LinearAlgebra::Slerp;
} }
inline ::Oyster::Math::Float2 & operator *= ( ::Oyster::Math::Float2 &left, const ::Oyster::Math::Float2 &right )
{
return left.PiecewiseMultiplicationAdd( right );
}
inline ::Oyster::Math::Float2 operator * ( const ::Oyster::Math::Float2 &left, const ::Oyster::Math::Float2 &right )
{
return left.PiecewiseMultiplication( right );
}
inline ::Oyster::Math::Float3 & operator *= ( ::Oyster::Math::Float3 &left, const ::Oyster::Math::Float3 &right )
{
return left.PiecewiseMultiplicationAdd( right );
}
inline ::Oyster::Math::Float3 operator * ( const ::Oyster::Math::Float3 &left, const ::Oyster::Math::Float3 &right )
{
return left.PiecewiseMultiplication( right );
}
inline ::Oyster::Math::Float4 & operator *= ( ::Oyster::Math::Float4 &left, const ::Oyster::Math::Float4 &right )
{
return left.PiecewiseMultiplicationAdd( right );
}
namespace Oyster { namespace Math2D //! Oyster's native math library specialized for 2D
{
using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace
//! If there is an Y-axis on a 2D plane, then there is an explicit X-axis on and that is what is returned.
//! Recommended too make sure that yAxis is normalized.
Float2 X_AxisTo( const Float2 &yAxis );
//! If there is an X-axis on a 2D plane, then there is an explicit Y-axis and that is what is returned.
//! Recommended too make sure that yAxis is normalized.
Float2 Y_AxisTo( const Float2 &xAxis );
//! Sets and returns targetMem to a translationMatrix with position as translation.
Float3x3 & TranslationMatrix( const Float2 &position, Float3x3 &targetMem = Float3x3() );
//! Sets and returns targetMem as a counterclockwise rotationMatrix
Float3x3 & RotationMatrix( const Float &radian, Float3x3 &targetMem = Float3x3() );
//! If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
Float2x2 & InverseRotationMatrix( const Float2x2 &rotation, Float2x2 &targetMem = Float2x2() );
//! If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() );
//! Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
Float3x3 & OrientationMatrix( const Float2x2 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() );
//! Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
Float3x3 & OrientationMatrix( const Float3x3 &rotation, const Float2 &translation, Float3x3 &targetMem = Float3x3() );
//! Sets and returns targetMem as an orientation Matrix with position as translation and radian rotation
Float3x3 & OrientationMatrix( const Float2 &position, const Float &radian, Float3x3 &targetMem = Float3x3() );
//! Sets and returns targetMem as an orientation Matrix with position as translation and local y-axis directed at lookAt
Float3x3 & OrientationMatrix( const Float2 &position, const Float2 &lookAt, Float3x3 &targetMem = Float3x3() );
//! Sets and returns targetMem as an orientation Matrix that is rotated around localCenterOfRotation and then translated with position.
//! TODO: not tested
Float3x3 & OrientationMatrix( const Float2 &position, Float radian, const Float2 &localCenterOfRotation, Float3x3 &targetMem = Float3x3() );
//! If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
Float3x3 & InverseOrientationMatrix( const Float3x3 &orientationMatrix, Float3x3 &targetMem = Float3x3() );
//! Returns targetmem after writing the rotation data from orientation, into it.
Float3x3 & ExtractRotationMatrix( const Float3x3 &orientation, Float3x3 &targetMem = Float3x3() );
} }
namespace Oyster { namespace Math3D //! Oyster's native math library specialized for 3D
{
using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace
//! Extracts the angularAxis from rotationMatrix
//Float4 AngularAxis( const Float3x3 &rotationMatrix );
////! Extracts the angularAxis from rotationMatrix
//Float4 AngularAxis( const Float4x4 &rotationMatrix );
////! Extracts the angularAxis from orientationMatrix
//Float4 ExtractAngularAxis( const Float4x4 &orientationMatrix );
//! Sets and returns targetMem to a translationMatrix with position as translation.
Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() );
/** @todo TODO: add doc */
Quaternion Rotation( Float radian, const Float3 &normalizedAxis );
/** @todo TODO: add doc */
Quaternion Rotation( Float radian, const Float3 &normalizedAxis );
/** @todo TODO: add doc */
Quaternion Rotation( const Float3 &angularAxis );
/** @todo TODO: add doc */
Quaternion Rotation( const Float4 &angularAxis );
/** @todo TODO: add doc */
Float3x3 & RotationMatrix( const Quaternion &rotationQuaternion, Float3x3 &targetMem );
/** @todo TODO: add doc */
Float4x4 & RotationMatrix( const Quaternion &rotationQuaternion, Float4x4 &targetMem = Float4x4() );
/** @todo TODO: add doc */
Float4x4 & OrientationMatrix( const Quaternion &rotationQuaternion, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
/** @todo TODO: add doc */
Float4x4 & OrientationMatrix( const Quaternion &rotationQuaternion, const Float4 &translation, Float4x4 &targetMem = Float4x4() );
/** @todo TODO: add doc */
Float4x4 & ViewMatrix( const Quaternion &rotationQuaternion, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
/** @todo TODO: add doc */
Float4x4 & ViewMatrix( const Quaternion &rotationQuaternion, const Float4 &translation, Float4x4 &targetMem = Float4x4() );
//! Sets and returns targetMem as an counterclockwise rotation matrix around the global X-axis
Float4x4 & RotationMatrix_AxisX( const Float &radian, Float4x4 &targetMem = Float4x4() );
//! Sets and returns targetMem as an counterclockwise rotation matrix around the global Y-axis
Float4x4 & RotationMatrix_AxisY( const Float &radian, Float4x4 &targetMem = Float4x4() );
//! Sets and returns targetMem as an counterclockwise rotation matrix around the global Z-axis
Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem = Float4x4() );
//! Sets and returns targetMem as an counterclockwise rotation matrix around the angularAxis.
Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem = Float4x4() );
//! Sets and returns targetMem as an counterclockwise rotation matrix around the normalizedAxis.
//! Please make sure normalizedAxis is normalized.
Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() );
//! If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem = Float3x3() );
//! If rotation is assumed to be by all definitions a rotation matrix. Then this is a much faster inverse method.
Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem = Float4x4() );
//! Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
//! Sets and returns targetMem as an orientation Matrix composed by the rotation matrix and translation vector
Float4x4 & OrientationMatrix( const Float4x4 &rotation, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
/*******************************************************************
* Sets and returns targetMem as an orientation Matrix
* @param normalizedAxis: The normalized vector parallell with the rotationAxis.
* @param deltaRadian: The rotation angle.
* @param sumTranslation: sum of all the translation vectors.
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
* @return targetMem
*******************************************************************/
Float4x4 & OrientationMatrix( const Float3 &normalizedAxis, const Float & deltaRadian, const Float3 &sumTranslation, Float4x4 &targetMem = Float4x4() );
/*******************************************************************
* Sets and returns targetMem as an orientation Matrix
* @param angularAxis: sum of all ( (1/I) * ( L x D ) )-vectorproducts. There I is known as "moment of inertia", L as "angular momentum vector" and D the "lever vector".
* @param translation: sum of all the translation vectors.
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
* @return targetMem
*******************************************************************/
Float4x4 & OrientationMatrix( const Float3 &angularAxis, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
/*******************************************************************
* Sets and returns targetMem as a view Matrix
* @param angularAxis: sum of all ( (1/I) * ( L x D ) )-vectorproducts. There I is known as "moment of inertia", L as "angular momentum vector" and D the "lever vector".
* @param translation: sum of all the translation vectors.
* @param targetMem: is set to a rigibody matrix that rotate counterclockwise and then translates.
* @return targetMem
*******************************************************************/
Float4x4 & ViewMatrix( const Float3 &angularAxis, const Float3 &translation, Float4x4 &targetMem = Float4x4() );
/*******************************************************************
* Sets and returns targetMem as an orientation Matrix
* @param sumDeltaAngularAxis: sum of all ( (1/I) * ( L x D ) )-vectorproducts. There I is known as "moment of inertia", L as "angular momentum vector" and D the "lever vector".
* @param sumTranslation: sum of all the translation vectors.
* @param centerOfMass: the point the particles is to revolve around, prior to translation. Default set to null vector aka origo.
* @param targetMem: is set to a rigibody matrix that revolve/rotate counterclockwise around centerOfMass and then translates.
* @return targetMem
* @todo TODO: not tested
*******************************************************************/
Float4x4 & OrientationMatrix( const Float3 &sumDeltaAngularAxis, const Float3 &sumTranslation, const Float3 &centerOfMass, Float4x4 &targetMem = Float4x4() );
//! @todo TODO: Add documentation and not tested
Float4x4 & OrientationMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
//! @todo TODO: Add documentation and not tested
Float4x4 & OrientationMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
//! @todo TODO: Add documentation and not tested
Float4x4 & ViewMatrix_LookAtDirection( const Float3 &normalizedDirection, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
//! @todo TODO: Add documentation and not tested
Float4x4 & ViewMatrix_LookAtPos( const Float3 &worldLookAt, const Float3 &normalizedUpVector, const Float3 &worldPos, Float4x4 &targetMem = Float4x4() );
//! If orientationMatrix is assumed to be by all definitions a rigid orientation matrix aka rigid body matrix. Then this is a much faster inverse method.
Float4x4 & InverseOrientationMatrix( const Float4x4 &orientationMatrix, Float4x4 &targetMem = Float4x4() );
// O0 = T0 * R0
// O1 = T1 * T0 * R1 * R0
Float4x4 & UpdateOrientationMatrix( const Float3 &deltaPosition, const Float4x4 &deltaRotationMatrix, Float4x4 &orientationMatrix );
//! Returns targetmem after writing the rotation data from orientation, into it.
Float4x4 & ExtractRotationMatrix( const Float4x4 &orientation, Float4x4 &targetMem = Float4x4() );
/*******************************************************************
* Creates an orthographic projection matrix designed for DirectX enviroment.
* @param width; of the projection sample volume.
* @param height; of the projection sample volume.
* @param nearClip: Distance to the nearPlane.
* @param farClip: Distance to the farPlane.
* @param targetMem; is set to an orthographic projection matrix.
* @return targetMem
* @todo TODO: not tested
*******************************************************************/
Float4x4 & ProjectionMatrix_Orthographic( const Float &width, const Float &height, const Float &nearClip = ::std::numeric_limits<Float>::epsilon(), const Float &farClip = ::std::numeric_limits<Float>::max(), Float4x4 &targetMem = Float4x4() );
/*******************************************************************
* Creates a perspective projection matrix designed for DirectX enviroment.
* @param vertFoV; is the vertical field of vision in radians. (lookup FoV Hor+ )
* @param aspect; is the screenratio width/height (example 16/9 or 16/10 )
* @param nearClip: Distance to the nearPlane
* @param farClip: Distance to the farPlane
* @param targetMem; is set to a perspective transform matrix.
* @return targetMem
* @todo TODO: not tested
*******************************************************************/
Float4x4 & ProjectionMatrix_Perspective( const Float &verticalFoV, const Float &aspectRatio, const Float &nearClip = ::std::numeric_limits<Float>::epsilon(), const Float &farClip = ::std::numeric_limits<Float>::max(), Float4x4 &targetMem = Float4x4() );
//! returns the component vector of vector that is parallell with axis
Float3 VectorProjection( const Float3 &vector, const Float3 &axis );
//! returns the component vector of vector that is parallell with axis
Float4 VectorProjection( const Float4 &vector, const Float4 &axis );
//! returns the component vector of vector that is parallell with axis. Faster than VectorProjection.
Float3 NormalProjection( const Float3 &vector, const Float3 &normalizedAxis );
//! returns the component vector of vector that is parallell with axis. Faster than VectorProjection.
Float4 NormalProjection( const Float4 &vector, const Float4 &normalizedAxis );
//! Helper inline function that sets and then returns targetMem = projection * view
inline Float4x4 & ViewProjectionMatrix( const Float4x4 &view, const Float4x4 &projection, Float4x4 &targetMem = Float4x4() )
{ return targetMem = projection * view; }
/** Helper inline function that sets and then returns targetMem = transformer * transformee */
inline Float4x4 & TransformMatrix( const Float4x4 &transformer, const Float4x4 &transformee, Float4x4 &targetMem )
{ return targetMem = transformer * transformee; }
/** Helper inline function that sets and then returns transformer * transformee */
inline Float4x4 TransformMatrix( const Float4x4 &transformer, const Float4x4 &transformee )
{ return transformer * transformee; }
//! Helper inline function that sets and then returns targetMem = transformer * transformee
inline Float4 & TransformVector( const Float4x4 &transformer, const Float4 &transformee, Float4 &targetMem = Float4() )
{ return targetMem = transformer * transformee; }
using ::LinearAlgebra3D::SnapAxisYToNormal_UsingNlerp;
using ::LinearAlgebra3D::InterpolateAxisYToNormal_UsingNlerp;
using ::LinearAlgebra3D::InterpolateRotation_UsingNonRigidNlerp;
using ::LinearAlgebra3D::InterpolateRotation_UsingRigidNlerp;
using ::LinearAlgebra3D::InterpolateOrientation_UsingNonRigidNlerp;
using ::LinearAlgebra3D::InterpolateOrientation_UsingRigidNlerp;
using ::LinearAlgebra3D::InterpolateOrientation_UsingSlerp;
using ::LinearAlgebra3D::SnapAngularAxis;
using ::LinearAlgebra3D::WorldAxisOf;
using ::LinearAlgebra3D::ScalingMatrix;
} }
#endif