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authorPiotr Dziwinski <piotrdz@gmail.com>2012-07-06 19:00:22 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-07-06 19:00:22 +0200
commit32043605153543bd72eb012ff310367299ad4e8f (patch)
tree91371b113a60d6069dd7d90d0819e4ea3bfdf58d /src
parente8c9945e13fca88a6f8232838682df0654437f3e (diff)
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Refactoring in math & texture modules
- moved texture-related structs to texture.h & code to texture.cpp - cleaned up texture test code - added Math:: namespace qualifiers to math modules for clarity
Diffstat (limited to 'src')
-rw-r--r--src/CMakeLists.txt1
-rw-r--r--src/graphics/common/device.cpp23
-rw-r--r--src/graphics/common/device.h109
-rw-r--r--src/graphics/common/texture.cpp43
-rw-r--r--src/graphics/common/texture.h109
-rw-r--r--src/graphics/opengl/gldevice.cpp2
-rw-r--r--src/graphics/opengl/test/texture_test.cpp186
-rw-r--r--src/math/func.h28
-rw-r--r--src/math/geometry.h111
-rw-r--r--src/math/matrix.h14
-rw-r--r--src/math/vector.h12
11 files changed, 239 insertions, 399 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index c72bcd9..fada14c 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -52,6 +52,7 @@ graphics/common/planet.cpp
graphics/common/pyro.cpp
graphics/common/terrain.cpp
graphics/common/text.cpp
+graphics/common/texture.cpp
graphics/common/water.cpp
graphics/opengl/gldevice.cpp
graphics/opengl/glengine.cpp
diff --git a/src/graphics/common/device.cpp b/src/graphics/common/device.cpp
index 79102b2..fcd4318 100644
--- a/src/graphics/common/device.cpp
+++ b/src/graphics/common/device.cpp
@@ -31,26 +31,3 @@ void Gfx::DeviceConfig::LoadDefault()
doubleBuf = true;
noFrame = false;
}
-
-void Gfx::TextureCreateParams::LoadDefault()
-{
- alpha = false;
- mipmap = false;
-
- minFilter = Gfx::TEX_MIN_FILTER_NEAREST;
- magFilter = Gfx::TEX_MAG_FILTER_NEAREST;
-
- wrapS = Gfx::TEX_WRAP_REPEAT;
- wrapT = Gfx::TEX_WRAP_REPEAT;
-}
-
-void Gfx::TextureParams::LoadDefault()
-{
- colorOperation = Gfx::TEX_MIX_OPER_MODULATE;
- colorArg1 = Gfx::TEX_MIX_ARG_CURRENT;
- colorArg2 = Gfx::TEX_MIX_ARG_TEXTURE;
-
- alphaOperation = Gfx::TEX_MIX_OPER_MODULATE;
- alphaArg1 = Gfx::TEX_MIX_ARG_CURRENT;
- alphaArg2 = Gfx::TEX_MIX_ARG_TEXTURE;
-}
diff --git a/src/graphics/common/device.h b/src/graphics/common/device.h
index 41181aa..6a71a8a 100644
--- a/src/graphics/common/device.h
+++ b/src/graphics/common/device.h
@@ -181,115 +181,6 @@ enum PrimitiveType
PRIMITIVE_TRIANGLE_STRIP
};
-/**
- \enum TexMinFilter
- \brief Minification texture filter
-
- Corresponds to OpenGL modes but should translate to DirectX too. */
-enum TexMinFilter
-{
- TEX_MIN_FILTER_NEAREST,
- TEX_MIN_FILTER_LINEAR,
- TEX_MIN_FILTER_NEAREST_MIPMAP_NEAREST,
- TEX_MIN_FILTER_LINEAR_MIPMAP_NEAREST,
- TEX_MIN_FILTER_NEAREST_MIPMAP_LINEAR,
- TEX_MIN_FILTER_LINEAR_MIPMAP_LINEAR
-};
-
-/**
- \enum TexMagFilter
- \brief Magnification texture filter */
-enum TexMagFilter
-{
- TEX_MAG_FILTER_NEAREST,
- TEX_MAG_FILTER_LINEAR
-};
-
-/**
- \enum TexWrapMode
- \brief Wrapping mode for texture coords */
-enum TexWrapMode
-{
- TEX_WRAP_CLAMP,
- TEX_WRAP_REPEAT
-};
-
-/**
- \enum TexMixOperation
- \brief Multitexture mixing operation
- */
-enum TexMixOperation
-{
- TEX_MIX_OPER_MODULATE,
- TEX_MIX_OPER_ADD
-};
-
-/**
- \enum TexMixArgument
- \brief Multitexture mixing argument
- */
-enum TexMixArgument
-{
- TEX_MIX_ARG_CURRENT,
- TEX_MIX_ARG_TEXTURE,
- TEX_MIX_ARG_DIFFUSE,
- TEX_MIX_ARG_FACTOR
-};
-
-/**
- \struct TextureCreateParams
- \brief Parameters for texture creation
- */
-struct TextureCreateParams
-{
- //! Whether the texture image contains alpha
- bool alpha;
- //! Whether to generate mipmaps
- bool mipmap;
- //! Minification filter
- Gfx::TexMinFilter minFilter;
- //! Magnification filter
- Gfx::TexMagFilter magFilter;
- //! Wrap S coord mode
- Gfx::TexWrapMode wrapS;
- //! Wrap T coord mode
- Gfx::TexWrapMode wrapT;
-
- //! Constructor; calls LoadDefault()
- TextureCreateParams()
- { LoadDefault(); }
-
- //! Loads the default values
- void LoadDefault();
-};
-
-/**
- \struct TextureParams
- \brief Parameters for texture creation
- */
-struct TextureParams
-{
- //! Mixing operation done on color values
- Gfx::TexMixOperation colorOperation;
- //! 1st argument of color operations
- Gfx::TexMixArgument colorArg1;
- //! 2nd argument of color operations
- Gfx::TexMixArgument colorArg2;
- //! Mixing operation done on alpha values
- Gfx::TexMixOperation alphaOperation;
- //! 1st argument of alpha operations
- Gfx::TexMixArgument alphaArg1;
- //! 2nd argument of alpha operations
- Gfx::TexMixArgument alphaArg2;
-
- //! Constructor; calls LoadDefault()
- TextureParams()
- { LoadDefault(); }
-
- //! Loads the default values
- void LoadDefault();
-};
-
/*
Notes for rewriting DirectX code:
diff --git a/src/graphics/common/texture.cpp b/src/graphics/common/texture.cpp
new file mode 100644
index 0000000..50e71cd
--- /dev/null
+++ b/src/graphics/common/texture.cpp
@@ -0,0 +1,43 @@
+// * This file is part of the COLOBOT source code
+// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
+// *
+// * This program is free software: you can redistribute it and/or modify
+// * it under the terms of the GNU General Public License as published by
+// * the Free Software Foundation, either version 3 of the License, or
+// * (at your option) any later version.
+// *
+// * This program 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 General Public License for more details.
+// *
+// * You should have received a copy of the GNU General Public License
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+// texture.cpp
+
+#include "graphics/common/texture.h"
+
+
+void Gfx::TextureCreateParams::LoadDefault()
+{
+ alpha = false;
+ mipmap = false;
+
+ minFilter = Gfx::TEX_MIN_FILTER_NEAREST;
+ magFilter = Gfx::TEX_MAG_FILTER_NEAREST;
+
+ wrapS = Gfx::TEX_WRAP_REPEAT;
+ wrapT = Gfx::TEX_WRAP_REPEAT;
+}
+
+void Gfx::TextureParams::LoadDefault()
+{
+ colorOperation = Gfx::TEX_MIX_OPER_MODULATE;
+ colorArg1 = Gfx::TEX_MIX_ARG_CURRENT;
+ colorArg2 = Gfx::TEX_MIX_ARG_TEXTURE;
+
+ alphaOperation = Gfx::TEX_MIX_OPER_MODULATE;
+ alphaArg1 = Gfx::TEX_MIX_ARG_CURRENT;
+ alphaArg2 = Gfx::TEX_MIX_ARG_TEXTURE;
+}
diff --git a/src/graphics/common/texture.h b/src/graphics/common/texture.h
index 55d5c70..55b2fc2 100644
--- a/src/graphics/common/texture.h
+++ b/src/graphics/common/texture.h
@@ -20,6 +20,115 @@
namespace Gfx {
+/**
+ \enum TexMinFilter
+ \brief Minification texture filter
+
+ Corresponds to OpenGL modes but should translate to DirectX too. */
+enum TexMinFilter
+{
+ TEX_MIN_FILTER_NEAREST,
+ TEX_MIN_FILTER_LINEAR,
+ TEX_MIN_FILTER_NEAREST_MIPMAP_NEAREST,
+ TEX_MIN_FILTER_LINEAR_MIPMAP_NEAREST,
+ TEX_MIN_FILTER_NEAREST_MIPMAP_LINEAR,
+ TEX_MIN_FILTER_LINEAR_MIPMAP_LINEAR
+};
+
+/**
+ \enum TexMagFilter
+ \brief Magnification texture filter */
+enum TexMagFilter
+{
+ TEX_MAG_FILTER_NEAREST,
+ TEX_MAG_FILTER_LINEAR
+};
+
+/**
+ \enum TexWrapMode
+ \brief Wrapping mode for texture coords */
+enum TexWrapMode
+{
+ TEX_WRAP_CLAMP,
+ TEX_WRAP_REPEAT
+};
+
+/**
+ \enum TexMixOperation
+ \brief Multitexture mixing operation
+ */
+enum TexMixOperation
+{
+ TEX_MIX_OPER_MODULATE,
+ TEX_MIX_OPER_ADD
+};
+
+/**
+ \enum TexMixArgument
+ \brief Multitexture mixing argument
+ */
+enum TexMixArgument
+{
+ TEX_MIX_ARG_CURRENT,
+ TEX_MIX_ARG_TEXTURE,
+ TEX_MIX_ARG_DIFFUSE,
+ TEX_MIX_ARG_FACTOR
+};
+
+/**
+ \struct TextureCreateParams
+ \brief Parameters for texture creation
+ */
+struct TextureCreateParams
+{
+ //! Whether the texture image contains alpha
+ bool alpha;
+ //! Whether to generate mipmaps
+ bool mipmap;
+ //! Minification filter
+ Gfx::TexMinFilter minFilter;
+ //! Magnification filter
+ Gfx::TexMagFilter magFilter;
+ //! Wrap S coord mode
+ Gfx::TexWrapMode wrapS;
+ //! Wrap T coord mode
+ Gfx::TexWrapMode wrapT;
+
+ //! Constructor; calls LoadDefault()
+ TextureCreateParams()
+ { LoadDefault(); }
+
+ //! Loads the default values
+ void LoadDefault();
+};
+
+/**
+ \struct TextureParams
+ \brief Parameters for texture creation
+ */
+struct TextureParams
+{
+ //! Mixing operation done on color values
+ Gfx::TexMixOperation colorOperation;
+ //! 1st argument of color operations
+ Gfx::TexMixArgument colorArg1;
+ //! 2nd argument of color operations
+ Gfx::TexMixArgument colorArg2;
+ //! Mixing operation done on alpha values
+ Gfx::TexMixOperation alphaOperation;
+ //! 1st argument of alpha operations
+ Gfx::TexMixArgument alphaArg1;
+ //! 2nd argument of alpha operations
+ Gfx::TexMixArgument alphaArg2;
+
+ //! Constructor; calls LoadDefault()
+ TextureParams()
+ { LoadDefault(); }
+
+ //! Loads the default values
+ void LoadDefault();
+};
+
/** \struct Texture*/
struct Texture
{
diff --git a/src/graphics/opengl/gldevice.cpp b/src/graphics/opengl/gldevice.cpp
index 3182dfc..f253568 100644
--- a/src/graphics/opengl/gldevice.cpp
+++ b/src/graphics/opengl/gldevice.cpp
@@ -135,7 +135,7 @@ bool Gfx::CGLDevice::Create()
int maxTextures = 0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &maxTextures);
- m_textures = std::vector<Gfx::Texture*> (maxTextures, NULL);
+ m_textures = std::vector<Gfx::Texture*> (maxTextures, (Gfx::Texture*)(NULL));
m_texturesEnabled = std::vector<bool> (maxTextures, false);
m_texturesParams = std::vector<Gfx::TextureParams>(maxTextures, Gfx::TextureParams());
diff --git a/src/graphics/opengl/test/texture_test.cpp b/src/graphics/opengl/test/texture_test.cpp
index 022cf87..764e127 100644
--- a/src/graphics/opengl/test/texture_test.cpp
+++ b/src/graphics/opengl/test/texture_test.cpp
@@ -7,11 +7,6 @@
#include <SDL/SDL_image.h>
#include <unistd.h>
-#include <GL/gl.h>
-
-
-#define DEV 1
-
void Init(Gfx::CGLDevice *device)
{
@@ -68,8 +63,6 @@ void Render(Gfx::CGLDevice *device)
{
device->BeginScene();
- glFlush();
-
Math::Matrix ortho;
Math::LoadOrthoProjectionMatrix(ortho, -10, 10, -10, 10);
device->SetTransform(Gfx::TRANSFORM_PROJECTION, ortho);
@@ -119,172 +112,6 @@ void Render(Gfx::CGLDevice *device)
device->EndScene();
}
-void InitGL()
-{
- CImage img1;
- if (! img1.Load("tex1.png"))
- {
- std::string err = img1.GetError();
- GetLogger()->Error("texture 1 not loaded, error: %d!\n", err.c_str());
- }
- CImage img2;
- if (! img2.Load("tex2.png"))
- {
- std::string err = img2.GetError();
- GetLogger()->Error("texture 2 not loaded, error: %d!\n", err.c_str());
- }
-
- unsigned int textureHandle1 = 0;
-
- glActiveTexture(GL_TEXTURE0_ARB);
- glEnable(GL_TEXTURE_2D);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT,1);
-
- glGenTextures(1, &textureHandle1);
- glBindTexture(GL_TEXTURE_2D, textureHandle1);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img1.GetData()->surface->w, img1.GetData()->surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, img1.GetData()->surface->pixels);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
-
- glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_RGB, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_2D, GL_SRC0_RGB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_RGB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_ALPHA, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_2D, GL_SRC0_ALPHA, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
-
-
-
- unsigned int textureHandle2 = 0;
-
- glActiveTexture(GL_TEXTURE1_ARB);
- glEnable(GL_TEXTURE_2D);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT,1);
-
- glGenTextures(1, &textureHandle2);
- glBindTexture(GL_TEXTURE_2D, textureHandle2);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
-
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img2.GetData()->surface->w, img2.GetData()->surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, img2.GetData()->surface->pixels);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
-
- glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_RGB, GL_MODULATE);
- glTexEnvi(GL_TEXTURE_2D, GL_SRC0_RGB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_RGB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_2D, GL_COMBINE_ALPHA, GL_MODULATE);
- glTexEnvi(GL_TEXTURE_2D, GL_SRC0_ALPHA, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_2D, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
-
-
-
- glMatrixMode(GL_PROJECTION);
- glOrtho(-10.0f, 10.0f, -10.0f, 10.0f, -1.0f, 1.0f);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-}
-
-void RenderGL()
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- glLoadIdentity();
-
- glColor3f(1.0f, 1.0f, 1.0f);
-
- glPushMatrix();
- glTranslatef(-4.0f, 4.0f, 0.0f);
-
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glEnable(GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glDisable(GL_TEXTURE_2D);
-
- glBegin(GL_QUADS);
- {
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 1.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 1.0f);
- glVertex2f(-2.0f, -2.0f);
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 1.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 1.0f);
- glVertex2f(2.0f, -2.0f);
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 0.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 0.0f);
- glVertex2f(2.0f, 2.0f);
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 0.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 0.0f);
- glVertex2f(-2.0f, 2.0f);
- }
- glEnd();
-
- glPopMatrix();
- glPushMatrix();
- glTranslatef( 4.0f, 4.0f, 0.0f);
-
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glDisable(GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glEnable(GL_TEXTURE_2D);
-
- glBegin(GL_QUADS);
- {
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 1.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 1.0f);
- glVertex2f(-2.0f, -2.0f);
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 1.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 1.0f);
- glVertex2f(2.0f, -2.0f);
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 0.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 0.0f);
- glVertex2f(2.0f, 2.0f);
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 0.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 0.0f);
- glVertex2f(-2.0f, 2.0f);
- }
- glEnd();
-
- glPopMatrix();
- glPushMatrix();
- glTranslatef( 0.0f, -4.0f, 0.0f);
-
- glActiveTextureARB(GL_TEXTURE0_ARB);
- glEnable(GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glEnable(GL_TEXTURE_2D);
-
- glBegin(GL_QUADS);
- {
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 1.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 1.0f);
- glVertex2f(-2.0f, -2.0f);
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 1.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 1.0f);
- glVertex2f(2.0f, -2.0f);
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 1.0f, 0.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 1.0f, 0.0f);
- glVertex2f(2.0f, 2.0f);
- glMultiTexCoord2f(GL_TEXTURE0_ARB, 0.0f, 0.0f);
- glMultiTexCoord2f(GL_TEXTURE1_ARB, 0.0f, 0.0f);
- glVertex2f(-2.0f, 2.0f);
- }
- glEnd();
-
- glPopMatrix();
-
- glFlush();
-}
-
-
int main()
{
CLogger();
@@ -322,24 +149,15 @@ int main()
SDL_WM_SetCaption("Texture Test", "Texture Test");
-
- #if DEV
Gfx::CGLDevice *device = new Gfx::CGLDevice();
device->Create();
Init(device);
- #else
- InitGL();
- #endif
bool done = false;
while (! done)
{
- #if DEV
Render(device);
- #else
- RenderGL();
- #endif
SDL_GL_SwapBuffers();
@@ -348,12 +166,10 @@ int main()
if (event.type == SDL_QUIT)
done = true;
- usleep(50000);
+ usleep(10000);
}
- #if DEV
device->Destroy();
- #endif
SDL_FreeSurface(surface);
diff --git a/src/math/func.h b/src/math/func.h
index 8f0e4ab..9a417dc 100644
--- a/src/math/func.h
+++ b/src/math/func.h
@@ -34,15 +34,15 @@ namespace Math
/* @{ */ // start of group
//! Compares \a a and \a b within \a tolerance
-inline bool IsEqual(float a, float b, float tolerance = TOLERANCE)
+inline bool IsEqual(float a, float b, float tolerance = Math::TOLERANCE)
{
return fabs(a - b) < tolerance;
}
//! Compares \a a to zero within \a tolerance
-inline bool IsZero(float a, float tolerance = TOLERANCE)
+inline bool IsZero(float a, float tolerance = Math::TOLERANCE)
{
- return IsEqual(a, 0.0f, tolerance);
+ return Math::IsEqual(a, 0.0f, tolerance);
}
//! Minimum
@@ -59,12 +59,12 @@ inline float Min(float a, float b, float c)
inline float Min(float a, float b, float c, float d)
{
- return Min( Min(a, b), Min(c, d) );
+ return Math::Min( Math::Min(a, b), Math::Min(c, d) );
}
inline float Min(float a, float b, float c, float d, float e)
{
- return Min( Min(a, b), Min(c, d), e );
+ return Math::Min( Math::Min(a, b), Math::Min(c, d), e );
}
//! Maximum
@@ -76,17 +76,17 @@ inline float Max(float a, float b)
inline float Max(float a, float b, float c)
{
- return Max( Max(a, b), c );
+ return Math::Max( Math::Max(a, b), c );
}
inline float Max(float a, float b, float c, float d)
{
- return Max( Max(a, b), Max(c, d) );
+ return Math::Max( Math::Max(a, b), Math::Max(c, d) );
}
inline float Max(float a, float b, float c, float d, float e)
{
- return Max( Max(a, b), Max(c, d), e );
+ return Math::Max( Math::Max(a, b), Math::Max(c, d), e );
}
//! Returns the normalized value (0 .. 1)
@@ -130,7 +130,7 @@ inline float Rand()
//! Returns a normalized angle, that is in other words between 0 and 2 * PI
inline float NormAngle(float angle)
{
- angle = Mod(angle, PI*2.0f);
+ angle = Math::Mod(angle, PI*2.0f);
if ( angle < 0.0f )
return PI*2.0f + angle;
@@ -140,9 +140,9 @@ inline float NormAngle(float angle)
//! Test if a angle is between two terminals
inline bool TestAngle(float angle, float min, float max)
{
- angle = NormAngle(angle);
- min = NormAngle(min);
- max = NormAngle(max);
+ angle = Math::NormAngle(angle);
+ min = Math::NormAngle(min);
+ max = Math::NormAngle(max);
if ( min > max )
return ( angle <= max || angle >= min );
@@ -163,8 +163,8 @@ inline float PropAngle(int a, int b, float p)
/** A positive angle is counterclockwise (CCW). */
inline float Direction(float a, float g)
{
- a = NormAngle(a);
- g = NormAngle(g);
+ a = Math::NormAngle(a);
+ g = Math::NormAngle(g);
if ( a < g )
{
diff --git a/src/math/geometry.h b/src/math/geometry.h
index d5960b8..e56ff10 100644
--- a/src/math/geometry.h
+++ b/src/math/geometry.h
@@ -40,7 +40,7 @@ namespace Math
//! Returns py up on the line \a a - \a b
-inline float MidPoint(const Point &a, const Point &b, float px)
+inline float MidPoint(const Math::Point &a, const Math::Point &b, float px)
{
if (IsEqual(a.x, b.x))
{
@@ -53,7 +53,7 @@ inline float MidPoint(const Point &a, const Point &b, float px)
}
//! Tests whether the point \a p is inside the triangle (\a a,\a b,\a c)
-inline bool IsInsideTriangle(Point a, Point b, Point c, Point p)
+inline bool IsInsideTriangle(Math::Point a, Math::Point b, Math::Point c, Math::Point p)
{
float n, m;
@@ -82,13 +82,13 @@ inline bool IsInsideTriangle(Point a, Point b, Point c, Point p)
/** \a center center of rotation
\a angle angle is in radians (positive is counterclockwise (CCW) )
\a p the point */
-inline Point RotatePoint(const Point &center, float angle, const Point &p)
+inline Math::Point RotatePoint(const Math::Point &center, float angle, const Math::Point &p)
{
- Point a;
+ Math::Point a;
a.x = p.x-center.x;
a.y = p.y-center.y;
- Point b;
+ Math::Point b;
b.x = a.x*cosf(angle) - a.y*sinf(angle);
b.y = a.x*sinf(angle) + a.y*cosf(angle);
@@ -101,23 +101,23 @@ inline Point RotatePoint(const Point &center, float angle, const Point &p)
//! Rotates a point around the origin (0,0)
/** \a angle angle in radians (positive is counterclockwise (CCW) )
\a p the point */
-inline Point RotatePoint(float angle, const Point &p)
+inline Math::Point RotatePoint(float angle, const Math::Point &p)
{
float x = p.x*cosf(angle) - p.y*sinf(angle);
float y = p.x*sinf(angle) + p.y*cosf(angle);
- return Point(x, y);
+ return Math::Point(x, y);
}
//! Rotates a vector (dist, 0).
/** \a angle angle is in radians (positive is counterclockwise (CCW) )
\a dist distance to origin */
-inline Point RotatePoint(float angle, float dist)
+inline Math::Point RotatePoint(float angle, float dist)
{
float x = dist*cosf(angle);
float y = dist*sinf(angle);
- return Point(x, y);
+ return Math::Point(x, y);
}
//! TODO documentation
@@ -140,13 +140,13 @@ inline void RotatePoint(float cx, float cy, float angle, float &px, float &py)
\a angleH,angleV rotation angles in radians (positive is counterclockwise (CCW) ) )
\a p the point
\returns the rotated point */
-inline void RotatePoint(const Vector &center, float angleH, float angleV, Vector &p)
+inline void RotatePoint(const Math::Vector &center, float angleH, float angleV, Math::Vector &p)
{
p.x -= center.x;
p.y -= center.y;
p.z -= center.z;
- Vector b;
+ Math::Vector b;
b.x = p.x*cosf(angleH) - p.z*sinf(angleH);
b.y = p.z*sinf(angleV) + p.y*cosf(angleV);
b.z = p.x*sinf(angleH) + p.z*cosf(angleH);
@@ -159,18 +159,18 @@ inline void RotatePoint(const Vector &center, float angleH, float angleV, Vector
\a angleH,angleV rotation angles in radians (positive is counterclockwise (CCW) ) )
\a p the point
\returns the rotated point */
-inline void RotatePoint2(const Vector center, float angleH, float angleV, Vector &p)
+inline void RotatePoint2(const Math::Vector center, float angleH, float angleV, Math::Vector &p)
{
p.x -= center.x;
p.y -= center.y;
p.z -= center.z;
- Vector a;
+ Math::Vector a;
a.x = p.x*cosf(angleH) - p.z*sinf(angleH);
a.y = p.y;
a.z = p.x*sinf(angleH) + p.z*cosf(angleH);
- Vector b;
+ Math::Vector b;
b.x = a.x;
b.y = a.z*sinf(angleV) + a.y*cosf(angleV);
b.z = a.z*cosf(angleV) - a.y*sinf(angleV);
@@ -196,7 +196,7 @@ inline float RotateAngle(float x, float y)
/** \a center the center point
\a p1,p2 the two points
\returns The angle in radians (positive is counterclockwise (CCW) ) */
-inline float RotateAngle(const Point &center, const Point &p1, const Point &p2)
+inline float RotateAngle(const Math::Point &center, const Math::Point &p1, const Math::Point &p2)
{
if (PointsEqual(p1, center))
return 0;
@@ -221,11 +221,12 @@ inline float RotateAngle(const Point &center, const Point &p1, const Point &p2)
/** \a from origin
\a at view direction
\a worldUp up vector */
-inline void LoadViewMatrix(Matrix &mat, const Vector &from, const Vector &at, const Vector &worldUp)
+inline void LoadViewMatrix(Math::Matrix &mat, const Math::Vector &from,
+ const Math::Vector &at, const Math::Vector &worldUp)
{
// Get the z basis vector, which points straight ahead. This is the
// difference from the eyepoint to the lookat point.
- Vector view = at - from;
+ Math::Vector view = at - from;
float length = view.Length();
assert(! IsZero(length) );
@@ -237,18 +238,18 @@ inline void LoadViewMatrix(Matrix &mat, const Vector &from, const Vector &at, co
// vector onto the up vector. The projection is the y basis vector.
float dotProduct = DotProduct(worldUp, view);
- Vector up = worldUp - dotProduct * view;
+ Math::Vector up = worldUp - dotProduct * view;
// If this vector has near-zero length because the input specified a
// bogus up vector, let's try a default up vector
if ( IsZero(length = up.Length()) )
{
- up = Vector(0.0f, 1.0f, 0.0f) - view.y * view;
+ up = Math::Vector(0.0f, 1.0f, 0.0f) - view.y * view;
// If we still have near-zero length, resort to a different axis.
if ( IsZero(length = up.Length()) )
{
- up = Vector(0.0f, 0.0f, 1.0f) - view.z * view;
+ up = Math::Vector(0.0f, 0.0f, 1.0f) - view.z * view;
assert(! IsZero(up.Length()) );
}
@@ -259,7 +260,7 @@ inline void LoadViewMatrix(Matrix &mat, const Vector &from, const Vector &at, co
// The x basis vector is found simply with the cross product of the y
// and z basis vectors
- Vector right = CrossProduct(up, view);
+ Math::Vector right = CrossProduct(up, view);
// Start building the matrix. The first three rows contains the basis
// vectors used to rotate the view to point at the lookat point
@@ -286,7 +287,7 @@ inline void LoadViewMatrix(Matrix &mat, const Vector &from, const Vector &at, co
\a aspect aspect ratio (width / height)
\a nearPlane distance to near cut plane
\a farPlane distance to far cut plane */
-inline void LoadProjectionMatrix(Matrix &mat, float fov = 1.570795f, float aspect = 1.0f,
+inline void LoadProjectionMatrix(Math::Matrix &mat, float fov = 1.570795f, float aspect = 1.0f,
float nearPlane = 1.0f, float farPlane = 1000.0f)
{
assert(fabs(farPlane - nearPlane) >= 0.01f);
@@ -309,7 +310,7 @@ inline void LoadProjectionMatrix(Matrix &mat, float fov = 1.570795f, float aspec
/** \a left,right coordinates for left and right vertical clipping planes
\a bottom,top coordinates for bottom and top horizontal clipping planes
\a zNear,zFar distance to nearer and farther depth clipping planes */
-inline void LoadOrthoProjectionMatrix(Matrix &mat, float left, float right, float bottom, float top,
+inline void LoadOrthoProjectionMatrix(Math::Matrix &mat, float left, float right, float bottom, float top,
float zNear = -1.0f, float zFar = 1.0f)
{
mat.LoadIdentity();
@@ -325,7 +326,7 @@ inline void LoadOrthoProjectionMatrix(Matrix &mat, float left, float right, floa
//! Loads a translation matrix from given vector
/** \a trans vector of translation*/
-inline void LoadTranslationMatrix(Matrix &mat, const Vector &trans)
+inline void LoadTranslationMatrix(Math::Matrix &mat, const Math::Vector &trans)
{
mat.LoadIdentity();
/* (1,4) */ mat.m[12] = trans.x;
@@ -335,7 +336,7 @@ inline void LoadTranslationMatrix(Matrix &mat, const Vector &trans)
//! Loads a scaling matrix fom given vector
/** \a scale vector with scaling factors for X, Y, Z */
-inline void LoadScaleMatrix(Matrix &mat, const Vector &scale)
+inline void LoadScaleMatrix(Math::Matrix &mat, const Math::Vector &scale)
{
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = scale.x;
@@ -345,7 +346,7 @@ inline void LoadScaleMatrix(Matrix &mat, const Vector &scale)
//! Loads a rotation matrix along the X axis
/** \a angle angle in radians */
-inline void LoadRotationXMatrix(Matrix &mat, float angle)
+inline void LoadRotationXMatrix(Math::Matrix &mat, float angle)
{
mat.LoadIdentity();
/* (2,2) */ mat.m[5 ] = cosf(angle);
@@ -356,7 +357,7 @@ inline void LoadRotationXMatrix(Matrix &mat, float angle)
//! Loads a rotation matrix along the Y axis
/** \a angle angle in radians */
-inline void LoadRotationYMatrix(Matrix &mat, float angle)
+inline void LoadRotationYMatrix(Math::Matrix &mat, float angle)
{
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = cosf(angle);
@@ -367,7 +368,7 @@ inline void LoadRotationYMatrix(Matrix &mat, float angle)
//! Loads a rotation matrix along the Z axis
/** \a angle angle in radians */
-inline void LoadRotationZMatrix(Matrix &mat, float angle)
+inline void LoadRotationZMatrix(Math::Matrix &mat, float angle)
{
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = cosf(angle);
@@ -379,11 +380,11 @@ inline void LoadRotationZMatrix(Matrix &mat, float angle)
//! Loads a rotation matrix along the given axis
/** \a dir axis of rotation
\a angle angle in radians */
-inline void LoadRotationMatrix(Matrix &mat, const Vector &dir, float angle)
+inline void LoadRotationMatrix(Math::Matrix &mat, const Math::Vector &dir, float angle)
{
float cos = cosf(angle);
float sin = sinf(angle);
- Vector v = Normalize(dir);
+ Math::Vector v = Normalize(dir);
mat.LoadIdentity();
@@ -401,9 +402,9 @@ inline void LoadRotationMatrix(Matrix &mat, const Vector &dir, float angle)
}
//! Calculates the matrix to make three rotations in the order X, Z and Y
-inline void LoadRotationXZYMatrix(Matrix &mat, const Vector &angle)
+inline void LoadRotationXZYMatrix(Math::Matrix &mat, const Math::Vector &angle)
{
- Matrix temp;
+ Math::Matrix temp;
LoadRotationXMatrix(temp, angle.x);
LoadRotationZMatrix(mat, angle.z);
@@ -414,9 +415,9 @@ inline void LoadRotationXZYMatrix(Matrix &mat, const Vector &angle)
}
//! Calculates the matrix to make three rotations in the order Z, X and Y
-inline void LoadRotationZXYMatrix(Matrix &mat, const Vector &angle)
+inline void LoadRotationZXYMatrix(Math::Matrix &mat, const Math::Vector &angle)
{
- Matrix temp;
+ Math::Matrix temp;
LoadRotationZMatrix(temp, angle.z);
LoadRotationXMatrix(mat, angle.x);
@@ -427,7 +428,7 @@ inline void LoadRotationZXYMatrix(Matrix &mat, const Vector &angle)
}
//! Returns the distance between projections on XZ plane of two vectors
-inline float DistanceProjected(const Vector &a, const Vector &b)
+inline float DistanceProjected(const Math::Vector &a, const Math::Vector &b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.z-b.z)*(a.z-b.z) );
@@ -435,10 +436,10 @@ inline float DistanceProjected(const Vector &a, const Vector &b)
//! Returns the normal vector to a plane
/** \param p1,p2,p3 points defining the plane */
-inline Vector NormalToPlane(const Vector &p1, const Vector &p2, const Vector &p3)
+inline Math::Vector NormalToPlane(const Math::Vector &p1, const Math::Vector &p2, const Math::Vector &p3)
{
- Vector u = p3 - p1;
- Vector v = p2 - p1;
+ Math::Vector u = p3 - p1;
+ Math::Vector v = p2 - p1;
return Normalize(CrossProduct(u, v));
}
@@ -446,7 +447,7 @@ inline Vector NormalToPlane(const Vector &p1, const Vector &p2, const Vector &p3
//! Returns a point on the line \a p1 - \a p2, in \a dist distance from \a p1
/** \a p1,p2 line start and end
\a dist scaling factor from \a p1, relative to distance between \a p1 and \a p2 */
-inline Vector SegmentPoint(const Vector &p1, const Vector &p2, float dist)
+inline Math::Vector SegmentPoint(const Math::Vector &p1, const Math::Vector &p2, float dist)
{
return p1 + (p2 - p1) * dist;
}
@@ -454,9 +455,10 @@ inline Vector SegmentPoint(const Vector &p1, const Vector &p2, float dist)
//! Returns the distance between given point and a plane
/** \param p the point
\param a,b,c points defining the plane */
-inline float DistanceToPlane(const Vector &a, const Vector &b, const Vector &c, const Vector &p)
+inline float DistanceToPlane(const Math::Vector &a, const Math::Vector &b,
+ const Math::Vector &c, const Math::Vector &p)
{
- Vector n = NormalToPlane(a, b, c);
+ Math::Vector n = NormalToPlane(a, b, c);
float d = -(n.x*a.x + n.y*a.y + n.z*a.z);
return fabs(n.x*p.x + n.y*p.y + n.z*p.z + d);
@@ -465,10 +467,10 @@ inline float DistanceToPlane(const Vector &a, const Vector &b, const Vector &c,
//! Checks if two planes defined by three points are the same
/** \a plane1 array of three vectors defining the first plane
\a plane2 array of three vectors defining the second plane */
-inline bool IsSamePlane(const Vector (&plane1)[3], const Vector (&plane2)[3])
+inline bool IsSamePlane(const Math::Vector (&plane1)[3], const Math::Vector (&plane2)[3])
{
- Vector n1 = NormalToPlane(plane1[0], plane1[1], plane1[2]);
- Vector n2 = NormalToPlane(plane2[0], plane2[1], plane2[2]);
+ Math::Vector n1 = NormalToPlane(plane1[0], plane1[1], plane1[2]);
+ Math::Vector n2 = NormalToPlane(plane2[0], plane2[1], plane2[2]);
if ( fabs(n1.x-n2.x) > 0.1f ||
fabs(n1.y-n2.y) > 0.1f ||
@@ -483,7 +485,8 @@ inline bool IsSamePlane(const Vector (&plane1)[3], const Vector (&plane2)[3])
}
//! Calculates the intersection "i" right "of" the plane "abc".
-inline bool Intersect(const Vector &a, const Vector &b, const Vector &c, const Vector &d, const Vector &e, Vector &i)
+inline bool Intersect(const Math::Vector &a, const Math::Vector &b, const Math::Vector &c,
+ const Math::Vector &d, const Math::Vector &e, Math::Vector &i)
{
float d1 = (d.x-a.x)*((b.y-a.y)*(c.z-a.z)-(c.y-a.y)*(b.z-a.z)) -
(d.y-a.y)*((b.x-a.x)*(c.z-a.z)-(c.x-a.x)*(b.z-a.z)) +
@@ -505,7 +508,7 @@ inline bool Intersect(const Vector &a, const Vector &b, const Vector &c, const V
//! Calculates the intersection of the straight line passing through p (x, z)
/** Line is parallel to the y axis, with the plane abc. Returns p.y. */
-inline bool IntersectY(const Vector &a, const Vector &b, const Vector &c, Vector &p)
+inline bool IntersectY(const Math::Vector &a, const Math::Vector &b, const Math::Vector &c, Math::Vector &p)
{
float d = (b.x-a.x)*(c.z-a.z) - (c.x-a.x)*(b.z-a.z);
float d1 = (p.x-a.x)*(c.z-a.z) - (c.x-a.x)*(p.z-a.z);
@@ -520,9 +523,9 @@ inline bool IntersectY(const Vector &a, const Vector &b, const Vector &c, Vector
}
//! Calculates the end point
-inline Vector LookatPoint(const Vector &eye, float angleH, float angleV, float length)
+inline Math::Vector LookatPoint(const Math::Vector &eye, float angleH, float angleV, float length)
{
- Vector lookat = eye;
+ Math::Vector lookat = eye;
lookat.z += length;
RotatePoint(eye, angleH, angleV, lookat);
@@ -531,7 +534,7 @@ inline Vector LookatPoint(const Vector &eye, float angleH, float angleV, float l
}
//! TODO documentation
-inline Vector Transform(const Matrix &m, const Vector &p)
+inline Math::Vector Transform(const Math::Matrix &m, const Math::Vector &p)
{
return MatrixVectorMultiply(m, p);
}
@@ -539,7 +542,7 @@ inline Vector Transform(const Matrix &m, const Vector &p)
//! Calculates the projection of the point \a p on a straight line \a a to \a b.
/** \a p point to project
\a a,b two ends of the line */
-inline Vector Projection(const Vector &a, const Vector &b, const Vector &p)
+inline Math::Vector Projection(const Math::Vector &a, const Math::Vector &b, const Math::Vector &p)
{
float k = DotProduct(b - a, p - a);
k /= DotProduct(b - a, b - a);
@@ -548,15 +551,15 @@ inline Vector Projection(const Vector &a, const Vector &b, const Vector &p)
}
//! Calculates point of view to look at a center two angles and a distance
-inline Vector RotateView(Vector center, float angleH, float angleV, float dist)
+inline Math::Vector RotateView(Math::Vector center, float angleH, float angleV, float dist)
{
- Matrix mat1, mat2;
+ Math::Matrix mat1, mat2;
LoadRotationZMatrix(mat1, -angleV);
LoadRotationYMatrix(mat2, -angleH);
- Matrix mat = MultiplyMatrices(mat2, mat1);
+ Math::Matrix mat = MultiplyMatrices(mat2, mat1);
- Vector eye;
+ Math::Vector eye;
eye.x = 0.0f+dist;
eye.y = 0.0f;
eye.z = 0.0f;
diff --git a/src/math/matrix.h b/src/math/matrix.h
index 0315a33..7ee40e8 100644
--- a/src/math/matrix.h
+++ b/src/math/matrix.h
@@ -388,9 +388,9 @@ inline bool MatricesEqual(const Matrix &m1, const Matrix &m2,
}
//! Convenience function for getting transposed matrix
-inline Matrix Transpose(const Matrix &m)
+inline Math::Matrix Transpose(const Math::Matrix &m)
{
- Matrix result = m;
+ Math::Matrix result = m;
result.Transpose();
return result;
}
@@ -399,7 +399,7 @@ inline Matrix Transpose(const Matrix &m)
/** \a left left-hand matrix
\a right right-hand matrix
\returns multiplied matrices */
-inline Matrix MultiplyMatrices(const Matrix &left, const Matrix &right)
+inline Math::Matrix MultiplyMatrices(const Math::Matrix &left, const Math::Matrix &right)
{
return left.Multiply(right);
}
@@ -413,25 +413,25 @@ inline Matrix MultiplyMatrices(const Matrix &left, const Matrix &right)
The result, a 4x1 vector is then converted to 3x1 by dividing
x,y,z coords by the fourth coord (w). */
-inline Vector MatrixVectorMultiply(const Matrix &m, const Vector &v, bool wDivide = false)
+inline Math::Vector MatrixVectorMultiply(const Math::Matrix &m, const Math::Vector &v, bool wDivide = false)
{
float x = v.x * m.m[0 ] + v.y * m.m[4 ] + v.z * m.m[8 ] + m.m[12];
float y = v.x * m.m[1 ] + v.y * m.m[5 ] + v.z * m.m[9 ] + m.m[13];
float z = v.x * m.m[2 ] + v.y * m.m[6 ] + v.z * m.m[10] + m.m[14];
if (!wDivide)
- return Vector(x, y, z);
+ return Math::Vector(x, y, z);
float w = v.x * m.m[3 ] + v.y * m.m[7 ] + v.z * m.m[11] + m.m[15];
if (IsZero(w))
- return Vector(x, y, z);
+ return Math::Vector(x, y, z);
x /= w;
y /= w;
z /= w;
- return Vector(x, y, z);
+ return Math::Vector(x, y, z);
}
/* @} */ // end of group
diff --git a/src/math/vector.h b/src/math/vector.h
index baba6bb..41f11a8 100644
--- a/src/math/vector.h
+++ b/src/math/vector.h
@@ -205,7 +205,7 @@ struct Vector
}; // struct Point
//! Checks if two vectors are equal within given \a tolerance
-inline bool VectorsEqual(const Vector &a, const Vector &b, float tolerance = TOLERANCE)
+inline bool VectorsEqual(const Math::Vector &a, const Math::Vector &b, float tolerance = TOLERANCE)
{
return IsEqual(a.x, b.x, tolerance)
&& IsEqual(a.y, b.y, tolerance)
@@ -213,7 +213,7 @@ inline bool VectorsEqual(const Vector &a, const Vector &b, float tolerance = TOL
}
//! Convenience function for getting normalized vector
-inline Vector Normalize(const Vector &v)
+inline Vector Normalize(const Math::Vector &v)
{
Vector result = v;
result.Normalize();
@@ -221,25 +221,25 @@ inline Vector Normalize(const Vector &v)
}
//! Convenience function for calculating dot product
-inline float DotProduct(const Vector &left, const Vector &right)
+inline float DotProduct(const Math::Vector &left, const Math::Vector &right)
{
return left.DotMultiply(right);
}
//! Convenience function for calculating cross product
-inline Vector CrossProduct(const Vector &left, const Vector &right)
+inline Vector CrossProduct(const Math::Vector &left, const Math::Vector &right)
{
return left.CrossMultiply(right);
}
//! Convenience function for calculating angle (in radians) between two vectors
-inline float Angle(const Vector &a, const Vector &b)
+inline float Angle(const Math::Vector &a, const Math::Vector &b)
{
return a.Angle(b);
}
//! Returns the distance between the ends of two vectors
-inline float Distance(const Vector &a, const Vector &b)
+inline float Distance(const Math::Vector &a, const Math::Vector &b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.y-b.y)*(a.y-b.y) +