blender/intern/elbeem/intern/ntl_vector3dim.h
Daniel Genrich d8ae4b35f2 Patch [#31264] Elbeem Fixes by Jason Wilkins.
Thank you for submitting!
2012-05-14 16:19:58 +00:00

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/** \file elbeem/intern/ntl_vector3dim.h
* \ingroup elbeem
*/
/******************************************************************************
*
* El'Beem - Free Surface Fluid Simulation with the Lattice Boltzmann Method
* Copyright 2003-2006 Nils Thuerey
*
* Basic vector class used everywhere, either blitz or inlined GRAPA class
*
*****************************************************************************/
#ifndef NTL_VECTOR3DIM_H
#define NTL_VECTOR3DIM_H
// this serves as the main include file
// for all kinds of stuff that might be required
// under windos there seem to be strange
// errors when including the STL header too
// late...
#ifdef _MSC_VER
#define _USE_MATH_DEFINES 1
#endif
#include <iostream>
#include <map>
#include <vector>
#include <string>
#include <sstream>
#include <math.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
/* absolute value */
template < class T >
inline T
ABS( T a )
{ return (0 < a) ? a : -a ; }
// hack for MSVC6.0 compiler
#ifdef _MSC_VER
#if _MSC_VER < 1300
#define for if(false); else for
#define map std::map
#define vector std::vector
#define string std::string
// use this define for MSVC6 stuff hereafter
#define USE_MSVC6FIXES
#else // _MSC_VER < 1300 , 7.0 or higher
using std::map;
using std::vector;
using std::string;
#endif
#else // not MSVC6
// for proper compilers...
using std::map;
using std::vector;
using std::string;
#endif // MSVC6
#ifdef __APPLE_CC__
// apple
#else
#ifdef WIN32
// windows values missing, see below
#ifndef snprintf
#define snprintf _snprintf
#endif
#ifdef _MSC_VER
#if _MSC_VER >= 1300
#include <float.h>
#endif
#endif
#else // WIN32
// floating point limits for linux,*bsd etc...
#include <float.h>
#endif // WIN32
#endif // __APPLE_CC__
// windos, hardcoded limits for now...
// for e.g. MSVC compiler...
// some of these defines can be needed
// for linux systems as well (e.g. FLT_MAX)
#ifndef __FLT_MAX__
# ifdef FLT_MAX // try to use it instead
# define __FLT_MAX__ FLT_MAX
# else // FLT_MAX
# define __FLT_MAX__ 3.402823466e+38f
# endif // FLT_MAX
#endif // __FLT_MAX__
#ifndef __DBL_MAX__
# ifdef DBL_MAX // try to use it instead
# define __DBL_MAX__ DBL_MAX
# else // DBL_MAX
# define __DBL_MAX__ 1.7976931348623158e+308
# endif // DBL_MAX
#endif // __DBL_MAX__
#ifndef M_PI
#define M_PI 3.1415926536
#endif
#ifndef M_E
#define M_E 2.7182818284
#endif
// make sure elbeem plugin def is valid
#if ELBEEM_BLENDER==1
#ifndef ELBEEM_PLUGIN
#define ELBEEM_PLUGIN 1
#endif // !ELBEEM_PLUGIN
#endif // ELBEEM_BLENDER==1
// make sure GUI support is disabled for plugin use
#if ELBEEM_PLUGIN==1
#ifndef NOGUI
#define NOGUI 1
#endif // !NOGUI
#endif // ELBEEM_PLUGIN==1
// basic inlined vector class
template<class Scalar>
class ntlVector3Dim
{
public:
// Constructor
inline ntlVector3Dim(void );
// Copy-Constructor
inline ntlVector3Dim(const ntlVector3Dim<Scalar> &v );
inline ntlVector3Dim(const float *);
inline ntlVector3Dim(const double *);
// construct a vector from one Scalar
inline ntlVector3Dim(Scalar);
// construct a vector from three Scalars
inline ntlVector3Dim(Scalar, Scalar, Scalar);
// get address of array for OpenGL
Scalar *getAddress() { return value; }
// Assignment operator
inline const ntlVector3Dim<Scalar>& operator= (const ntlVector3Dim<Scalar>& v);
// Assignment operator
inline const ntlVector3Dim<Scalar>& operator= (Scalar s);
// Assign and add operator
inline const ntlVector3Dim<Scalar>& operator+= (const ntlVector3Dim<Scalar>& v);
// Assign and add operator
inline const ntlVector3Dim<Scalar>& operator+= (Scalar s);
// Assign and sub operator
inline const ntlVector3Dim<Scalar>& operator-= (const ntlVector3Dim<Scalar>& v);
// Assign and sub operator
inline const ntlVector3Dim<Scalar>& operator-= (Scalar s);
// Assign and mult operator
inline const ntlVector3Dim<Scalar>& operator*= (const ntlVector3Dim<Scalar>& v);
// Assign and mult operator
inline const ntlVector3Dim<Scalar>& operator*= (Scalar s);
// Assign and div operator
inline const ntlVector3Dim<Scalar>& operator/= (const ntlVector3Dim<Scalar>& v);
// Assign and div operator
inline const ntlVector3Dim<Scalar>& operator/= (Scalar s);
// unary operator
inline ntlVector3Dim<Scalar> operator- () const;
// binary operator add
inline ntlVector3Dim<Scalar> operator+ (const ntlVector3Dim<Scalar>&) const;
// binary operator add
inline ntlVector3Dim<Scalar> operator+ (Scalar) const;
// binary operator sub
inline ntlVector3Dim<Scalar> operator- (const ntlVector3Dim<Scalar>&) const;
// binary operator sub
inline ntlVector3Dim<Scalar> operator- (Scalar) const;
// binary operator mult
inline ntlVector3Dim<Scalar> operator* (const ntlVector3Dim<Scalar>&) const;
// binary operator mult
inline ntlVector3Dim<Scalar> operator* (Scalar) const;
// binary operator div
inline ntlVector3Dim<Scalar> operator/ (const ntlVector3Dim<Scalar>&) const;
// binary operator div
inline ntlVector3Dim<Scalar> operator/ (Scalar) const;
// Projection normal to a vector
inline ntlVector3Dim<Scalar> getOrthogonalntlVector3Dim() const;
// Project into a plane
inline const ntlVector3Dim<Scalar>& projectNormalTo(const ntlVector3Dim<Scalar> &v);
// minimize
inline const ntlVector3Dim<Scalar> &minimize(const ntlVector3Dim<Scalar> &);
// maximize
inline const ntlVector3Dim<Scalar> &maximize(const ntlVector3Dim<Scalar> &);
// access operator
inline Scalar& operator[](unsigned int i);
// access operator
inline const Scalar& operator[](unsigned int i) const;
protected:
private:
Scalar value[3]; //< Storage of vector values
};
//------------------------------------------------------------------------------
// STREAM FUNCTIONS
//------------------------------------------------------------------------------
//! global string for formatting vector output in utilities.cpp
extern const char *globVecFormatStr;
/*************************************************************************
Outputs the object in human readable form using the format
[x,y,z]
*/
template<class Scalar>
std::ostream&
operator<<( std::ostream& os, const ntlVector3Dim<Scalar>& i )
{
char buf[256];
snprintf(buf,256,globVecFormatStr,i[0],i[1],i[2]);
os << string(buf);
//os << '[' << i[0] << ", " << i[1] << ", " << i[2] << ']';
return os;
}
/*************************************************************************
Reads the contents of the object from a stream using the same format
as the output operator.
*/
template<class Scalar>
std::istream&
operator>>( std::istream& is, ntlVector3Dim<Scalar>& i )
{
char c;
char dummy[3];
is >> c >> i[0] >> dummy >> i[1] >> dummy >> i[2] >> c;
return is;
}
//------------------------------------------------------------------------------
// VECTOR inline FUNCTIONS
//------------------------------------------------------------------------------
/*************************************************************************
Constructor.
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>::ntlVector3Dim( void )
{
value[0] = value[1] = value[2] = 0;
}
/*************************************************************************
Copy-Constructor.
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>::ntlVector3Dim( const ntlVector3Dim<Scalar> &v )
{
value[0] = v.value[0];
value[1] = v.value[1];
value[2] = v.value[2];
}
template<class Scalar>
inline ntlVector3Dim<Scalar>::ntlVector3Dim( const float *fvalue)
{
value[0] = (Scalar)fvalue[0];
value[1] = (Scalar)fvalue[1];
value[2] = (Scalar)fvalue[2];
}
template<class Scalar>
inline ntlVector3Dim<Scalar>::ntlVector3Dim( const double *fvalue)
{
value[0] = (Scalar)fvalue[0];
value[1] = (Scalar)fvalue[1];
value[2] = (Scalar)fvalue[2];
}
/*************************************************************************
Constructor for a vector from a single Scalar. All components of
the vector get the same value.
\param s The value to set
\return The new vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>::ntlVector3Dim(Scalar s )
{
value[0]= s;
value[1]= s;
value[2]= s;
}
/*************************************************************************
Constructor for a vector from three Scalars.
\param s1 The value for the first vector component
\param s2 The value for the second vector component
\param s3 The value for the third vector component
\return The new vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>::ntlVector3Dim(Scalar s1, Scalar s2, Scalar s3)
{
value[0]= s1;
value[1]= s2;
value[2]= s3;
}
/*************************************************************************
Compute the vector product of two 3D vectors
\param v Second vector to compute the product with
\return A new vector with the product values
*/
/*template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator^( const ntlVector3Dim<Scalar> &v ) const
{
return ntlVector3Dim<Scalar>(value[1]*v.value[2] - value[2]*v.value[1],
value[2]*v.value[0] - value[0]*v.value[2],
value[0]*v.value[1] - value[1]*v.value[0]);
}*/
/*************************************************************************
Copy a ntlVector3Dim componentwise.
\param v vector with values to be copied
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator=( const ntlVector3Dim<Scalar> &v )
{
value[0] = v.value[0];
value[1] = v.value[1];
value[2] = v.value[2];
return *this;
}
/*************************************************************************
Copy a Scalar to each component.
\param s The value to copy
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator=(Scalar s)
{
value[0] = s;
value[1] = s;
value[2] = s;
return *this;
}
/*************************************************************************
Add another ntlVector3Dim componentwise.
\param v vector with values to be added
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator+=( const ntlVector3Dim<Scalar> &v )
{
value[0] += v.value[0];
value[1] += v.value[1];
value[2] += v.value[2];
return *this;
}
/*************************************************************************
Add a Scalar value to each component.
\param s Value to add
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator+=(Scalar s)
{
value[0] += s;
value[1] += s;
value[2] += s;
return *this;
}
/*************************************************************************
Subtract another vector componentwise.
\param v vector of values to subtract
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator-=( const ntlVector3Dim<Scalar> &v )
{
value[0] -= v.value[0];
value[1] -= v.value[1];
value[2] -= v.value[2];
return *this;
}
/*************************************************************************
Subtract a Scalar value from each component.
\param s Value to subtract
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator-=(Scalar s)
{
value[0]-= s;
value[1]-= s;
value[2]-= s;
return *this;
}
/*************************************************************************
Multiply with another vector componentwise.
\param v vector of values to multiply with
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator*=( const ntlVector3Dim<Scalar> &v )
{
value[0] *= v.value[0];
value[1] *= v.value[1];
value[2] *= v.value[2];
return *this;
}
/*************************************************************************
Multiply each component with a Scalar value.
\param s Value to multiply with
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator*=(Scalar s)
{
value[0] *= s;
value[1] *= s;
value[2] *= s;
return *this;
}
/*************************************************************************
Divide by another ntlVector3Dim componentwise.
\param v vector of values to divide by
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator/=( const ntlVector3Dim<Scalar> &v )
{
value[0] /= v.value[0];
value[1] /= v.value[1];
value[2] /= v.value[2];
return *this;
}
/*************************************************************************
Divide each component by a Scalar value.
\param s Value to divide by
\return Reference to self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::operator/=(Scalar s)
{
value[0] /= s;
value[1] /= s;
value[2] /= s;
return *this;
}
//------------------------------------------------------------------------------
// unary operators
//------------------------------------------------------------------------------
/*************************************************************************
Build componentwise the negative this vector.
\return The new (negative) vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator-() const
{
return ntlVector3Dim<Scalar>(-value[0], -value[1], -value[2]);
}
//------------------------------------------------------------------------------
// binary operators
//------------------------------------------------------------------------------
/*************************************************************************
Build a vector with another vector added componentwise.
\param v The second vector to add
\return The sum vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator+( const ntlVector3Dim<Scalar> &v ) const
{
return ntlVector3Dim<Scalar>(value[0]+v.value[0],
value[1]+v.value[1],
value[2]+v.value[2]);
}
/*************************************************************************
Build a vector with a Scalar value added to each component.
\param s The Scalar value to add
\return The sum vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator+(Scalar s) const
{
return ntlVector3Dim<Scalar>(value[0]+s,
value[1]+s,
value[2]+s);
}
/*************************************************************************
Build a vector with another vector subtracted componentwise.
\param v The second vector to subtract
\return The difference vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator-( const ntlVector3Dim<Scalar> &v ) const
{
return ntlVector3Dim<Scalar>(value[0]-v.value[0],
value[1]-v.value[1],
value[2]-v.value[2]);
}
/*************************************************************************
Build a vector with a Scalar value subtracted componentwise.
\param s The Scalar value to subtract
\return The difference vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator-(Scalar s ) const
{
return ntlVector3Dim<Scalar>(value[0]-s,
value[1]-s,
value[2]-s);
}
/*************************************************************************
Build a vector with another vector multiplied by componentwise.
\param v The second vector to muliply with
\return The product vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator*( const ntlVector3Dim<Scalar>& v) const
{
return ntlVector3Dim<Scalar>(value[0]*v.value[0],
value[1]*v.value[1],
value[2]*v.value[2]);
}
/*************************************************************************
Build a ntlVector3Dim with a Scalar value multiplied to each component.
\param s The Scalar value to multiply with
\return The product vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator*(Scalar s) const
{
return ntlVector3Dim<Scalar>(value[0]*s, value[1]*s, value[2]*s);
}
/*************************************************************************
Build a vector divided componentwise by another vector.
\param v The second vector to divide by
\return The ratio vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator/(const ntlVector3Dim<Scalar>& v) const
{
return ntlVector3Dim<Scalar>(value[0]/v.value[0],
value[1]/v.value[1],
value[2]/v.value[2]);
}
/*************************************************************************
Build a vector divided componentwise by a Scalar value.
\param s The Scalar value to divide by
\return The ratio vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::operator/(Scalar s) const
{
return ntlVector3Dim<Scalar>(value[0]/s,
value[1]/s,
value[2]/s);
}
/*************************************************************************
Get a particular component of the vector.
\param i Number of Scalar to get
\return Reference to the component
*/
template<class Scalar>
inline Scalar&
ntlVector3Dim<Scalar>::operator[]( unsigned int i )
{
return value[i];
}
/*************************************************************************
Get a particular component of a constant vector.
\param i Number of Scalar to get
\return Reference to the component
*/
template<class Scalar>
inline const Scalar&
ntlVector3Dim<Scalar>::operator[]( unsigned int i ) const
{
return value[i];
}
//------------------------------------------------------------------------------
// BLITZ compatibility functions
//------------------------------------------------------------------------------
/*************************************************************************
Compute the scalar product with another vector.
\param v The second vector to work with
\return The value of the scalar product
*/
template<class Scalar>
inline Scalar dot(const ntlVector3Dim<Scalar> &t, const ntlVector3Dim<Scalar> &v )
{
//return t.value[0]*v.value[0] + t.value[1]*v.value[1] + t.value[2]*v.value[2];
return ((t[0]*v[0]) + (t[1]*v[1]) + (t[2]*v[2]));
}
/*************************************************************************
Calculate the cross product of this and another vector
*/
template<class Scalar>
inline ntlVector3Dim<Scalar> cross(const ntlVector3Dim<Scalar> &t, const ntlVector3Dim<Scalar> &v)
{
ntlVector3Dim<Scalar> cp(
((t[1]*v[2]) - (t[2]*v[1])),
((t[2]*v[0]) - (t[0]*v[2])),
((t[0]*v[1]) - (t[1]*v[0])) );
return cp;
}
/*************************************************************************
Compute a vector that is orthonormal to self. Nothing else can be assumed
for the direction of the new vector.
\return The orthonormal vector
*/
template<class Scalar>
ntlVector3Dim<Scalar>
ntlVector3Dim<Scalar>::getOrthogonalntlVector3Dim() const
{
// Determine the component with max. absolute value
int max= (fabs(value[0]) > fabs(value[1])) ? 0 : 1;
max= (fabs(value[max]) > fabs(value[2])) ? max : 2;
/*************************************************************************
Choose another axis than the one with max. component and project
orthogonal to self
*/
ntlVector3Dim<Scalar> vec(0.0);
vec[(max+1)%3]= 1;
vec.normalize();
vec.projectNormalTo(this->getNormalized());
return vec;
}
/*************************************************************************
Projects the vector into a plane normal to the given vector, which must
have unit length. Self is modified.
\param v The plane normal
\return The projected vector
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar>&
ntlVector3Dim<Scalar>::projectNormalTo(const ntlVector3Dim<Scalar> &v)
{
Scalar sprod = dot(*this,v);
value[0]= value[0] - v.value[0] * sprod;
value[1]= value[1] - v.value[1] * sprod;
value[2]= value[2] - v.value[2] * sprod;
return *this;
}
//------------------------------------------------------------------------------
// Other helper functions
//------------------------------------------------------------------------------
/*************************************************************************
Minimize the vector, i.e. set each entry of the vector to the minimum
of both values.
\param pnt The second vector to compare with
\return Reference to the modified self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar> &
ntlVector3Dim<Scalar>::minimize(const ntlVector3Dim<Scalar> &pnt)
{
for (unsigned int i = 0; i < 3; i++)
value[i] = MIN(value[i],pnt[i]);
return *this;
}
/*************************************************************************
Maximize the vector, i.e. set each entry of the vector to the maximum
of both values.
\param pnt The second vector to compare with
\return Reference to the modified self
*/
template<class Scalar>
inline const ntlVector3Dim<Scalar> &
ntlVector3Dim<Scalar>::maximize(const ntlVector3Dim<Scalar> &pnt)
{
for (unsigned int i = 0; i < 3; i++)
value[i] = MAX(value[i],pnt[i]);
return *this;
}
// ----
// a 3D vector with double precision
typedef ntlVector3Dim<double> ntlVec3d;
// a 3D vector with single precision
typedef ntlVector3Dim<float> ntlVec3f;
// a 3D integer vector
typedef ntlVector3Dim<int> ntlVec3i;
// Color uses single precision fp values
typedef ntlVec3f ntlColor;
/* convert a float to double vector */
template<class T> inline ntlVec3d vec2D(T v) { return ntlVec3d(v[0],v[1],v[2]); }
template<class T> inline ntlVec3f vec2F(T v) { return ntlVec3f(v[0],v[1],v[2]); }
template<class T> inline ntlColor vec2Col(T v) { return ntlColor(v[0],v[1],v[2]); }
/************************************************************************/
// graphics vector typing
// use which fp-precision for raytracing? 1=float, 2=double
/* VECTOR_EPSILON is the minimal vector length
In order to be able to discriminate floating point values near zero, and
to be sure not to fail a comparison because of roundoff errors, use this
value as a threshold. */
// use which fp-precision for graphics? 1=float, 2=double
#ifdef PRECISION_GFX_SINGLE
#define GFX_PRECISION 1
#else
#ifdef PRECISION_GFX_DOUBLE
#define GFX_PRECISION 2
#else
// standard precision for graphics
#ifndef GFX_PRECISION
#define GFX_PRECISION 1
#endif
#endif
#endif
#if GFX_PRECISION==1
typedef float gfxReal;
#define GFX_REAL_MAX __FLT_MAX__
//#define vecF2Gfx(x) (x)
//#define vecGfx2F(x) (x)
//#define vecD2Gfx(x) vecD2F(x)
//#define vecGfx2D(x) vecF2D(x)
#define VECTOR_EPSILON (1e-5f)
#else
typedef double gfxReal;
#define GFX_REAL_MAX __DBL_MAX__
//#define vecF2Gfx(x) vecD2F(x)
//#define vecGfx2F(x) vecF2D(x)
//#define vecD2Gfx(x) (x)
//#define vecGfx2D(x) (x)
#define VECTOR_EPSILON (1e-10)
#endif
/* fixed double prec. type, for epxlicitly double values */
typedef double gfxDouble;
// a 3D vector for graphics output, typically float?
typedef ntlVector3Dim<gfxReal> ntlVec3Gfx;
template<class T> inline ntlVec3Gfx vec2G(T v) { return ntlVec3Gfx(v[0],v[1],v[2]); }
/* get minimal vector length value that can be discriminated. */
//inline double getVecEpsilon() { return (double)VECTOR_EPSILON; }
inline gfxReal getVecEpsilon() { return (gfxReal)VECTOR_EPSILON; }
#define HAVE_GFXTYPES
/************************************************************************/
// HELPER FUNCTIONS, independent of implementation
/************************************************************************/
#define VECTOR_TYPE ntlVector3Dim<Scalar>
/*************************************************************************
Compute the length (norm) of the vector.
\return The value of the norm
*/
template<class Scalar>
inline Scalar norm( const VECTOR_TYPE &v)
{
Scalar l = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
return (fabs(l-1.) < VECTOR_EPSILON*VECTOR_EPSILON) ? 1. : sqrt(l);
}
/*************************************************************************
Same as getNorm but doesnt sqrt
*/
template<class Scalar>
inline Scalar normNoSqrt( const VECTOR_TYPE &v)
{
return v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
}
/*************************************************************************
Compute a normalized vector based on this vector.
\return The new normalized vector
*/
template<class Scalar>
inline VECTOR_TYPE getNormalized( const VECTOR_TYPE &v)
{
Scalar l = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
if (fabs(l-1.) < VECTOR_EPSILON*VECTOR_EPSILON)
return v; /* normalized "enough"... */
else if (l > VECTOR_EPSILON*VECTOR_EPSILON)
{
Scalar fac = 1./sqrt(l);
return VECTOR_TYPE(v[0]*fac, v[1]*fac, v[2]*fac);
}
else
return VECTOR_TYPE((Scalar)0);
}
/*************************************************************************
Compute the norm of the vector and normalize it.
\return The value of the norm
*/
template<class Scalar>
inline Scalar normalize( VECTOR_TYPE &v)
{
Scalar norm;
Scalar l = v[0]*v[0] + v[1]*v[1] + v[2]*v[2];
if (fabs(l-1.) < VECTOR_EPSILON*VECTOR_EPSILON) {
norm = 1.;
} else if (l > VECTOR_EPSILON*VECTOR_EPSILON) {
norm = sqrt(l);
Scalar fac = 1./norm;
v[0] *= fac;
v[1] *= fac;
v[2] *= fac;
} else {
v[0]= v[1]= v[2]= 0;
norm = 0.;
}
return (Scalar)norm;
}
/*************************************************************************
Compute a vector, that is self (as an incoming
vector) reflected at a surface with a distinct normal vector. Note
that the normal is reversed, if the scalar product with it is positive.
\param n The surface normal
\return The new reflected vector
*/
template<class Scalar>
inline VECTOR_TYPE reflectVector(const VECTOR_TYPE &t, const VECTOR_TYPE &n)
{
VECTOR_TYPE nn= (dot(t, n) > 0.0) ? (n*-1.0) : n;
return ( t - nn * (2.0 * dot(nn, t)) );
}
/*************************************************************************
* My own refraction calculation
* Taken from Glassner's book, section 5.2 (Heckberts method)
*/
template<class Scalar>
inline VECTOR_TYPE refractVector(const VECTOR_TYPE &t, const VECTOR_TYPE &normal, Scalar nt, Scalar nair, int &refRefl)
{
Scalar eta = nair / nt;
Scalar n = -dot(t, normal);
Scalar tt = 1.0 + eta*eta* (n*n-1.0);
if(tt<0.0) {
// we have total reflection!
refRefl = 1;
} else {
// normal reflection
tt = eta*n - sqrt(tt);
return( t*eta + normal*tt );
}
return t;
}
/*double eta = nair / nt;
double n = -((*this) | normal);
double t = 1.0 + eta*eta* (n*n-1.0);
if(t<0.0) {
// we have total reflection!
refRefl = 1;
} else {
// normal reflection
t = eta*n - sqrt(t);
return( (*this)*eta + normal*t );
}
return (*this);*/
/*************************************************************************
Test two ntlVector3Dims for equality based on the equality of their
values within a small threshold.
\param c The second vector to compare
\return TRUE if both are equal
\sa getEpsilon()
*/
template<class Scalar>
inline bool equal(const VECTOR_TYPE &v, const VECTOR_TYPE &c)
{
return (ABS(v[0]-c[0]) +
ABS(v[1]-c[1]) +
ABS(v[2]-c[2]) < VECTOR_EPSILON);
}
/*************************************************************************
* Assume this vector is an RGB color, and convert it to HSV
*/
template<class Scalar>
inline void rgbToHsv( VECTOR_TYPE &V )
{
Scalar h=0,s=0,v=0;
Scalar maxrgb, minrgb, delta;
// convert to hsv...
maxrgb = V[0];
int maxindex = 1;
if(V[2] > maxrgb){ maxrgb = V[2]; maxindex = 2; }
if(V[1] > maxrgb){ maxrgb = V[1]; maxindex = 3; }
minrgb = V[0];
if(V[2] < minrgb) minrgb = V[2];
if(V[1] < minrgb) minrgb = V[1];
v = maxrgb;
delta = maxrgb-minrgb;
if(maxrgb > 0) s = delta/maxrgb;
else s = 0;
h = 0;
if(s > 0) {
if(maxindex == 1) {
h = ((V[1]-V[2])/delta) + 0.0; }
if(maxindex == 2) {
h = ((V[2]-V[0])/delta) + 2.0; }
if(maxindex == 3) {
h = ((V[0]-V[1])/delta) + 4.0; }
h *= 60.0;
if(h < 0.0) h += 360.0;
}
V[0] = h;
V[1] = s;
V[2] = v;
}
/*************************************************************************
* Assume this vector is HSV and convert to RGB
*/
template<class Scalar>
inline void hsvToRgb( VECTOR_TYPE &V )
{
Scalar h = V[0], s = V[1], v = V[2];
Scalar r=0,g=0,b=0;
Scalar p,q,t, fracth;
int floorh;
// ...and back to rgb
if(s == 0) {
r = g = b = v; }
else {
h /= 60.0;
floorh = (int)h;
fracth = h - floorh;
p = v * (1.0 - s);
q = v * (1.0 - (s * fracth));
t = v * (1.0 - (s * (1.0 - fracth)));
switch (floorh) {
case 0: r = v; g = t; b = p; break;
case 1: r = q; g = v; b = p; break;
case 2: r = p; g = v; b = t; break;
case 3: r = p; g = q; b = v; break;
case 4: r = t; g = p; b = v; break;
case 5: r = v; g = p; b = q; break;
}
}
V[0] = r;
V[1] = g;
V[2] = b;
}
#endif /* NTL_VECTOR3DIM_HH */