1 | /* ----------------------------------------------------------------------------- |
2 | |
3 | Copyright (c) 2006 Simon Brown si@sjbrown.co.uk |
4 | |
5 | Permission is hereby granted, free of charge, to any person obtaining |
6 | a copy of this software and associated documentation files (the |
7 | "Software"), to deal in the Software without restriction, including |
8 | without limitation the rights to use, copy, modify, merge, publish, |
9 | distribute, sublicense, and/or sell copies of the Software, and to |
10 | permit persons to whom the Software is furnished to do so, subject to |
11 | the following conditions: |
12 | |
13 | The above copyright notice and this permission notice shall be included |
14 | in all copies or substantial portions of the Software. |
15 | |
16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
17 | OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
18 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
19 | IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
20 | CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
21 | TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
22 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
23 | |
24 | -------------------------------------------------------------------------- */ |
25 | |
26 | #ifndef SQUISH_MATHS_H |
27 | #define SQUISH_MATHS_H |
28 | |
29 | #include <cmath> |
30 | #include <algorithm> |
31 | #include "config.h" |
32 | |
33 | namespace squish { |
34 | |
35 | class Vec3 |
36 | { |
37 | public: |
38 | typedef Vec3 const& Arg; |
39 | |
40 | Vec3() |
41 | { |
42 | } |
43 | |
44 | explicit Vec3( float s ) |
45 | { |
46 | m_x = s; |
47 | m_y = s; |
48 | m_z = s; |
49 | } |
50 | |
51 | Vec3( float x, float y, float z ) |
52 | { |
53 | m_x = x; |
54 | m_y = y; |
55 | m_z = z; |
56 | } |
57 | |
58 | float X() const { return m_x; } |
59 | float Y() const { return m_y; } |
60 | float Z() const { return m_z; } |
61 | |
62 | Vec3 operator-() const |
63 | { |
64 | return Vec3( -m_x, -m_y, -m_z ); |
65 | } |
66 | |
67 | Vec3& operator+=( Arg v ) |
68 | { |
69 | m_x += v.m_x; |
70 | m_y += v.m_y; |
71 | m_z += v.m_z; |
72 | return *this; |
73 | } |
74 | |
75 | Vec3& operator-=( Arg v ) |
76 | { |
77 | m_x -= v.m_x; |
78 | m_y -= v.m_y; |
79 | m_z -= v.m_z; |
80 | return *this; |
81 | } |
82 | |
83 | Vec3& operator*=( Arg v ) |
84 | { |
85 | m_x *= v.m_x; |
86 | m_y *= v.m_y; |
87 | m_z *= v.m_z; |
88 | return *this; |
89 | } |
90 | |
91 | Vec3& operator*=( float s ) |
92 | { |
93 | m_x *= s; |
94 | m_y *= s; |
95 | m_z *= s; |
96 | return *this; |
97 | } |
98 | |
99 | Vec3& operator/=( Arg v ) |
100 | { |
101 | m_x /= v.m_x; |
102 | m_y /= v.m_y; |
103 | m_z /= v.m_z; |
104 | return *this; |
105 | } |
106 | |
107 | Vec3& operator/=( float s ) |
108 | { |
109 | float t = 1.0f/s; |
110 | m_x *= t; |
111 | m_y *= t; |
112 | m_z *= t; |
113 | return *this; |
114 | } |
115 | |
116 | friend Vec3 operator+( Arg left, Arg right ) |
117 | { |
118 | Vec3 copy( left ); |
119 | return copy += right; |
120 | } |
121 | |
122 | friend Vec3 operator-( Arg left, Arg right ) |
123 | { |
124 | Vec3 copy( left ); |
125 | return copy -= right; |
126 | } |
127 | |
128 | friend Vec3 operator*( Arg left, Arg right ) |
129 | { |
130 | Vec3 copy( left ); |
131 | return copy *= right; |
132 | } |
133 | |
134 | friend Vec3 operator*( Arg left, float right ) |
135 | { |
136 | Vec3 copy( left ); |
137 | return copy *= right; |
138 | } |
139 | |
140 | friend Vec3 operator*( float left, Arg right ) |
141 | { |
142 | Vec3 copy( right ); |
143 | return copy *= left; |
144 | } |
145 | |
146 | friend Vec3 operator/( Arg left, Arg right ) |
147 | { |
148 | Vec3 copy( left ); |
149 | return copy /= right; |
150 | } |
151 | |
152 | friend Vec3 operator/( Arg left, float right ) |
153 | { |
154 | Vec3 copy( left ); |
155 | return copy /= right; |
156 | } |
157 | |
158 | friend float Dot( Arg left, Arg right ) |
159 | { |
160 | return left.m_x*right.m_x + left.m_y*right.m_y + left.m_z*right.m_z; |
161 | } |
162 | |
163 | friend Vec3 Min( Arg left, Arg right ) |
164 | { |
165 | return Vec3( |
166 | std::min( left.m_x, right.m_x ), |
167 | std::min( left.m_y, right.m_y ), |
168 | std::min( left.m_z, right.m_z ) |
169 | ); |
170 | } |
171 | |
172 | friend Vec3 Max( Arg left, Arg right ) |
173 | { |
174 | return Vec3( |
175 | std::max( left.m_x, right.m_x ), |
176 | std::max( left.m_y, right.m_y ), |
177 | std::max( left.m_z, right.m_z ) |
178 | ); |
179 | } |
180 | |
181 | friend Vec3 Truncate( Arg v ) |
182 | { |
183 | return Vec3( |
184 | v.m_x > 0.0f ? std::floor( v.m_x ) : std::ceil( v.m_x ), |
185 | v.m_y > 0.0f ? std::floor( v.m_y ) : std::ceil( v.m_y ), |
186 | v.m_z > 0.0f ? std::floor( v.m_z ) : std::ceil( v.m_z ) |
187 | ); |
188 | } |
189 | |
190 | private: |
191 | float m_x; |
192 | float m_y; |
193 | float m_z; |
194 | }; |
195 | |
196 | inline float LengthSquared( Vec3::Arg v ) |
197 | { |
198 | return Dot( v, v ); |
199 | } |
200 | |
201 | class Sym3x3 |
202 | { |
203 | public: |
204 | Sym3x3() |
205 | { |
206 | } |
207 | |
208 | Sym3x3( float s ) |
209 | { |
210 | for( int i = 0; i < 6; ++i ) |
211 | m_x[i] = s; |
212 | } |
213 | |
214 | float operator[]( int index ) const |
215 | { |
216 | return m_x[index]; |
217 | } |
218 | |
219 | float& operator[]( int index ) |
220 | { |
221 | return m_x[index]; |
222 | } |
223 | |
224 | private: |
225 | float m_x[6]; |
226 | }; |
227 | |
228 | Sym3x3 ComputeWeightedCovariance( int n, Vec3 const* points, float const* weights ); |
229 | Vec3 ComputePrincipleComponent( Sym3x3 const& matrix ); |
230 | |
231 | } // namespace squish |
232 | |
233 | #endif // ndef SQUISH_MATHS_H |
234 | |