void TestLinAlg()
{
    // Instantiate templates, check sizes, make sure operators compile etc.

    static_assert(sizeof(Vec2f)     == 8  , "Vec2f size test failed"    );
    static_assert(sizeof(Vec3f)     == 12 , "Vec3f size test failed"    );
    static_assert(sizeof(Vec4f)     == 16 , "Vec4f size test failed"    );
    static_assert(sizeof(Vec2d)     == 16 , "Vec2d size test failed"    );
    static_assert(sizeof(Vec3d)     == 24 , "Vec3d size test failed"    );
    static_assert(sizeof(Vec4d)     == 32 , "Vec4d size test failed"    );
    static_assert(sizeof(Vec2i)     == 8  , "Vec2i size test failed"    );
    static_assert(sizeof(Vec3i)     == 12 , "Vec3i size test failed"    );
    static_assert(sizeof(Vec4i)     == 16 , "Vec4i size test failed"    );
    static_assert(sizeof(Vec2ui)    == 8  , "Vec2ui size test failed"   );
    static_assert(sizeof(Vec3ui)    == 12 , "Vec3ui size test failed"   );
    static_assert(sizeof(Vec4ui)    == 16 , "Vec4ui size test failed"   );
    static_assert(sizeof(Matrix44f) == 64 , "Matrix44f size test failed");
    static_assert(sizeof(Matrix44d) == 128, "Matrix44d size test failed");

    Vec2f vec2f(0.0f, 0.0f);
    Vec3f vec3f(0.0f, 0.0f, 0.0f);
    Vec4f vec4f(0.0f, 0.0f, 0.0f, 0.0f);
    Vec2d vec2d(0.0, 0.0);
    Vec3d vec3d(0.0, 0.0, 0.0);
    Vec4d vec4d(0.0, 0.0, 0.0, 0.0);
    Vec2i vec2i(-1, -1);
    Vec3i vec3i(-1, -1, -1);
    Vec4i vec4i(-1, -1, -1, -1);
    Vec2ui vec2ui(0, 0);
    Vec3ui vec3ui(0, 0, 0);
    Vec4ui vec4ui(0, 0, 0, 0);
    float f = 0.0f;
    bool b = false;

    b = (vec3f == vec3f);
    b = (vec3f != vec3f);
    vec3f = Vec3f(1.0f) + Vec3f(2.0f);
    vec3f = Vec3f(1.0f) - Vec3f(2.0f);
    vec3f = Vec3f(1.0f) * Vec3f(2.0f);
    vec3f = Vec3f(1.0f) / Vec3f(2.0f);
    vec3f = Vec3f(1.0f) * f;
    vec3f = f * Vec3f(1.0f);
    vec3f = Vec3f(1.0f) / f;
    vec3f = -Vec3f(1.0f);
    vec3f += Vec3f(1.0f);
    vec3f -= Vec3f(1.0f);
    vec3f *= Vec3f(1.0f);
    vec3f /= Vec3f(1.0f);
    vec3f *= f;
    vec3f /= f;
    f = vec3f[0];
    vec3f[0] = f;
    f = Length(vec3f);
    f = LengthSquared(vec3f);
    vec3f = Normalize(vec3f);
    f = Dot(Vec3f(1.0f), Vec3f(2.0f));
    vec3f = Vec3f(1.0f) ^ Vec3f(2.0f);

    Matrix44f matf;
    matf.Identity();
    Matrix44d matd;
    matf.RotationX(1);
    matf.RotationY(1);
    matf.RotationZ(1);
    matf.Scaling(1);
    b = matf == matf;
    matf = matf * matf;
    matf.BuildLookAtMatrix(Vec3f(0.0f, 10.0f, 10.0f), Vec3f(0.0f));
    matf.BuildProjection(90.0f, 4.0f / 3.0f, 1.0f, 1000.0f);
    Vec3f out;
    matf.Transf3x3(vec3f, out);
    matf.Transf4x4(vec3f, out);
    matf.Transpose3x3();
    matf.Transpose4x4();
    matf.Invert();
}
Ejemplo n.º 2
0
mVector3f ArmDialog::CalculateEndEffectorPosition(){
	
	Matrix44f mTmp;

	mTmp.Identity(&mTmp);
	mat0.Identity(&mat0);	
	mat1.Identity(&mat1);
	mat2.Identity(&mat2);	
	mat3.Identity(&mat3);
	mat4.Identity(&mat4);
	mat5.Identity(&mat5);
	mat6.Identity(&mat6);
	mat7.Identity(&mat7);
	mat8.Identity(&mat8);

	// Initial
	Matrix44f::Translation(&mTmp,6.0f,34.3f,armConfig->baseHeight);
	mat0 *= mTmp;
	Matrix44f::RotationZ(&mTmp,90.0f/180*3.14); 
	mat0 *= mTmp;

	// 0 to 1
	Matrix44f::RotationZ(&mTmp,armConfig->ceta1/180*3.14); 
	mat0 *= mTmp;

	// 1 to 2
	Matrix44f::RotationX(&mTmp,90.0f/180*3.14); 
	mat1 *= mTmp;

	Matrix44f::RotationZ(&mTmp,(armConfig->ceta2)/180*3.14);
	mat1 *= mTmp;

	// 2 to 3
	Matrix44f::Translation(&mTmp,armConfig->foreArmLength,0.0f,0.0f);
	mat2 *= mTmp;
	Matrix44f::RotationZ(&mTmp,(armConfig->ceta3)/180*3.14);
	mat2 *= mTmp;
	
	// 3 to 4
	Matrix44f::Translation(&mTmp,armConfig->armLength,0.0f,0.0f);
	mat3 *= mTmp;
	Matrix44f::RotationZ(&mTmp,(armConfig->ceta4)/180*3.14);
	mat3 *= mTmp;

	// 4 to 5 (camera)
	Matrix44f::Translation(&mTmp,armConfig->handLength,0,0);
	mat4 *= mTmp;
	Matrix44f::RotationZ(&mTmp,30.0f/180.0f*3.14f);
	mat4 *= mTmp;

	mVector3f position = mat0 * mat1 * mat2 * mat3 * mat4 * mVector3f(0,0,0.0f);
	allMat = mat0 * mat1 * mat2 * mat3 * mat4;


	char buf[30];
	TCHAR tchar[30];
	_snprintf(buf, 30, "x=%3.2f  y=%3.2f  z=%3.2f ", position.x,position.y,position.z);
	ConvertCHARToTCHAR(buf,tchar,30);
	SetDlgItemText(m_hDlg,IDC_POS,tchar);

	return position;

}