Example #1
0
Matrix4 Matrix4::CreateLookAtRightHanded(Vector3& position, Vector3& lookAt, Vector3& upVector)
{
    Matrix4 perspective = Matrix4::Zero();

    Vector3 forward = (lookAt - position).Normalize();
    Vector3 right = upVector.CrossProduct(forward).Normalize();
    Vector3 up = forward.CrossProduct(right).Normalize();

    perspective[0][0] = -right.GetX();
    perspective[1][0] = -right.GetY();
    perspective[2][0] = -right.GetZ();
    perspective[3][0] = right.ScalarProduct(position);
    perspective[0][1] = up.GetX();
    perspective[1][1] = up.GetY();
    perspective[2][1] = up.GetZ();
    perspective[3][1] = -up.ScalarProduct(position);
    perspective[0][2] = -forward.GetX();
    perspective[1][2] = -forward.GetY();
    perspective[2][2] = -forward.GetZ();
    perspective[3][2] = forward.ScalarProduct(position);
    perspective[0][3] = 0.0f;
    perspective[1][3] = 0.0f;
    perspective[2][3] = 0.0f;
    perspective[3][3] = 1.0f;

    return perspective;
}
Example #2
0
 const Vector3 Cross ( const Vector3& aLhs, const Vector3& aRhs )
 {
     return Vector3 (
                ( aLhs.GetY() * aRhs.GetZ() ) - ( aLhs.GetZ() * aRhs.GetY() ),
                ( aLhs.GetZ() * aRhs.GetX() ) - ( aLhs.GetX() * aRhs.GetZ() ),
                ( aLhs.GetX() * aRhs.GetY() ) - ( aLhs.GetY() * aRhs.GetX() ) );
 }
Example #3
0
 const float Dot ( const Vector3& aLhs, const Vector3& aRhs )
 {
     return
         aLhs.GetX() * aRhs.GetX() +
         aLhs.GetY() * aRhs.GetY() +
         aLhs.GetZ() * aRhs.GetZ();
 }
Example #4
0
	Vector3 Vector3::CrossProduct(const Vector3& other) const
	{
		Vector3 result;
		result.SetX( (m_Y * other.GetZ()) - (m_Z * other.GetY()) );
		result.SetY( (m_Z * other.GetX()) - (m_X * other.GetZ()) );
		result.SetZ( (m_X * other.GetY()) - (m_Y * other.GetX()) );
		return result;
	}
Example #5
0
void RendererOpenGL::TransformCamera(const Vector3& position, const Vector3& orientation) const 
{
	// Rotate the object On Z, X & Y - work in progress
	glRotatef(-orientation.GetX(), 0, 1, 0);
	glRotatef(-orientation.GetY(), 1, 0, 0);

	// Move the object
	glTranslatef(-position.GetX(), -position.GetY(), -position.GetZ());
}
Example #6
0
//normalise the vectors
Vector3 Vector3::Normalise(Vector3 v) const
{
	Vector3 result;
	float mag;

	mag = sqrt(v.GetX() * v.GetX() + v.GetY() * v.GetY() + v.GetZ() * v.GetZ());
	result = v / mag;

	return result;
}
void Vector3Tests::ReportTestResultVec(bool a_WhichBool, Vector3 a_WhichResult, Vector3 a_WhichExpected, char* a_Test )
{
	
	cout << "\n\n Results for: \n " << "--- "<<a_Test <<" ---\n\n";
	if (a_WhichBool != true)
		
		cout << ">>>>>>>>> - PASSED - <<<<<<<<< \n \n Expected: " << a_WhichExpected.GetX() << ","<< a_WhichExpected.GetY() << "\n\n\n";
	else
		if (a_WhichBool == true)
			cout << " >^._.^< PASSED! >^._.^< \n\n Expected: " << a_WhichExpected.GetX() << ","<< a_WhichExpected.GetY() << "\n Got: " << a_WhichResult.GetX() << "," <<a_WhichResult.GetY() << "\n \n \n";

}
Example #8
0
CMatrix4 CMatrix4::LookAt(Vector3 position, Vector3 target, Vector3 up)
{
    Vector3 zaxis = position - target;
    zaxis.Normalize();
    Vector3 xaxis = Vector3::CrossProduct(up, zaxis);
    xaxis.Normalize();
    Vector3 yaxis = Vector3::CrossProduct(zaxis, xaxis);
    return CMatrix4(
        xaxis.GetX(), xaxis.GetY(), xaxis.GetZ(), -Vector3::DotProduct(xaxis, position),
        yaxis.GetX(), yaxis.GetY(), yaxis.GetZ(), -Vector3::DotProduct(yaxis, position),
        zaxis.GetX(), zaxis.GetY(), zaxis.GetZ(), -Vector3::DotProduct(zaxis, position),
        0.0f, 0.0f, 0.0f, 1.0f);
}
Example #9
0
	void Matrix3::Multiply(const Vector3& other, Vector3* result) const
	{
		//@REF: Transform the matrix by the vector
		result->SetX((other.GetX()*m_Elems[0]) +
						(other.GetY()*m_Elems[1]) +
						(other.GetZ()*m_Elems[2]));
		result->SetY((other.GetX()*m_Elems[3]) +
						(other.GetY()*m_Elems[4]) +
						(other.GetZ()*m_Elems[5]));
		result->SetZ((other.GetX()*m_Elems[6]) +
						(other.GetY()*m_Elems[7]) +
						(other.GetZ()*m_Elems[8]));
	}
Example #10
0
	void Matrix3x3::SetColumns( const Vector3 &p_Column1,
		const Vector3 &p_Column2, const Vector3 &p_Column3 )
	{
		m_M[ 0 ] = p_Column1.GetX( );
		m_M[ 1 ] = p_Column1.GetY( );
		m_M[ 2 ] = p_Column1.GetZ( );

		m_M[ 3 ] = p_Column2.GetX( );
		m_M[ 4 ] = p_Column2.GetY( );
		m_M[ 5 ] = p_Column2.GetZ( );

		m_M[ 6 ] = p_Column3.GetX( );
		m_M[ 7 ] = p_Column3.GetY( );
		m_M[ 8 ] = p_Column3.GetZ( );
	}
Example #11
0
	Vector3 Matrix3::Multiply(const Vector3& other) const
	{
		Vector3 result;
		//@REF: Transform the matrix by the vector
		result.SetX((other.GetX()*m_Elems[0]) +
						(other.GetY()*m_Elems[1]) +
						(other.GetZ()*m_Elems[2]));
		result.SetY((other.GetX()*m_Elems[3]) +
						(other.GetY()*m_Elems[4]) +
						(other.GetZ()*m_Elems[5]));
		result.SetZ((other.GetX()*m_Elems[6]) +
						(other.GetY()*m_Elems[7]) +
						(other.GetZ()*m_Elems[8]));
		return result;
	}
Example #12
0
Matrix4 Matrix4::Rotate(float angle, Vector3& factors)
{
    Matrix4 rotation;

    Vector3 f = factors.Normalize();
    float x = f.GetX();
    float y = f.GetY();
    float z = f.GetZ();
    float s = sin(angle);
    float c = cos(angle);

    rotation[0][0] = x*x * (1-c) + c;
    rotation[0][1] = x*y * (1-c) + z*s;
    rotation[0][2] = x*z * (1-c) - y*s;
    rotation[0][3] = 0.0f;

    rotation[1][0] = y*x * (1-c) - z*s;
    rotation[1][1] = y*y * (1-c) + c;
    rotation[1][2] = y*z * (1-c) + x*s;
    rotation[1][3] = 0.0f;

    rotation[2][0] = x*z * (1-c) + y*s;
    rotation[2][1] = y*z * (1-c) - x*s;
    rotation[2][2] = z*z * (1-c) + c;
    rotation[2][3] = 0.0f;

    rotation[3][0] = 0.0f;
    rotation[3][1] = 0.0f;
    rotation[3][2] = 0.0f;
    rotation[3][3] = 1.0f;

    return rotation;
}
Example #13
0
	void Matrix3::SetBlockInertiaTensor(const Vector3& halfSizes, real mass)
	{
		Vector3 squares = halfSizes.ComponentProduct(halfSizes);
		SetInertiaTensorCoeffs(0.3f*mass*(squares.GetY() + squares.GetZ()),
				0.3f*mass*(squares.GetX() + squares.GetZ()),
				0.3f*mass*(squares.GetX() + squares.GetY()));
	}
Example #14
0
void AABB::computeAABB(const Vector3& position, const Vector3& dimension)
{
	float aabb[6];
	aabb[0] = position.GetX() + dimension.GetX() / 2;
	aabb[1] = position.GetY() - dimension.GetY() / 2;
	aabb[2] = position.GetZ() + dimension.GetZ() / 2;
	aabb[3] = position.GetX() - dimension.GetX() / 2;
	aabb[4] = position.GetY() + dimension.GetY() / 2;
	aabb[5] = position.GetZ() - dimension.GetZ() / 2;

	SIMDVector3 min(aabb[0], aabb[1], aabb[2]);
	SIMDVector3 max(aabb[3], aabb[4], aabb[5]);

	m_Max = max;
	m_Min = min;
}
Example #15
0
bool CCollisionBody::CheckSATCollision( CCollisionInfo & info, Vector3< float > & curPos, CCollisionBody * c, Vector3< float > & cPos ) {
    
    unsigned long int curAxisCount = m_Axis.size();
    unsigned long int totalAxisCount = curAxisCount + c->GetAxisCount();
    

    for( int j = 0; j < totalAxisCount; j++ ) {
        
        Vector3< float > curAxis = ( j >= curAxisCount )? c->GetAxis( j - curAxisCount ) : m_Axis[j];
        
        float minA, maxA;
        float minB, maxB;
        
        FindSATMinMax( m_ColOffset, curPos, curAxis, &minA, &maxA );
        FindSATMinMax( c->GetOffsets(), cPos, curAxis, &minB, &maxB );
        
        double d;
        
        int t = 0;
        
        if( minA < minB )
            d = minB - maxA;
        else {
            t = 1;
        
            d = minA - maxB;
        }
        if( d > 0 ) {
            
            
            return false;
            
            
        } else {
            
            if( minA < minB )
                curAxis = curAxis * -1.0;
            
            //Ensure second colliding object has this normal
            if( c->HasNormal( curAxis.GetX(), curAxis.GetY(), curAxis.GetZ() ) ) {
            
                if( fabs( d ) < info.minTransDist ) {
                    
                    info.minTransDist = fabs( d );
                    info.minTransAxis = curAxis;
                    
                    
                }
            
            }
            
        }
        
    }
    
    info.collision = true;
    
    return true;

}
Example #16
0
Matrix4 Matrix4::Translate(Vector3& v)
{
    Matrix4 translation = Identity();
    translation[3][0] = v.GetX();
    translation[3][1] = v.GetY();
    translation[3][2] = v.GetZ();
    return translation;
}
Example #17
0
	real Vector3::DotProduct(const Vector3& other) const
	{
		real result = 0.0f;
		result += (m_X * other.GetX());
		result += (m_Y * other.GetY());
		result += (m_Z * other.GetZ());
		return result;
	}
Example #18
0
	Vector3 Vector3::ComponentProduct(const Vector3& other) const
	{
		Vector3 result;
		result.SetX(m_X * other.GetX());
		result.SetY(m_Y * other.GetY());
		result.SetZ(m_Z * other.GetZ());
		return result;
	}
Example #19
0
	Vector3 Vector3::Add(const Vector3& other) const
	{
		Vector3 result;
		result.SetX(m_X + other.GetX());
		result.SetY(m_Y + other.GetY());
		result.SetZ(m_Z + other.GetZ());
		return result;
	}
Example #20
0
	Vector3 Vector3::Subtract(const Vector3& other) const
	{
		Vector3 result;
		result.SetX(m_X - other.GetX());
		result.SetY(m_Y - other.GetY());
		result.SetZ(m_Z - other.GetZ());
		return result;
	}
Example #21
0
const Vector3 Vector3::operator-(const Vector3 &other) const
{
	Vector3 result;
	result.SetX(_x - other.GetX());
	result.SetY(_y - other.GetY());
	result.SetZ(_z - other.GetZ());
	return result;
}
Example #22
0
const Vector3 Vector3::operator+(const Vector3 &other) const
{
	Vector3 result;
	result.SetX(_x + other.GetX());
	result.SetY(_y + other.GetY());
	result.SetZ(_z + other.GetZ());
	return result;
}
Example #23
0
	Vector3 Matrix3x3::operator*( const Vector3 &p_Vector )
	{
		KIL_FLOAT32 X, Y, Z;

		X =	m_M[ 0 ] * p_Vector.GetX( ) +
			m_M[ 3 ] * p_Vector.GetY( ) +
			m_M[ 6 ] * p_Vector.GetZ( );

		Y =	m_M[ 1 ] * p_Vector.GetX( ) +
			m_M[ 4 ] * p_Vector.GetY( ) +
			m_M[ 7 ] * p_Vector.GetZ( );

		Z =	m_M[ 2 ] * p_Vector.GetX( ) +
			m_M[ 5 ] * p_Vector.GetY( ) +
			m_M[ 8 ] * p_Vector.GetZ( );

		return Vector3( X, Y, Z );
	}
Example #24
0
 const Vector3 Normalize ( const Vector3& aVector )
 {
     float magnitude = sqrtf ( Dot ( aVector, aVector ) );
     assert ( magnitude != 0.0f );
     return Vector3 (
                aVector.GetX() / magnitude,
                aVector.GetY() / magnitude,
                aVector.GetZ() / magnitude );
 }
Example #25
0
bool Shader::SetShaderVec3Parameter(const char* name, Vector3 vec3)
{
	int locID = glGetUniformLocation(m_programID, name);

	if (locID >= 0)
	{
		glUniform3f(locID, vec3.GetX(), vec3.GetY(), vec3.GetZ());
	}
	return true;
}
Example #26
0
//cross product
Vector3 Vector3::crossProduct(const Vector3& v) const
{
	Vector3 result;

	result.SetX(_y * v.GetZ() - v.GetY() * _z);
	result.SetY(_x * v.GetZ() - v.GetX() * _z);
	result.SetZ(_x * v.GetY() - v.GetX() * _y);

	return result;
}
Example #27
0
Matrix4 Matrix4::Scale(Vector3& factors)
{
    Matrix4 scaled = Matrix4::Identity();

    scaled[0][0] = factors.GetX();
    scaled[1][1] = factors.GetY();
    scaled[2][2] = factors.GetZ();

    return scaled;
}
Example #28
0
AABB::AABB(const Matrix4 & transform, const Vector3 & dimension, const Vector3 & origin)
{
	float aabb[6];
	aabb[0] = origin.GetX() + dimension.GetX() / 2;
	aabb[1] = origin.GetY() - dimension.GetY() / 2;
	aabb[2] = origin.GetZ() + dimension.GetZ() / 2;
	aabb[3] = origin.GetX() - dimension.GetX() / 2;
	aabb[4] = origin.GetY() + dimension.GetY() / 2;
	aabb[5] = origin.GetZ() - dimension.GetZ() / 2;

	Vector3 min(aabb[0], aabb[1], aabb[2]);
	Vector3 max(aabb[3], aabb[4], aabb[5]);
	Vector3 translate(transform.getTranslateX(), transform.getTranslateY(), transform.getTranslateZ());
	min += translate;
	max += translate;

	m_Max = max;
	m_Min = min;
	Body::setType(1);
}
Example #29
0
	void Quaternion::AddScaledVector(const Vector3& vec, real scale)
	{
		Quaternion q(0,
							vec.GetX() * scale,
							vec.GetY() * scale,
							vec.GetZ() * scale);
		q *= *this;
		m_R += q.GetR() * ((real)0.5);
		m_I += q.GetI() * ((real)0.5);
		m_J += q.GetJ() * ((real)0.5);
		m_K += q.GetK() * ((real)0.5);
	}
Example #30
0
void Point3D::Translate(Vector3 &iDir, double idist)
{
	double d1 = _pMatrix->GetAt(0)+iDir.GetX();
	double d2 = _pMatrix->GetAt(1)+iDir.GetY();
	double d3 = _pMatrix->GetAt(2)+iDir.GetZ();
	if(_pMatrix)
	{
		_pMatrix->SetAt(0, &d1);
		_pMatrix->SetAt(1, &d2);
		_pMatrix->SetAt(2, &d3);
	}
}