// "default" constructor Camera::Camera(int WindowWidth, int WindowHeight) { m_windowWidth = WindowWidth; m_windowHeight = WindowHeight; m_pos = vec3D(0, 0, 0); m_target = vec3D(0, 0, 1); m_target.normalize(); m_up = vec3D(0, 1, 0); init(); }
vec3D MathLib3D::createVector(point3D p1, point3D p2){ float x = p2.x-p1.x; float y = p2.y-p1.y; float z = p2.z-p1.z; vec3D returnVec = vec3D(x,y,z); return(returnVec); };
void v3dmath_object::test<17>() { F64 x1 = 1., y1 = 2., z1 = -1.1; LLVector3d vec3D(x1,y1,z1), vec3Da; vec3Da = -vec3D; ensure("1:operator- failed", (vec3D == - vec3Da)); }
vec3D MathLib3D::vectorMultiply(vec3D vector,float scalar){ float x = vector.x * scalar; float y = vector.y * scalar; float z = vector.z * scalar; vec3D returnVec = vec3D(x,y,z); return (returnVec); };
vec3D MathLib3D::normalize(vec3D vector){ float x = vector.x/vector.getMagnitude(); float y = vector.y/vector.getMagnitude(); float z = vector.z/vector.getMagnitude(); vec3D returnVector = vec3D(x,y,z); return(returnVector); };
// returns cross product of a vector and an argument vec3D vec3D::cross(const vec3D& v) const { float ax = y * v.z - z * v.y; float ay = z * v.x - x * v.z; float az = x * v.y - y * v.x; return vec3D(ax, ay, az); }
void v3dmath_object::test<13>() { F64 x1 = 1., y1 = 2., z1 = -1.1,div = 4.2; F64 t = 1.f / div; LLVector3d vec3D(x1,y1,z1), vec3Da; vec3Da = vec3D/div; ensure_approximately_equals( "1a:operator/ failed", vec3Da.mdV[VX], x1*t, 8); ensure_approximately_equals( "1b:operator/ failed", vec3Da.mdV[VY], y1*t, 8); ensure_approximately_equals( "1c:operator/ failed", vec3Da.mdV[VZ], z1*t, 8); x1 = 1.23, y1 = 4., z1 = -2.32; vec3D.clearVec(); vec3Da.clearVec(); vec3D.setVec(x1,y1,z1); vec3Da = vec3D/div; ensure_approximately_equals( "2a:operator/ failed", vec3Da.mdV[VX], x1*t, 8); ensure_approximately_equals( "2b:operator/ failed", vec3Da.mdV[VY], y1*t, 8); ensure_approximately_equals( "2c:operator/ failed", vec3Da.mdV[VZ], z1*t, 8); vec3D /= div; ensure_approximately_equals( "3a:operator/= failed", vec3D.mdV[VX], x1*t, 8); ensure_approximately_equals( "3b:operator/= failed", vec3D.mdV[VY], y1*t, 8); ensure_approximately_equals( "3c:operator/= failed", vec3D.mdV[VZ], z1*t, 8); }
void v3dmath_object::test<18>() { F64 x = 1., y = 2., z = -1.1; LLVector3d vec3D(x,y,z); F64 res = (x*x + y*y + z*z) - vec3D.magVecSquared(); ensure("1:magVecSquared:Fail ", ((-F_APPROXIMATELY_ZERO <= res)&& (res <=F_APPROXIMATELY_ZERO))); res = fsqrtf(x*x + y*y + z*z) - vec3D.magVec(); ensure("2:magVec: Fail ", ((-F_APPROXIMATELY_ZERO <= res)&& (res <=F_APPROXIMATELY_ZERO))); }
void v3dmath_object::test<15>() { F64 x1 = 1., y1 = 2., z1 = -1.1; LLVector3d vec3D(x1,y1,z1), vec3Da; std::ostringstream stream1, stream2; stream1 << vec3D; vec3Da.setVec(x1,y1,z1); stream2 << vec3Da; ensure("1:operator << failed",(stream1.str() == stream2.str())); }
void v3dmath_object::test<14>() { F64 x1 = 1., y1 = 2., z1 = -1.1; LLVector3d vec3D(x1,y1,z1), vec3Da; ensure("1:operator!= failed",(TRUE == (vec3D !=vec3Da))); vec3Da = vec3D; ensure("2:operator== failed",(vec3D ==vec3Da)); vec3D.clearVec(); vec3Da.clearVec(); x1 = .211, y1 = 21.111, z1 = 23.22; vec3D.setVec(x1,y1,z1); vec3Da.setVec(x1,y1,z1); ensure("3:operator== failed",(vec3D ==vec3Da)); ensure("4:operator!= failed",(FALSE == (vec3D !=vec3Da))); }
void v3dmath_object::test<6>() { F64 x = -2.32, y = 1.212, z = -.12; LLVector3d vec3D(x,y,z); vec3D.abs(); ensure("1:abs:Fail ", ((-x == vec3D.mdV[VX]) && (y == vec3D.mdV[VY]) && (-z == vec3D.mdV[VZ]))); ensure("2:isNull():Fail ", (FALSE == vec3D.isNull())); vec3D.clearVec(); x =.00000001, y = .000001001, z = .000001001; vec3D.setVec(x,y,z); ensure("3:isNull():Fail ", (TRUE == vec3D.isNull())); ensure("4:isExactlyZero():Fail ", (FALSE == vec3D.isExactlyZero())); x =.0000000, y = .00000000, z = .00000000; vec3D.setVec(x,y,z); ensure("5:isExactlyZero():Fail ", (TRUE == vec3D.isExactlyZero())); }
void v3dmath_object::test<10>() { F64 x1 = 1., y1 = 2., z1 = -1.1; F64 x2 = 1.2, y2 = 2.5, z2 = 1.; LLVector3d vec3D(x1,y1,z1),vec3Da(x2,y2,z2),vec3Db; vec3Db = vec3Da - vec3D; ensure("1:operator-:Fail to initialize ", ((x2-x1 == vec3Db.mdV[VX]) && (y2-y1 == vec3Db.mdV[VY]) && (z2-z1 == vec3Db.mdV[VZ]))); x1 = -2.45, y1 = 2.1, z1 = 3.0; vec3D.clearVec(); vec3Da.clearVec(); vec3D.setVec(x1,y1,z1); vec3Da -=vec3D; ensure("2:operator-=:Fail to initialize ", ((2.45 == vec3Da.mdV[VX]) && (-2.1 == vec3Da.mdV[VY]) && (-3.0 == vec3Da.mdV[VZ]))); vec3Da -= vec3D; ensure("3:operator-=:Fail to initialize ", ((-2*x1 == vec3Da.mdV[VX]) && (-2*y1 == vec3Da.mdV[VY]) && (-2*z1 == vec3Da.mdV[VZ]))); }
void v3dmath_object::test<9>() { F64 x1 = 1.78787878, y1 = 232322.2121, z1 = -12121.121212; F64 x2 = 1.2, y2 = 2.5, z2 = 1.; LLVector3d vec3D(x1,y1,z1),vec3Da(x2,y2,z2),vec3Db; vec3Db = vec3Da+ vec3D; ensure("1:operator+:Fail to initialize ", ((x1+x2 == vec3Db.mdV[VX]) && (y1+y2 == vec3Db.mdV[VY]) && (z1+z2 == vec3Db.mdV[VZ]))); x1 = -2.45, y1 = 2.1, z1 = 3.0; vec3D.clearVec(); vec3Da.clearVec(); vec3D.setVec(x1,y1,z1); vec3Da += vec3D; ensure_equals("2:operator+=: Fail to initialize", vec3Da,vec3D); vec3Da += vec3D; ensure("3:operator+=:Fail to initialize ", ((2*x1 == vec3Da.mdV[VX]) && (2*y1 == vec3Da.mdV[VY]) && (2*z1 == vec3Da.mdV[VZ]))); }
void v3dmath_object::test<12>() { F64 x1 = 1., y1 = 2., z1 = -1.1; F64 x2 = 1.2, y2 = 2.5, z2 = 1.; F64 val1, val2, val3; LLVector3d vec3D(x1,y1,z1),vec3Da(x2,y2,z2), vec3Db; vec3Db = vec3D % vec3Da; val1 = y1*z2 - y2*z1; val2 = z1*x2 -z2*x1; val3 = x1*y2-x2*y1; ensure("1:operator% failed",(val1 == vec3Db.mdV[VX]) && (val2 == vec3Db.mdV[VY]) && (val3 == vec3Db.mdV[VZ])); vec3D %= vec3Da; ensure("2:operator%= failed", is_approx_equal(vec3D.mdV[VX],vec3Db.mdV[VX]) && is_approx_equal(vec3D.mdV[VY],vec3Db.mdV[VY]) && is_approx_equal(vec3D.mdV[VZ],vec3Db.mdV[VZ]) ); }
void v3dmath_object::test<7>() { F64 x = -2.32, y = 1.212, z = -.12; LLVector3d vec3D(x,y,z); ensure("1:operator [] failed",( x == vec3D[0])); ensure("2:operator [] failed",( y == vec3D[1])); ensure("3:operator [] failed",( z == vec3D[2])); vec3D.clearVec(); x = 23.23, y = -.2361, z = 3.25; vec3D.setVec(x,y,z); F64 &ref1 = vec3D[0]; ensure("4:operator [] failed",( ref1 == vec3D[0])); F64 &ref2 = vec3D[1]; ensure("5:operator [] failed",( ref2 == vec3D[1])); F64 &ref3 = vec3D[2]; ensure("6:operator [] failed",( ref3 == vec3D[2])); }
void v3dmath_object::test<19>() { F64 x = 1., y = 2., z = -1.1; LLVector3d vec3D(x,y,z); F64 mag = vec3D.normVec(); mag = 1.f/ mag; ensure_approximately_equals( "1a:normVec: Fail ", vec3D.mdV[VX], x * mag, 8); ensure_approximately_equals( "1b:normVec: Fail ", vec3D.mdV[VY], y * mag, 8); ensure_approximately_equals( "1c:normVec: Fail ", vec3D.mdV[VZ], z * mag, 8); x = 0.000000001, y = 0.000000001, z = 0.000000001; vec3D.clearVec(); vec3D.setVec(x,y,z); mag = vec3D.normVec(); ensure_approximately_equals( "2a:normVec: Fail ", vec3D.mdV[VX], x * mag, 8); ensure_approximately_equals( "2b:normVec: Fail ", vec3D.mdV[VY], y * mag, 8); ensure_approximately_equals( "2c:normVec: Fail ", vec3D.mdV[VZ], z * mag, 8); }
void v3dmath_object::test<5>() { F64 x = 2.32f, y = 1.212f, z = -.12f; LLVector3d vec3D(x,y,z); vec3D.clearVec(); ensure("1:clearVec:Fail to initialize ", ((0 == vec3D.mdV[VX]) && (0 == vec3D.mdV[VY]) && (0 == vec3D.mdV[VZ]))); vec3D.setVec(x,y,z); ensure("2:setVec:Fail to initialize ", ((x == vec3D.mdV[VX]) && (y == vec3D.mdV[VY]) && (z == vec3D.mdV[VZ]))); vec3D.zeroVec(); ensure("3:zeroVec:Fail to initialize ", ((0 == vec3D.mdV[VX]) && (0 == vec3D.mdV[VY]) && (0 == vec3D.mdV[VZ]))); vec3D.clearVec(); LLVector3 vec3((F32)x,(F32)y,(F32)z); vec3D.setVec(vec3); ensure("4:setVec:Fail to initialize ", ((x == vec3D.mdV[VX]) && (y == vec3D.mdV[VY]) && (z == vec3D.mdV[VZ]))); vec3D.clearVec(); const F64 vec[3] = {x,y,z}; vec3D.setVec(vec); ensure("5:setVec:Fail to initialize ", ((x == vec3D.mdV[VX]) && (y == vec3D.mdV[VY]) && (z == vec3D.mdV[VZ]))); LLVector3d vec3Da; vec3Da.setVec(vec3D); ensure_equals("6:setVec: Fail to initialize", vec3D, vec3Da); }
//cross product const vec3D vec3D::cross( const vec3D& v ) const { //Davis, Snider, "Introduction to vec3D Analysis", p. 44 return vec3D( y*v.z - z*v.y, z*v.x - x*v.z, x*v.y - y*v.x ); }
//subtract const vec3D vec3D::operator - ( const vec3D& v ) const { return vec3D(x - v.x, y - v.y, z - v.z); }
//add const vec3D vec3D::operator + ( const vec3D& v ) const { return vec3D(x + v.x, y + v.y, z + v.z); }
//negate const vec3D vec3D::operator - () const { return vec3D( -x, -y, -z ); }
//post-multiply by a float const vec3D vec3D::operator * ( const float& s ) const { return vec3D( x*s, y*s, z*s ); }
//divide const vec3D vec3D::operator / (float s) const { s = 1/s; return vec3D( s*x, s*y, s*z ); }
void v3dmath_object::test<11>() { F64 x1 = 1., y1 = 2., z1 = -1.1; F64 x2 = 1.2, y2 = 2.5, z2 = 1.; LLVector3d vec3D(x1,y1,z1),vec3Da(x2,y2,z2); F64 res = vec3D * vec3Da; ensure_approximately_equals( "1:operator* failed", res, (x1*x2 + y1*y2 + z1*z2), 8); vec3Da.clearVec(); F64 mulVal = 4.2; vec3Da = vec3D * mulVal; ensure_approximately_equals( "2a:operator* failed", vec3Da.mdV[VX], x1*mulVal, 8); ensure_approximately_equals( "2b:operator* failed", vec3Da.mdV[VY], y1*mulVal, 8); ensure_approximately_equals( "2c:operator* failed", vec3Da.mdV[VZ], z1*mulVal, 8); vec3Da.clearVec(); vec3Da = mulVal * vec3D; ensure_approximately_equals( "3a:operator* failed", vec3Da.mdV[VX], x1*mulVal, 8); ensure_approximately_equals( "3b:operator* failed", vec3Da.mdV[VY], y1*mulVal, 8); ensure_approximately_equals( "3c:operator* failed", vec3Da.mdV[VZ], z1*mulVal, 8); vec3D *= mulVal; ensure_approximately_equals( "4a:operator*= failed", vec3D.mdV[VX], x1*mulVal, 8); ensure_approximately_equals( "4b:operator*= failed", vec3D.mdV[VY], y1*mulVal, 8); ensure_approximately_equals( "4c:operator*= failed", vec3D.mdV[VZ], z1*mulVal, 8); }
vec3D _3DMath::crossProduct(vec3D v1, vec3D v2){ return vec3D(v1.y*v2.z-v1.z*v2.y, v1.z*v2.x-v1.x*v2.z, v1.x*v2.y-v1.y*v2.x); }