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MyMath.cpp
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311 lines (266 loc) · 7.43 KB
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#include<stdio.h>
#include<stdlib.h>
#include<iostream>
#include<cmath>
#include <omp.h>
#include"Mymath.h"
using namespace std;
vect::vect() {
this->x = 0.0f;
this->y = 0.0f;
this->z = 0.0f;
this->w = 0.0f;
}
vect::vect(double x, double y, double z) {
this->x = x;
this->y = y;
this->z = z;
this->w = 1.0f;
}
vect::~vect() {
}
void vect::setVect(double x, double y, double z) {
this->x = x;
this->y = y;
this->z = z;
this->w = 1.0f;
}
//齐次向量加
vect* vect_add(vect *v1, vect *v2) {
vect* out = new vect();
out->x = v1->x + v2->x;
out->y = v1->y + v2->y;
out->z = v1->z + v2->z;
out->w = 1.0f;
return out;
}
void vect_sub(vect* out, vect* v1, vect* v2) {
out->x = v1->x - v2->x;
out->y = v1->y - v2->y;
out->z = v1->z - v2->z;
out->w = 1.0f;
}
//向量点乘out = a * b;
double vect_dotmul(vect* v1, vect* v2) {
return v1->x*v2->x + v1->y*v2->y + v1->z*v2->z;
}
//向量叉乘out = a x b;
void vect_crossmul(vect* out, vect* v1, vect* v2) {
out->x = v1->y*v2->z - v1->z*v2->y;
out->y = v1->z*v2->x - v1->x*v2->z;
out->z = v1->x*v2->y - v1->y*v2->x;
out->w = 1.0f;
}
float mySqrt(float number) {
long i;
float x2, y;
const float threehalfs = 1.5F;
x2 = number * 0.5F;
y = number;
i = *(long *)&y;
i = 0x5f3759df - (i >> 1);
y = *(float *)&i;
y = y * (threehalfs - (x2 * y * y));
return y;
}
double vect_length(vect* v) {
return mySqrt(v->x*v->x+v->y*v->y+v->z*v->z);
}
//向量归一化
void vect_normalize(vect* out, vect* v){
double inv = vect_length(v);
if (inv != 0.0) {
//double inv = 1.0f / invlength;
out->x = v->x*inv;
out->y = v->y*inv;
out->z = v->z*inv;
out->w = v->w;
}
else {
cout << "向量长度为0!!!" << endl;
}
}
void vect_interp(vect* out, vect* v1, vect* v2, double t) {
out->x = v1->x + (v2->x - v1->x)*t;
out->y = v1->y + (v2->y - v1->y)*t;
out->z = v1->z + (v2->z - v1->z)*t;
}
void matr_identity(matr* m) {
m->m[0][0] = m->m[1][1] = m->m[2][2] = m->m[3][3] = 1.0f;
m->m[0][1] = m->m[0][2] = m->m[0][3] = 0.0f;
m->m[1][0] = m->m[1][2] = m->m[1][3] = 0.0f;
m->m[2][0] = m->m[2][1] = m->m[2][3] = 0.0f;
m->m[3][0] = m->m[3][1] = m->m[3][2] = 0.0f;
}
//矩阵加法
matr* matrix_add(matr* m1, matr* m2) {
matr* out = new matr();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
out->m[i][j] = m1->m[i][j] + m2->m[i][j];
}
}
return out;
}
//矩阵减法
matr* matrix_sub(matr* m1, matr* m2) {
matr* out = new matr();
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
out->m[i][j] = m1->m[i][j] - m2->m[i][j];
}
}
return out;
}
//矩阵乘法
void matrix_mul(matr* out,matr* m1, matr* m2) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
out->m[i][j] = m1->m[i][0] * m2->m[0][j] + m1->m[i][1] * m2->m[1][j] + m1->m[i][2] * m2->m[2][j] + m1->m[i][3] * m2->m[3][j];
}
}
}
// 平移变换
matr* translate_matrix(double x, double y, double z) {
matr *m = new matr();
matr_identity(m);
m->m[3][0] = x;
m->m[3][1] = y;
m->m[3][2] = z;
return m;
}
// 缩放变换
matr* scale_matrix(double x, double y, double z) {
matr *m = new matr();
matr_identity(m);
m->m[0][0] = x;
m->m[1][1] = y;
m->m[2][2] = z;
return m;
}
//返回一个旋转矩阵,theta为旋转角度,v为旋转的轴
void rotate_matrix(matr* rotatematrix, double theta, vect* v) {
double theSin = sin(theta);
double theCos = cos(theta);
vect_normalize(v, v);
rotatematrix->m[0][0] = v->x*v->x + (1.0 - v->x*v->x)*theCos;
rotatematrix->m[1][0] = v->x*v->y*(1.0 - theCos) - v->z*theSin;
rotatematrix->m[2][0] = v->x*v->z*(1.0 - theCos) + v->y*theSin;
rotatematrix->m[3][0] = 0;
rotatematrix->m[0][1] = v->x*v->y*(1.0 - theCos) + v->z*theSin;
rotatematrix->m[1][1] = v->y*v->y + (1.0 - v->y*v->y)*theCos;
rotatematrix->m[2][1] = v->y*v->z*(1.0 - theCos) - v->x*theSin;
rotatematrix->m[3][1] = 0;
rotatematrix->m[0][2] = v->x*v->z*(1.0 - theCos) - v->y*theSin;
rotatematrix->m[1][2] = v->y*v->z*(1.0 - theCos) + v->x*theSin;
rotatematrix->m[2][2] = v->z*v->z + (1.0 - v->z*v->z)*theCos;
rotatematrix->m[3][2] = 0;
rotatematrix->m[0][3] = 0;
rotatematrix->m[1][3] = 0;
rotatematrix->m[2][3] = 0;
rotatematrix->m[3][3] = 1;
}
//矩阵点乘向量
void matrix_mul_vector(vect* out, matr* m, vect* v) {
out->x = m->m[0][0] * v->x + m->m[0][1] * v->y + m->m[0][2] * v->z + m->m[0][3] * v->w;
out->y = m->m[1][0] * v->x + m->m[1][1] * v->y + m->m[1][2] * v->z + m->m[1][3] * v->w;
out->z = m->m[2][0] * v->x + m->m[2][1] * v->y + m->m[2][2] * v->z + m->m[2][3] * v->w;
out->w = m->m[3][0] * v->x + m->m[3][1] * v->y + m->m[3][2] * v->z + m->m[3][3] * v->w;
}
//向量点乘矩阵
void vector_mul_matrix(vect* out, matr* m, vect* v) {
out->x = m->m[0][0] * v->x + m->m[1][0] * v->y + m->m[2][0] * v->z + m->m[3][0] * v->w;
out->y = m->m[0][1] * v->x + m->m[1][1] * v->y + m->m[2][1] * v->z + m->m[3][1] * v->w;
out->z = m->m[0][2] * v->x + m->m[1][2] * v->y + m->m[2][2] * v->z + m->m[3][2] * v->w;
out->w = m->m[0][3] * v->x + m->m[1][3] * v->y + m->m[2][3] * v->z + m->m[3][3] * v->w;
}
void matr_inv(matr* out, matr* in) {
}
void matrix_display(matr* m) {
cout << "以下矩阵的数值为:" << endl;
for (int i = 0; i < 4; i++) {
cout << "第" << i << "行" << endl;
cout << m->m[i][0] << " " << m->m[i][1] << " " << m->m[i][2] << " " << m->m[i][3] << endl;
}
}
bool checkCvv(vect* v_in) {
double w = v_in->w;
if (v_in->z < - w)return false;
if (v_in->z > 0.0f) return false;
if (v_in->x < -w)return false;
if (v_in->x > w)return false;
if (v_in->y < -w)return false;
if (v_in->y > w)return false;
return true;
}
point::point() {
this->r = 0;
this->g = 0;
this->b = 0;
this->u = 0;
this->v = 0;
}
point::point(double positionX, double positionY, double positionZ, double r, double g, double b, double u, double v, double nx, double ny, double nz, double rate){
this->pos.setVect(positionX, positionY, positionZ);
this->nvect.setVect(nx, ny, nz);
this->r = r;
this->g = g;
this->b = b;
this->u = u;
this->v = v;
this->nvect.w = 0;
}
point::~point() {
}
void point::setPoint(double positionX, double positionY, double positionZ, double positionW, double r, double g, double b, double u, double v, double nx, double ny, double nz, double rate) {
this->pos.x = positionX;
this->pos.y = positionY;
this->pos.z = positionZ;
this->pos.w = positionW;
this->r = r;
this->g = g;
this->b = b;
this->u = u;
this->v = v;
this->v = v;
this->nvect.x = nx;
this->nvect.y = ny;
this->nvect.z = nz;
this->nvect.w = 0;
}
point& point::operator =(point& p) {
this->pos.x = p.pos.x;
this->pos.y = p.pos.y;
this->pos.z = p.pos.z;
this->pos.w = p.pos.w;
this->nvect.x = p.nvect.x;
this->nvect.y = p.nvect.y;
this->nvect.z = p.nvect.z;
this->r = p.r;
this->g = p.g;
this->b = p.b;
this->u = p.u;
this->v = p.v;
return *this;
}
void point_interp(point* out, point* p1, point* p2, double t) {
out->pos.x = p1->pos.x + (p2->pos.x - p1->pos.x)*t;
out->pos.y = p1->pos.y + (p2->pos.y - p1->pos.y)*t;
out->r = p1->r + (p2->r - p1->r)*t;
out->g = p1->g + (p2->g - p1->g)*t;
out->b = p1->b + (p2->b - p1->b)*t;
out->nvect.x = p1->nvect.x;
out->nvect.y = p1->nvect.y;
out->nvect.z = p1->nvect.z;
if (p1->pos.z == p2->pos.z) {
out->u = p1->u + (p2->u - p1->u)*t;
out->v = p1->v + (p2->v - p1->v)*t;
out->pos.z = p1->pos.z + (p2->pos.z - p1->pos.z)*t;
}
else {
out->pos.z = (p1->pos.z*p2->pos.z)/ ((p1->pos.z - p2->pos.z)*t + p2->pos.z);
double rate = out->pos.z / (p1->pos.z*p2->pos.z);
out->u = (p1->u*p2->pos.z*(1.0f - t) + t*p2->u*p1->pos.z)*rate;
out->v = (p1->v*p2->pos.z*(1.0f - t) + t*p2->v*p1->pos.z)*rate;
}
}