mirror of
https://github.com/isledecomp/isle.git
synced 2025-12-09 23:53:02 +00:00
Implement ViewROI and base classes (#287)
* Implement ViewROI and base classes * Clean up Orientable header * Move tgl to tgl subdirectory, and use target_include_directories * Move classes to submodules * Fix some missed references * Fix/match UpdateWorldData * Renaming / removing MxTypes / refactoring * Consistent naming for Matrix * Adjust format action * Add Vector3/Vector4 to Data vector * Add TGL comment * Add a comment about Matrix4Impl * Add ROI comment --------- Co-authored-by: Anonymous Maarten <anonymous.maarten@gmail.com> Co-authored-by: Christian Semmler <mail@csemmler.com>
This commit is contained in:
277
LEGO1/tgl/tglvector.h
Normal file
277
LEGO1/tgl/tglvector.h
Normal file
@@ -0,0 +1,277 @@
|
||||
#ifndef TGLVECTOR_H
|
||||
#define TGLVECTOR_H
|
||||
|
||||
#include "math.h" // ??? sin() in RotateAroundY()
|
||||
|
||||
#include <stddef.h> // offsetof()
|
||||
|
||||
namespace Tgl
|
||||
{
|
||||
|
||||
namespace Constant
|
||||
{
|
||||
const float Pi = 3.14159265358979323846;
|
||||
};
|
||||
|
||||
inline float DegreesToRadians(float degrees)
|
||||
{
|
||||
return Constant::Pi * (degrees / 180.0);
|
||||
}
|
||||
|
||||
inline float RadiansToDegrees(float radians)
|
||||
{
|
||||
return (radians / Constant::Pi) * 180.0;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Array<T, N>
|
||||
|
||||
template <class T, int N>
|
||||
class Array {
|
||||
public:
|
||||
Array() {}
|
||||
Array(const Array& rArray) { *this = rArray; }
|
||||
~Array() {}
|
||||
|
||||
const T& operator[](int i) const { return m_elements[i]; };
|
||||
T& operator[](int i) { return m_elements[i]; };
|
||||
|
||||
Array<T, N>& operator=(const Array<T, N>&);
|
||||
void operator+=(const Array<T, N>&);
|
||||
|
||||
protected:
|
||||
T m_elements[N];
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Array<T, N> implementation
|
||||
|
||||
template <class T, int N>
|
||||
inline Array<T, N>& Array<T, N>::operator=(const Array<T, N>& rArray)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < N; i++) {
|
||||
m_elements[i] = rArray.m_elements[i];
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
template <class T, int N>
|
||||
inline void Array<T, N>::operator+=(const Array<T, N>& rArray)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < N; i++) {
|
||||
m_elements[i] += rArray.m_elements[i];
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FloatMatrix4
|
||||
|
||||
class FloatMatrix4 : public Array<Array<float, 4>, 4> {
|
||||
public:
|
||||
FloatMatrix4() {}
|
||||
FloatMatrix4(const FloatMatrix4& rMatrix) { *this = rMatrix; }
|
||||
FloatMatrix4(const FloatMatrix4&, const FloatMatrix4&);
|
||||
|
||||
void operator*=(const FloatMatrix4&);
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FloatMatrix4 implementation
|
||||
|
||||
inline FloatMatrix4::FloatMatrix4(const FloatMatrix4& rMatrix1, const FloatMatrix4& rMatrix2)
|
||||
{
|
||||
for (int row = 0; row < 4; row++) {
|
||||
for (int column = 0; column < 4; column++) {
|
||||
float element = 0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
element += rMatrix1[row][i] * rMatrix2[i][column];
|
||||
}
|
||||
|
||||
m_elements[row][column] = element;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void FloatMatrix4::operator*=(const FloatMatrix4& rMatrix)
|
||||
{
|
||||
FloatMatrix4 temp(*this, rMatrix);
|
||||
|
||||
// *this = FloatMatrix4(*this, rMatrix);
|
||||
*this = temp;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Transformation matrices
|
||||
|
||||
class Translation : public FloatMatrix4 {
|
||||
public:
|
||||
Translation(const float[3]);
|
||||
Translation(float x, float y, float z);
|
||||
|
||||
protected:
|
||||
void Init(float x, float y, float z);
|
||||
};
|
||||
|
||||
class Scale : public FloatMatrix4 {
|
||||
public:
|
||||
Scale(const float[3]);
|
||||
Scale(float x, float y, float z);
|
||||
Scale(float);
|
||||
|
||||
protected:
|
||||
void Init(float x, float y, float z);
|
||||
};
|
||||
|
||||
class RotationX : public FloatMatrix4 {
|
||||
public:
|
||||
RotationX(float radians);
|
||||
};
|
||||
|
||||
class RotationY : public FloatMatrix4 {
|
||||
public:
|
||||
RotationY(float radians);
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Transformation matrices implementation
|
||||
|
||||
inline Translation::Translation(const float vector[3])
|
||||
{
|
||||
Init(vector[0], vector[1], vector[2]);
|
||||
}
|
||||
|
||||
inline Translation::Translation(float x, float y, float z)
|
||||
{
|
||||
Init(x, y, z);
|
||||
}
|
||||
|
||||
inline void Translation::Init(float x, float y, float z)
|
||||
{
|
||||
m_elements[0][0] = 1;
|
||||
m_elements[0][1] = 0;
|
||||
m_elements[0][2] = 0;
|
||||
m_elements[0][3] = 0;
|
||||
|
||||
m_elements[1][0] = 0;
|
||||
m_elements[1][1] = 1;
|
||||
m_elements[1][2] = 0;
|
||||
m_elements[1][3] = 0;
|
||||
|
||||
m_elements[2][0] = 0;
|
||||
m_elements[2][1] = 0;
|
||||
m_elements[2][2] = 1;
|
||||
m_elements[2][3] = 0;
|
||||
|
||||
m_elements[3][0] = x;
|
||||
m_elements[3][1] = y;
|
||||
m_elements[3][2] = z;
|
||||
m_elements[3][3] = 1;
|
||||
}
|
||||
|
||||
inline Scale::Scale(const float vector[3])
|
||||
{
|
||||
Init(vector[0], vector[1], vector[2]);
|
||||
}
|
||||
|
||||
inline Scale::Scale(float x, float y, float z)
|
||||
{
|
||||
Init(x, y, z);
|
||||
}
|
||||
|
||||
inline Scale::Scale(float scale)
|
||||
{
|
||||
Init(scale, scale, scale);
|
||||
}
|
||||
|
||||
inline void Scale::Init(float x, float y, float z)
|
||||
{
|
||||
m_elements[0][0] = x;
|
||||
m_elements[0][1] = 0;
|
||||
m_elements[0][2] = 0;
|
||||
m_elements[0][3] = 0;
|
||||
|
||||
m_elements[1][0] = 0;
|
||||
m_elements[1][1] = y;
|
||||
m_elements[1][2] = 0;
|
||||
m_elements[1][3] = 0;
|
||||
|
||||
m_elements[2][0] = 0;
|
||||
m_elements[2][1] = 0;
|
||||
m_elements[2][2] = z;
|
||||
m_elements[2][3] = 0;
|
||||
|
||||
m_elements[3][0] = 0;
|
||||
m_elements[3][1] = 0;
|
||||
m_elements[3][2] = 0;
|
||||
m_elements[3][3] = 1;
|
||||
}
|
||||
|
||||
inline RotationX::RotationX(float radians)
|
||||
{
|
||||
float cosRadians = cos(radians);
|
||||
float sinRadians = sin(radians);
|
||||
|
||||
m_elements[0][0] = 1;
|
||||
m_elements[0][1] = 0;
|
||||
m_elements[0][2] = 0;
|
||||
m_elements[0][3] = 0;
|
||||
|
||||
m_elements[1][0] = 0;
|
||||
m_elements[1][1] = cosRadians;
|
||||
m_elements[1][2] = -sinRadians;
|
||||
m_elements[1][3] = 0;
|
||||
|
||||
m_elements[2][0] = 0;
|
||||
m_elements[2][1] = sinRadians;
|
||||
m_elements[2][2] = cosRadians;
|
||||
m_elements[2][3] = 0;
|
||||
|
||||
m_elements[3][0] = 0;
|
||||
m_elements[3][1] = 0;
|
||||
m_elements[3][2] = 0;
|
||||
m_elements[3][3] = 1;
|
||||
}
|
||||
|
||||
inline RotationY::RotationY(float radians)
|
||||
{
|
||||
float cosRadians = cos(radians);
|
||||
float sinRadians = sin(radians);
|
||||
|
||||
m_elements[0][0] = cosRadians;
|
||||
m_elements[0][1] = 0;
|
||||
m_elements[0][2] = sinRadians;
|
||||
m_elements[0][3] = 0;
|
||||
|
||||
m_elements[1][0] = 0;
|
||||
m_elements[1][1] = 1;
|
||||
m_elements[1][2] = 0;
|
||||
m_elements[1][3] = 0;
|
||||
|
||||
m_elements[2][0] = -sinRadians;
|
||||
m_elements[2][1] = 0;
|
||||
m_elements[2][2] = cosRadians;
|
||||
m_elements[2][3] = 0;
|
||||
|
||||
m_elements[3][0] = 0;
|
||||
m_elements[3][1] = 0;
|
||||
m_elements[3][2] = 0;
|
||||
m_elements[3][3] = 1;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
} // namespace Tgl
|
||||
|
||||
#endif // TLGVECTOR_H
|
||||
Reference in New Issue
Block a user