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/* |
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Redistribution and use in source and binary forms, with or without |
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modification, are permitted provided that the following conditions |
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are met: |
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|
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Redistributions of source code must retain the above copyright |
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notice, this list of conditions and the following disclaimer. |
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|
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Redistributions in binary form must reproduce the above |
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copyright notice, this list of conditions and the following |
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disclaimer in the documentation and/or other materials provided |
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with the distribution. |
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Neither name of Victor Nakoryakov nor the names of |
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its contributors may be used to endorse or promote products |
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derived from this software without specific prior written |
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permission. |
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|
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS |
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FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE |
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REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, |
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) |
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HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, |
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STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED |
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OF THE POSSIBILITY OF SUCH DAMAGE. |
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Copyright (C) 2006. Victor Nakoryakov. |
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*/ |
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/** |
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Module consists of basic mathematical objects oriented to working with 3D |
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graphics. |
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|
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Those are 2,3,4-D vectors, quaternion, 3x3 and 4x4 matrices. In case of |
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specialization for 3D graphics there are always some features and deviation |
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from classical math. Here I summarize such features of helix'es linear algebra: |
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$(UL |
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$(LI In helix paradigm of column-vector is taken. So multiplication of matrix |
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by vector makes sense but multiplication of vector by matrix makes not. |
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This approach conforms to rules accepted in classical math and coincides |
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with OpenGL rules. However this is opposite to Direct3D paradigm where |
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vector is a row. So, in helix, to combine sequence of transforms specified with |
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matrices A, B, C in order A then B then C, you have to multiply them in |
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back-to-front order order: M=C*B*A. ) |
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|
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$(LI When an issue deal with euler angles following definitions are accepted. |
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Yaw is rotation around Y, Pitch is rotaion around X, Roll is rotation around Z |
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Rotations are always applied in order: Roll then Pitch then Yaw. ) |
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|
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$(LI Helix matrices use column-major memory layout. I.e. matrix |
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$(MAT33 |
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$(MAT33_ROW a, b, c) |
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$(MAT33_ROW d, e, f) |
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$(MAT33_ROW g, h, i) |
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) |
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in memory will looks like: a, d, g, b, e, h, c, f, i. This order is the same as |
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in OpenGL API, but opposite to Direct3D API. However as mentioned above, Direct3D |
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uses vector-row paradigm that is opposite to classical math, so D3D requires |
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transposed matrix as compared to classical math to get desired transformation. As a |
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result you haven't to transpose helix matrix while transmission to API even in Direct3D |
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case. Normaly you haven't to remember about memory layout, just use it as in classical |
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math, this feature is significant only in routines that operate with data pointers |
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and plain array representation. There are reminders in such methods' documentation. ) |
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) |
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|
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Authors: |
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Victor Nakoryakov, nail-mail[at]mail.ru |
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|
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Macros: |
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MAT33 = <table style="border-left: double 3px #666666; border-right: double 3px #666666; |
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margin-left: 3em;">$0</table> |
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MAT33_ROW = <tr><td>$1</td><td>$2</td><td>$3</td></tr> |
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*/ |
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module helix.linalgebra; |
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|
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private import helix.basic, |
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helix.config; |
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|
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/** Defines ort names that are usualy used as indices. */ |
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enum Ort |
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{ |
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X, /// |
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Y, /// ditto |
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Z, /// ditto |
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W /// ditto |
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} |
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|
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/** |
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Wrapper template to provide possibility to use different float types |
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in implemented structs and routines. |
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*/ |
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private template LinearAlgebra(float_t) |
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{ |
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private alias helix.basic.equal equal; |
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|
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alias .LinearAlgebra!(float).Vector2 Vector2f; |
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alias .LinearAlgebra!(float).Vector3 Vector3f; |
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alias .LinearAlgebra!(float).Vector4 Vector4f; |
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alias .LinearAlgebra!(float).Quaternion Quaternionf; |
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alias .LinearAlgebra!(float).Matrix33 Matrix33f; |
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alias .LinearAlgebra!(float).Matrix44 Matrix44f; |
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|
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alias .LinearAlgebra!(double).Vector2 Vector2d; |
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alias .LinearAlgebra!(double).Vector3 Vector3d; |
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alias .LinearAlgebra!(double).Vector4 Vector4d; |
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alias .LinearAlgebra!(double).Quaternion Quaterniond; |
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alias .LinearAlgebra!(double).Matrix33 Matrix33d; |
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alias .LinearAlgebra!(double).Matrix44 Matrix44d; |
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|
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alias .LinearAlgebra!(real).Vector2 Vector2r; |
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alias .LinearAlgebra!(real).Vector3 Vector3r; |
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alias .LinearAlgebra!(real).Vector4 Vector4r; |
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alias .LinearAlgebra!(real).Quaternion Quaternionr; |
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alias .LinearAlgebra!(real).Matrix33 Matrix33r; |
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alias .LinearAlgebra!(real).Matrix44 Matrix44r; |
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|
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/************************************************************************************ |
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Two dimensional vector. |
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|
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For formal definition of vector, meaning of possible operations and related |
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information see $(LINK http://en.wikipedia.org/wiki/Vector_(spatial)). |
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*************************************************************************************/ |
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struct Vector2 |
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{ |
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align(1) |
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{ |
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float_t x; /// Components of vector. |
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float_t y; /// ditto |
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} |
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|
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static Vector2 nan = { float_t.nan, float_t.nan }; /// Vector with both components seted to NaN. |
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static Vector2 unitX = { 1, 0 }; /// Unit vector codirectional with corresponding axis. |
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static Vector2 unitY = { 0, 1 }; /// ditto |
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|
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/** |
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Method to construct vector in C-like syntax. |
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|
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Examples: |
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------------ |
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Vector2 myVector = Vector2(1, 2); |
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------------ |
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*/ |
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static Vector2 opCall(float_t x, float_t y) |
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{ |
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Vector2 v; |
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v.set(x, y); |
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return v; |
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} |
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|
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/** Sets values of components to passed values. */ |
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void set(float_t x, float_t y) |
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{ |
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this.x = x; |
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this.y = y; |
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} |
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|
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/** Returns: Norm (also known as length, magnitude) of vector. */ |
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real norm() |
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{ |
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return hypot(x, y); |
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} |
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|
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/** |
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Returns: Square of vector's norm. |
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|
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Since this method doesn't need calculation of square root it is better |
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to use it instead of norm() when you can. For example, if you want just |
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to know which of 2 vectors is longer it's better to compare their norm |
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squares instead of their norm. |
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*/ |
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real normSquare() |
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{ |
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return x*x + y*y; |
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} |
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|
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/** Normalizes this vector. */ |
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void normalize() |
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{ |
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*this /= norm; |
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} |
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|
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/** Returns: Normalized copy of this vector. */ |
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Vector2 normalized() |
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{ |
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real n = norm; |
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return Vector2(x / n, y / n); |
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} |
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|
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/** |
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Returns: Whether this vector is unit. |
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Params: |
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relprec, absprec = Parameters passed to equal function while comparison of |
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norm square and 1. Have the same meaning as in equal function. |
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*/ |
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bool isUnit(int relprec = defrelprec, int absprec = defabsprec) |
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{ |
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return equal( normSquare(), 1, relprec, absprec ); |
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} |
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|
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/** Returns: Axis for which projection of this vector on it will be longest. */ |
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Ort dominatingAxis() |
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{ |
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return (x > y) ? Ort.X : Ort.Y; |
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} |
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|
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/** Returns: Whether all components are normalized numbers. */ |
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bool isnormal() |
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{ |
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return std.math.isnormal(x) && std.math.isnormal(y); |
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} |
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|
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/** Returns: float_t pointer to x component of this vector. It's like a _ptr method for arrays. */ |
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float_t* ptr() |
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{ |
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return cast(float_t*)this; |
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} |
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|
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/** Returns: Component corresponded to passed index. */ |
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float_t opIndex(Ort ort) |
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in { assert(ort <= Ort.Y); } |
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body |
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{ |
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return ptr[cast(int)ort]; |
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} |
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|
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/** Assigns new _value to component corresponded to passed index. */ |
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void opIndexAssign(float_t value, Ort ort) |
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in { assert(ort <= Ort.Y); } |
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body |
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{ |
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ptr[cast(int)ort] = value; |
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} |
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|
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/** |
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Standard operators that have intuitive meaning, same as in classical math. |
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|
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Note that division operators do no cheks of value of k, so in case of division |
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by 0 result vector will have infinity components. You can check this with isnormal() |
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method. |
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*/ |
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bool opEquals(Vector2 v) |
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{ |
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return x == v.x && y == v.y; |
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} |
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|
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/** ditto */ |
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Vector2 opNeg() |
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{ |
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return Vector2(-x, -y); |
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} |
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|
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/** ditto */ |
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Vector2 opAdd(Vector2 v) |
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{ |
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return Vector2(x + v.x, y + v.y); |
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} |
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/** ditto */ |
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void opAddAssign(Vector2 v) |
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{ |
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x += v.x; |
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y += v.y; |
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} |
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|
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/** ditto */ |
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Vector2 opSub(Vector2 v) |
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{ |
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return Vector2(x - v.x, y - v.y); |
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} |
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|
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/** ditto */ |
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void opSubAssign(Vector2 v) |
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{ |
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x -= v.x; |
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y -= v.y; |
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} |
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|
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/** ditto */ |
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Vector2 opMul(real k) |
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{ |
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return Vector2(x * k, y * k); |
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} |
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|
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/** ditto */ |
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void opMulAssign(real k) |
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{ |
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x *= k; |
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y *= k; |
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} |
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|
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/** ditto */ |
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Vector2 opMul_r(real k) |
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{ |
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return Vector2(x * k, y * k); |
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} |
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|
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/** ditto */ |
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Vector2 opDiv(real k) |
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{ |
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return Vector2(x / k, y / k); |
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} |
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|
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/** ditto */ |
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void opDivAssign(real k) |
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{ |
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x /= k; |
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y /= k; |
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} |
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|
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/** Returns: Copy of this vector with float type components */ |
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Vector2f toVector2f() |
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{ |
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return Vector2f(cast(float)x, cast(float)y); |
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} |
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|
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/** Returns: Copy of this vector with double type components */ |
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Vector2d toVector2d() |
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{ |
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return Vector2d(cast(double)x, cast(double)y); |
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} |
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|
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/** Returns: Copy of this vector with real type components */ |
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Vector2r toVector2r() |
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{ |
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return Vector2r(cast(real)x, cast(real)y); |
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} |
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|
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/** |
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Routines known as swizzling. |
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Returns: |
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New vector constructed from this one and having component values |
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that correspond to method name. |
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*/ |
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Vector3 xy0() { return Vector3(x, y, 0); } |
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Vector3 x0y() { return Vector3(x, 0, y); } /// ditto |
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} |
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|
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/** Returns: Dot product between passed vectors. */ |
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real dp(Vector2 a, Vector2 b) |
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{ |
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return a.x * b.x + a.y * b.y; |
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} |
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|
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alias EqualityByNorm!(Vector2).equal equal; /// Introduces approximate equality function for Vector2. |
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alias Lerp!(Vector2).lerp lerp; /// Introduces linear interpolaton function for Vector2. |
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|
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|
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/************************************************************************************ |
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Three dimensional vector. |
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|
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For formal definition of vector, meaning of possible operations and related |
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| 356 |
information see $(LINK http://en.wikipedia.org/wiki/Vector_(spatial)). |
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| 357 |
*************************************************************************************/ |
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| 358 |
struct Vector3 |
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| 359 |
{ |
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| 360 |
align(1) |
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| 361 |
{ |
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| 362 |
float_t x; /// Components of vector. |
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| 363 |
float_t y; /// ditto |
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| 364 |
float_t z; /// ditto |
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| 365 |
} |
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| 366 |
|
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static Vector3 nan = { float_t.nan, float_t.nan, float_t.nan }; /// Vector with all components seted to NaN. |
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| 368 |
static Vector3 unitX = { 1, 0, 0 }; /// Unit vector codirectional with corresponding axis. |
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| 369 |
static Vector3 unitY = { 0, 1, 0 }; /// ditto |
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| 370 |
static Vector3 unitZ = { 0, 0, 1 }; /// ditto |
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| 371 |
|
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| 372 |
/** |
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| 373 |
Method to construct vector in C-like syntax. |
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| 374 |
|
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| 375 |
Examples: |
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| 376 |
------------ |
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| 377 |
Vector3 myVector = Vector3(1, 2, 3); |
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| 378 |
------------ |
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| 379 |
*/ |
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| 380 |
static Vector3 opCall(float_t x, float_t y, float_t z) |
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| 381 |
{ |
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| 382 |
Vector3 v; |
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| 383 |
v.set(x, y, z); |
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| 384 |
return v; |
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| 385 |
} |
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| 386 |
|
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| 387 |
/** Sets values of components to passed values. */ |
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| 388 |
void set(float_t x, float_t y, float_t z) |
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| 389 |
{ |
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| 390 |
this.x = x; |
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| 391 |
this.y = y; |
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| 392 |
this.z = z; |
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| 393 |
} |
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| 394 |
|
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| 395 |
/** Returns: Norm (also known as length, magnitude) of vector. */ |
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| 396 |
real norm() |
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| 397 |
{ |
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| 398 |
return sqrt(x*x + y*y + z*z); |
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| 399 |
} |
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| 400 |
|
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| 401 |
/** |
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| 402 |
Returns: Square of vector's norm. |
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| 403 |
|
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| 404 |
Since this method doesn't need calculation of square root it is better |
|---|
| 405 |
to use it instead of norm() when you can. For example, if you want just |
|---|
| 406 |
to know which of 2 vectors is longer it's better to compare their norm |
|---|
| 407 |
squares instead of their norm. |
|---|
| 408 |
*/ |
|---|
| 409 |
real normSquare() |
|---|
| 410 |
{ |
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| 411 |
return x*x + y*y + z*z; |
|---|
| 412 |
} |
|---|
| 413 |
|
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| 414 |
/** Normalizes this vector. */ |
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| 415 |
void normalize() |
|---|
| 416 |
{ |
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| 417 |
*this /= norm; |
|---|
| 418 |
} |
|---|
| 419 |
|
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| 420 |
/** Returns: Normalized copy of this vector. */ |
|---|
| 421 |
Vector3 normalized() |
|---|
| 422 |
{ |
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| 423 |
real n = norm; |
|---|
| 424 |
return Vector3(x / n, y / n, z / n); |
|---|
| 425 |
} |
|---|
| 426 |
|
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| 427 |
/** |
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| 428 |
Returns: Whether this vector is unit. |
|---|
| 429 |
Params: |
|---|
| 430 |
relprec, absprec = Parameters passed to equal function while comparison of |
|---|
| 431 |
norm square and 1. Have the same meaning as in equal function. |
|---|
| 432 |
*/ |
|---|
| 433 |
bool isUnit(int relprec = defrelprec, int absprec = defabsprec) |
|---|
| 434 |
{ |
|---|
| 435 |
return equal( normSquare(), 1, relprec, absprec ); |
|---|
| 436 |
} |
|---|
| 437 |
|
|---|
| 438 |
/** Returns: Axis for which projection of this vector on it will be longest. */ |
|---|
| 439 |
Ort dominatingAxis() |
|---|
| 440 |
{ |
|---|
| 441 |
if (x > y) |
|---|
| 442 |
return (x > z) ? Ort.X : Ort.Z; |
|---|
| 443 |
else |
|---|
| 444 |
return (y > z) ? Ort.Y : Ort.Z; |
|---|
| 445 |
} |
|---|
| 446 |
|
|---|
| 447 |
/** Returns: Whether all components are normalized numbers. */ |
|---|
| 448 |
bool isnormal() |
|---|
| 449 |
{ |
|---|
| 450 |
return std.math.isnormal(x) && std.math.isnormal(y) && std.math.isnormal(z); |
|---|
| 451 |
} |
|---|
| 452 |
|
|---|
| 453 |
/** Returns: float_t pointer to x component of this vector. It's like a _ptr method for arrays. */ |
|---|
| 454 |
float_t* ptr() |
|---|
| 455 |
{ |
|---|
| 456 |
return cast(float_t*)this; |
|---|
| 457 |
} |
|---|
| 458 |
|
|---|
| 459 |
/** Returns: Component corresponded to passed index. */ |
|---|
| 460 |
float_t opIndex(Ort ort) |
|---|
| 461 |
in { assert(ort <= Ort.Z); } |
|---|
| 462 |
body |
|---|
| 463 |
{ |
|---|
| 464 |
return ptr[cast(int)ort]; |
|---|
| 465 |
} |
|---|
| 466 |
|
|---|
| 467 |
/** Assigns new _value to component corresponded to passed index. */ |
|---|
| 468 |
void opIndexAssign(float_t value, Ort ort) |
|---|
| 469 |
in { assert(ort <= Ort.Z); } |
|---|
| 470 |
body |
|---|
| 471 |
{ |
|---|
| 472 |
ptr[cast(int)ort] = value; |
|---|
| 473 |
} |
|---|
| 474 |
|
|---|
| 475 |
/** |
|---|
| 476 |
Standard operators that have intuitive meaning, same as in classical math. |
|---|
| 477 |
|
|---|
| 478 |
Note that division operators do no cheks of value of k, so in case of division |
|---|
| 479 |
by 0 result vector will have infinity components. You can check this with isnormal() |
|---|
| 480 |
method. |
|---|
| 481 |
*/ |
|---|
| 482 |
bool opEquals(Vector3 v) |
|---|
| 483 |
{ |
|---|
| 484 |
return x == v.x && y == v.y && z == v.z; |
|---|
| 485 |
} |
|---|
| 486 |
|
|---|
| 487 |
/** ditto */ |
|---|
| 488 |
Vector3 opNeg() |
|---|
| 489 |
{ |
|---|
| 490 |
return Vector3(-x, -y, -z); |
|---|
| 491 |
} |
|---|
| 492 |
|
|---|
| 493 |
/** ditto */ |
|---|
| 494 |
Vector3 opAdd(Vector3 v) |
|---|
| 495 |
{ |
|---|
| 496 |
return Vector3(x + v.x, y + v.y, z + v.z); |
|---|
| 497 |
} |
|---|
| 498 |
|
|---|
| 499 |
/** ditto */ |
|---|
| 500 |
void opAddAssign(Vector3 v) |
|---|
| 501 |
{ |
|---|
| 502 |
x += v.x; |
|---|
| 503 |
y += v.y; |
|---|
| 504 |
z += v.z; |
|---|
| 505 |
} |
|---|
| 506 |
|
|---|
| 507 |
/** ditto */ |
|---|
| 508 |
Vector3 opSub(Vector3 v) |
|---|
| 509 |
{ |
|---|
| 510 |
return Vector3(x - v.x, y - v.y, z - v.z); |
|---|
| 511 |
} |
|---|
| 512 |
|
|---|
| 513 |
/** ditto */ |
|---|
| 514 |
void opSubAssign(Vector3 v) |
|---|
| 515 |
{ |
|---|
| 516 |
x -= v.x; |
|---|
| 517 |
y -= v.y; |
|---|
| 518 |
z -= v.z; |
|---|
| 519 |
} |
|---|
| 520 |
|
|---|
| 521 |
/** ditto */ |
|---|
| 522 |
Vector3 opMul(real k) |
|---|
| 523 |
{ |
|---|
| 524 |
return Vector3(x * k, y * k, z * k); |
|---|
| 525 |
} |
|---|
| 526 |
|
|---|
| 527 |
/** ditto */ |
|---|
| 528 |
void opMulAssign(real k) |
|---|
| 529 |
{ |
|---|
| 530 |
x *= k; |
|---|
| 531 |
y *= k; |
|---|
| 532 |
z *= k; |
|---|
| 533 |
} |
|---|
| 534 |
|
|---|
| 535 |
/** ditto */ |
|---|
| 536 |
Vector3 opMul_r(real k) |
|---|
| 537 |
{ |
|---|
| 538 |
return Vector3(x * k, y * k, z * k); |
|---|
| 539 |
} |
|---|
| 540 |
|
|---|
| 541 |
/** ditto */ |
|---|
| 542 |
Vector3 opDiv(real k) |
|---|
| 543 |
{ |
|---|
| 544 |
return Vector3(x / k, y / k, z / k); |
|---|
| 545 |
} |
|---|
| 546 |
|
|---|
| 547 |
/** ditto */ |
|---|
| 548 |
void opDivAssign(real k) |
|---|
| 549 |
{ |
|---|
| 550 |
x /= k; |
|---|
| 551 |
y /= k; |
|---|
| 552 |
z /= k; |
|---|
| 553 |
} |
|---|
| 554 |
|
|---|
| 555 |
/** Returns: Copy of this vector with float type components */ |
|---|
| 556 |
Vector3f toVector3f() |
|---|
| 557 |
{ |
|---|
| 558 |
return Vector3f(cast(float)x, cast(float)y, cast(float)z); |
|---|
| 559 |
} |
|---|
| 560 |
|
|---|
| 561 |
/** Returns: Copy of this vector with double type components */ |
|---|
| 562 |
Vector3d toVector3d() |
|---|
| 563 |
{ |
|---|
| 564 |
return Vector3d(cast(double)x, cast(double)y, cast(double)z); |
|---|
| 565 |
} |
|---|
| 566 |
|
|---|
| 567 |
/** Returns: Copy of this vector with real type components */ |
|---|
| 568 |
Vector3r toVector3r() |
|---|
| 569 |
{ |
|---|
| 570 |
return Vector3r(cast(real)x, cast(real)y, cast(real)z); |
|---|
| 571 |
} |
|---|
| 572 |
|
|---|
| 573 |
|
|---|
| 574 |
/** |
|---|
| 575 |
Routines known as swizzling. |
|---|
| 576 |
Returns: |
|---|
| 577 |
New vector constructed from this one and having component values |
|---|
| 578 |
that correspond to method name. |
|---|
| 579 |
*/ |
|---|
| 580 |
Vector4 xyz0() { return Vector4(x,y,z,0); } |
|---|
| 581 |
Vector4 xyz1() { return Vector4(x,y,z,1); } /// ditto |
|---|
| 582 |
Vector2 xy() { return Vector2(x, y); } /// ditto |
|---|
| 583 |
Vector2 xz() { return Vector2(x, z); } /// ditto |
|---|
| 584 |
|
|---|
| 585 |
/** |
|---|
| 586 |
Routines known as swizzling. |
|---|
| 587 |
Assigns new values to some components corresponding to method name. |
|---|
| 588 |
*/ |
|---|
| 589 |
void xy(Vector2 v) { x = v.x; y = v.y; } |
|---|
| 590 |
void xz(Vector2 v) { x = v.x; z = v.y; } /// ditto |
|---|
| 591 |
} |
|---|
| 592 |
|
|---|
| 593 |
/** Returns: Dot product between passed vectors. */ |
|---|
| 594 |
real dp(Vector3 a, Vector3 b) |
|---|
| 595 |
{ |
|---|
| 596 |
return a.x * b.x + a.y * b.y + a.z * b.z; |
|---|
| 597 |
} |
|---|
| 598 |
|
|---|
| 599 |
/** |
|---|
| 600 |
Returns: Cross product between passed vectors. Result is vector c |
|---|
| 601 |
so that a, b, c forms right-hand tripple. |
|---|
| 602 |
*/ |
|---|
| 603 |
Vector3 cp(Vector3 a, Vector3 b) |
|---|
| 604 |
{ |
|---|
| 605 |
return Vector3( |
|---|
| 606 |
a.y * b.z - b.y * a.z, |
|---|
| 607 |
a.z * b.x - b.z * a.x, |
|---|
| 608 |
a.x * b.y - b.x * a.y ); |
|---|
| 609 |
} |
|---|
| 610 |
|
|---|
| 611 |
/** |
|---|
| 612 |
Returns: Whether passed basis is orthogonal. |
|---|
| 613 |
Params: |
|---|
| 614 |
r, s, t = Vectors that form a basis. |
|---|
| 615 |
relprec, absprec = Parameters passed to equal function while calculations. |
|---|
| 616 |
Have the same meaning as in equal function. |
|---|
| 617 |
References: |
|---|
| 618 |
$(LINK http://en.wikipedia.org/wiki/Orthogonal_basis) |
|---|
| 619 |
*/ |
|---|
| 620 |
bool isBasisOrthogonal(Vector3 r, Vector3 s, Vector3 t, int relprec = defrelprec, int absprec = defabsprec) |
|---|
| 621 |
{ |
|---|
| 622 |
return equal( cp(r, cp(s, t)).normSquare, 0, relprec, absprec ); |
|---|
| 623 |
} |
|---|
| 624 |
|
|---|
| 625 |
/** |
|---|
| 626 |
Returns: Whether passed basis is orthonormal. |
|---|
| 627 |
Params: |
|---|
| 628 |
r, s, t = Vectors that form a basis. |
|---|
| 629 |
relprec, absprec = Parameters passed to equal function while calculations. |
|---|
| 630 |
Have the same meaning as in equal function. |
|---|
| 631 |
References: |
|---|
| 632 |
$(LINK http://en.wikipedia.org/wiki/Orthonormal_basis) |
|---|
| 633 |
*/ |
|---|
| 634 |
bool isBasisOrthonormal(Vector3 r, Vector3 s, Vector3 t, int relprec = defrelprec, int absprec = defabsprec) |
|---|
| 635 |
{ |
|---|
| 636 |
return isBasisOrthogonal(r, s, t, relprec, absprec) && |
|---|
| 637 |
r.isUnit(relprec, absprec) && |
|---|
| 638 |
s.isUnit(relprec, absprec) && |
|---|
| 639 |
t.isUnit(relprec, absprec); |
|---|
| 640 |
} |
|---|
| 641 |
|
|---|
| 642 |
alias EqualityByNorm!(Vector3).equal equal; /// Introduces approximate equality function for Vector3. |
|---|
| 643 |
alias Lerp!(Vector3).lerp lerp; /// Introduces linear interpolation function for Vector3. |
|---|
| 644 |
|
|---|
| 645 |
|
|---|
| 646 |
/************************************************************************************ |
|---|
| 647 |
4D vector. |
|---|
| 648 |
|
|---|
| 649 |
For formal definition of vector, meaning of possible operations and related |
|---|
| 650 |
information see $(LINK http://en.wikipedia.org/wiki/Vector_(spatial)), |
|---|
| 651 |
$(LINK http://en.wikipedia.org/wiki/Homogeneous_coordinates). |
|---|
| 652 |
*************************************************************************************/ |
|---|
| 653 |
struct Vector4 |
|---|
| 654 |
{ |
|---|
| 655 |
align(1) |
|---|
| 656 |
{ |
|---|
| 657 |
float_t x; /// Components of vector. |
|---|
| 658 |
float_t y; /// ditto |
|---|
| 659 |
float_t z; /// ditto |
|---|
| 660 |
float_t w; /// ditto |
|---|
| 661 |
} |
|---|
| 662 |
|
|---|
| 663 |
/// Vector with all components seted to NaN. |
|---|
| 664 |
static Vector4 nan = { float_t.nan, float_t.nan, float_t.nan, float_t.nan }; |
|---|
| 665 |
static |
|---|