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#ifndef AL_AL_H
#define AL_AL_H
#if defined(__cplusplus)
extern "C" {
#endif
#ifndef AL_API
#if defined(AL_LIBTYPE_STATIC)
#define AL_API
#elif defined(_WIN32)
#define AL_API __declspec(dllimport)
#else
#define AL_API extern
#endif
#endif
#if defined(_WIN32)
#define AL_APIENTRY __cdecl
#else
#define AL_APIENTRY
#endif
#if defined(TARGET_OS_MAC) && TARGET_OS_MAC
#pragma export on
#endif
/*
* The OPENAL, ALAPI, ALAPIENTRY, AL_INVALID, AL_ILLEGAL_ENUM, and
* AL_ILLEGAL_COMMAND macros are deprecated, but are included for
* applications porting code from AL 1.0
*/
#define OPENAL
#define ALAPI AL_API
#define ALAPIENTRY AL_APIENTRY
#define AL_INVALID (-1)
#define AL_ILLEGAL_ENUM AL_INVALID_ENUM
#define AL_ILLEGAL_COMMAND AL_INVALID_OPERATION
#define AL_VERSION_1_0
#define AL_VERSION_1_1
/** 8-bit boolean */
typedef char ALboolean;
/** character */
typedef char ALchar;
/** signed 8-bit 2's complement integer */
typedef signed char ALbyte;
/** unsigned 8-bit integer */
typedef unsigned char ALubyte;
/** signed 16-bit 2's complement integer */
typedef short ALshort;
/** unsigned 16-bit integer */
typedef unsigned short ALushort;
/** signed 32-bit 2's complement integer */
typedef int ALint;
/** unsigned 32-bit integer */
typedef unsigned int ALuint;
/** non-negative 32-bit binary integer size */
typedef int ALsizei;
/** enumerated 32-bit value */
typedef int ALenum;
/** 32-bit IEEE754 floating-point */
typedef float ALfloat;
/** 64-bit IEEE754 floating-point */
typedef double ALdouble;
/** void type (for opaque pointers only) */
typedef void ALvoid;
/* Enumerant values begin at column 50. No tabs. */
/* "no distance model" or "no buffer" */
#define AL_NONE 0
/* Boolean False. */
#define AL_FALSE 0
/** Boolean True. */
#define AL_TRUE 1
/** Indicate Source has relative coordinates. */
#define AL_SOURCE_RELATIVE 0x202
/**
* Directional source, inner cone angle, in degrees.
* Range: [0-360]
* Default: 360
*/
#define AL_CONE_INNER_ANGLE 0x1001
/**
* Directional source, outer cone angle, in degrees.
* Range: [0-360]
* Default: 360
*/
#define AL_CONE_OUTER_ANGLE 0x1002
/**
* Specify the pitch to be applied at source.
* Range: [0.5-2.0]
* Default: 1.0
*/
#define AL_PITCH 0x1003
/**
* Specify the current location in three dimensional space.
* OpenAL, like OpenGL, uses a right handed coordinate system,
* where in a frontal default view X (thumb) points right,
* Y points up (index finger), and Z points towards the
* viewer/camera (middle finger).
* To switch from a left handed coordinate system, flip the
* sign on the Z coordinate.
* Listener position is always in the world coordinate system.
*/
#define AL_POSITION 0x1004
/** Specify the current direction. */
#define AL_DIRECTION 0x1005
/** Specify the current velocity in three dimensional space. */
#define AL_VELOCITY 0x1006
/**
* Indicate whether source is looping.
* Type: ALboolean?
* Range: [AL_TRUE, AL_FALSE]
* Default: FALSE.
*/
#define AL_LOOPING 0x1007
/**
* Indicate the buffer to provide sound samples.
* Type: ALuint.
* Range: any valid Buffer id.
*/
#define AL_BUFFER 0x1009
/**
* Indicate the gain (volume amplification) applied.
* Type: ALfloat.
* Range: ]0.0- ]
* A value of 1.0 means un-attenuated/unchanged.
* Each division by 2 equals an attenuation of -6dB.
* Each multiplicaton with 2 equals an amplification of +6dB.
* A value of 0.0 is meaningless with respect to a logarithmic
* scale; it is interpreted as zero volume - the channel
* is effectively disabled.
*/
#define AL_GAIN 0x100A
/*
* Indicate minimum source attenuation
* Type: ALfloat
* Range: [0.0 - 1.0]
*
* Logarthmic
*/
#define AL_MIN_GAIN 0x100D
/**
* Indicate maximum source attenuation
* Type: ALfloat
* Range: [0.0 - 1.0]
*
* Logarthmic
*/
#define AL_MAX_GAIN 0x100E
/**
* Indicate listener orientation.
*
* at/up
*/
#define AL_ORIENTATION 0x100F
/**
* Source state information.
*/
#define AL_SOURCE_STATE 0x1010
#define AL_INITIAL 0x1011
#define AL_PLAYING 0x1012
#define AL_PAUSED 0x1013
#define AL_STOPPED 0x1014
/**
* Buffer Queue params
*/
#define AL_BUFFERS_QUEUED 0x1015
#define AL_BUFFERS_PROCESSED 0x1016
/**
* Source buffer position information
*/
#define AL_SEC_OFFSET 0x1024
#define AL_SAMPLE_OFFSET 0x1025
#define AL_BYTE_OFFSET 0x1026
/*
* Source type (Static, Streaming or undetermined)
* Source is Static if a Buffer has been attached using AL_BUFFER
* Source is Streaming if one or more Buffers have been attached using alSourceQueueBuffers
* Source is undetermined when it has the NULL buffer attached
*/
#define AL_SOURCE_TYPE 0x1027
#define AL_STATIC 0x1028
#define AL_STREAMING 0x1029
#define AL_UNDETERMINED 0x1030
/** Sound samples: format specifier. */
#define AL_FORMAT_MONO8 0x1100
#define AL_FORMAT_MONO16 0x1101
#define AL_FORMAT_STEREO8 0x1102
#define AL_FORMAT_STEREO16 0x1103
/**
* source specific reference distance
* Type: ALfloat
* Range: 0.0 - +inf
*
* At 0.0, no distance attenuation occurs. Default is
* 1.0.
*/
#define AL_REFERENCE_DISTANCE 0x1020
/**
* source specific rolloff factor
* Type: ALfloat
* Range: 0.0 - +inf
*
*/
#define AL_ROLLOFF_FACTOR 0x1021
/**
* Directional source, outer cone gain.
*
* Default: 0.0
* Range: [0.0 - 1.0]
* Logarithmic
*/
#define AL_CONE_OUTER_GAIN 0x1022
/**
* Indicate distance above which sources are not
* attenuated using the inverse clamped distance model.
*
* Default: +inf
* Type: ALfloat
* Range: 0.0 - +inf
*/
#define AL_MAX_DISTANCE 0x1023
/**
* Sound samples: frequency, in units of Hertz [Hz].
* This is the number of samples per second. Half of the
* sample frequency marks the maximum significant
* frequency component.
*/
#define AL_FREQUENCY 0x2001
#define AL_BITS 0x2002
#define AL_CHANNELS 0x2003
#define AL_SIZE 0x2004
/**
* Buffer state.
*
* Not supported for public use (yet).
*/
#define AL_UNUSED 0x2010
#define AL_PENDING 0x2011
#define AL_PROCESSED 0x2012
/** Errors: No Error. */
#define AL_NO_ERROR 0
/**
* Invalid Name paramater passed to AL call.
*/
#define AL_INVALID_NAME 0xA001
/**
* Invalid parameter passed to AL call.
*/
#define AL_INVALID_ENUM 0xA002
/**
* Invalid enum parameter value.
*/
#define AL_INVALID_VALUE 0xA003
/**
* Illegal call.
*/
#define AL_INVALID_OPERATION 0xA004
/**
* No mojo.
*/
#define AL_OUT_OF_MEMORY 0xA005
/** Context strings: Vendor Name. */
#define AL_VENDOR 0xB001
#define AL_VERSION 0xB002
#define AL_RENDERER 0xB003
#define AL_EXTENSIONS 0xB004
/** Global tweakage. */
/**
* Doppler scale. Default 1.0
*/
#define AL_DOPPLER_FACTOR 0xC000
/**
* Tweaks speed of propagation.
*/
#define AL_DOPPLER_VELOCITY 0xC001
/**
* Speed of Sound in units per second
*/
#define AL_SPEED_OF_SOUND 0xC003
/**
* Distance models
*
* used in conjunction with DistanceModel
*
* implicit: NONE, which disances distance attenuation.
*/
#define AL_DISTANCE_MODEL 0xD000
#define AL_INVERSE_DISTANCE 0xD001
#define AL_INVERSE_DISTANCE_CLAMPED 0xD002
#define AL_LINEAR_DISTANCE 0xD003
#define AL_LINEAR_DISTANCE_CLAMPED 0xD004
#define AL_EXPONENT_DISTANCE 0xD005
#define AL_EXPONENT_DISTANCE_CLAMPED 0xD006
/*
* Renderer State management
*/
AL_API void AL_APIENTRY alEnable( ALenum capability );
AL_API void AL_APIENTRY alDisable( ALenum capability );
AL_API ALboolean AL_APIENTRY alIsEnabled( ALenum capability );
/*
* State retrieval
*/
AL_API const ALchar* AL_APIENTRY alGetString( ALenum param );
AL_API void AL_APIENTRY alGetBooleanv( ALenum param, ALboolean* data );
AL_API void AL_APIENTRY alGetIntegerv( ALenum param, ALint* data );
AL_API void AL_APIENTRY alGetFloatv( ALenum param, ALfloat* data );
AL_API void AL_APIENTRY alGetDoublev( ALenum param, ALdouble* data );
AL_API ALboolean AL_APIENTRY alGetBoolean( ALenum param );
AL_API ALint AL_APIENTRY alGetInteger( ALenum param );
AL_API ALfloat AL_APIENTRY alGetFloat( ALenum param );
AL_API ALdouble AL_APIENTRY alGetDouble( ALenum param );
/*
* Error support.
* Obtain the most recent error generated in the AL state machine.
*/
AL_API ALenum AL_APIENTRY alGetError( void );
/*
* Extension support.
* Query for the presence of an extension, and obtain any appropriate
* function pointers and enum values.
*/
AL_API ALboolean AL_APIENTRY alIsExtensionPresent( const ALchar* extname );
AL_API void* AL_APIENTRY alGetProcAddress( const ALchar* fname );
AL_API ALenum AL_APIENTRY alGetEnumValue( const ALchar* ename );
/*
* LISTENER
* Listener represents the location and orientation of the
* 'user' in 3D-space.
*
* Properties include: -
*
* Gain AL_GAIN ALfloat
* Position AL_POSITION ALfloat[3]
* Velocity AL_VELOCITY ALfloat[3]
* Orientation AL_ORIENTATION ALfloat[6] (Forward then Up vectors)
*/
/*
* Set Listener parameters
*/
AL_API void AL_APIENTRY alListenerf( ALenum param, ALfloat value );
AL_API void AL_APIENTRY alListener3f( ALenum param, ALfloat value1, ALfloat value2, ALfloat value3 );
AL_API void AL_APIENTRY alListenerfv( ALenum param, const ALfloat* values );
AL_API void AL_APIENTRY alListeneri( ALenum param, ALint value );
AL_API void AL_APIENTRY alListener3i( ALenum param, ALint value1, ALint value2, ALint value3 );
AL_API void AL_APIENTRY alListeneriv( ALenum param, const ALint* values );
/*
* Get Listener parameters
*/
AL_API void AL_APIENTRY alGetListenerf( ALenum param, ALfloat* value );
AL_API void AL_APIENTRY alGetListener3f( ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3 );
AL_API void AL_APIENTRY alGetListenerfv( ALenum param, ALfloat* values );
AL_API void AL_APIENTRY alGetListeneri( ALenum param, ALint* value );
AL_API void AL_APIENTRY alGetListener3i( ALenum param, ALint *value1, ALint *value2, ALint *value3 );
AL_API void AL_APIENTRY alGetListeneriv( ALenum param, ALint* values );
/**
* SOURCE
* Sources represent individual sound objects in 3D-space.
* Sources take the PCM data provided in the specified Buffer,
* apply Source-specific modifications, and then
* submit them to be mixed according to spatial arrangement etc.
*
* Properties include: -
*
* Gain AL_GAIN ALfloat
* Min Gain AL_MIN_GAIN ALfloat
* Max Gain AL_MAX_GAIN ALfloat
* Position AL_POSITION ALfloat[3]
* Velocity AL_VELOCITY ALfloat[3]
* Direction AL_DIRECTION ALfloat[3]
* Head Relative Mode AL_SOURCE_RELATIVE ALint (AL_TRUE or AL_FALSE)
* Reference Distance AL_REFERENCE_DISTANCE ALfloat
* Max Distance AL_MAX_DISTANCE ALfloat
* RollOff Factor AL_ROLLOFF_FACTOR ALfloat
* Inner Angle AL_CONE_INNER_ANGLE ALint or ALfloat
* Outer Angle AL_CONE_OUTER_ANGLE ALint or ALfloat
* Cone Outer Gain AL_CONE_OUTER_GAIN ALint or ALfloat
* Pitch AL_PITCH ALfloat
* Looping AL_LOOPING ALint (AL_TRUE or AL_FALSE)
* MS Offset AL_MSEC_OFFSET ALint or ALfloat
* Byte Offset AL_BYTE_OFFSET ALint or ALfloat
* Sample Offset AL_SAMPLE_OFFSET ALint or ALfloat
* Attached Buffer AL_BUFFER ALint
* State (Query only) AL_SOURCE_STATE ALint
* Buffers Queued (Query only) AL_BUFFERS_QUEUED ALint
* Buffers Processed (Query only) AL_BUFFERS_PROCESSED ALint
*/
/* Create Source objects */
AL_API void AL_APIENTRY alGenSources( ALsizei n, ALuint* sources );
/* Delete Source objects */
AL_API void AL_APIENTRY alDeleteSources( ALsizei n, const ALuint* sources );
/* Verify a handle is a valid Source */
AL_API ALboolean AL_APIENTRY alIsSource( ALuint sid );
/*
* Set Source parameters
*/
AL_API void AL_APIENTRY alSourcef( ALuint sid, ALenum param, ALfloat value );
AL_API void AL_APIENTRY alSource3f( ALuint sid, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3 );
AL_API void AL_APIENTRY alSourcefv( ALuint sid, ALenum param, const ALfloat* values );
AL_API void AL_APIENTRY alSourcei( ALuint sid, ALenum param, ALint value );
AL_API void AL_APIENTRY alSource3i( ALuint sid, ALenum param, ALint value1, ALint value2, ALint value3 );
AL_API void AL_APIENTRY alSourceiv( ALuint sid, ALenum param, const ALint* values );
/*
* Get Source parameters
*/
AL_API void AL_APIENTRY alGetSourcef( ALuint sid, ALenum param, ALfloat* value );
AL_API void AL_APIENTRY alGetSource3f( ALuint sid, ALenum param, ALfloat* value1, ALfloat* value2, ALfloat* value3);
AL_API void AL_APIENTRY alGetSourcefv( ALuint sid, ALenum param, ALfloat* values );
AL_API void AL_APIENTRY alGetSourcei( ALuint sid, ALenum param, ALint* value );
AL_API void AL_APIENTRY alGetSource3i( ALuint sid, ALenum param, ALint* value1, ALint* value2, ALint* value3);
AL_API void AL_APIENTRY alGetSourceiv( ALuint sid, ALenum param, ALint* values );
/*
* Source vector based playback calls
*/
/* Play, replay, or resume (if paused) a list of Sources */
AL_API void AL_APIENTRY alSourcePlayv( ALsizei ns, const ALuint *sids );
/* Stop a list of Sources */
AL_API void AL_APIENTRY alSourceStopv( ALsizei ns, const ALuint *sids );
/* Rewind a list of Sources */
AL_API void AL_APIENTRY alSourceRewindv( ALsizei ns, const ALuint *sids );
/* Pause a list of Sources */
AL_API void AL_APIENTRY alSourcePausev( ALsizei ns, const ALuint *sids );
/*
* Source based playback calls
*/
/* Play, replay, or resume a Source */
AL_API void AL_APIENTRY alSourcePlay( ALuint sid );
/* Stop a Source */
AL_API void AL_APIENTRY alSourceStop( ALuint sid );
/* Rewind a Source (set playback postiton to beginning) */
AL_API void AL_APIENTRY alSourceRewind( ALuint sid );
/* Pause a Source */
AL_API void AL_APIENTRY alSourcePause( ALuint sid );
/*
* Source Queuing
*/
AL_API void AL_APIENTRY alSourceQueueBuffers( ALuint sid, ALsizei numEntries, const ALuint *bids );
AL_API void AL_APIENTRY alSourceUnqueueBuffers( ALuint sid, ALsizei numEntries, ALuint *bids );
/**
* BUFFER
* Buffer objects are storage space for sample data.
* Buffers are referred to by Sources. One Buffer can be used
* by multiple Sources.
*
* Properties include: -
*
* Frequency (Query only) AL_FREQUENCY ALint
* Size (Query only) AL_SIZE ALint
* Bits (Query only) AL_BITS ALint
* Channels (Query only) AL_CHANNELS ALint
*/
/* Create Buffer objects */
AL_API void AL_APIENTRY alGenBuffers( ALsizei n, ALuint* buffers );
/* Delete Buffer objects */
AL_API void AL_APIENTRY alDeleteBuffers( ALsizei n, const ALuint* buffers );
/* Verify a handle is a valid Buffer */
AL_API ALboolean AL_APIENTRY alIsBuffer( ALuint bid );
/* Specify the data to be copied into a buffer */
AL_API void AL_APIENTRY alBufferData( ALuint bid, ALenum format, const ALvoid* data, ALsizei size, ALsizei freq );
/*
* Set Buffer parameters
*/
AL_API void AL_APIENTRY alBufferf( ALuint bid, ALenum param, ALfloat value );
AL_API void AL_APIENTRY alBuffer3f( ALuint bid, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3 );
AL_API void AL_APIENTRY alBufferfv( ALuint bid, ALenum param, const ALfloat* values );
AL_API void AL_APIENTRY alBufferi( ALuint bid, ALenum param, ALint value );
AL_API void AL_APIENTRY alBuffer3i( ALuint bid, ALenum param, ALint value1, ALint value2, ALint value3 );
AL_API void AL_APIENTRY alBufferiv( ALuint bid, ALenum param, const ALint* values );
/*
* Get Buffer parameters
*/
AL_API void AL_APIENTRY alGetBufferf( ALuint bid, ALenum param, ALfloat* value );
AL_API void AL_APIENTRY alGetBuffer3f( ALuint bid, ALenum param, ALfloat* value1, ALfloat* value2, ALfloat* value3);
AL_API void AL_APIENTRY alGetBufferfv( ALuint bid, ALenum param, ALfloat* values );
AL_API void AL_APIENTRY alGetBufferi( ALuint bid, ALenum param, ALint* value );
AL_API void AL_APIENTRY alGetBuffer3i( ALuint bid, ALenum param, ALint* value1, ALint* value2, ALint* value3);
AL_API void AL_APIENTRY alGetBufferiv( ALuint bid, ALenum param, ALint* values );
/*
* Global Parameters
*/
AL_API void AL_APIENTRY alDopplerFactor( ALfloat value );
AL_API void AL_APIENTRY alDopplerVelocity( ALfloat value );
AL_API void AL_APIENTRY alSpeedOfSound( ALfloat value );
AL_API void AL_APIENTRY alDistanceModel( ALenum distanceModel );
/*
* Pointer-to-function types, useful for dynamically getting AL entry points.
*/
typedef void (AL_APIENTRY *LPALENABLE)( ALenum capability );
typedef void (AL_APIENTRY *LPALDISABLE)( ALenum capability );
typedef ALboolean (AL_APIENTRY *LPALISENABLED)( ALenum capability );
typedef const ALchar* (AL_APIENTRY *LPALGETSTRING)( ALenum param );
typedef void (AL_APIENTRY *LPALGETBOOLEANV)( ALenum param, ALboolean* data );
typedef void (AL_APIENTRY *LPALGETINTEGERV)( ALenum param, ALint* data );
typedef void (AL_APIENTRY *LPALGETFLOATV)( ALenum param, ALfloat* data );
typedef void (AL_APIENTRY *LPALGETDOUBLEV)( ALenum param, ALdouble* data );
typedef ALboolean (AL_APIENTRY *LPALGETBOOLEAN)( ALenum param );
typedef ALint (AL_APIENTRY *LPALGETINTEGER)( ALenum param );
typedef ALfloat (AL_APIENTRY *LPALGETFLOAT)( ALenum param );
typedef ALdouble (AL_APIENTRY *LPALGETDOUBLE)( ALenum param );
typedef ALenum (AL_APIENTRY *LPALGETERROR)( void );
typedef ALboolean (AL_APIENTRY *LPALISEXTENSIONPRESENT)(const ALchar* extname );
typedef void* (AL_APIENTRY *LPALGETPROCADDRESS)( const ALchar* fname );
typedef ALenum (AL_APIENTRY *LPALGETENUMVALUE)( const ALchar* ename );
typedef void (AL_APIENTRY *LPALLISTENERF)( ALenum param, ALfloat value );
typedef void (AL_APIENTRY *LPALLISTENER3F)( ALenum param, ALfloat value1, ALfloat value2, ALfloat value3 );
typedef void (AL_APIENTRY *LPALLISTENERFV)( ALenum param, const ALfloat* values );
typedef void (AL_APIENTRY *LPALLISTENERI)( ALenum param, ALint value );
typedef void (AL_APIENTRY *LPALLISTENER3I)( ALenum param, ALint value1, ALint value2, ALint value3 );
typedef void (AL_APIENTRY *LPALLISTENERIV)( ALenum param, const ALint* values );
typedef void (AL_APIENTRY *LPALGETLISTENERF)( ALenum param, ALfloat* value );
typedef void (AL_APIENTRY *LPALGETLISTENER3F)( ALenum param, ALfloat *value1, ALfloat *value2, ALfloat *value3 );
typedef void (AL_APIENTRY *LPALGETLISTENERFV)( ALenum param, ALfloat* values );
typedef void (AL_APIENTRY *LPALGETLISTENERI)( ALenum param, ALint* value );
typedef void (AL_APIENTRY *LPALGETLISTENER3I)( ALenum param, ALint *value1, ALint *value2, ALint *value3 );
typedef void (AL_APIENTRY *LPALGETLISTENERIV)( ALenum param, ALint* values );
typedef void (AL_APIENTRY *LPALGENSOURCES)( ALsizei n, ALuint* sources );
typedef void (AL_APIENTRY *LPALDELETESOURCES)( ALsizei n, const ALuint* sources );
typedef ALboolean (AL_APIENTRY *LPALISSOURCE)( ALuint sid );
typedef void (AL_APIENTRY *LPALSOURCEF)( ALuint sid, ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALSOURCE3F)( ALuint sid, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3 );
typedef void (AL_APIENTRY *LPALSOURCEFV)( ALuint sid, ALenum param, const ALfloat* values );
typedef void (AL_APIENTRY *LPALSOURCEI)( ALuint sid, ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALSOURCE3I)( ALuint sid, ALenum param, ALint value1, ALint value2, ALint value3 );
typedef void (AL_APIENTRY *LPALSOURCEIV)( ALuint sid, ALenum param, const ALint* values );
typedef void (AL_APIENTRY *LPALGETSOURCEF)( ALuint sid, ALenum param, ALfloat* value );
typedef void (AL_APIENTRY *LPALGETSOURCE3F)( ALuint sid, ALenum param, ALfloat* value1, ALfloat* value2, ALfloat* value3);
typedef void (AL_APIENTRY *LPALGETSOURCEFV)( ALuint sid, ALenum param, ALfloat* values );
typedef void (AL_APIENTRY *LPALGETSOURCEI)( ALuint sid, ALenum param, ALint* value );
typedef void (AL_APIENTRY *LPALGETSOURCE3I)( ALuint sid, ALenum param, ALint* value1, ALint* value2, ALint* value3);
typedef void (AL_APIENTRY *LPALGETSOURCEIV)( ALuint sid, ALenum param, ALint* values );
typedef void (AL_APIENTRY *LPALSOURCEPLAYV)( ALsizei ns, const ALuint *sids );
typedef void (AL_APIENTRY *LPALSOURCESTOPV)( ALsizei ns, const ALuint *sids );
typedef void (AL_APIENTRY *LPALSOURCEREWINDV)( ALsizei ns, const ALuint *sids );
typedef void (AL_APIENTRY *LPALSOURCEPAUSEV)( ALsizei ns, const ALuint *sids );
typedef void (AL_APIENTRY *LPALSOURCEPLAY)( ALuint sid );
typedef void (AL_APIENTRY *LPALSOURCESTOP)( ALuint sid );
typedef void (AL_APIENTRY *LPALSOURCEREWIND)( ALuint sid );
typedef void (AL_APIENTRY *LPALSOURCEPAUSE)( ALuint sid );
typedef void (AL_APIENTRY *LPALSOURCEQUEUEBUFFERS)(ALuint sid, ALsizei numEntries, const ALuint *bids );
typedef void (AL_APIENTRY *LPALSOURCEUNQUEUEBUFFERS)(ALuint sid, ALsizei numEntries, ALuint *bids );
typedef void (AL_APIENTRY *LPALGENBUFFERS)( ALsizei n, ALuint* buffers );
typedef void (AL_APIENTRY *LPALDELETEBUFFERS)( ALsizei n, const ALuint* buffers );
typedef ALboolean (AL_APIENTRY *LPALISBUFFER)( ALuint bid );
typedef void (AL_APIENTRY *LPALBUFFERDATA)( ALuint bid, ALenum format, const ALvoid* data, ALsizei size, ALsizei freq );
typedef void (AL_APIENTRY *LPALBUFFERF)( ALuint bid, ALenum param, ALfloat value);
typedef void (AL_APIENTRY *LPALBUFFER3F)( ALuint bid, ALenum param, ALfloat value1, ALfloat value2, ALfloat value3 );
typedef void (AL_APIENTRY *LPALBUFFERFV)( ALuint bid, ALenum param, const ALfloat* values );
typedef void (AL_APIENTRY *LPALBUFFERI)( ALuint bid, ALenum param, ALint value);
typedef void (AL_APIENTRY *LPALBUFFER3I)( ALuint bid, ALenum param, ALint value1, ALint value2, ALint value3 );
typedef void (AL_APIENTRY *LPALBUFFERIV)( ALuint bid, ALenum param, const ALint* values );
typedef void (AL_APIENTRY *LPALGETBUFFERF)( ALuint bid, ALenum param, ALfloat* value );
typedef void (AL_APIENTRY *LPALGETBUFFER3F)( ALuint bid, ALenum param, ALfloat* value1, ALfloat* value2, ALfloat* value3);
typedef void (AL_APIENTRY *LPALGETBUFFERFV)( ALuint bid, ALenum param, ALfloat* values );
typedef void (AL_APIENTRY *LPALGETBUFFERI)( ALuint bid, ALenum param, ALint* value );
typedef void (AL_APIENTRY *LPALGETBUFFER3I)( ALuint bid, ALenum param, ALint* value1, ALint* value2, ALint* value3);
typedef void (AL_APIENTRY *LPALGETBUFFERIV)( ALuint bid, ALenum param, ALint* values );
typedef void (AL_APIENTRY *LPALDOPPLERFACTOR)( ALfloat value );
typedef void (AL_APIENTRY *LPALDOPPLERVELOCITY)( ALfloat value );
typedef void (AL_APIENTRY *LPALSPEEDOFSOUND)( ALfloat value );
typedef void (AL_APIENTRY *LPALDISTANCEMODEL)( ALenum distanceModel );
#if defined(TARGET_OS_MAC) && TARGET_OS_MAC
#pragma export off
#endif
#if defined(__cplusplus)
} /* extern "C" */
#endif
#endif /* AL_AL_H */

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#ifndef AL_ALC_H
#define AL_ALC_H
#if defined(__cplusplus)
extern "C" {
#endif
#ifndef ALC_API
#if defined(AL_LIBTYPE_STATIC)
#define ALC_API
#elif defined(_WIN32)
#define ALC_API __declspec(dllimport)
#else
#define ALC_API extern
#endif
#endif
#if defined(_WIN32)
#define ALC_APIENTRY __cdecl
#else
#define ALC_APIENTRY
#endif
#if defined(TARGET_OS_MAC) && TARGET_OS_MAC
#pragma export on
#endif
/*
* The ALCAPI, ALCAPIENTRY, and ALC_INVALID macros are deprecated, but are
* included for applications porting code from AL 1.0
*/
#define ALCAPI ALC_API
#define ALCAPIENTRY ALC_APIENTRY
#define ALC_INVALID 0
#define ALC_VERSION_0_1 1
typedef struct ALCdevice_struct ALCdevice;
typedef struct ALCcontext_struct ALCcontext;
/** 8-bit boolean */
typedef char ALCboolean;
/** character */
typedef char ALCchar;
/** signed 8-bit 2's complement integer */
typedef signed char ALCbyte;
/** unsigned 8-bit integer */
typedef unsigned char ALCubyte;
/** signed 16-bit 2's complement integer */
typedef short ALCshort;
/** unsigned 16-bit integer */
typedef unsigned short ALCushort;
/** signed 32-bit 2's complement integer */
typedef int ALCint;
/** unsigned 32-bit integer */
typedef unsigned int ALCuint;
/** non-negative 32-bit binary integer size */
typedef int ALCsizei;
/** enumerated 32-bit value */
typedef int ALCenum;
/** 32-bit IEEE754 floating-point */
typedef float ALCfloat;
/** 64-bit IEEE754 floating-point */
typedef double ALCdouble;
/** void type (for opaque pointers only) */
typedef void ALCvoid;
/* Enumerant values begin at column 50. No tabs. */
/* Boolean False. */
#define ALC_FALSE 0
/* Boolean True. */
#define ALC_TRUE 1
/**
* followed by <int> Hz
*/
#define ALC_FREQUENCY 0x1007
/**
* followed by <int> Hz
*/
#define ALC_REFRESH 0x1008
/**
* followed by AL_TRUE, AL_FALSE
*/
#define ALC_SYNC 0x1009
/**
* followed by <int> Num of requested Mono (3D) Sources
*/
#define ALC_MONO_SOURCES 0x1010
/**
* followed by <int> Num of requested Stereo Sources
*/
#define ALC_STEREO_SOURCES 0x1011
/**
* errors
*/
/**
* No error
*/
#define ALC_NO_ERROR 0
/**
* No device
*/
#define ALC_INVALID_DEVICE 0xA001
/**
* invalid context ID
*/
#define ALC_INVALID_CONTEXT 0xA002
/**
* bad enum
*/
#define ALC_INVALID_ENUM 0xA003
/**
* bad value
*/
#define ALC_INVALID_VALUE 0xA004
/**
* Out of memory.
*/
#define ALC_OUT_OF_MEMORY 0xA005
/**
* The Specifier string for default device
*/
#define ALC_DEFAULT_DEVICE_SPECIFIER 0x1004
#define ALC_DEVICE_SPECIFIER 0x1005
#define ALC_EXTENSIONS 0x1006
#define ALC_MAJOR_VERSION 0x1000
#define ALC_MINOR_VERSION 0x1001
#define ALC_ATTRIBUTES_SIZE 0x1002
#define ALC_ALL_ATTRIBUTES 0x1003
/**
* Capture extension
*/
#define ALC_EXT_CAPTURE 1
#define ALC_CAPTURE_DEVICE_SPECIFIER 0x310
#define ALC_CAPTURE_DEFAULT_DEVICE_SPECIFIER 0x311
#define ALC_CAPTURE_SAMPLES 0x312
/**
* ALC_ENUMERATE_ALL_EXT enums
*/
#define ALC_ENUMERATE_ALL_EXT 1
#define ALC_DEFAULT_ALL_DEVICES_SPECIFIER 0x1012
#define ALC_ALL_DEVICES_SPECIFIER 0x1013
/*
* Context Management
*/
ALC_API ALCcontext * ALC_APIENTRY alcCreateContext( ALCdevice *device, const ALCint* attrlist );
ALC_API ALCboolean ALC_APIENTRY alcMakeContextCurrent( ALCcontext *context );
ALC_API void ALC_APIENTRY alcProcessContext( ALCcontext *context );
ALC_API void ALC_APIENTRY alcSuspendContext( ALCcontext *context );
ALC_API void ALC_APIENTRY alcDestroyContext( ALCcontext *context );
ALC_API ALCcontext * ALC_APIENTRY alcGetCurrentContext( void );
ALC_API ALCdevice* ALC_APIENTRY alcGetContextsDevice( ALCcontext *context );
/*
* Device Management
*/
ALC_API ALCdevice * ALC_APIENTRY alcOpenDevice( const ALCchar *devicename );
ALC_API ALCboolean ALC_APIENTRY alcCloseDevice( ALCdevice *device );
/*
* Error support.
* Obtain the most recent Context error
*/
ALC_API ALCenum ALC_APIENTRY alcGetError( ALCdevice *device );
/*
* Extension support.
* Query for the presence of an extension, and obtain any appropriate
* function pointers and enum values.
*/
ALC_API ALCboolean ALC_APIENTRY alcIsExtensionPresent( ALCdevice *device, const ALCchar *extname );
ALC_API void * ALC_APIENTRY alcGetProcAddress( ALCdevice *device, const ALCchar *funcname );
ALC_API ALCenum ALC_APIENTRY alcGetEnumValue( ALCdevice *device, const ALCchar *enumname );
/*
* Query functions
*/
ALC_API const ALCchar * ALC_APIENTRY alcGetString( ALCdevice *device, ALCenum param );
ALC_API void ALC_APIENTRY alcGetIntegerv( ALCdevice *device, ALCenum param, ALCsizei size, ALCint *data );
/*
* Capture functions
*/
ALC_API ALCdevice* ALC_APIENTRY alcCaptureOpenDevice( const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize );
ALC_API ALCboolean ALC_APIENTRY alcCaptureCloseDevice( ALCdevice *device );
ALC_API void ALC_APIENTRY alcCaptureStart( ALCdevice *device );
ALC_API void ALC_APIENTRY alcCaptureStop( ALCdevice *device );
ALC_API void ALC_APIENTRY alcCaptureSamples( ALCdevice *device, ALCvoid *buffer, ALCsizei samples );
/*
* Pointer-to-function types, useful for dynamically getting ALC entry points.
*/
typedef ALCcontext * (ALC_APIENTRY *LPALCCREATECONTEXT) (ALCdevice *device, const ALCint *attrlist);
typedef ALCboolean (ALC_APIENTRY *LPALCMAKECONTEXTCURRENT)( ALCcontext *context );
typedef void (ALC_APIENTRY *LPALCPROCESSCONTEXT)( ALCcontext *context );
typedef void (ALC_APIENTRY *LPALCSUSPENDCONTEXT)( ALCcontext *context );
typedef void (ALC_APIENTRY *LPALCDESTROYCONTEXT)( ALCcontext *context );
typedef ALCcontext * (ALC_APIENTRY *LPALCGETCURRENTCONTEXT)( void );
typedef ALCdevice * (ALC_APIENTRY *LPALCGETCONTEXTSDEVICE)( ALCcontext *context );
typedef ALCdevice * (ALC_APIENTRY *LPALCOPENDEVICE)( const ALCchar *devicename );
typedef ALCboolean (ALC_APIENTRY *LPALCCLOSEDEVICE)( ALCdevice *device );
typedef ALCenum (ALC_APIENTRY *LPALCGETERROR)( ALCdevice *device );
typedef ALCboolean (ALC_APIENTRY *LPALCISEXTENSIONPRESENT)( ALCdevice *device, const ALCchar *extname );
typedef void * (ALC_APIENTRY *LPALCGETPROCADDRESS)(ALCdevice *device, const ALCchar *funcname );
typedef ALCenum (ALC_APIENTRY *LPALCGETENUMVALUE)(ALCdevice *device, const ALCchar *enumname );
typedef const ALCchar* (ALC_APIENTRY *LPALCGETSTRING)( ALCdevice *device, ALCenum param );
typedef void (ALC_APIENTRY *LPALCGETINTEGERV)( ALCdevice *device, ALCenum param, ALCsizei size, ALCint *dest );
typedef ALCdevice * (ALC_APIENTRY *LPALCCAPTUREOPENDEVICE)( const ALCchar *devicename, ALCuint frequency, ALCenum format, ALCsizei buffersize );
typedef ALCboolean (ALC_APIENTRY *LPALCCAPTURECLOSEDEVICE)( ALCdevice *device );
typedef void (ALC_APIENTRY *LPALCCAPTURESTART)( ALCdevice *device );
typedef void (ALC_APIENTRY *LPALCCAPTURESTOP)( ALCdevice *device );
typedef void (ALC_APIENTRY *LPALCCAPTURESAMPLES)( ALCdevice *device, ALCvoid *buffer, ALCsizei samples );
#if defined(TARGET_OS_MAC) && TARGET_OS_MAC
#pragma export off
#endif
#if defined(__cplusplus)
}
#endif
#endif /* AL_ALC_H */

296
Lib/Include/AL/alext.h Normal file
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/**
* OpenAL cross platform audio library
* Copyright (C) 2008 by authors.
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
* Or go to http://www.gnu.org/copyleft/lgpl.html
*/
#ifndef AL_ALEXT_H
#define AL_ALEXT_H
#include <stddef.h>
#ifdef __cplusplus
extern "C" {
#endif
#ifndef AL_LOKI_IMA_ADPCM_format
#define AL_LOKI_IMA_ADPCM_format 1
#define AL_FORMAT_IMA_ADPCM_MONO16_EXT 0x10000
#define AL_FORMAT_IMA_ADPCM_STEREO16_EXT 0x10001
#endif
#ifndef AL_LOKI_WAVE_format
#define AL_LOKI_WAVE_format 1
#define AL_FORMAT_WAVE_EXT 0x10002
#endif
#ifndef AL_EXT_vorbis
#define AL_EXT_vorbis 1
#define AL_FORMAT_VORBIS_EXT 0x10003
#endif
#ifndef AL_LOKI_quadriphonic
#define AL_LOKI_quadriphonic 1
#define AL_FORMAT_QUAD8_LOKI 0x10004
#define AL_FORMAT_QUAD16_LOKI 0x10005
#endif
#ifndef AL_EXT_float32
#define AL_EXT_float32 1
#define AL_FORMAT_MONO_FLOAT32 0x10010
#define AL_FORMAT_STEREO_FLOAT32 0x10011
#endif
#ifndef AL_EXT_double
#define AL_EXT_double 1
#define AL_FORMAT_MONO_DOUBLE_EXT 0x10012
#define AL_FORMAT_STEREO_DOUBLE_EXT 0x10013
#endif
#ifndef AL_EXT_MULAW
#define AL_EXT_MULAW 1
#define AL_FORMAT_MONO_MULAW_EXT 0x10014
#define AL_FORMAT_STEREO_MULAW_EXT 0x10015
#endif
#ifndef AL_EXT_ALAW
#define AL_EXT_ALAW 1
#define AL_FORMAT_MONO_ALAW_EXT 0x10016
#define AL_FORMAT_STEREO_ALAW_EXT 0x10017
#endif
#ifndef ALC_LOKI_audio_channel
#define ALC_LOKI_audio_channel 1
#define ALC_CHAN_MAIN_LOKI 0x500001
#define ALC_CHAN_PCM_LOKI 0x500002
#define ALC_CHAN_CD_LOKI 0x500003
#endif
#ifndef AL_EXT_MCFORMATS
#define AL_EXT_MCFORMATS 1
#define AL_FORMAT_QUAD8 0x1204
#define AL_FORMAT_QUAD16 0x1205
#define AL_FORMAT_QUAD32 0x1206
#define AL_FORMAT_REAR8 0x1207
#define AL_FORMAT_REAR16 0x1208
#define AL_FORMAT_REAR32 0x1209
#define AL_FORMAT_51CHN8 0x120A
#define AL_FORMAT_51CHN16 0x120B
#define AL_FORMAT_51CHN32 0x120C
#define AL_FORMAT_61CHN8 0x120D
#define AL_FORMAT_61CHN16 0x120E
#define AL_FORMAT_61CHN32 0x120F
#define AL_FORMAT_71CHN8 0x1210
#define AL_FORMAT_71CHN16 0x1211
#define AL_FORMAT_71CHN32 0x1212
#endif
#ifndef AL_EXT_MULAW_MCFORMATS
#define AL_EXT_MULAW_MCFORMATS 1
#define AL_FORMAT_MONO_MULAW 0x10014
#define AL_FORMAT_STEREO_MULAW 0x10015
#define AL_FORMAT_QUAD_MULAW 0x10021
#define AL_FORMAT_REAR_MULAW 0x10022
#define AL_FORMAT_51CHN_MULAW 0x10023
#define AL_FORMAT_61CHN_MULAW 0x10024
#define AL_FORMAT_71CHN_MULAW 0x10025
#endif
#ifndef AL_EXT_IMA4
#define AL_EXT_IMA4 1
#define AL_FORMAT_MONO_IMA4 0x1300
#define AL_FORMAT_STEREO_IMA4 0x1301
#endif
#ifndef AL_EXT_STATIC_BUFFER
#define AL_EXT_STATIC_BUFFER 1
typedef ALvoid (AL_APIENTRY*PFNALBUFFERDATASTATICPROC)(const ALint,ALenum,ALvoid*,ALsizei,ALsizei);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alBufferDataStatic(const ALint buffer, ALenum format, ALvoid *data, ALsizei len, ALsizei freq);
#endif
#endif
#ifndef ALC_EXT_EFX
#define ALC_EXT_EFX 1
#include "efx.h"
#endif
#ifndef ALC_EXT_disconnect
#define ALC_EXT_disconnect 1
#define ALC_CONNECTED 0x313
#endif
#ifndef ALC_EXT_thread_local_context
#define ALC_EXT_thread_local_context 1
typedef ALCboolean (ALC_APIENTRY*PFNALCSETTHREADCONTEXTPROC)(ALCcontext *context);
typedef ALCcontext* (ALC_APIENTRY*PFNALCGETTHREADCONTEXTPROC)(void);
#ifdef AL_ALEXT_PROTOTYPES
ALC_API ALCboolean ALC_APIENTRY alcSetThreadContext(ALCcontext *context);
ALC_API ALCcontext* ALC_APIENTRY alcGetThreadContext(void);
#endif
#endif
#ifndef AL_EXT_source_distance_model
#define AL_EXT_source_distance_model 1
#define AL_SOURCE_DISTANCE_MODEL 0x200
#endif
#ifndef AL_SOFT_buffer_sub_data
#define AL_SOFT_buffer_sub_data 1
#define AL_BYTE_RW_OFFSETS_SOFT 0x1031
#define AL_SAMPLE_RW_OFFSETS_SOFT 0x1032
typedef ALvoid (AL_APIENTRY*PFNALBUFFERSUBDATASOFTPROC)(ALuint,ALenum,const ALvoid*,ALsizei,ALsizei);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alBufferSubDataSOFT(ALuint buffer,ALenum format,const ALvoid *data,ALsizei offset,ALsizei length);
#endif
#endif
#ifndef AL_SOFT_loop_points
#define AL_SOFT_loop_points 1
#define AL_LOOP_POINTS_SOFT 0x2015
#endif
#ifndef AL_EXT_FOLDBACK
#define AL_EXT_FOLDBACK 1
#define AL_EXT_FOLDBACK_NAME "AL_EXT_FOLDBACK"
#define AL_FOLDBACK_EVENT_BLOCK 0x4112
#define AL_FOLDBACK_EVENT_START 0x4111
#define AL_FOLDBACK_EVENT_STOP 0x4113
#define AL_FOLDBACK_MODE_MONO 0x4101
#define AL_FOLDBACK_MODE_STEREO 0x4102
typedef void (AL_APIENTRY*LPALFOLDBACKCALLBACK)(ALenum,ALsizei);
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTART)(ALenum,ALsizei,ALsizei,ALfloat*,LPALFOLDBACKCALLBACK);
typedef void (AL_APIENTRY*LPALREQUESTFOLDBACKSTOP)(void);
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alRequestFoldbackStart(ALenum mode,ALsizei count,ALsizei length,ALfloat *mem,LPALFOLDBACKCALLBACK callback);
AL_API void AL_APIENTRY alRequestFoldbackStop(void);
#endif
#endif
#ifndef ALC_EXT_DEDICATED
#define ALC_EXT_DEDICATED 1
#define AL_DEDICATED_GAIN 0x0001
#define AL_EFFECT_DEDICATED_DIALOGUE 0x9001
#define AL_EFFECT_DEDICATED_LOW_FREQUENCY_EFFECT 0x9000
#endif
#ifndef AL_SOFT_buffer_samples
#define AL_SOFT_buffer_samples 1
/* Channel configurations */
#define AL_MONO_SOFT 0x1500
#define AL_STEREO_SOFT 0x1501
#define AL_REAR_SOFT 0x1502
#define AL_QUAD_SOFT 0x1503
#define AL_5POINT1_SOFT 0x1504
#define AL_6POINT1_SOFT 0x1505
#define AL_7POINT1_SOFT 0x1506
/* Sample types */
#define AL_BYTE_SOFT 0x1400
#define AL_UNSIGNED_BYTE_SOFT 0x1401
#define AL_SHORT_SOFT 0x1402
#define AL_UNSIGNED_SHORT_SOFT 0x1403
#define AL_INT_SOFT 0x1404
#define AL_UNSIGNED_INT_SOFT 0x1405
#define AL_FLOAT_SOFT 0x1406
#define AL_DOUBLE_SOFT 0x1407
#define AL_BYTE3_SOFT 0x1408
#define AL_UNSIGNED_BYTE3_SOFT 0x1409
/* Storage formats */
#define AL_MONO8_SOFT 0x1100
#define AL_MONO16_SOFT 0x1101
#define AL_MONO32F_SOFT 0x10010
#define AL_STEREO8_SOFT 0x1102
#define AL_STEREO16_SOFT 0x1103
#define AL_STEREO32F_SOFT 0x10011
#define AL_QUAD8_SOFT 0x1204
#define AL_QUAD16_SOFT 0x1205
#define AL_QUAD32F_SOFT 0x1206
#define AL_REAR8_SOFT 0x1207
#define AL_REAR16_SOFT 0x1208
#define AL_REAR32F_SOFT 0x1209
#define AL_5POINT1_8_SOFT 0x120A
#define AL_5POINT1_16_SOFT 0x120B
#define AL_5POINT1_32F_SOFT 0x120C
#define AL_6POINT1_8_SOFT 0x120D
#define AL_6POINT1_16_SOFT 0x120E
#define AL_6POINT1_32F_SOFT 0x120F
#define AL_7POINT1_8_SOFT 0x1210
#define AL_7POINT1_16_SOFT 0x1211
#define AL_7POINT1_32F_SOFT 0x1212
/* Buffer attributes */
#define AL_INTERNAL_FORMAT_SOFT 0x2008
#define AL_BYTE_LENGTH_SOFT 0x2009
#define AL_SAMPLE_LENGTH_SOFT 0x200A
#define AL_SEC_LENGTH_SOFT 0x200B
typedef void (AL_APIENTRY*LPALBUFFERSAMPLESSOFT)(ALuint,ALuint,ALenum,ALsizei,ALenum,ALenum,const ALvoid*);
typedef void (AL_APIENTRY*LPALBUFFERSUBSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,const ALvoid*);
typedef void (AL_APIENTRY*LPALGETBUFFERSAMPLESSOFT)(ALuint,ALsizei,ALsizei,ALenum,ALenum,ALvoid*);
typedef ALboolean (AL_APIENTRY*LPALISBUFFERFORMATSUPPORTEDSOFT)(ALenum);
#ifdef AL_ALEXT_PROTOTYPES
AL_API void AL_APIENTRY alBufferSamplesSOFT(ALuint buffer, ALuint samplerate, ALenum internalformat, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
AL_API void AL_APIENTRY alBufferSubSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, const ALvoid *data);
AL_API void AL_APIENTRY alGetBufferSamplesSOFT(ALuint buffer, ALsizei offset, ALsizei samples, ALenum channels, ALenum type, ALvoid *data);
AL_API ALboolean AL_APIENTRY alIsBufferFormatSupportedSOFT(ALenum format);
#endif
#endif
#ifndef AL_SOFT_direct_channels
#define AL_SOFT_direct_channels 1
#define AL_DIRECT_CHANNELS_SOFT 0x1033
#endif
#ifndef ALC_SOFT_loopback
#define ALC_SOFT_loopback 1
#define ALC_FORMAT_CHANNELS_SOFT 0x1990
#define ALC_FORMAT_TYPE_SOFT 0x1991
/* Sample types */
#define ALC_BYTE_SOFT 0x1400
#define ALC_UNSIGNED_BYTE_SOFT 0x1401
#define ALC_SHORT_SOFT 0x1402
#define ALC_UNSIGNED_SHORT_SOFT 0x1403
#define ALC_INT_SOFT 0x1404
#define ALC_UNSIGNED_INT_SOFT 0x1405
#define ALC_FLOAT_SOFT 0x1406
/* Channel configurations */
#define ALC_MONO_SOFT 0x1500
#define ALC_STEREO_SOFT 0x1501
#define ALC_QUAD_SOFT 0x1503
#define ALC_5POINT1_SOFT 0x1504
#define ALC_6POINT1_SOFT 0x1505
#define ALC_7POINT1_SOFT 0x1506
typedef ALCdevice* (ALC_APIENTRY*LPALCLOOPBACKOPENDEVICESOFT)(const ALCchar*);
typedef ALCboolean (ALC_APIENTRY*LPALCISRENDERFORMATSUPPORTEDSOFT)(ALCdevice*,ALCsizei,ALCenum,ALCenum);
typedef void (ALC_APIENTRY*LPALCRENDERSAMPLESSOFT)(ALCdevice*,ALCvoid*,ALCsizei);
#ifdef AL_ALEXT_PROTOTYPES
ALC_API ALCdevice* ALC_APIENTRY alcLoopbackOpenDeviceSOFT(const ALCchar *deviceName);
ALC_API ALCboolean ALC_APIENTRY alcIsRenderFormatSupportedSOFT(ALCdevice *device, ALCsizei freq, ALCenum channels, ALCenum type);
ALC_API void ALC_APIENTRY alcRenderSamplesSOFT(ALCdevice *device, ALCvoid *buffer, ALCsizei samples);
#endif
#endif
#ifdef __cplusplus
}
#endif
#endif

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/* The tokens that would be defined here are already defined in efx.h. This
* empty file is here to provide compatibility with Windows-based projects
* that would include it. */

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@@ -0,0 +1,402 @@
/* Reverb presets for EFX */
#ifndef EFX_PRESETS_H
#define EFX_PRESETS_H
#ifndef EFXEAXREVERBPROPERTIES_DEFINED
#define EFXEAXREVERBPROPERTIES_DEFINED
typedef struct {
float flDensity;
float flDiffusion;
float flGain;
float flGainHF;
float flGainLF;
float flDecayTime;
float flDecayHFRatio;
float flDecayLFRatio;
float flReflectionsGain;
float flReflectionsDelay;
float flReflectionsPan[3];
float flLateReverbGain;
float flLateReverbDelay;
float flLateReverbPan[3];
float flEchoTime;
float flEchoDepth;
float flModulationTime;
float flModulationDepth;
float flAirAbsorptionGainHF;
float flHFReference;
float flLFReference;
float flRoomRolloffFactor;
int iDecayHFLimit;
} EFXEAXREVERBPROPERTIES, *LPEFXEAXREVERBPROPERTIES;
#endif
/* Default Presets */
#define EFX_REVERB_PRESET_GENERIC \
{ 1.0000f, 1.0000f, 0.3162f, 0.8913f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PADDEDCELL \
{ 0.1715f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.1700f, 0.1000f, 1.0000f, 0.2500f, 0.0010f, { 0.0000f, 0.0000f, 0.0000f }, 1.2691f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ROOM \
{ 0.4287f, 1.0000f, 0.3162f, 0.5929f, 1.0000f, 0.4000f, 0.8300f, 1.0000f, 0.1503f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.0629f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_BATHROOM \
{ 0.1715f, 1.0000f, 0.3162f, 0.2512f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.6531f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 3.2734f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_LIVINGROOM \
{ 0.9766f, 1.0000f, 0.3162f, 0.0010f, 1.0000f, 0.5000f, 0.1000f, 1.0000f, 0.2051f, 0.0030f, { 0.0000f, 0.0000f, 0.0000f }, 0.2805f, 0.0040f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_STONEROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 2.3100f, 0.6400f, 1.0000f, 0.4411f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1003f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_AUDITORIUM \
{ 1.0000f, 1.0000f, 0.3162f, 0.5781f, 1.0000f, 4.3200f, 0.5900f, 1.0000f, 0.4032f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7170f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CONCERTHALL \
{ 1.0000f, 1.0000f, 0.3162f, 0.5623f, 1.0000f, 3.9200f, 0.7000f, 1.0000f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.9977f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CAVE \
{ 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 2.9100f, 1.3000f, 1.0000f, 0.5000f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.7063f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_ARENA \
{ 1.0000f, 1.0000f, 0.3162f, 0.4477f, 1.0000f, 7.2400f, 0.3300f, 1.0000f, 0.2612f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.0186f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_HANGAR \
{ 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 10.0500f, 0.2300f, 1.0000f, 0.5000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2560f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CARPETEDHALLWAY \
{ 0.4287f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 0.3000f, 0.1000f, 1.0000f, 0.1215f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 0.1531f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_HALLWAY \
{ 0.3645f, 1.0000f, 0.3162f, 0.7079f, 1.0000f, 1.4900f, 0.5900f, 1.0000f, 0.2458f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.6615f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_STONECORRIDOR \
{ 1.0000f, 1.0000f, 0.3162f, 0.7612f, 1.0000f, 2.7000f, 0.7900f, 1.0000f, 0.2472f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 1.5758f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ALLEY \
{ 1.0000f, 0.3000f, 0.3162f, 0.7328f, 1.0000f, 1.4900f, 0.8600f, 1.0000f, 0.2500f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.9954f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.9500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FOREST \
{ 1.0000f, 0.3000f, 0.3162f, 0.0224f, 1.0000f, 1.4900f, 0.5400f, 1.0000f, 0.0525f, 0.1620f, { 0.0000f, 0.0000f, 0.0000f }, 0.7682f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY \
{ 1.0000f, 0.5000f, 0.3162f, 0.3981f, 1.0000f, 1.4900f, 0.6700f, 1.0000f, 0.0730f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1427f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_MOUNTAINS \
{ 1.0000f, 0.2700f, 0.3162f, 0.0562f, 1.0000f, 1.4900f, 0.2100f, 1.0000f, 0.0407f, 0.3000f, { 0.0000f, 0.0000f, 0.0000f }, 0.1919f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_QUARRY \
{ 1.0000f, 1.0000f, 0.3162f, 0.3162f, 1.0000f, 1.4900f, 0.8300f, 1.0000f, 0.0000f, 0.0610f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.7000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PLAIN \
{ 1.0000f, 0.2100f, 0.3162f, 0.1000f, 1.0000f, 1.4900f, 0.5000f, 1.0000f, 0.0585f, 0.1790f, { 0.0000f, 0.0000f, 0.0000f }, 0.1089f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PARKINGLOT \
{ 1.0000f, 1.0000f, 0.3162f, 1.0000f, 1.0000f, 1.6500f, 1.5000f, 1.0000f, 0.2082f, 0.0080f, { 0.0000f, 0.0000f, 0.0000f }, 0.2652f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_SEWERPIPE \
{ 0.3071f, 0.8000f, 0.3162f, 0.3162f, 1.0000f, 2.8100f, 0.1400f, 1.0000f, 1.6387f, 0.0140f, { 0.0000f, 0.0000f, 0.0000f }, 3.2471f, 0.0210f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_UNDERWATER \
{ 0.3645f, 1.0000f, 0.3162f, 0.0100f, 1.0000f, 1.4900f, 0.1000f, 1.0000f, 0.5963f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 7.0795f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 1.1800f, 0.3480f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRUGGED \
{ 0.4287f, 0.5000f, 0.3162f, 1.0000f, 1.0000f, 8.3900f, 1.3900f, 1.0000f, 0.8760f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 3.1081f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DIZZY \
{ 0.3645f, 0.6000f, 0.3162f, 0.6310f, 1.0000f, 17.2300f, 0.5600f, 1.0000f, 0.1392f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4937f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.8100f, 0.3100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PSYCHOTIC \
{ 0.0625f, 0.5000f, 0.3162f, 0.8404f, 1.0000f, 7.5600f, 0.9100f, 1.0000f, 0.4864f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 2.4378f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 4.0000f, 1.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* Castle Presets */
#define EFX_REVERB_PRESET_CASTLE_SMALLROOM \
{ 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 1.2200f, 0.8300f, 0.3100f, 0.8913f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_SHORTPASSAGE \
{ 1.0000f, 0.8900f, 0.3162f, 0.3162f, 0.1000f, 2.3200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_MEDIUMROOM \
{ 1.0000f, 0.9300f, 0.3162f, 0.2818f, 0.1000f, 2.0400f, 0.8300f, 0.4600f, 0.6310f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1550f, 0.0300f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_LARGEROOM \
{ 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.1259f, 2.5300f, 0.8300f, 0.5000f, 0.4467f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1850f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_LONGPASSAGE \
{ 1.0000f, 0.8900f, 0.3162f, 0.3981f, 0.1000f, 3.4200f, 0.8300f, 0.3100f, 0.8913f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_HALL \
{ 1.0000f, 0.8100f, 0.3162f, 0.2818f, 0.1778f, 3.1400f, 0.7900f, 0.6200f, 0.1778f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_CUPBOARD \
{ 1.0000f, 0.8900f, 0.3162f, 0.2818f, 0.1000f, 0.6700f, 0.8700f, 0.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 3.5481f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CASTLE_COURTYARD \
{ 1.0000f, 0.4200f, 0.3162f, 0.4467f, 0.1995f, 2.1300f, 0.6100f, 0.2300f, 0.2239f, 0.1600f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3700f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_CASTLE_ALCOVE \
{ 1.0000f, 0.8900f, 0.3162f, 0.5012f, 0.1000f, 1.6400f, 0.8700f, 0.3100f, 1.0000f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1380f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 5168.6001f, 139.5000f, 0.0000f, 0x1 }
/* Factory Presets */
#define EFX_REVERB_PRESET_FACTORY_SMALLROOM \
{ 0.3645f, 0.8200f, 0.3162f, 0.7943f, 0.5012f, 1.7200f, 0.6500f, 1.3100f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.1190f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_SHORTPASSAGE \
{ 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 2.5300f, 0.6500f, 1.3100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_MEDIUMROOM \
{ 0.4287f, 0.8200f, 0.2512f, 0.7943f, 0.5012f, 2.7600f, 0.6500f, 1.3100f, 0.2818f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1740f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_LARGEROOM \
{ 0.4287f, 0.7500f, 0.2512f, 0.7079f, 0.6310f, 4.2400f, 0.5100f, 1.3100f, 0.1778f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2310f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_LONGPASSAGE \
{ 0.3645f, 0.6400f, 0.2512f, 0.7943f, 0.5012f, 4.0600f, 0.6500f, 1.3100f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.1350f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_HALL \
{ 0.4287f, 0.7500f, 0.3162f, 0.7079f, 0.6310f, 7.4300f, 0.5100f, 1.3100f, 0.0631f, 0.0730f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_CUPBOARD \
{ 0.3071f, 0.6300f, 0.2512f, 0.7943f, 0.5012f, 0.4900f, 0.6500f, 1.3100f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.1070f, 0.0700f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_COURTYARD \
{ 0.3071f, 0.5700f, 0.3162f, 0.3162f, 0.6310f, 2.3200f, 0.2900f, 0.5600f, 0.2239f, 0.1400f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2900f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_FACTORY_ALCOVE \
{ 0.3645f, 0.5900f, 0.2512f, 0.7943f, 0.5012f, 3.1400f, 0.6500f, 1.3100f, 1.4125f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.1140f, 0.1000f, 0.2500f, 0.0000f, 0.9943f, 3762.6001f, 362.5000f, 0.0000f, 0x1 }
/* Ice Palace Presets */
#define EFX_REVERB_PRESET_ICEPALACE_SMALLROOM \
{ 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 1.5100f, 1.5300f, 0.2700f, 0.8913f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1640f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_SHORTPASSAGE \
{ 1.0000f, 0.7500f, 0.3162f, 0.5623f, 0.2818f, 1.7900f, 1.4600f, 0.2800f, 0.5012f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_MEDIUMROOM \
{ 1.0000f, 0.8700f, 0.3162f, 0.5623f, 0.4467f, 2.2200f, 1.5300f, 0.3200f, 0.3981f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_LARGEROOM \
{ 1.0000f, 0.8100f, 0.3162f, 0.5623f, 0.4467f, 3.1400f, 1.5300f, 0.3200f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0270f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_LONGPASSAGE \
{ 1.0000f, 0.7700f, 0.3162f, 0.5623f, 0.3981f, 3.0100f, 1.4600f, 0.2800f, 0.7943f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0250f, { 0.0000f, 0.0000f, 0.0000f }, 0.1860f, 0.0400f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_HALL \
{ 1.0000f, 0.7600f, 0.3162f, 0.4467f, 0.5623f, 5.4900f, 1.5300f, 0.3800f, 0.1122f, 0.0540f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0520f, { 0.0000f, 0.0000f, 0.0000f }, 0.2260f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_CUPBOARD \
{ 1.0000f, 0.8300f, 0.3162f, 0.5012f, 0.2239f, 0.7600f, 1.5300f, 0.2600f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1430f, 0.0800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_COURTYARD \
{ 1.0000f, 0.5900f, 0.3162f, 0.2818f, 0.3162f, 2.0400f, 1.2000f, 0.3800f, 0.3162f, 0.1730f, { 0.0000f, 0.0000f, 0.0000f }, 0.3162f, 0.0430f, { 0.0000f, 0.0000f, 0.0000f }, 0.2350f, 0.4800f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_ICEPALACE_ALCOVE \
{ 1.0000f, 0.8400f, 0.3162f, 0.5623f, 0.2818f, 2.7600f, 1.4600f, 0.2800f, 1.1220f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1610f, 0.0900f, 0.2500f, 0.0000f, 0.9943f, 12428.5000f, 99.6000f, 0.0000f, 0x1 }
/* Space Station Presets */
#define EFX_REVERB_PRESET_SPACESTATION_SMALLROOM \
{ 0.2109f, 0.7000f, 0.3162f, 0.7079f, 0.8913f, 1.7200f, 0.8200f, 0.5500f, 0.7943f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0130f, { 0.0000f, 0.0000f, 0.0000f }, 0.1880f, 0.2600f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_SHORTPASSAGE \
{ 0.2109f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 3.5700f, 0.5000f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.1720f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_MEDIUMROOM \
{ 0.2109f, 0.7500f, 0.3162f, 0.6310f, 0.8913f, 3.0100f, 0.5000f, 0.5500f, 0.3981f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2090f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_LARGEROOM \
{ 0.3645f, 0.8100f, 0.3162f, 0.6310f, 0.8913f, 3.8900f, 0.3800f, 0.6100f, 0.3162f, 0.0560f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0350f, { 0.0000f, 0.0000f, 0.0000f }, 0.2330f, 0.2800f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_LONGPASSAGE \
{ 0.4287f, 0.8200f, 0.3162f, 0.6310f, 0.8913f, 4.6200f, 0.6200f, 0.5500f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2300f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_HALL \
{ 0.4287f, 0.8700f, 0.3162f, 0.6310f, 0.8913f, 7.1100f, 0.3800f, 0.6100f, 0.1778f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2500f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_CUPBOARD \
{ 0.1715f, 0.5600f, 0.3162f, 0.7079f, 0.8913f, 0.7900f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.7783f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1810f, 0.3100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPACESTATION_ALCOVE \
{ 0.2109f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.1600f, 0.8100f, 0.5500f, 1.4125f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0180f, { 0.0000f, 0.0000f, 0.0000f }, 0.1920f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 3316.1001f, 458.2000f, 0.0000f, 0x1 }
/* Wooden Galleon Presets */
#define EFX_REVERB_PRESET_WOODEN_SMALLROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.1122f, 0.3162f, 0.7900f, 0.3200f, 0.8700f, 1.0000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_SHORTPASSAGE \
{ 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.7500f, 0.5000f, 0.8700f, 0.8913f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.6310f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_MEDIUMROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.2818f, 1.4700f, 0.4200f, 0.8200f, 0.8913f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_LARGEROOM \
{ 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.2818f, 2.6500f, 0.3300f, 0.8200f, 0.8913f, 0.0660f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_LONGPASSAGE \
{ 1.0000f, 1.0000f, 0.3162f, 0.1000f, 0.3162f, 1.9900f, 0.4000f, 0.7900f, 1.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.4467f, 0.0360f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_HALL \
{ 1.0000f, 1.0000f, 0.3162f, 0.0794f, 0.2818f, 3.4500f, 0.3000f, 0.8200f, 0.8913f, 0.0880f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_CUPBOARD \
{ 1.0000f, 1.0000f, 0.3162f, 0.1413f, 0.3162f, 0.5600f, 0.4600f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_COURTYARD \
{ 1.0000f, 0.6500f, 0.3162f, 0.0794f, 0.3162f, 1.7900f, 0.3500f, 0.7900f, 0.5623f, 0.1230f, { 0.0000f, 0.0000f, 0.0000f }, 0.1000f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_WOODEN_ALCOVE \
{ 1.0000f, 1.0000f, 0.3162f, 0.1259f, 0.3162f, 1.2200f, 0.6200f, 0.9100f, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 4705.0000f, 99.6000f, 0.0000f, 0x1 }
/* Sports Presets */
#define EFX_REVERB_PRESET_SPORT_EMPTYSTADIUM \
{ 1.0000f, 1.0000f, 0.3162f, 0.4467f, 0.7943f, 6.2600f, 0.5100f, 1.1000f, 0.0631f, 0.1830f, { 0.0000f, 0.0000f, 0.0000f }, 0.3981f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_SQUASHCOURT \
{ 1.0000f, 0.7500f, 0.3162f, 0.3162f, 0.7943f, 2.2200f, 0.9100f, 1.1600f, 0.4467f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.1260f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_SMALLSWIMMINGPOOL \
{ 1.0000f, 0.7000f, 0.3162f, 0.7943f, 0.8913f, 2.7600f, 1.2500f, 1.1400f, 0.6310f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_SPORT_LARGESWIMMINGPOOL \
{ 1.0000f, 0.8200f, 0.3162f, 0.7943f, 1.0000f, 5.4900f, 1.3100f, 1.1400f, 0.4467f, 0.0390f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2220f, 0.5500f, 1.1590f, 0.2100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_SPORT_GYMNASIUM \
{ 1.0000f, 0.8100f, 0.3162f, 0.4467f, 0.8913f, 3.1400f, 1.0600f, 1.3500f, 0.3981f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0450f, { 0.0000f, 0.0000f, 0.0000f }, 0.1460f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_FULLSTADIUM \
{ 1.0000f, 1.0000f, 0.3162f, 0.0708f, 0.7943f, 5.2500f, 0.1700f, 0.8000f, 0.1000f, 0.1880f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0380f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SPORT_STADIUMTANNOY \
{ 1.0000f, 0.7800f, 0.3162f, 0.5623f, 0.5012f, 2.5300f, 0.8800f, 0.6800f, 0.2818f, 0.2300f, { 0.0000f, 0.0000f, 0.0000f }, 0.5012f, 0.0630f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
/* Prefab Presets */
#define EFX_REVERB_PRESET_PREFAB_WORKSHOP \
{ 0.4287f, 1.0000f, 0.3162f, 0.1413f, 0.3981f, 0.7600f, 1.0000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PREFAB_SCHOOLROOM \
{ 0.4022f, 0.6900f, 0.3162f, 0.6310f, 0.5012f, 0.9800f, 0.4500f, 0.1800f, 1.4125f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PREFAB_PRACTISEROOM \
{ 0.4022f, 0.8700f, 0.3162f, 0.3981f, 0.5012f, 1.1200f, 0.5600f, 0.1800f, 1.2589f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0110f, { 0.0000f, 0.0000f, 0.0000f }, 0.0950f, 0.1400f, 0.2500f, 0.0000f, 0.9943f, 7176.8999f, 211.2000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PREFAB_OUTHOUSE \
{ 1.0000f, 0.8200f, 0.3162f, 0.1122f, 0.1585f, 1.3800f, 0.3800f, 0.3500f, 0.8913f, 0.0240f, { 0.0000f, 0.0000f, -0.0000f }, 0.6310f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.1210f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PREFAB_CARAVAN \
{ 1.0000f, 1.0000f, 0.3162f, 0.0891f, 0.1259f, 0.4300f, 1.5000f, 1.0000f, 1.0000f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 1.9953f, 0.0120f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* Dome and Pipe Presets */
#define EFX_REVERB_PRESET_DOME_TOMB \
{ 1.0000f, 0.7900f, 0.3162f, 0.3548f, 0.2239f, 4.1800f, 0.2100f, 0.1000f, 0.3868f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 1.6788f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.1770f, 0.1900f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PIPE_SMALL \
{ 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 5.0400f, 0.1000f, 0.1000f, 0.5012f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 2.5119f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DOME_SAINTPAULS \
{ 1.0000f, 0.8700f, 0.3162f, 0.3548f, 0.2239f, 10.4800f, 0.1900f, 0.1000f, 0.1778f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0420f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1200f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PIPE_LONGTHIN \
{ 0.2560f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 9.2100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_PIPE_LARGE \
{ 1.0000f, 1.0000f, 0.3162f, 0.3548f, 0.2239f, 8.4500f, 0.1000f, 0.1000f, 0.3981f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_PIPE_RESONANT \
{ 0.1373f, 0.9100f, 0.3162f, 0.4467f, 0.2818f, 6.8100f, 0.1800f, 0.1000f, 0.7079f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.0000f, 0.0220f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 20.0000f, 0.0000f, 0x0 }
/* Outdoors Presets */
#define EFX_REVERB_PRESET_OUTDOORS_BACKYARD \
{ 1.0000f, 0.4500f, 0.3162f, 0.2512f, 0.5012f, 1.1200f, 0.3400f, 0.4600f, 0.4467f, 0.0690f, { 0.0000f, 0.0000f, -0.0000f }, 0.7079f, 0.0230f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_ROLLINGPLAINS \
{ 1.0000f, 0.0000f, 0.3162f, 0.0112f, 0.6310f, 2.1300f, 0.2100f, 0.4600f, 0.1778f, 0.3000f, { 0.0000f, 0.0000f, -0.0000f }, 0.4467f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_DEEPCANYON \
{ 1.0000f, 0.7400f, 0.3162f, 0.1778f, 0.6310f, 3.8900f, 0.2100f, 0.4600f, 0.3162f, 0.2230f, { 0.0000f, 0.0000f, -0.0000f }, 0.3548f, 0.0190f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_CREEK \
{ 1.0000f, 0.3500f, 0.3162f, 0.1778f, 0.5012f, 2.1300f, 0.2100f, 0.4600f, 0.3981f, 0.1150f, { 0.0000f, 0.0000f, -0.0000f }, 0.1995f, 0.0310f, { 0.0000f, 0.0000f, 0.0000f }, 0.2180f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 4399.1001f, 242.9000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_OUTDOORS_VALLEY \
{ 1.0000f, 0.2800f, 0.3162f, 0.0282f, 0.1585f, 2.8800f, 0.2600f, 0.3500f, 0.1413f, 0.2630f, { 0.0000f, 0.0000f, -0.0000f }, 0.3981f, 0.1000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.3400f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
/* Mood Presets */
#define EFX_REVERB_PRESET_MOOD_HEAVEN \
{ 1.0000f, 0.9400f, 0.3162f, 0.7943f, 0.4467f, 5.0400f, 1.1200f, 0.5600f, 0.2427f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0290f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0800f, 2.7420f, 0.0500f, 0.9977f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_MOOD_HELL \
{ 1.0000f, 0.5700f, 0.3162f, 0.3548f, 0.4467f, 3.5700f, 0.4900f, 2.0000f, 0.0000f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1100f, 0.0400f, 2.1090f, 0.5200f, 0.9943f, 5000.0000f, 139.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_MOOD_MEMORY \
{ 1.0000f, 0.8500f, 0.3162f, 0.6310f, 0.3548f, 4.0600f, 0.8200f, 0.5600f, 0.0398f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.1220f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.4740f, 0.4500f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
/* Driving Presets */
#define EFX_REVERB_PRESET_DRIVING_COMMENTATOR \
{ 1.0000f, 0.0000f, 3.1623f, 0.5623f, 0.5012f, 2.4200f, 0.8800f, 0.6800f, 0.1995f, 0.0930f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0170f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 1.0000f, 0.2500f, 0.0000f, 0.9886f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_PITGARAGE \
{ 0.4287f, 0.5900f, 0.3162f, 0.7079f, 0.5623f, 1.7200f, 0.9300f, 0.8700f, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0160f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DRIVING_INCAR_RACER \
{ 0.0832f, 0.8000f, 0.3162f, 1.0000f, 0.7943f, 0.1700f, 2.0000f, 0.4100f, 1.7783f, 0.0070f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0150f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_INCAR_SPORTS \
{ 0.0832f, 0.8000f, 0.3162f, 0.6310f, 1.0000f, 0.1700f, 0.7500f, 0.4100f, 1.0000f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.5623f, 0.0000f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_INCAR_LUXURY \
{ 0.2560f, 1.0000f, 0.3162f, 0.1000f, 0.5012f, 0.1300f, 0.4100f, 0.4600f, 0.7943f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 1.5849f, 0.0100f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10268.2002f, 251.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_DRIVING_FULLGRANDSTAND \
{ 1.0000f, 1.0000f, 0.3162f, 0.2818f, 0.6310f, 3.0100f, 1.3700f, 1.2800f, 0.3548f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.1778f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DRIVING_EMPTYGRANDSTAND \
{ 1.0000f, 1.0000f, 0.3162f, 1.0000f, 0.7943f, 4.6200f, 1.7500f, 1.4000f, 0.2082f, 0.0900f, { 0.0000f, 0.0000f, 0.0000f }, 0.2512f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.0000f, 0.9943f, 10420.2002f, 250.0000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_DRIVING_TUNNEL \
{ 1.0000f, 0.8100f, 0.3162f, 0.3981f, 0.8913f, 3.4200f, 0.9400f, 1.3100f, 0.7079f, 0.0510f, { 0.0000f, 0.0000f, 0.0000f }, 0.7079f, 0.0470f, { 0.0000f, 0.0000f, 0.0000f }, 0.2140f, 0.0500f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 155.3000f, 0.0000f, 0x1 }
/* City Presets */
#define EFX_REVERB_PRESET_CITY_STREETS \
{ 1.0000f, 0.7800f, 0.3162f, 0.7079f, 0.8913f, 1.7900f, 1.1200f, 0.9100f, 0.2818f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 0.1995f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY_SUBWAY \
{ 1.0000f, 0.7400f, 0.3162f, 0.7079f, 0.8913f, 3.0100f, 1.2300f, 0.9100f, 0.7079f, 0.0460f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0280f, { 0.0000f, 0.0000f, 0.0000f }, 0.1250f, 0.2100f, 0.2500f, 0.0000f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY_MUSEUM \
{ 1.0000f, 0.8200f, 0.3162f, 0.1778f, 0.1778f, 3.2800f, 1.4000f, 0.5700f, 0.2512f, 0.0390f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0340f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_CITY_LIBRARY \
{ 1.0000f, 0.8200f, 0.3162f, 0.2818f, 0.0891f, 2.7600f, 0.8900f, 0.4100f, 0.3548f, 0.0290f, { 0.0000f, 0.0000f, -0.0000f }, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 0.1300f, 0.1700f, 0.2500f, 0.0000f, 0.9943f, 2854.3999f, 107.5000f, 0.0000f, 0x0 }
#define EFX_REVERB_PRESET_CITY_UNDERPASS \
{ 1.0000f, 0.8200f, 0.3162f, 0.4467f, 0.8913f, 3.5700f, 1.1200f, 0.9100f, 0.3981f, 0.0590f, { 0.0000f, 0.0000f, 0.0000f }, 0.8913f, 0.0370f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.1400f, 0.2500f, 0.0000f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CITY_ABANDONED \
{ 1.0000f, 0.6900f, 0.3162f, 0.7943f, 0.8913f, 3.2800f, 1.1700f, 0.9100f, 0.4467f, 0.0440f, { 0.0000f, 0.0000f, 0.0000f }, 0.2818f, 0.0240f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.2000f, 0.2500f, 0.0000f, 0.9966f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
/* Misc. Presets */
#define EFX_REVERB_PRESET_DUSTYROOM \
{ 0.3645f, 0.5600f, 0.3162f, 0.7943f, 0.7079f, 1.7900f, 0.3800f, 0.2100f, 0.5012f, 0.0020f, { 0.0000f, 0.0000f, 0.0000f }, 1.2589f, 0.0060f, { 0.0000f, 0.0000f, 0.0000f }, 0.2020f, 0.0500f, 0.2500f, 0.0000f, 0.9886f, 13046.0000f, 163.3000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_CHAPEL \
{ 1.0000f, 0.8400f, 0.3162f, 0.5623f, 1.0000f, 4.6200f, 0.6400f, 1.2300f, 0.4467f, 0.0320f, { 0.0000f, 0.0000f, 0.0000f }, 0.7943f, 0.0490f, { 0.0000f, 0.0000f, 0.0000f }, 0.2500f, 0.0000f, 0.2500f, 0.1100f, 0.9943f, 5000.0000f, 250.0000f, 0.0000f, 0x1 }
#define EFX_REVERB_PRESET_SMALLWATERROOM \
{ 1.0000f, 0.7000f, 0.3162f, 0.4477f, 1.0000f, 1.5100f, 1.2500f, 1.1400f, 0.8913f, 0.0200f, { 0.0000f, 0.0000f, 0.0000f }, 1.4125f, 0.0300f, { 0.0000f, 0.0000f, 0.0000f }, 0.1790f, 0.1500f, 0.8950f, 0.1900f, 0.9920f, 5000.0000f, 250.0000f, 0.0000f, 0x0 }
#endif /* EFX_PRESETS_H */

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#ifndef AL_EFX_H
#define AL_EFX_H
#ifdef __cplusplus
extern "C" {
#endif
#define ALC_EXT_EFX_NAME "ALC_EXT_EFX"
#define ALC_EFX_MAJOR_VERSION 0x20001
#define ALC_EFX_MINOR_VERSION 0x20002
#define ALC_MAX_AUXILIARY_SENDS 0x20003
/* Listener properties. */
#define AL_METERS_PER_UNIT 0x20004
/* Source properties. */
#define AL_DIRECT_FILTER 0x20005
#define AL_AUXILIARY_SEND_FILTER 0x20006
#define AL_AIR_ABSORPTION_FACTOR 0x20007
#define AL_ROOM_ROLLOFF_FACTOR 0x20008
#define AL_CONE_OUTER_GAINHF 0x20009
#define AL_DIRECT_FILTER_GAINHF_AUTO 0x2000A
#define AL_AUXILIARY_SEND_FILTER_GAIN_AUTO 0x2000B
#define AL_AUXILIARY_SEND_FILTER_GAINHF_AUTO 0x2000C
/* Effect properties. */
/* Reverb effect parameters */
#define AL_REVERB_DENSITY 0x0001
#define AL_REVERB_DIFFUSION 0x0002
#define AL_REVERB_GAIN 0x0003
#define AL_REVERB_GAINHF 0x0004
#define AL_REVERB_DECAY_TIME 0x0005
#define AL_REVERB_DECAY_HFRATIO 0x0006
#define AL_REVERB_REFLECTIONS_GAIN 0x0007
#define AL_REVERB_REFLECTIONS_DELAY 0x0008
#define AL_REVERB_LATE_REVERB_GAIN 0x0009
#define AL_REVERB_LATE_REVERB_DELAY 0x000A
#define AL_REVERB_AIR_ABSORPTION_GAINHF 0x000B
#define AL_REVERB_ROOM_ROLLOFF_FACTOR 0x000C
#define AL_REVERB_DECAY_HFLIMIT 0x000D
/* EAX Reverb effect parameters */
#define AL_EAXREVERB_DENSITY 0x0001
#define AL_EAXREVERB_DIFFUSION 0x0002
#define AL_EAXREVERB_GAIN 0x0003
#define AL_EAXREVERB_GAINHF 0x0004
#define AL_EAXREVERB_GAINLF 0x0005
#define AL_EAXREVERB_DECAY_TIME 0x0006
#define AL_EAXREVERB_DECAY_HFRATIO 0x0007
#define AL_EAXREVERB_DECAY_LFRATIO 0x0008
#define AL_EAXREVERB_REFLECTIONS_GAIN 0x0009
#define AL_EAXREVERB_REFLECTIONS_DELAY 0x000A
#define AL_EAXREVERB_REFLECTIONS_PAN 0x000B
#define AL_EAXREVERB_LATE_REVERB_GAIN 0x000C
#define AL_EAXREVERB_LATE_REVERB_DELAY 0x000D
#define AL_EAXREVERB_LATE_REVERB_PAN 0x000E
#define AL_EAXREVERB_ECHO_TIME 0x000F
#define AL_EAXREVERB_ECHO_DEPTH 0x0010
#define AL_EAXREVERB_MODULATION_TIME 0x0011
#define AL_EAXREVERB_MODULATION_DEPTH 0x0012
#define AL_EAXREVERB_AIR_ABSORPTION_GAINHF 0x0013
#define AL_EAXREVERB_HFREFERENCE 0x0014
#define AL_EAXREVERB_LFREFERENCE 0x0015
#define AL_EAXREVERB_ROOM_ROLLOFF_FACTOR 0x0016
#define AL_EAXREVERB_DECAY_HFLIMIT 0x0017
/* Chorus effect parameters */
#define AL_CHORUS_WAVEFORM 0x0001
#define AL_CHORUS_PHASE 0x0002
#define AL_CHORUS_RATE 0x0003
#define AL_CHORUS_DEPTH 0x0004
#define AL_CHORUS_FEEDBACK 0x0005
#define AL_CHORUS_DELAY 0x0006
/* Distortion effect parameters */
#define AL_DISTORTION_EDGE 0x0001
#define AL_DISTORTION_GAIN 0x0002
#define AL_DISTORTION_LOWPASS_CUTOFF 0x0003
#define AL_DISTORTION_EQCENTER 0x0004
#define AL_DISTORTION_EQBANDWIDTH 0x0005
/* Echo effect parameters */
#define AL_ECHO_DELAY 0x0001
#define AL_ECHO_LRDELAY 0x0002
#define AL_ECHO_DAMPING 0x0003
#define AL_ECHO_FEEDBACK 0x0004
#define AL_ECHO_SPREAD 0x0005
/* Flanger effect parameters */
#define AL_FLANGER_WAVEFORM 0x0001
#define AL_FLANGER_PHASE 0x0002
#define AL_FLANGER_RATE 0x0003
#define AL_FLANGER_DEPTH 0x0004
#define AL_FLANGER_FEEDBACK 0x0005
#define AL_FLANGER_DELAY 0x0006
/* Frequency shifter effect parameters */
#define AL_FREQUENCY_SHIFTER_FREQUENCY 0x0001
#define AL_FREQUENCY_SHIFTER_LEFT_DIRECTION 0x0002
#define AL_FREQUENCY_SHIFTER_RIGHT_DIRECTION 0x0003
/* Vocal morpher effect parameters */
#define AL_VOCAL_MORPHER_PHONEMEA 0x0001
#define AL_VOCAL_MORPHER_PHONEMEA_COARSE_TUNING 0x0002
#define AL_VOCAL_MORPHER_PHONEMEB 0x0003
#define AL_VOCAL_MORPHER_PHONEMEB_COARSE_TUNING 0x0004
#define AL_VOCAL_MORPHER_WAVEFORM 0x0005
#define AL_VOCAL_MORPHER_RATE 0x0006
/* Pitchshifter effect parameters */
#define AL_PITCH_SHIFTER_COARSE_TUNE 0x0001
#define AL_PITCH_SHIFTER_FINE_TUNE 0x0002
/* Ringmodulator effect parameters */
#define AL_RING_MODULATOR_FREQUENCY 0x0001
#define AL_RING_MODULATOR_HIGHPASS_CUTOFF 0x0002
#define AL_RING_MODULATOR_WAVEFORM 0x0003
/* Autowah effect parameters */
#define AL_AUTOWAH_ATTACK_TIME 0x0001
#define AL_AUTOWAH_RELEASE_TIME 0x0002
#define AL_AUTOWAH_RESONANCE 0x0003
#define AL_AUTOWAH_PEAK_GAIN 0x0004
/* Compressor effect parameters */
#define AL_COMPRESSOR_ONOFF 0x0001
/* Equalizer effect parameters */
#define AL_EQUALIZER_LOW_GAIN 0x0001
#define AL_EQUALIZER_LOW_CUTOFF 0x0002
#define AL_EQUALIZER_MID1_GAIN 0x0003
#define AL_EQUALIZER_MID1_CENTER 0x0004
#define AL_EQUALIZER_MID1_WIDTH 0x0005
#define AL_EQUALIZER_MID2_GAIN 0x0006
#define AL_EQUALIZER_MID2_CENTER 0x0007
#define AL_EQUALIZER_MID2_WIDTH 0x0008
#define AL_EQUALIZER_HIGH_GAIN 0x0009
#define AL_EQUALIZER_HIGH_CUTOFF 0x000A
/* Effect type */
#define AL_EFFECT_FIRST_PARAMETER 0x0000
#define AL_EFFECT_LAST_PARAMETER 0x8000
#define AL_EFFECT_TYPE 0x8001
/* Effect types, used with the AL_EFFECT_TYPE property */
#define AL_EFFECT_NULL 0x0000
#define AL_EFFECT_REVERB 0x0001
#define AL_EFFECT_CHORUS 0x0002
#define AL_EFFECT_DISTORTION 0x0003
#define AL_EFFECT_ECHO 0x0004
#define AL_EFFECT_FLANGER 0x0005
#define AL_EFFECT_FREQUENCY_SHIFTER 0x0006
#define AL_EFFECT_VOCAL_MORPHER 0x0007
#define AL_EFFECT_PITCH_SHIFTER 0x0008
#define AL_EFFECT_RING_MODULATOR 0x0009
#define AL_EFFECT_AUTOWAH 0x000A
#define AL_EFFECT_COMPRESSOR 0x000B
#define AL_EFFECT_EQUALIZER 0x000C
#define AL_EFFECT_EAXREVERB 0x8000
/* Auxiliary Effect Slot properties. */
#define AL_EFFECTSLOT_EFFECT 0x0001
#define AL_EFFECTSLOT_GAIN 0x0002
#define AL_EFFECTSLOT_AUXILIARY_SEND_AUTO 0x0003
/* NULL Auxiliary Slot ID to disable a source send. */
#define AL_EFFECTSLOT_NULL 0x0000
/* Filter properties. */
/* Lowpass filter parameters */
#define AL_LOWPASS_GAIN 0x0001
#define AL_LOWPASS_GAINHF 0x0002
/* Highpass filter parameters */
#define AL_HIGHPASS_GAIN 0x0001
#define AL_HIGHPASS_GAINLF 0x0002
/* Bandpass filter parameters */
#define AL_BANDPASS_GAIN 0x0001
#define AL_BANDPASS_GAINLF 0x0002
#define AL_BANDPASS_GAINHF 0x0003
/* Filter type */
#define AL_FILTER_FIRST_PARAMETER 0x0000
#define AL_FILTER_LAST_PARAMETER 0x8000
#define AL_FILTER_TYPE 0x8001
/* Filter types, used with the AL_FILTER_TYPE property */
#define AL_FILTER_NULL 0x0000
#define AL_FILTER_LOWPASS 0x0001
#define AL_FILTER_HIGHPASS 0x0002
#define AL_FILTER_BANDPASS 0x0003
/* Effect object function types. */
typedef void (AL_APIENTRY *LPALGENEFFECTS)(ALsizei, ALuint*);
typedef void (AL_APIENTRY *LPALDELETEEFFECTS)(ALsizei, const ALuint*);
typedef ALboolean (AL_APIENTRY *LPALISEFFECT)(ALuint);
typedef void (AL_APIENTRY *LPALEFFECTI)(ALuint, ALenum, ALint);
typedef void (AL_APIENTRY *LPALEFFECTIV)(ALuint, ALenum, const ALint*);
typedef void (AL_APIENTRY *LPALEFFECTF)(ALuint, ALenum, ALfloat);
typedef void (AL_APIENTRY *LPALEFFECTFV)(ALuint, ALenum, const ALfloat*);
typedef void (AL_APIENTRY *LPALGETEFFECTI)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETEFFECTIV)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETEFFECTF)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGETEFFECTFV)(ALuint, ALenum, ALfloat*);
/* Filter object function types. */
typedef void (AL_APIENTRY *LPALGENFILTERS)(ALsizei, ALuint*);
typedef void (AL_APIENTRY *LPALDELETEFILTERS)(ALsizei, const ALuint*);
typedef ALboolean (AL_APIENTRY *LPALISFILTER)(ALuint);
typedef void (AL_APIENTRY *LPALFILTERI)(ALuint, ALenum, ALint);
typedef void (AL_APIENTRY *LPALFILTERIV)(ALuint, ALenum, const ALint*);
typedef void (AL_APIENTRY *LPALFILTERF)(ALuint, ALenum, ALfloat);
typedef void (AL_APIENTRY *LPALFILTERFV)(ALuint, ALenum, const ALfloat*);
typedef void (AL_APIENTRY *LPALGETFILTERI)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETFILTERIV)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETFILTERF)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGETFILTERFV)(ALuint, ALenum, ALfloat*);
/* Auxiliary Effect Slot object function types. */
typedef void (AL_APIENTRY *LPALGENAUXILIARYEFFECTSLOTS)(ALsizei, ALuint*);
typedef void (AL_APIENTRY *LPALDELETEAUXILIARYEFFECTSLOTS)(ALsizei, const ALuint*);
typedef ALboolean (AL_APIENTRY *LPALISAUXILIARYEFFECTSLOT)(ALuint);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, const ALint*);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat);
typedef void (AL_APIENTRY *LPALAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, const ALfloat*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTI)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTIV)(ALuint, ALenum, ALint*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTF)(ALuint, ALenum, ALfloat*);
typedef void (AL_APIENTRY *LPALGETAUXILIARYEFFECTSLOTFV)(ALuint, ALenum, ALfloat*);
#ifdef AL_ALEXT_PROTOTYPES
AL_API ALvoid AL_APIENTRY alGenEffects(ALsizei n, ALuint *effects);
AL_API ALvoid AL_APIENTRY alDeleteEffects(ALsizei n, const ALuint *effects);
AL_API ALboolean AL_APIENTRY alIsEffect(ALuint effect);
AL_API ALvoid AL_APIENTRY alEffecti(ALuint effect, ALenum param, ALint iValue);
AL_API ALvoid AL_APIENTRY alEffectiv(ALuint effect, ALenum param, const ALint *piValues);
AL_API ALvoid AL_APIENTRY alEffectf(ALuint effect, ALenum param, ALfloat flValue);
AL_API ALvoid AL_APIENTRY alEffectfv(ALuint effect, ALenum param, const ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGetEffecti(ALuint effect, ALenum param, ALint *piValue);
AL_API ALvoid AL_APIENTRY alGetEffectiv(ALuint effect, ALenum param, ALint *piValues);
AL_API ALvoid AL_APIENTRY alGetEffectf(ALuint effect, ALenum param, ALfloat *pflValue);
AL_API ALvoid AL_APIENTRY alGetEffectfv(ALuint effect, ALenum param, ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGenFilters(ALsizei n, ALuint *filters);
AL_API ALvoid AL_APIENTRY alDeleteFilters(ALsizei n, const ALuint *filters);
AL_API ALboolean AL_APIENTRY alIsFilter(ALuint filter);
AL_API ALvoid AL_APIENTRY alFilteri(ALuint filter, ALenum param, ALint iValue);
AL_API ALvoid AL_APIENTRY alFilteriv(ALuint filter, ALenum param, const ALint *piValues);
AL_API ALvoid AL_APIENTRY alFilterf(ALuint filter, ALenum param, ALfloat flValue);
AL_API ALvoid AL_APIENTRY alFilterfv(ALuint filter, ALenum param, const ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGetFilteri(ALuint filter, ALenum param, ALint *piValue);
AL_API ALvoid AL_APIENTRY alGetFilteriv(ALuint filter, ALenum param, ALint *piValues);
AL_API ALvoid AL_APIENTRY alGetFilterf(ALuint filter, ALenum param, ALfloat *pflValue);
AL_API ALvoid AL_APIENTRY alGetFilterfv(ALuint filter, ALenum param, ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGenAuxiliaryEffectSlots(ALsizei n, ALuint *effectslots);
AL_API ALvoid AL_APIENTRY alDeleteAuxiliaryEffectSlots(ALsizei n, const ALuint *effectslots);
AL_API ALboolean AL_APIENTRY alIsAuxiliaryEffectSlot(ALuint effectslot);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint iValue);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, const ALint *piValues);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat flValue);
AL_API ALvoid AL_APIENTRY alAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, const ALfloat *pflValues);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSloti(ALuint effectslot, ALenum param, ALint *piValue);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotiv(ALuint effectslot, ALenum param, ALint *piValues);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotf(ALuint effectslot, ALenum param, ALfloat *pflValue);
AL_API ALvoid AL_APIENTRY alGetAuxiliaryEffectSlotfv(ALuint effectslot, ALenum param, ALfloat *pflValues);
#endif
/* Filter ranges and defaults. */
/* Lowpass filter */
#define AL_LOWPASS_MIN_GAIN (0.0f)
#define AL_LOWPASS_MAX_GAIN (1.0f)
#define AL_LOWPASS_DEFAULT_GAIN (1.0f)
#define AL_LOWPASS_MIN_GAINHF (0.0f)
#define AL_LOWPASS_MAX_GAINHF (1.0f)
#define AL_LOWPASS_DEFAULT_GAINHF (1.0f)
/* Highpass filter */
#define AL_HIGHPASS_MIN_GAIN (0.0f)
#define AL_HIGHPASS_MAX_GAIN (1.0f)
#define AL_HIGHPASS_DEFAULT_GAIN (1.0f)
#define AL_HIGHPASS_MIN_GAINLF (0.0f)
#define AL_HIGHPASS_MAX_GAINLF (1.0f)
#define AL_HIGHPASS_DEFAULT_GAINLF (1.0f)
/* Bandpass filter */
#define AL_BANDPASS_MIN_GAIN (0.0f)
#define AL_BANDPASS_MAX_GAIN (1.0f)
#define AL_BANDPASS_DEFAULT_GAIN (1.0f)
#define AL_BANDPASS_MIN_GAINHF (0.0f)
#define AL_BANDPASS_MAX_GAINHF (1.0f)
#define AL_BANDPASS_DEFAULT_GAINHF (1.0f)
#define AL_BANDPASS_MIN_GAINLF (0.0f)
#define AL_BANDPASS_MAX_GAINLF (1.0f)
#define AL_BANDPASS_DEFAULT_GAINLF (1.0f)
/* Effect parameter ranges and defaults. */
/* Standard reverb effect */
#define AL_REVERB_MIN_DENSITY (0.0f)
#define AL_REVERB_MAX_DENSITY (1.0f)
#define AL_REVERB_DEFAULT_DENSITY (1.0f)
#define AL_REVERB_MIN_DIFFUSION (0.0f)
#define AL_REVERB_MAX_DIFFUSION (1.0f)
#define AL_REVERB_DEFAULT_DIFFUSION (1.0f)
#define AL_REVERB_MIN_GAIN (0.0f)
#define AL_REVERB_MAX_GAIN (1.0f)
#define AL_REVERB_DEFAULT_GAIN (0.32f)
#define AL_REVERB_MIN_GAINHF (0.0f)
#define AL_REVERB_MAX_GAINHF (1.0f)
#define AL_REVERB_DEFAULT_GAINHF (0.89f)
#define AL_REVERB_MIN_DECAY_TIME (0.1f)
#define AL_REVERB_MAX_DECAY_TIME (20.0f)
#define AL_REVERB_DEFAULT_DECAY_TIME (1.49f)
#define AL_REVERB_MIN_DECAY_HFRATIO (0.1f)
#define AL_REVERB_MAX_DECAY_HFRATIO (2.0f)
#define AL_REVERB_DEFAULT_DECAY_HFRATIO (0.83f)
#define AL_REVERB_MIN_REFLECTIONS_GAIN (0.0f)
#define AL_REVERB_MAX_REFLECTIONS_GAIN (3.16f)
#define AL_REVERB_DEFAULT_REFLECTIONS_GAIN (0.05f)
#define AL_REVERB_MIN_REFLECTIONS_DELAY (0.0f)
#define AL_REVERB_MAX_REFLECTIONS_DELAY (0.3f)
#define AL_REVERB_DEFAULT_REFLECTIONS_DELAY (0.007f)
#define AL_REVERB_MIN_LATE_REVERB_GAIN (0.0f)
#define AL_REVERB_MAX_LATE_REVERB_GAIN (10.0f)
#define AL_REVERB_DEFAULT_LATE_REVERB_GAIN (1.26f)
#define AL_REVERB_MIN_LATE_REVERB_DELAY (0.0f)
#define AL_REVERB_MAX_LATE_REVERB_DELAY (0.1f)
#define AL_REVERB_DEFAULT_LATE_REVERB_DELAY (0.011f)
#define AL_REVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f)
#define AL_REVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f)
#define AL_REVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f)
#define AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f)
#define AL_REVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_REVERB_MIN_DECAY_HFLIMIT AL_FALSE
#define AL_REVERB_MAX_DECAY_HFLIMIT AL_TRUE
#define AL_REVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE
/* EAX reverb effect */
#define AL_EAXREVERB_MIN_DENSITY (0.0f)
#define AL_EAXREVERB_MAX_DENSITY (1.0f)
#define AL_EAXREVERB_DEFAULT_DENSITY (1.0f)
#define AL_EAXREVERB_MIN_DIFFUSION (0.0f)
#define AL_EAXREVERB_MAX_DIFFUSION (1.0f)
#define AL_EAXREVERB_DEFAULT_DIFFUSION (1.0f)
#define AL_EAXREVERB_MIN_GAIN (0.0f)
#define AL_EAXREVERB_MAX_GAIN (1.0f)
#define AL_EAXREVERB_DEFAULT_GAIN (0.32f)
#define AL_EAXREVERB_MIN_GAINHF (0.0f)
#define AL_EAXREVERB_MAX_GAINHF (1.0f)
#define AL_EAXREVERB_DEFAULT_GAINHF (0.89f)
#define AL_EAXREVERB_MIN_GAINLF (0.0f)
#define AL_EAXREVERB_MAX_GAINLF (1.0f)
#define AL_EAXREVERB_DEFAULT_GAINLF (1.0f)
#define AL_EAXREVERB_MIN_DECAY_TIME (0.1f)
#define AL_EAXREVERB_MAX_DECAY_TIME (20.0f)
#define AL_EAXREVERB_DEFAULT_DECAY_TIME (1.49f)
#define AL_EAXREVERB_MIN_DECAY_HFRATIO (0.1f)
#define AL_EAXREVERB_MAX_DECAY_HFRATIO (2.0f)
#define AL_EAXREVERB_DEFAULT_DECAY_HFRATIO (0.83f)
#define AL_EAXREVERB_MIN_DECAY_LFRATIO (0.1f)
#define AL_EAXREVERB_MAX_DECAY_LFRATIO (2.0f)
#define AL_EAXREVERB_DEFAULT_DECAY_LFRATIO (1.0f)
#define AL_EAXREVERB_MIN_REFLECTIONS_GAIN (0.0f)
#define AL_EAXREVERB_MAX_REFLECTIONS_GAIN (3.16f)
#define AL_EAXREVERB_DEFAULT_REFLECTIONS_GAIN (0.05f)
#define AL_EAXREVERB_MIN_REFLECTIONS_DELAY (0.0f)
#define AL_EAXREVERB_MAX_REFLECTIONS_DELAY (0.3f)
#define AL_EAXREVERB_DEFAULT_REFLECTIONS_DELAY (0.007f)
#define AL_EAXREVERB_DEFAULT_REFLECTIONS_PAN_XYZ (0.0f)
#define AL_EAXREVERB_MIN_LATE_REVERB_GAIN (0.0f)
#define AL_EAXREVERB_MAX_LATE_REVERB_GAIN (10.0f)
#define AL_EAXREVERB_DEFAULT_LATE_REVERB_GAIN (1.26f)
#define AL_EAXREVERB_MIN_LATE_REVERB_DELAY (0.0f)
#define AL_EAXREVERB_MAX_LATE_REVERB_DELAY (0.1f)
#define AL_EAXREVERB_DEFAULT_LATE_REVERB_DELAY (0.011f)
#define AL_EAXREVERB_DEFAULT_LATE_REVERB_PAN_XYZ (0.0f)
#define AL_EAXREVERB_MIN_ECHO_TIME (0.075f)
#define AL_EAXREVERB_MAX_ECHO_TIME (0.25f)
#define AL_EAXREVERB_DEFAULT_ECHO_TIME (0.25f)
#define AL_EAXREVERB_MIN_ECHO_DEPTH (0.0f)
#define AL_EAXREVERB_MAX_ECHO_DEPTH (1.0f)
#define AL_EAXREVERB_DEFAULT_ECHO_DEPTH (0.0f)
#define AL_EAXREVERB_MIN_MODULATION_TIME (0.04f)
#define AL_EAXREVERB_MAX_MODULATION_TIME (4.0f)
#define AL_EAXREVERB_DEFAULT_MODULATION_TIME (0.25f)
#define AL_EAXREVERB_MIN_MODULATION_DEPTH (0.0f)
#define AL_EAXREVERB_MAX_MODULATION_DEPTH (1.0f)
#define AL_EAXREVERB_DEFAULT_MODULATION_DEPTH (0.0f)
#define AL_EAXREVERB_MIN_AIR_ABSORPTION_GAINHF (0.892f)
#define AL_EAXREVERB_MAX_AIR_ABSORPTION_GAINHF (1.0f)
#define AL_EAXREVERB_DEFAULT_AIR_ABSORPTION_GAINHF (0.994f)
#define AL_EAXREVERB_MIN_HFREFERENCE (1000.0f)
#define AL_EAXREVERB_MAX_HFREFERENCE (20000.0f)
#define AL_EAXREVERB_DEFAULT_HFREFERENCE (5000.0f)
#define AL_EAXREVERB_MIN_LFREFERENCE (20.0f)
#define AL_EAXREVERB_MAX_LFREFERENCE (1000.0f)
#define AL_EAXREVERB_DEFAULT_LFREFERENCE (250.0f)
#define AL_EAXREVERB_MIN_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_EAXREVERB_MAX_ROOM_ROLLOFF_FACTOR (10.0f)
#define AL_EAXREVERB_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_EAXREVERB_MIN_DECAY_HFLIMIT AL_FALSE
#define AL_EAXREVERB_MAX_DECAY_HFLIMIT AL_TRUE
#define AL_EAXREVERB_DEFAULT_DECAY_HFLIMIT AL_TRUE
/* Chorus effect */
#define AL_CHORUS_WAVEFORM_SINUSOID (0)
#define AL_CHORUS_WAVEFORM_TRIANGLE (1)
#define AL_CHORUS_MIN_WAVEFORM (0)
#define AL_CHORUS_MAX_WAVEFORM (1)
#define AL_CHORUS_DEFAULT_WAVEFORM (1)
#define AL_CHORUS_MIN_PHASE (-180)
#define AL_CHORUS_MAX_PHASE (180)
#define AL_CHORUS_DEFAULT_PHASE (90)
#define AL_CHORUS_MIN_RATE (0.0f)
#define AL_CHORUS_MAX_RATE (10.0f)
#define AL_CHORUS_DEFAULT_RATE (1.1f)
#define AL_CHORUS_MIN_DEPTH (0.0f)
#define AL_CHORUS_MAX_DEPTH (1.0f)
#define AL_CHORUS_DEFAULT_DEPTH (0.1f)
#define AL_CHORUS_MIN_FEEDBACK (-1.0f)
#define AL_CHORUS_MAX_FEEDBACK (1.0f)
#define AL_CHORUS_DEFAULT_FEEDBACK (0.25f)
#define AL_CHORUS_MIN_DELAY (0.0f)
#define AL_CHORUS_MAX_DELAY (0.016f)
#define AL_CHORUS_DEFAULT_DELAY (0.016f)
/* Distortion effect */
#define AL_DISTORTION_MIN_EDGE (0.0f)
#define AL_DISTORTION_MAX_EDGE (1.0f)
#define AL_DISTORTION_DEFAULT_EDGE (0.2f)
#define AL_DISTORTION_MIN_GAIN (0.01f)
#define AL_DISTORTION_MAX_GAIN (1.0f)
#define AL_DISTORTION_DEFAULT_GAIN (0.05f)
#define AL_DISTORTION_MIN_LOWPASS_CUTOFF (80.0f)
#define AL_DISTORTION_MAX_LOWPASS_CUTOFF (24000.0f)
#define AL_DISTORTION_DEFAULT_LOWPASS_CUTOFF (8000.0f)
#define AL_DISTORTION_MIN_EQCENTER (80.0f)
#define AL_DISTORTION_MAX_EQCENTER (24000.0f)
#define AL_DISTORTION_DEFAULT_EQCENTER (3600.0f)
#define AL_DISTORTION_MIN_EQBANDWIDTH (80.0f)
#define AL_DISTORTION_MAX_EQBANDWIDTH (24000.0f)
#define AL_DISTORTION_DEFAULT_EQBANDWIDTH (3600.0f)
/* Echo effect */
#define AL_ECHO_MIN_DELAY (0.0f)
#define AL_ECHO_MAX_DELAY (0.207f)
#define AL_ECHO_DEFAULT_DELAY (0.1f)
#define AL_ECHO_MIN_LRDELAY (0.0f)
#define AL_ECHO_MAX_LRDELAY (0.404f)
#define AL_ECHO_DEFAULT_LRDELAY (0.1f)
#define AL_ECHO_MIN_DAMPING (0.0f)
#define AL_ECHO_MAX_DAMPING (0.99f)
#define AL_ECHO_DEFAULT_DAMPING (0.5f)
#define AL_ECHO_MIN_FEEDBACK (0.0f)
#define AL_ECHO_MAX_FEEDBACK (1.0f)
#define AL_ECHO_DEFAULT_FEEDBACK (0.5f)
#define AL_ECHO_MIN_SPREAD (-1.0f)
#define AL_ECHO_MAX_SPREAD (1.0f)
#define AL_ECHO_DEFAULT_SPREAD (-1.0f)
/* Flanger effect */
#define AL_FLANGER_WAVEFORM_SINUSOID (0)
#define AL_FLANGER_WAVEFORM_TRIANGLE (1)
#define AL_FLANGER_MIN_WAVEFORM (0)
#define AL_FLANGER_MAX_WAVEFORM (1)
#define AL_FLANGER_DEFAULT_WAVEFORM (1)
#define AL_FLANGER_MIN_PHASE (-180)
#define AL_FLANGER_MAX_PHASE (180)
#define AL_FLANGER_DEFAULT_PHASE (0)
#define AL_FLANGER_MIN_RATE (0.0f)
#define AL_FLANGER_MAX_RATE (10.0f)
#define AL_FLANGER_DEFAULT_RATE (0.27f)
#define AL_FLANGER_MIN_DEPTH (0.0f)
#define AL_FLANGER_MAX_DEPTH (1.0f)
#define AL_FLANGER_DEFAULT_DEPTH (1.0f)
#define AL_FLANGER_MIN_FEEDBACK (-1.0f)
#define AL_FLANGER_MAX_FEEDBACK (1.0f)
#define AL_FLANGER_DEFAULT_FEEDBACK (-0.5f)
#define AL_FLANGER_MIN_DELAY (0.0f)
#define AL_FLANGER_MAX_DELAY (0.004f)
#define AL_FLANGER_DEFAULT_DELAY (0.002f)
/* Frequency shifter effect */
#define AL_FREQUENCY_SHIFTER_MIN_FREQUENCY (0.0f)
#define AL_FREQUENCY_SHIFTER_MAX_FREQUENCY (24000.0f)
#define AL_FREQUENCY_SHIFTER_DEFAULT_FREQUENCY (0.0f)
#define AL_FREQUENCY_SHIFTER_MIN_LEFT_DIRECTION (0)
#define AL_FREQUENCY_SHIFTER_MAX_LEFT_DIRECTION (2)
#define AL_FREQUENCY_SHIFTER_DEFAULT_LEFT_DIRECTION (0)
#define AL_FREQUENCY_SHIFTER_DIRECTION_DOWN (0)
#define AL_FREQUENCY_SHIFTER_DIRECTION_UP (1)
#define AL_FREQUENCY_SHIFTER_DIRECTION_OFF (2)
#define AL_FREQUENCY_SHIFTER_MIN_RIGHT_DIRECTION (0)
#define AL_FREQUENCY_SHIFTER_MAX_RIGHT_DIRECTION (2)
#define AL_FREQUENCY_SHIFTER_DEFAULT_RIGHT_DIRECTION (0)
/* Vocal morpher effect */
#define AL_VOCAL_MORPHER_MIN_PHONEMEA (0)
#define AL_VOCAL_MORPHER_MAX_PHONEMEA (29)
#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA (0)
#define AL_VOCAL_MORPHER_MIN_PHONEMEA_COARSE_TUNING (-24)
#define AL_VOCAL_MORPHER_MAX_PHONEMEA_COARSE_TUNING (24)
#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEA_COARSE_TUNING (0)
#define AL_VOCAL_MORPHER_MIN_PHONEMEB (0)
#define AL_VOCAL_MORPHER_MAX_PHONEMEB (29)
#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB (10)
#define AL_VOCAL_MORPHER_MIN_PHONEMEB_COARSE_TUNING (-24)
#define AL_VOCAL_MORPHER_MAX_PHONEMEB_COARSE_TUNING (24)
#define AL_VOCAL_MORPHER_DEFAULT_PHONEMEB_COARSE_TUNING (0)
#define AL_VOCAL_MORPHER_PHONEME_A (0)
#define AL_VOCAL_MORPHER_PHONEME_E (1)
#define AL_VOCAL_MORPHER_PHONEME_I (2)
#define AL_VOCAL_MORPHER_PHONEME_O (3)
#define AL_VOCAL_MORPHER_PHONEME_U (4)
#define AL_VOCAL_MORPHER_PHONEME_AA (5)
#define AL_VOCAL_MORPHER_PHONEME_AE (6)
#define AL_VOCAL_MORPHER_PHONEME_AH (7)
#define AL_VOCAL_MORPHER_PHONEME_AO (8)
#define AL_VOCAL_MORPHER_PHONEME_EH (9)
#define AL_VOCAL_MORPHER_PHONEME_ER (10)
#define AL_VOCAL_MORPHER_PHONEME_IH (11)
#define AL_VOCAL_MORPHER_PHONEME_IY (12)
#define AL_VOCAL_MORPHER_PHONEME_UH (13)
#define AL_VOCAL_MORPHER_PHONEME_UW (14)
#define AL_VOCAL_MORPHER_PHONEME_B (15)
#define AL_VOCAL_MORPHER_PHONEME_D (16)
#define AL_VOCAL_MORPHER_PHONEME_F (17)
#define AL_VOCAL_MORPHER_PHONEME_G (18)
#define AL_VOCAL_MORPHER_PHONEME_J (19)
#define AL_VOCAL_MORPHER_PHONEME_K (20)
#define AL_VOCAL_MORPHER_PHONEME_L (21)
#define AL_VOCAL_MORPHER_PHONEME_M (22)
#define AL_VOCAL_MORPHER_PHONEME_N (23)
#define AL_VOCAL_MORPHER_PHONEME_P (24)
#define AL_VOCAL_MORPHER_PHONEME_R (25)
#define AL_VOCAL_MORPHER_PHONEME_S (26)
#define AL_VOCAL_MORPHER_PHONEME_T (27)
#define AL_VOCAL_MORPHER_PHONEME_V (28)
#define AL_VOCAL_MORPHER_PHONEME_Z (29)
#define AL_VOCAL_MORPHER_WAVEFORM_SINUSOID (0)
#define AL_VOCAL_MORPHER_WAVEFORM_TRIANGLE (1)
#define AL_VOCAL_MORPHER_WAVEFORM_SAWTOOTH (2)
#define AL_VOCAL_MORPHER_MIN_WAVEFORM (0)
#define AL_VOCAL_MORPHER_MAX_WAVEFORM (2)
#define AL_VOCAL_MORPHER_DEFAULT_WAVEFORM (0)
#define AL_VOCAL_MORPHER_MIN_RATE (0.0f)
#define AL_VOCAL_MORPHER_MAX_RATE (10.0f)
#define AL_VOCAL_MORPHER_DEFAULT_RATE (1.41f)
/* Pitch shifter effect */
#define AL_PITCH_SHIFTER_MIN_COARSE_TUNE (-12)
#define AL_PITCH_SHIFTER_MAX_COARSE_TUNE (12)
#define AL_PITCH_SHIFTER_DEFAULT_COARSE_TUNE (12)
#define AL_PITCH_SHIFTER_MIN_FINE_TUNE (-50)
#define AL_PITCH_SHIFTER_MAX_FINE_TUNE (50)
#define AL_PITCH_SHIFTER_DEFAULT_FINE_TUNE (0)
/* Ring modulator effect */
#define AL_RING_MODULATOR_MIN_FREQUENCY (0.0f)
#define AL_RING_MODULATOR_MAX_FREQUENCY (8000.0f)
#define AL_RING_MODULATOR_DEFAULT_FREQUENCY (440.0f)
#define AL_RING_MODULATOR_MIN_HIGHPASS_CUTOFF (0.0f)
#define AL_RING_MODULATOR_MAX_HIGHPASS_CUTOFF (24000.0f)
#define AL_RING_MODULATOR_DEFAULT_HIGHPASS_CUTOFF (800.0f)
#define AL_RING_MODULATOR_SINUSOID (0)
#define AL_RING_MODULATOR_SAWTOOTH (1)
#define AL_RING_MODULATOR_SQUARE (2)
#define AL_RING_MODULATOR_MIN_WAVEFORM (0)
#define AL_RING_MODULATOR_MAX_WAVEFORM (2)
#define AL_RING_MODULATOR_DEFAULT_WAVEFORM (0)
/* Autowah effect */
#define AL_AUTOWAH_MIN_ATTACK_TIME (0.0001f)
#define AL_AUTOWAH_MAX_ATTACK_TIME (1.0f)
#define AL_AUTOWAH_DEFAULT_ATTACK_TIME (0.06f)
#define AL_AUTOWAH_MIN_RELEASE_TIME (0.0001f)
#define AL_AUTOWAH_MAX_RELEASE_TIME (1.0f)
#define AL_AUTOWAH_DEFAULT_RELEASE_TIME (0.06f)
#define AL_AUTOWAH_MIN_RESONANCE (2.0f)
#define AL_AUTOWAH_MAX_RESONANCE (1000.0f)
#define AL_AUTOWAH_DEFAULT_RESONANCE (1000.0f)
#define AL_AUTOWAH_MIN_PEAK_GAIN (0.00003f)
#define AL_AUTOWAH_MAX_PEAK_GAIN (31621.0f)
#define AL_AUTOWAH_DEFAULT_PEAK_GAIN (11.22f)
/* Compressor effect */
#define AL_COMPRESSOR_MIN_ONOFF (0)
#define AL_COMPRESSOR_MAX_ONOFF (1)
#define AL_COMPRESSOR_DEFAULT_ONOFF (1)
/* Equalizer effect */
#define AL_EQUALIZER_MIN_LOW_GAIN (0.126f)
#define AL_EQUALIZER_MAX_LOW_GAIN (7.943f)
#define AL_EQUALIZER_DEFAULT_LOW_GAIN (1.0f)
#define AL_EQUALIZER_MIN_LOW_CUTOFF (50.0f)
#define AL_EQUALIZER_MAX_LOW_CUTOFF (800.0f)
#define AL_EQUALIZER_DEFAULT_LOW_CUTOFF (200.0f)
#define AL_EQUALIZER_MIN_MID1_GAIN (0.126f)
#define AL_EQUALIZER_MAX_MID1_GAIN (7.943f)
#define AL_EQUALIZER_DEFAULT_MID1_GAIN (1.0f)
#define AL_EQUALIZER_MIN_MID1_CENTER (200.0f)
#define AL_EQUALIZER_MAX_MID1_CENTER (3000.0f)
#define AL_EQUALIZER_DEFAULT_MID1_CENTER (500.0f)
#define AL_EQUALIZER_MIN_MID1_WIDTH (0.01f)
#define AL_EQUALIZER_MAX_MID1_WIDTH (1.0f)
#define AL_EQUALIZER_DEFAULT_MID1_WIDTH (1.0f)
#define AL_EQUALIZER_MIN_MID2_GAIN (0.126f)
#define AL_EQUALIZER_MAX_MID2_GAIN (7.943f)
#define AL_EQUALIZER_DEFAULT_MID2_GAIN (1.0f)
#define AL_EQUALIZER_MIN_MID2_CENTER (1000.0f)
#define AL_EQUALIZER_MAX_MID2_CENTER (8000.0f)
#define AL_EQUALIZER_DEFAULT_MID2_CENTER (3000.0f)
#define AL_EQUALIZER_MIN_MID2_WIDTH (0.01f)
#define AL_EQUALIZER_MAX_MID2_WIDTH (1.0f)
#define AL_EQUALIZER_DEFAULT_MID2_WIDTH (1.0f)
#define AL_EQUALIZER_MIN_HIGH_GAIN (0.126f)
#define AL_EQUALIZER_MAX_HIGH_GAIN (7.943f)
#define AL_EQUALIZER_DEFAULT_HIGH_GAIN (1.0f)
#define AL_EQUALIZER_MIN_HIGH_CUTOFF (4000.0f)
#define AL_EQUALIZER_MAX_HIGH_CUTOFF (16000.0f)
#define AL_EQUALIZER_DEFAULT_HIGH_CUTOFF (6000.0f)
/* Source parameter value ranges and defaults. */
#define AL_MIN_AIR_ABSORPTION_FACTOR (0.0f)
#define AL_MAX_AIR_ABSORPTION_FACTOR (10.0f)
#define AL_DEFAULT_AIR_ABSORPTION_FACTOR (0.0f)
#define AL_MIN_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_MAX_ROOM_ROLLOFF_FACTOR (10.0f)
#define AL_DEFAULT_ROOM_ROLLOFF_FACTOR (0.0f)
#define AL_MIN_CONE_OUTER_GAINHF (0.0f)
#define AL_MAX_CONE_OUTER_GAINHF (1.0f)
#define AL_DEFAULT_CONE_OUTER_GAINHF (1.0f)
#define AL_MIN_DIRECT_FILTER_GAINHF_AUTO AL_FALSE
#define AL_MAX_DIRECT_FILTER_GAINHF_AUTO AL_TRUE
#define AL_DEFAULT_DIRECT_FILTER_GAINHF_AUTO AL_TRUE
#define AL_MIN_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_FALSE
#define AL_MAX_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE
#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAIN_AUTO AL_TRUE
#define AL_MIN_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_FALSE
#define AL_MAX_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE
#define AL_DEFAULT_AUXILIARY_SEND_FILTER_GAINHF_AUTO AL_TRUE
/* Listener parameter value ranges and defaults. */
#define AL_MIN_METERS_PER_UNIT FLT_MIN
#define AL_MAX_METERS_PER_UNIT FLT_MAX
#define AL_DEFAULT_METERS_PER_UNIT (1.0f)
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* AL_EFX_H */

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Lib/Include/Box2D/Box2D.h Normal file
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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BOX2D_H
#define BOX2D_H
/**
\mainpage Box2D API Documentation
\section intro_sec Getting Started
For documentation please see http://box2d.org/documentation.html
For discussion please visit http://box2d.org/forum
*/
// These include files constitute the main Box2D API
#include <Box2D/Common/b2Settings.h>
#include <Box2D/Common/b2Draw.h>
#include <Box2D/Common/b2Timer.h>
#include <Box2D/Collision/Shapes/b2CircleShape.h>
#include <Box2D/Collision/Shapes/b2EdgeShape.h>
#include <Box2D/Collision/Shapes/b2ChainShape.h>
#include <Box2D/Collision/Shapes/b2PolygonShape.h>
#include <Box2D/Collision/b2BroadPhase.h>
#include <Box2D/Collision/b2Distance.h>
#include <Box2D/Collision/b2DynamicTree.h>
#include <Box2D/Collision/b2TimeOfImpact.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2Fixture.h>
#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include <Box2D/Dynamics/b2TimeStep.h>
#include <Box2D/Dynamics/b2World.h>
#include <Box2D/Dynamics/Contacts/b2Contact.h>
#include <Box2D/Dynamics/Joints/b2DistanceJoint.h>
#include <Box2D/Dynamics/Joints/b2FrictionJoint.h>
#include <Box2D/Dynamics/Joints/b2GearJoint.h>
#include <Box2D/Dynamics/Joints/b2MotorJoint.h>
#include <Box2D/Dynamics/Joints/b2MouseJoint.h>
#include <Box2D/Dynamics/Joints/b2PrismaticJoint.h>
#include <Box2D/Dynamics/Joints/b2PulleyJoint.h>
#include <Box2D/Dynamics/Joints/b2RevoluteJoint.h>
#include <Box2D/Dynamics/Joints/b2RopeJoint.h>
#include <Box2D/Dynamics/Joints/b2WeldJoint.h>
#include <Box2D/Dynamics/Joints/b2WheelJoint.h>
#endif

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/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CHAIN_SHAPE_H
#define B2_CHAIN_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
class b2EdgeShape;
/// A chain shape is a free form sequence of line segments.
/// The chain has two-sided collision, so you can use inside and outside collision.
/// Therefore, you may use any winding order.
/// Since there may be many vertices, they are allocated using b2Alloc.
/// Connectivity information is used to create smooth collisions.
/// WARNING: The chain will not collide properly if there are self-intersections.
class BOX2D_API b2ChainShape : public b2Shape
{
public:
b2ChainShape();
/// The destructor frees the vertices using b2Free.
~b2ChainShape();
/// Create a loop. This automatically adjusts connectivity.
/// @param vertices an array of vertices, these are copied
/// @param count the vertex count
void CreateLoop(const b2Vec2* vertices, int32 count);
/// Create a chain with isolated end vertices.
/// @param vertices an array of vertices, these are copied
/// @param count the vertex count
void CreateChain(const b2Vec2* vertices, int32 count);
/// Establish connectivity to a vertex that precedes the first vertex.
/// Don't call this for loops.
void SetPrevVertex(const b2Vec2& prevVertex);
/// Establish connectivity to a vertex that follows the last vertex.
/// Don't call this for loops.
void SetNextVertex(const b2Vec2& nextVertex);
/// Implement b2Shape. Vertices are cloned using b2Alloc.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Get a child edge.
void GetChildEdge(b2EdgeShape* edge, int32 index) const;
/// This always return false.
/// @see b2Shape::TestPoint
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// Chains have zero mass.
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// The vertices. Owned by this class.
b2Vec2* m_vertices;
/// The vertex count.
int32 m_count;
b2Vec2 m_prevVertex, m_nextVertex;
bool m_hasPrevVertex, m_hasNextVertex;
};
inline b2ChainShape::b2ChainShape()
{
m_type = e_chain;
m_radius = b2_polygonRadius;
m_vertices = NULL;
m_count = 0;
m_hasPrevVertex = false;
m_hasNextVertex = false;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CIRCLE_SHAPE_H
#define B2_CIRCLE_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
/// A circle shape.
class BOX2D_API b2CircleShape : public b2Shape
{
public:
b2CircleShape();
/// Implement b2Shape.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Implement b2Shape.
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// Get the supporting vertex index in the given direction.
int32 GetSupport(const b2Vec2& d) const;
/// Get the supporting vertex in the given direction.
const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
/// Get the vertex count.
int32 GetVertexCount() const { return 1; }
/// Get a vertex by index. Used by b2Distance.
const b2Vec2& GetVertex(int32 index) const;
/// Position
b2Vec2 m_p;
};
inline b2CircleShape::b2CircleShape()
{
m_type = e_circle;
m_radius = 0.0f;
m_p.SetZero();
}
inline int32 b2CircleShape::GetSupport(const b2Vec2 &d) const
{
B2_NOT_USED(d);
return 0;
}
inline const b2Vec2& b2CircleShape::GetSupportVertex(const b2Vec2 &d) const
{
B2_NOT_USED(d);
return m_p;
}
inline const b2Vec2& b2CircleShape::GetVertex(int32 index) const
{
B2_NOT_USED(index);
b2Assert(index == 0);
return m_p;
}
#endif

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/*
* Copyright (c) 2006-2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_EDGE_SHAPE_H
#define B2_EDGE_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
/// A line segment (edge) shape. These can be connected in chains or loops
/// to other edge shapes. The connectivity information is used to ensure
/// correct contact normals.
class BOX2D_API b2EdgeShape : public b2Shape
{
public:
b2EdgeShape();
/// Set this as an isolated edge.
void Set(const b2Vec2& v1, const b2Vec2& v2);
/// Implement b2Shape.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// @see b2Shape::TestPoint
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// These are the edge vertices
b2Vec2 m_vertex1, m_vertex2;
/// Optional adjacent vertices. These are used for smooth collision.
b2Vec2 m_vertex0, m_vertex3;
bool m_hasVertex0, m_hasVertex3;
};
inline b2EdgeShape::b2EdgeShape()
{
m_type = e_edge;
m_radius = b2_polygonRadius;
m_vertex0.x = 0.0f;
m_vertex0.y = 0.0f;
m_vertex3.x = 0.0f;
m_vertex3.y = 0.0f;
m_hasVertex0 = false;
m_hasVertex3 = false;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_POLYGON_SHAPE_H
#define B2_POLYGON_SHAPE_H
#include <Box2D/Collision/Shapes/b2Shape.h>
/// A convex polygon. It is assumed that the interior of the polygon is to
/// the left of each edge.
/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
/// In most cases you should not need many vertices for a convex polygon.
class BOX2D_API b2PolygonShape : public b2Shape
{
public:
b2PolygonShape();
/// Implement b2Shape.
b2Shape* Clone(b2BlockAllocator* allocator) const;
/// @see b2Shape::GetChildCount
int32 GetChildCount() const;
/// Create a convex hull from the given array of local points.
/// The count must be in the range [3, b2_maxPolygonVertices].
/// @warning the points may be re-ordered, even if they form a convex polygon
/// @warning collinear points are handled but not removed. Collinear points
/// may lead to poor stacking behavior.
void Set(const b2Vec2* points, int32 count);
/// Build vertices to represent an axis-aligned box centered on the local origin.
/// @param hx the half-width.
/// @param hy the half-height.
void SetAsBox(float32 hx, float32 hy);
/// Build vertices to represent an oriented box.
/// @param hx the half-width.
/// @param hy the half-height.
/// @param center the center of the box in local coordinates.
/// @param angle the rotation of the box in local coordinates.
void SetAsBox(float32 hx, float32 hy, const b2Vec2& center, float32 angle);
/// @see b2Shape::TestPoint
bool TestPoint(const b2Transform& transform, const b2Vec2& p) const;
/// Implement b2Shape.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeAABB
void ComputeAABB(b2AABB* aabb, const b2Transform& transform, int32 childIndex) const;
/// @see b2Shape::ComputeMass
void ComputeMass(b2MassData* massData, float32 density) const;
/// Get the vertex count.
int32 GetVertexCount() const { return m_count; }
/// Get a vertex by index.
const b2Vec2& GetVertex(int32 index) const;
/// Validate convexity. This is a very time consuming operation.
/// @returns true if valid
bool Validate() const;
b2Vec2 m_centroid;
b2Vec2 m_vertices[b2_maxPolygonVertices];
b2Vec2 m_normals[b2_maxPolygonVertices];
int32 m_count;
};
inline b2PolygonShape::b2PolygonShape()
{
m_type = e_polygon;
m_radius = b2_polygonRadius;
m_count = 0;
m_centroid.SetZero();
}
inline const b2Vec2& b2PolygonShape::GetVertex(int32 index) const
{
b2Assert(0 <= index && index < m_count);
return m_vertices[index];
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_SHAPE_H
#define B2_SHAPE_H
#include <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
/// This holds the mass data computed for a shape.
struct b2MassData
{
/// The mass of the shape, usually in kilograms.
float32 mass;
/// The position of the shape's centroid relative to the shape's origin.
b2Vec2 center;
/// The rotational inertia of the shape about the local origin.
float32 I;
};
/// A shape is used for collision detection. You can create a shape however you like.
/// Shapes used for simulation in b2World are created automatically when a b2Fixture
/// is created. Shapes may encapsulate a one or more child shapes.
class BOX2D_API b2Shape
{
public:
enum Type
{
e_circle = 0,
e_edge = 1,
e_polygon = 2,
e_chain = 3,
e_typeCount = 4
};
virtual ~b2Shape() {}
/// Clone the concrete shape using the provided allocator.
virtual b2Shape* Clone(b2BlockAllocator* allocator) const = 0;
/// Get the type of this shape. You can use this to down cast to the concrete shape.
/// @return the shape type.
Type GetType() const;
/// Get the number of child primitives.
virtual int32 GetChildCount() const = 0;
/// Test a point for containment in this shape. This only works for convex shapes.
/// @param xf the shape world transform.
/// @param p a point in world coordinates.
virtual bool TestPoint(const b2Transform& xf, const b2Vec2& p) const = 0;
/// Cast a ray against a child shape.
/// @param output the ray-cast results.
/// @param input the ray-cast input parameters.
/// @param transform the transform to be applied to the shape.
/// @param childIndex the child shape index
virtual bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& transform, int32 childIndex) const = 0;
/// Given a transform, compute the associated axis aligned bounding box for a child shape.
/// @param aabb returns the axis aligned box.
/// @param xf the world transform of the shape.
/// @param childIndex the child shape
virtual void ComputeAABB(b2AABB* aabb, const b2Transform& xf, int32 childIndex) const = 0;
/// Compute the mass properties of this shape using its dimensions and density.
/// The inertia tensor is computed about the local origin.
/// @param massData returns the mass data for this shape.
/// @param density the density in kilograms per meter squared.
virtual void ComputeMass(b2MassData* massData, float32 density) const = 0;
Type m_type;
float32 m_radius;
};
inline b2Shape::Type b2Shape::GetType() const
{
return m_type;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_BROAD_PHASE_H
#define B2_BROAD_PHASE_H
#include <Box2D/Common/b2Settings.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/b2DynamicTree.h>
#include <algorithm>
struct b2Pair
{
int32 proxyIdA;
int32 proxyIdB;
};
/// The broad-phase is used for computing pairs and performing volume queries and ray casts.
/// This broad-phase does not persist pairs. Instead, this reports potentially new pairs.
/// It is up to the client to consume the new pairs and to track subsequent overlap.
class BOX2D_API b2BroadPhase
{
public:
enum
{
e_nullProxy = -1
};
b2BroadPhase();
~b2BroadPhase();
/// Create a proxy with an initial AABB. Pairs are not reported until
/// UpdatePairs is called.
int32 CreateProxy(const b2AABB& aabb, void* userData);
/// Destroy a proxy. It is up to the client to remove any pairs.
void DestroyProxy(int32 proxyId);
/// Call MoveProxy as many times as you like, then when you are done
/// call UpdatePairs to finalized the proxy pairs (for your time step).
void MoveProxy(int32 proxyId, const b2AABB& aabb, const b2Vec2& displacement);
/// Call to trigger a re-processing of it's pairs on the next call to UpdatePairs.
void TouchProxy(int32 proxyId);
/// Get the fat AABB for a proxy.
const b2AABB& GetFatAABB(int32 proxyId) const;
/// Get user data from a proxy. Returns NULL if the id is invalid.
void* GetUserData(int32 proxyId) const;
/// Test overlap of fat AABBs.
bool TestOverlap(int32 proxyIdA, int32 proxyIdB) const;
/// Get the number of proxies.
int32 GetProxyCount() const;
/// Update the pairs. This results in pair callbacks. This can only add pairs.
template <typename T>
void UpdatePairs(T* callback);
/// Query an AABB for overlapping proxies. The callback class
/// is called for each proxy that overlaps the supplied AABB.
template <typename T>
void Query(T* callback, const b2AABB& aabb) const;
/// Ray-cast against the proxies in the tree. This relies on the callback
/// to perform a exact ray-cast in the case were the proxy contains a shape.
/// The callback also performs the any collision filtering. This has performance
/// roughly equal to k * log(n), where k is the number of collisions and n is the
/// number of proxies in the tree.
/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
/// @param callback a callback class that is called for each proxy that is hit by the ray.
template <typename T>
void RayCast(T* callback, const b2RayCastInput& input) const;
/// Get the height of the embedded tree.
int32 GetTreeHeight() const;
/// Get the balance of the embedded tree.
int32 GetTreeBalance() const;
/// Get the quality metric of the embedded tree.
float32 GetTreeQuality() const;
/// Shift the world origin. Useful for large worlds.
/// The shift formula is: position -= newOrigin
/// @param newOrigin the new origin with respect to the old origin
void ShiftOrigin(const b2Vec2& newOrigin);
private:
friend class b2DynamicTree;
void BufferMove(int32 proxyId);
void UnBufferMove(int32 proxyId);
bool QueryCallback(int32 proxyId);
b2DynamicTree m_tree;
int32 m_proxyCount;
int32* m_moveBuffer;
int32 m_moveCapacity;
int32 m_moveCount;
b2Pair* m_pairBuffer;
int32 m_pairCapacity;
int32 m_pairCount;
int32 m_queryProxyId;
};
/// This is used to sort pairs.
inline bool b2PairLessThan(const b2Pair& pair1, const b2Pair& pair2)
{
if (pair1.proxyIdA < pair2.proxyIdA)
{
return true;
}
if (pair1.proxyIdA == pair2.proxyIdA)
{
return pair1.proxyIdB < pair2.proxyIdB;
}
return false;
}
inline void* b2BroadPhase::GetUserData(int32 proxyId) const
{
return m_tree.GetUserData(proxyId);
}
inline bool b2BroadPhase::TestOverlap(int32 proxyIdA, int32 proxyIdB) const
{
const b2AABB& aabbA = m_tree.GetFatAABB(proxyIdA);
const b2AABB& aabbB = m_tree.GetFatAABB(proxyIdB);
return b2TestOverlap(aabbA, aabbB);
}
inline const b2AABB& b2BroadPhase::GetFatAABB(int32 proxyId) const
{
return m_tree.GetFatAABB(proxyId);
}
inline int32 b2BroadPhase::GetProxyCount() const
{
return m_proxyCount;
}
inline int32 b2BroadPhase::GetTreeHeight() const
{
return m_tree.GetHeight();
}
inline int32 b2BroadPhase::GetTreeBalance() const
{
return m_tree.GetMaxBalance();
}
inline float32 b2BroadPhase::GetTreeQuality() const
{
return m_tree.GetAreaRatio();
}
template <typename T>
void b2BroadPhase::UpdatePairs(T* callback)
{
// Reset pair buffer
m_pairCount = 0;
// Perform tree queries for all moving proxies.
for (int32 i = 0; i < m_moveCount; ++i)
{
m_queryProxyId = m_moveBuffer[i];
if (m_queryProxyId == e_nullProxy)
{
continue;
}
// We have to query the tree with the fat AABB so that
// we don't fail to create a pair that may touch later.
const b2AABB& fatAABB = m_tree.GetFatAABB(m_queryProxyId);
// Query tree, create pairs and add them pair buffer.
m_tree.Query(this, fatAABB);
}
// Reset move buffer
m_moveCount = 0;
// Sort the pair buffer to expose duplicates.
std::sort(m_pairBuffer, m_pairBuffer + m_pairCount, b2PairLessThan);
// Send the pairs back to the client.
int32 i = 0;
while (i < m_pairCount)
{
b2Pair* primaryPair = m_pairBuffer + i;
void* userDataA = m_tree.GetUserData(primaryPair->proxyIdA);
void* userDataB = m_tree.GetUserData(primaryPair->proxyIdB);
callback->AddPair(userDataA, userDataB);
++i;
// Skip any duplicate pairs.
while (i < m_pairCount)
{
b2Pair* pair = m_pairBuffer + i;
if (pair->proxyIdA != primaryPair->proxyIdA || pair->proxyIdB != primaryPair->proxyIdB)
{
break;
}
++i;
}
}
// Try to keep the tree balanced.
//m_tree.Rebalance(4);
}
template <typename T>
inline void b2BroadPhase::Query(T* callback, const b2AABB& aabb) const
{
m_tree.Query(callback, aabb);
}
template <typename T>
inline void b2BroadPhase::RayCast(T* callback, const b2RayCastInput& input) const
{
m_tree.RayCast(callback, input);
}
inline void b2BroadPhase::ShiftOrigin(const b2Vec2& newOrigin)
{
m_tree.ShiftOrigin(newOrigin);
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_COLLISION_H
#define B2_COLLISION_H
#include <Box2D/Common/b2Math.h>
#include <limits.h>
/// @file
/// Structures and functions used for computing contact points, distance
/// queries, and TOI queries.
class b2Shape;
class b2CircleShape;
class b2EdgeShape;
class b2PolygonShape;
const uint8 b2_nullFeature = UCHAR_MAX;
/// The features that intersect to form the contact point
/// This must be 4 bytes or less.
struct b2ContactFeature
{
enum Type
{
e_vertex = 0,
e_face = 1
};
uint8 indexA; ///< Feature index on shapeA
uint8 indexB; ///< Feature index on shapeB
uint8 typeA; ///< The feature type on shapeA
uint8 typeB; ///< The feature type on shapeB
};
/// Contact ids to facilitate warm starting.
union b2ContactID
{
b2ContactFeature cf;
uint32 key; ///< Used to quickly compare contact ids.
};
/// A manifold point is a contact point belonging to a contact
/// manifold. It holds details related to the geometry and dynamics
/// of the contact points.
/// The local point usage depends on the manifold type:
/// -e_circles: the local center of circleB
/// -e_faceA: the local center of cirlceB or the clip point of polygonB
/// -e_faceB: the clip point of polygonA
/// This structure is stored across time steps, so we keep it small.
/// Note: the impulses are used for internal caching and may not
/// provide reliable contact forces, especially for high speed collisions.
struct b2ManifoldPoint
{
b2Vec2 localPoint; ///< usage depends on manifold type
float32 normalImpulse; ///< the non-penetration impulse
float32 tangentImpulse; ///< the friction impulse
b2ContactID id; ///< uniquely identifies a contact point between two shapes
};
/// A manifold for two touching convex shapes.
/// Box2D supports multiple types of contact:
/// - clip point versus plane with radius
/// - point versus point with radius (circles)
/// The local point usage depends on the manifold type:
/// -e_circles: the local center of circleA
/// -e_faceA: the center of faceA
/// -e_faceB: the center of faceB
/// Similarly the local normal usage:
/// -e_circles: not used
/// -e_faceA: the normal on polygonA
/// -e_faceB: the normal on polygonB
/// We store contacts in this way so that position correction can
/// account for movement, which is critical for continuous physics.
/// All contact scenarios must be expressed in one of these types.
/// This structure is stored across time steps, so we keep it small.
struct b2Manifold
{
enum Type
{
e_circles,
e_faceA,
e_faceB
};
b2ManifoldPoint points[b2_maxManifoldPoints]; ///< the points of contact
b2Vec2 localNormal; ///< not use for Type::e_points
b2Vec2 localPoint; ///< usage depends on manifold type
Type type;
int32 pointCount; ///< the number of manifold points
};
/// This is used to compute the current state of a contact manifold.
struct BOX2D_API b2WorldManifold
{
/// Evaluate the manifold with supplied transforms. This assumes
/// modest motion from the original state. This does not change the
/// point count, impulses, etc. The radii must come from the shapes
/// that generated the manifold.
void Initialize(const b2Manifold* manifold,
const b2Transform& xfA, float32 radiusA,
const b2Transform& xfB, float32 radiusB);
b2Vec2 normal; ///< world vector pointing from A to B
b2Vec2 points[b2_maxManifoldPoints]; ///< world contact point (point of intersection)
float32 separations[b2_maxManifoldPoints]; ///< a negative value indicates overlap, in meters
};
/// This is used for determining the state of contact points.
enum b2PointState
{
b2_nullState, ///< point does not exist
b2_addState, ///< point was added in the update
b2_persistState, ///< point persisted across the update
b2_removeState ///< point was removed in the update
};
/// Compute the point states given two manifolds. The states pertain to the transition from manifold1
/// to manifold2. So state1 is either persist or remove while state2 is either add or persist.
BOX2D_API void b2GetPointStates(b2PointState state1[b2_maxManifoldPoints], b2PointState state2[b2_maxManifoldPoints],
const b2Manifold* manifold1, const b2Manifold* manifold2);
/// Used for computing contact manifolds.
struct b2ClipVertex
{
b2Vec2 v;
b2ContactID id;
};
/// Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
struct b2RayCastInput
{
b2Vec2 p1, p2;
float32 maxFraction;
};
/// Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and p2
/// come from b2RayCastInput.
struct b2RayCastOutput
{
b2Vec2 normal;
float32 fraction;
};
/// An axis aligned bounding box.
struct BOX2D_API b2AABB
{
/// Verify that the bounds are sorted.
bool IsValid() const;
/// Get the center of the AABB.
b2Vec2 GetCenter() const
{
return 0.5f * (lowerBound + upperBound);
}
/// Get the extents of the AABB (half-widths).
b2Vec2 GetExtents() const
{
return 0.5f * (upperBound - lowerBound);
}
/// Get the perimeter length
float32 GetPerimeter() const
{
float32 wx = upperBound.x - lowerBound.x;
float32 wy = upperBound.y - lowerBound.y;
return 2.0f * (wx + wy);
}
/// Combine an AABB into this one.
void Combine(const b2AABB& aabb)
{
lowerBound = b2Min(lowerBound, aabb.lowerBound);
upperBound = b2Max(upperBound, aabb.upperBound);
}
/// Combine two AABBs into this one.
void Combine(const b2AABB& aabb1, const b2AABB& aabb2)
{
lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound);
upperBound = b2Max(aabb1.upperBound, aabb2.upperBound);
}
/// Does this aabb contain the provided AABB.
bool Contains(const b2AABB& aabb) const
{
bool result = true;
result = result && lowerBound.x <= aabb.lowerBound.x;
result = result && lowerBound.y <= aabb.lowerBound.y;
result = result && aabb.upperBound.x <= upperBound.x;
result = result && aabb.upperBound.y <= upperBound.y;
return result;
}
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input) const;
b2Vec2 lowerBound; ///< the lower vertex
b2Vec2 upperBound; ///< the upper vertex
};
/// Compute the collision manifold between two circles.
BOX2D_API void b2CollideCircles(b2Manifold* manifold,
const b2CircleShape* circleA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB);
/// Compute the collision manifold between a polygon and a circle.
BOX2D_API void b2CollidePolygonAndCircle(b2Manifold* manifold,
const b2PolygonShape* polygonA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB);
/// Compute the collision manifold between two polygons.
BOX2D_API void b2CollidePolygons(b2Manifold* manifold,
const b2PolygonShape* polygonA, const b2Transform& xfA,
const b2PolygonShape* polygonB, const b2Transform& xfB);
/// Compute the collision manifold between an edge and a circle.
BOX2D_API void b2CollideEdgeAndCircle(b2Manifold* manifold,
const b2EdgeShape* polygonA, const b2Transform& xfA,
const b2CircleShape* circleB, const b2Transform& xfB);
/// Compute the collision manifold between an edge and a circle.
BOX2D_API void b2CollideEdgeAndPolygon(b2Manifold* manifold,
const b2EdgeShape* edgeA, const b2Transform& xfA,
const b2PolygonShape* circleB, const b2Transform& xfB);
/// Clipping for contact manifolds.
BOX2D_API int32 b2ClipSegmentToLine(b2ClipVertex vOut[2], const b2ClipVertex vIn[2],
const b2Vec2& normal, float32 offset, int32 vertexIndexA);
/// Determine if two generic shapes overlap.
BOX2D_API bool b2TestOverlap( const b2Shape* shapeA, int32 indexA,
const b2Shape* shapeB, int32 indexB,
const b2Transform& xfA, const b2Transform& xfB);
// ---------------- Inline Functions ------------------------------------------
inline bool b2AABB::IsValid() const
{
b2Vec2 d = upperBound - lowerBound;
bool valid = d.x >= 0.0f && d.y >= 0.0f;
valid = valid && lowerBound.IsValid() && upperBound.IsValid();
return valid;
}
inline bool b2TestOverlap(const b2AABB& a, const b2AABB& b)
{
b2Vec2 d1, d2;
d1 = b.lowerBound - a.upperBound;
d2 = a.lowerBound - b.upperBound;
if (d1.x > 0.0f || d1.y > 0.0f)
return false;
if (d2.x > 0.0f || d2.y > 0.0f)
return false;
return true;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_DISTANCE_H
#define B2_DISTANCE_H
#include <Box2D/Common/b2Math.h>
class b2Shape;
/// A distance proxy is used by the GJK algorithm.
/// It encapsulates any shape.
struct BOX2D_API b2DistanceProxy
{
b2DistanceProxy() : m_vertices(NULL), m_count(0), m_radius(0.0f) {}
/// Initialize the proxy using the given shape. The shape
/// must remain in scope while the proxy is in use.
void Set(const b2Shape* shape, int32 index);
/// Get the supporting vertex index in the given direction.
int32 GetSupport(const b2Vec2& d) const;
/// Get the supporting vertex in the given direction.
const b2Vec2& GetSupportVertex(const b2Vec2& d) const;
/// Get the vertex count.
int32 GetVertexCount() const;
/// Get a vertex by index. Used by b2Distance.
const b2Vec2& GetVertex(int32 index) const;
b2Vec2 m_buffer[2];
const b2Vec2* m_vertices;
int32 m_count;
float32 m_radius;
};
/// Used to warm start b2Distance.
/// Set count to zero on first call.
struct b2SimplexCache
{
float32 metric; ///< length or area
uint16 count;
uint8 indexA[3]; ///< vertices on shape A
uint8 indexB[3]; ///< vertices on shape B
};
/// Input for b2Distance.
/// You have to option to use the shape radii
/// in the computation. Even
struct b2DistanceInput
{
b2DistanceProxy proxyA;
b2DistanceProxy proxyB;
b2Transform transformA;
b2Transform transformB;
bool useRadii;
};
/// Output for b2Distance.
struct b2DistanceOutput
{
b2Vec2 pointA; ///< closest point on shapeA
b2Vec2 pointB; ///< closest point on shapeB
float32 distance;
int32 iterations; ///< number of GJK iterations used
};
/// Compute the closest points between two shapes. Supports any combination of:
/// b2CircleShape, b2PolygonShape, b2EdgeShape. The simplex cache is input/output.
/// On the first call set b2SimplexCache.count to zero.
void b2Distance(b2DistanceOutput* output,
b2SimplexCache* cache,
const b2DistanceInput* input);
//////////////////////////////////////////////////////////////////////////
inline int32 b2DistanceProxy::GetVertexCount() const
{
return m_count;
}
inline const b2Vec2& b2DistanceProxy::GetVertex(int32 index) const
{
b2Assert(0 <= index && index < m_count);
return m_vertices[index];
}
inline int32 b2DistanceProxy::GetSupport(const b2Vec2& d) const
{
int32 bestIndex = 0;
float32 bestValue = b2Dot(m_vertices[0], d);
for (int32 i = 1; i < m_count; ++i)
{
float32 value = b2Dot(m_vertices[i], d);
if (value > bestValue)
{
bestIndex = i;
bestValue = value;
}
}
return bestIndex;
}
inline const b2Vec2& b2DistanceProxy::GetSupportVertex(const b2Vec2& d) const
{
int32 bestIndex = 0;
float32 bestValue = b2Dot(m_vertices[0], d);
for (int32 i = 1; i < m_count; ++i)
{
float32 value = b2Dot(m_vertices[i], d);
if (value > bestValue)
{
bestIndex = i;
bestValue = value;
}
}
return m_vertices[bestIndex];
}
#endif

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/*
* Copyright (c) 2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_DYNAMIC_TREE_H
#define B2_DYNAMIC_TREE_H
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Common/b2GrowableStack.h>
#define b2_nullNode (-1)
/// A node in the dynamic tree. The client does not interact with this directly.
struct b2TreeNode
{
bool IsLeaf() const
{
return child1 == b2_nullNode;
}
/// Enlarged AABB
b2AABB aabb;
void* userData;
union
{
int32 parent;
int32 next;
};
int32 child1;
int32 child2;
// leaf = 0, free node = -1
int32 height;
};
/// A dynamic AABB tree broad-phase, inspired by Nathanael Presson's btDbvt.
/// A dynamic tree arranges data in a binary tree to accelerate
/// queries such as volume queries and ray casts. Leafs are proxies
/// with an AABB. In the tree we expand the proxy AABB by b2_fatAABBFactor
/// so that the proxy AABB is bigger than the client object. This allows the client
/// object to move by small amounts without triggering a tree update.
///
/// Nodes are pooled and relocatable, so we use node indices rather than pointers.
class BOX2D_API b2DynamicTree
{
public:
/// Constructing the tree initializes the node pool.
b2DynamicTree();
/// Destroy the tree, freeing the node pool.
~b2DynamicTree();
/// Create a proxy. Provide a tight fitting AABB and a userData pointer.
int32 CreateProxy(const b2AABB& aabb, void* userData);
/// Destroy a proxy. This asserts if the id is invalid.
void DestroyProxy(int32 proxyId);
/// Move a proxy with a swepted AABB. If the proxy has moved outside of its fattened AABB,
/// then the proxy is removed from the tree and re-inserted. Otherwise
/// the function returns immediately.
/// @return true if the proxy was re-inserted.
bool MoveProxy(int32 proxyId, const b2AABB& aabb1, const b2Vec2& displacement);
/// Get proxy user data.
/// @return the proxy user data or 0 if the id is invalid.
void* GetUserData(int32 proxyId) const;
/// Get the fat AABB for a proxy.
const b2AABB& GetFatAABB(int32 proxyId) const;
/// Query an AABB for overlapping proxies. The callback class
/// is called for each proxy that overlaps the supplied AABB.
template <typename T>
void Query(T* callback, const b2AABB& aabb) const;
/// Ray-cast against the proxies in the tree. This relies on the callback
/// to perform a exact ray-cast in the case were the proxy contains a shape.
/// The callback also performs the any collision filtering. This has performance
/// roughly equal to k * log(n), where k is the number of collisions and n is the
/// number of proxies in the tree.
/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
/// @param callback a callback class that is called for each proxy that is hit by the ray.
template <typename T>
void RayCast(T* callback, const b2RayCastInput& input) const;
/// Validate this tree. For testing.
void Validate() const;
/// Compute the height of the binary tree in O(N) time. Should not be
/// called often.
int32 GetHeight() const;
/// Get the maximum balance of an node in the tree. The balance is the difference
/// in height of the two children of a node.
int32 GetMaxBalance() const;
/// Get the ratio of the sum of the node areas to the root area.
float32 GetAreaRatio() const;
/// Build an optimal tree. Very expensive. For testing.
void RebuildBottomUp();
/// Shift the world origin. Useful for large worlds.
/// The shift formula is: position -= newOrigin
/// @param newOrigin the new origin with respect to the old origin
void ShiftOrigin(const b2Vec2& newOrigin);
private:
int32 AllocateNode();
void FreeNode(int32 node);
void InsertLeaf(int32 node);
void RemoveLeaf(int32 node);
int32 Balance(int32 index);
int32 ComputeHeight() const;
int32 ComputeHeight(int32 nodeId) const;
void ValidateStructure(int32 index) const;
void ValidateMetrics(int32 index) const;
b2TreeNode* m_nodes;
int32 m_root;
int32 m_nodeCount;
int32 m_nodeCapacity;
int32 m_freeList;
/// This is used to incrementally traverse the tree for re-balancing.
uint32 m_path;
int32 m_insertionCount;
};
inline void* b2DynamicTree::GetUserData(int32 proxyId) const
{
b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
return m_nodes[proxyId].userData;
}
inline const b2AABB& b2DynamicTree::GetFatAABB(int32 proxyId) const
{
b2Assert(0 <= proxyId && proxyId < m_nodeCapacity);
return m_nodes[proxyId].aabb;
}
template <typename T>
inline void b2DynamicTree::Query(T* callback, const b2AABB& aabb) const
{
b2GrowableStack<int32, 256> stack;
stack.Push(m_root);
while (stack.GetCount() > 0)
{
int32 nodeId = stack.Pop();
if (nodeId == b2_nullNode)
{
continue;
}
const b2TreeNode* node = m_nodes + nodeId;
if (b2TestOverlap(node->aabb, aabb))
{
if (node->IsLeaf())
{
bool proceed = callback->QueryCallback(nodeId);
if (proceed == false)
{
return;
}
}
else
{
stack.Push(node->child1);
stack.Push(node->child2);
}
}
}
}
template <typename T>
inline void b2DynamicTree::RayCast(T* callback, const b2RayCastInput& input) const
{
b2Vec2 p1 = input.p1;
b2Vec2 p2 = input.p2;
b2Vec2 r = p2 - p1;
b2Assert(r.LengthSquared() > 0.0f);
r.Normalize();
// v is perpendicular to the segment.
b2Vec2 v = b2Cross(1.0f, r);
b2Vec2 abs_v = b2Abs(v);
// Separating axis for segment (Gino, p80).
// |dot(v, p1 - c)| > dot(|v|, h)
float32 maxFraction = input.maxFraction;
// Build a bounding box for the segment.
b2AABB segmentAABB;
{
b2Vec2 t = p1 + maxFraction * (p2 - p1);
segmentAABB.lowerBound = b2Min(p1, t);
segmentAABB.upperBound = b2Max(p1, t);
}
b2GrowableStack<int32, 256> stack;
stack.Push(m_root);
while (stack.GetCount() > 0)
{
int32 nodeId = stack.Pop();
if (nodeId == b2_nullNode)
{
continue;
}
const b2TreeNode* node = m_nodes + nodeId;
if (b2TestOverlap(node->aabb, segmentAABB) == false)
{
continue;
}
// Separating axis for segment (Gino, p80).
// |dot(v, p1 - c)| > dot(|v|, h)
b2Vec2 c = node->aabb.GetCenter();
b2Vec2 h = node->aabb.GetExtents();
float32 separation = b2Abs(b2Dot(v, p1 - c)) - b2Dot(abs_v, h);
if (separation > 0.0f)
{
continue;
}
if (node->IsLeaf())
{
b2RayCastInput subInput;
subInput.p1 = input.p1;
subInput.p2 = input.p2;
subInput.maxFraction = maxFraction;
float32 value = callback->RayCastCallback(subInput, nodeId);
if (value == 0.0f)
{
// The client has terminated the ray cast.
return;
}
if (value > 0.0f)
{
// Update segment bounding box.
maxFraction = value;
b2Vec2 t = p1 + maxFraction * (p2 - p1);
segmentAABB.lowerBound = b2Min(p1, t);
segmentAABB.upperBound = b2Max(p1, t);
}
}
else
{
stack.Push(node->child1);
stack.Push(node->child2);
}
}
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_TIME_OF_IMPACT_H
#define B2_TIME_OF_IMPACT_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Distance.h>
/// Input parameters for b2TimeOfImpact
struct b2TOIInput
{
b2DistanceProxy proxyA;
b2DistanceProxy proxyB;
b2Sweep sweepA;
b2Sweep sweepB;
float32 tMax; // defines sweep interval [0, tMax]
};
// Output parameters for b2TimeOfImpact.
struct b2TOIOutput
{
enum State
{
e_unknown,
e_failed,
e_overlapped,
e_touching,
e_separated
};
State state;
float32 t;
};
/// Compute the upper bound on time before two shapes penetrate. Time is represented as
/// a fraction between [0,tMax]. This uses a swept separating axis and may miss some intermediate,
/// non-tunneling collision. If you change the time interval, you should call this function
/// again.
/// Note: use b2Distance to compute the contact point and normal at the time of impact.
BOX2D_API void b2TimeOfImpact(b2TOIOutput* output, const b2TOIInput* input);
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_BLOCK_ALLOCATOR_H
#define B2_BLOCK_ALLOCATOR_H
#include <Box2D/Common/b2Settings.h>
const int32 b2_chunkSize = 16 * 1024;
const int32 b2_maxBlockSize = 640;
const int32 b2_blockSizes = 14;
const int32 b2_chunkArrayIncrement = 128;
struct b2Block;
struct b2Chunk;
/// This is a small object allocator used for allocating small
/// objects that persist for more than one time step.
/// See: http://www.codeproject.com/useritems/Small_Block_Allocator.asp
class BOX2D_API b2BlockAllocator
{
public:
b2BlockAllocator();
~b2BlockAllocator();
/// Allocate memory. This will use b2Alloc if the size is larger than b2_maxBlockSize.
void* Allocate(int32 size);
/// Free memory. This will use b2Free if the size is larger than b2_maxBlockSize.
void Free(void* p, int32 size);
void Clear();
private:
b2Chunk* m_chunks;
int32 m_chunkCount;
int32 m_chunkSpace;
b2Block* m_freeLists[b2_blockSizes];
static int32 s_blockSizes[b2_blockSizes];
static uint8 s_blockSizeLookup[b2_maxBlockSize + 1];
static bool s_blockSizeLookupInitialized;
};
#endif

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/*
* Copyright (c) 2011 Erin Catto http://box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_DRAW_H
#define B2_DRAW_H
#include <Box2D/Common/b2Math.h>
/// Color for debug drawing. Each value has the range [0,1].
struct b2Color
{
b2Color() {}
b2Color(float32 r, float32 g, float32 b) : r(r), g(g), b(b) {}
void Set(float32 ri, float32 gi, float32 bi) { r = ri; g = gi; b = bi; }
float32 r, g, b;
};
/// Implement and register this class with a b2World to provide debug drawing of physics
/// entities in your game.
class BOX2D_API b2Draw
{
public:
b2Draw();
virtual ~b2Draw() {}
enum
{
e_shapeBit = 0x0001, ///< draw shapes
e_jointBit = 0x0002, ///< draw joint connections
e_aabbBit = 0x0004, ///< draw axis aligned bounding boxes
e_pairBit = 0x0008, ///< draw broad-phase pairs
e_centerOfMassBit = 0x0010 ///< draw center of mass frame
};
/// Set the drawing flags.
void SetFlags(uint32 flags);
/// Get the drawing flags.
uint32 GetFlags() const;
/// Append flags to the current flags.
void AppendFlags(uint32 flags);
/// Clear flags from the current flags.
void ClearFlags(uint32 flags);
/// Draw a closed polygon provided in CCW order.
virtual void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
/// Draw a solid closed polygon provided in CCW order.
virtual void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) = 0;
/// Draw a circle.
virtual void DrawCircle(const b2Vec2& center, float32 radius, const b2Color& color) = 0;
/// Draw a solid circle.
virtual void DrawSolidCircle(const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color) = 0;
/// Draw a line segment.
virtual void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) = 0;
/// Draw a transform. Choose your own length scale.
/// @param xf a transform.
virtual void DrawTransform(const b2Transform& xf) = 0;
protected:
uint32 m_drawFlags;
};
#endif

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/*
* Copyright (c) 2010 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_GROWABLE_STACK_H
#define B2_GROWABLE_STACK_H
#include <Box2D/Common/b2Settings.h>
#include <memory.h>
/// This is a growable LIFO stack with an initial capacity of N.
/// If the stack size exceeds the initial capacity, the heap is used
/// to increase the size of the stack.
template <typename T, int32 N>
class b2GrowableStack
{
public:
b2GrowableStack()
{
m_stack = m_array;
m_count = 0;
m_capacity = N;
}
~b2GrowableStack()
{
if (m_stack != m_array)
{
b2Free(m_stack);
m_stack = NULL;
}
}
void Push(const T& element)
{
if (m_count == m_capacity)
{
T* old = m_stack;
m_capacity *= 2;
m_stack = (T*)b2Alloc(m_capacity * sizeof(T));
memcpy(m_stack, old, m_count * sizeof(T));
if (old != m_array)
{
b2Free(old);
}
}
m_stack[m_count] = element;
++m_count;
}
T Pop()
{
b2Assert(m_count > 0);
--m_count;
return m_stack[m_count];
}
int32 GetCount()
{
return m_count;
}
private:
T* m_stack;
T m_array[N];
int32 m_count;
int32 m_capacity;
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_MATH_H
#define B2_MATH_H
#include <Box2D/Common/b2Settings.h>
#include <math.h>
#include <string.h> //memcpy()
/// This function is used to ensure that a floating point number is not a NaN or infinity.
inline bool b2IsValid(float32 x)
{
int32 ix;
memcpy(&ix, &x, sizeof(int32));
return (ix & 0x7f800000) != 0x7f800000;
}
/// This is a approximate yet fast inverse square-root.
inline float32 b2InvSqrt(float32 x)
{
union
{
float32 x;
int32 i;
} convert;
convert.x = x;
float32 xhalf = 0.5f * x;
convert.i = 0x5f3759df - (convert.i >> 1);
x = convert.x;
x = x * (1.5f - xhalf * x * x);
return x;
}
#define b2Sqrt(x) sqrtf(x)
#define b2Atan2(y, x) atan2f(y, x)
/// A 2D column vector.
struct BOX2D_API b2Vec2
{
/// Default constructor does nothing (for performance).
b2Vec2() {}
/// Construct using coordinates.
b2Vec2(float32 x, float32 y) : x(x), y(y) {}
/// Set this vector to all zeros.
void SetZero() { x = 0.0f; y = 0.0f; }
/// Set this vector to some specified coordinates.
void Set(float32 x_, float32 y_) { x = x_; y = y_; }
/// Negate this vector.
b2Vec2 operator -() const { b2Vec2 v; v.Set(-x, -y); return v; }
/// Read from and indexed element.
float32 operator () (int32 i) const
{
return (&x)[i];
}
/// Write to an indexed element.
float32& operator () (int32 i)
{
return (&x)[i];
}
/// Add a vector to this vector.
void operator += (const b2Vec2& v)
{
x += v.x; y += v.y;
}
/// Subtract a vector from this vector.
void operator -= (const b2Vec2& v)
{
x -= v.x; y -= v.y;
}
/// Multiply this vector by a scalar.
void operator *= (float32 a)
{
x *= a; y *= a;
}
/// Get the length of this vector (the norm).
float32 Length() const
{
return b2Sqrt(x * x + y * y);
}
/// Get the length squared. For performance, use this instead of
/// b2Vec2::Length (if possible).
float32 LengthSquared() const
{
return x * x + y * y;
}
/// Convert this vector into a unit vector. Returns the length.
float32 Normalize()
{
float32 length = Length();
if (length < b2_epsilon)
{
return 0.0f;
}
float32 invLength = 1.0f / length;
x *= invLength;
y *= invLength;
return length;
}
/// Does this vector contain finite coordinates?
bool IsValid() const
{
return b2IsValid(x) && b2IsValid(y);
}
/// Get the skew vector such that dot(skew_vec, other) == cross(vec, other)
b2Vec2 Skew() const
{
return b2Vec2(-y, x);
}
float32 x, y;
};
/// A 2D column vector with 3 elements.
struct BOX2D_API b2Vec3
{
/// Default constructor does nothing (for performance).
b2Vec3() {}
/// Construct using coordinates.
b2Vec3(float32 x, float32 y, float32 z) : x(x), y(y), z(z) {}
/// Set this vector to all zeros.
void SetZero() { x = 0.0f; y = 0.0f; z = 0.0f; }
/// Set this vector to some specified coordinates.
void Set(float32 x_, float32 y_, float32 z_) { x = x_; y = y_; z = z_; }
/// Negate this vector.
b2Vec3 operator -() const { b2Vec3 v; v.Set(-x, -y, -z); return v; }
/// Add a vector to this vector.
void operator += (const b2Vec3& v)
{
x += v.x; y += v.y; z += v.z;
}
/// Subtract a vector from this vector.
void operator -= (const b2Vec3& v)
{
x -= v.x; y -= v.y; z -= v.z;
}
/// Multiply this vector by a scalar.
void operator *= (float32 s)
{
x *= s; y *= s; z *= s;
}
float32 x, y, z;
};
/// A 2-by-2 matrix. Stored in column-major order.
struct BOX2D_API b2Mat22
{
/// The default constructor does nothing (for performance).
b2Mat22() {}
/// Construct this matrix using columns.
b2Mat22(const b2Vec2& c1, const b2Vec2& c2)
{
ex = c1;
ey = c2;
}
/// Construct this matrix using scalars.
b2Mat22(float32 a11, float32 a12, float32 a21, float32 a22)
{
ex.x = a11; ex.y = a21;
ey.x = a12; ey.y = a22;
}
/// Initialize this matrix using columns.
void Set(const b2Vec2& c1, const b2Vec2& c2)
{
ex = c1;
ey = c2;
}
/// Set this to the identity matrix.
void SetIdentity()
{
ex.x = 1.0f; ey.x = 0.0f;
ex.y = 0.0f; ey.y = 1.0f;
}
/// Set this matrix to all zeros.
void SetZero()
{
ex.x = 0.0f; ey.x = 0.0f;
ex.y = 0.0f; ey.y = 0.0f;
}
b2Mat22 GetInverse() const
{
float32 a = ex.x, b = ey.x, c = ex.y, d = ey.y;
b2Mat22 B;
float32 det = a * d - b * c;
if (det != 0.0f)
{
det = 1.0f / det;
}
B.ex.x = det * d; B.ey.x = -det * b;
B.ex.y = -det * c; B.ey.y = det * a;
return B;
}
/// Solve A * x = b, where b is a column vector. This is more efficient
/// than computing the inverse in one-shot cases.
b2Vec2 Solve(const b2Vec2& b) const
{
float32 a11 = ex.x, a12 = ey.x, a21 = ex.y, a22 = ey.y;
float32 det = a11 * a22 - a12 * a21;
if (det != 0.0f)
{
det = 1.0f / det;
}
b2Vec2 x;
x.x = det * (a22 * b.x - a12 * b.y);
x.y = det * (a11 * b.y - a21 * b.x);
return x;
}
b2Vec2 ex, ey;
};
/// A 3-by-3 matrix. Stored in column-major order.
struct BOX2D_API b2Mat33
{
/// The default constructor does nothing (for performance).
b2Mat33() {}
/// Construct this matrix using columns.
b2Mat33(const b2Vec3& c1, const b2Vec3& c2, const b2Vec3& c3)
{
ex = c1;
ey = c2;
ez = c3;
}
/// Set this matrix to all zeros.
void SetZero()
{
ex.SetZero();
ey.SetZero();
ez.SetZero();
}
/// Solve A * x = b, where b is a column vector. This is more efficient
/// than computing the inverse in one-shot cases.
b2Vec3 Solve33(const b2Vec3& b) const;
/// Solve A * x = b, where b is a column vector. This is more efficient
/// than computing the inverse in one-shot cases. Solve only the upper
/// 2-by-2 matrix equation.
b2Vec2 Solve22(const b2Vec2& b) const;
/// Get the inverse of this matrix as a 2-by-2.
/// Returns the zero matrix if singular.
void GetInverse22(b2Mat33* M) const;
/// Get the symmetric inverse of this matrix as a 3-by-3.
/// Returns the zero matrix if singular.
void GetSymInverse33(b2Mat33* M) const;
b2Vec3 ex, ey, ez;
};
/// Rotation
struct BOX2D_API b2Rot
{
b2Rot() {}
/// Initialize from an angle in radians
explicit b2Rot(float32 angle)
{
/// TODO_ERIN optimize
s = sinf(angle);
c = cosf(angle);
}
/// Set using an angle in radians.
void Set(float32 angle)
{
/// TODO_ERIN optimize
s = sinf(angle);
c = cosf(angle);
}
/// Set to the identity rotation
void SetIdentity()
{
s = 0.0f;
c = 1.0f;
}
/// Get the angle in radians
float32 GetAngle() const
{
return b2Atan2(s, c);
}
/// Get the x-axis
b2Vec2 GetXAxis() const
{
return b2Vec2(c, s);
}
/// Get the u-axis
b2Vec2 GetYAxis() const
{
return b2Vec2(-s, c);
}
/// Sine and cosine
float32 s, c;
};
/// A transform contains translation and rotation. It is used to represent
/// the position and orientation of rigid frames.
struct BOX2D_API b2Transform
{
/// The default constructor does nothing.
b2Transform() {}
/// Initialize using a position vector and a rotation.
b2Transform(const b2Vec2& position, const b2Rot& rotation) : p(position), q(rotation) {}
/// Set this to the identity transform.
void SetIdentity()
{
p.SetZero();
q.SetIdentity();
}
/// Set this based on the position and angle.
void Set(const b2Vec2& position, float32 angle)
{
p = position;
q.Set(angle);
}
b2Vec2 p;
b2Rot q;
};
/// This describes the motion of a body/shape for TOI computation.
/// Shapes are defined with respect to the body origin, which may
/// no coincide with the center of mass. However, to support dynamics
/// we must interpolate the center of mass position.
struct BOX2D_API b2Sweep
{
/// Get the interpolated transform at a specific time.
/// @param beta is a factor in [0,1], where 0 indicates alpha0.
void GetTransform(b2Transform* xfb, float32 beta) const;
/// Advance the sweep forward, yielding a new initial state.
/// @param alpha the new initial time.
void Advance(float32 alpha);
/// Normalize the angles.
void Normalize();
b2Vec2 localCenter; ///< local center of mass position
b2Vec2 c0, c; ///< center world positions
float32 a0, a; ///< world angles
/// Fraction of the current time step in the range [0,1]
/// c0 and a0 are the positions at alpha0.
float32 alpha0;
};
/// Useful constant
BOX2D_API extern const b2Vec2 b2Vec2_zero;
/// Perform the dot product on two vectors.
inline float32 b2Dot(const b2Vec2& a, const b2Vec2& b)
{
return a.x * b.x + a.y * b.y;
}
/// Perform the cross product on two vectors. In 2D this produces a scalar.
inline float32 b2Cross(const b2Vec2& a, const b2Vec2& b)
{
return a.x * b.y - a.y * b.x;
}
/// Perform the cross product on a vector and a scalar. In 2D this produces
/// a vector.
inline b2Vec2 b2Cross(const b2Vec2& a, float32 s)
{
return b2Vec2(s * a.y, -s * a.x);
}
/// Perform the cross product on a scalar and a vector. In 2D this produces
/// a vector.
inline b2Vec2 b2Cross(float32 s, const b2Vec2& a)
{
return b2Vec2(-s * a.y, s * a.x);
}
/// Multiply a matrix times a vector. If a rotation matrix is provided,
/// then this transforms the vector from one frame to another.
inline b2Vec2 b2Mul(const b2Mat22& A, const b2Vec2& v)
{
return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
}
/// Multiply a matrix transpose times a vector. If a rotation matrix is provided,
/// then this transforms the vector from one frame to another (inverse transform).
inline b2Vec2 b2MulT(const b2Mat22& A, const b2Vec2& v)
{
return b2Vec2(b2Dot(v, A.ex), b2Dot(v, A.ey));
}
/// Add two vectors component-wise.
inline b2Vec2 operator + (const b2Vec2& a, const b2Vec2& b)
{
return b2Vec2(a.x + b.x, a.y + b.y);
}
/// Subtract two vectors component-wise.
inline b2Vec2 operator - (const b2Vec2& a, const b2Vec2& b)
{
return b2Vec2(a.x - b.x, a.y - b.y);
}
inline b2Vec2 operator * (float32 s, const b2Vec2& a)
{
return b2Vec2(s * a.x, s * a.y);
}
inline bool operator == (const b2Vec2& a, const b2Vec2& b)
{
return a.x == b.x && a.y == b.y;
}
inline float32 b2Distance(const b2Vec2& a, const b2Vec2& b)
{
b2Vec2 c = a - b;
return c.Length();
}
inline float32 b2DistanceSquared(const b2Vec2& a, const b2Vec2& b)
{
b2Vec2 c = a - b;
return b2Dot(c, c);
}
inline b2Vec3 operator * (float32 s, const b2Vec3& a)
{
return b2Vec3(s * a.x, s * a.y, s * a.z);
}
/// Add two vectors component-wise.
inline b2Vec3 operator + (const b2Vec3& a, const b2Vec3& b)
{
return b2Vec3(a.x + b.x, a.y + b.y, a.z + b.z);
}
/// Subtract two vectors component-wise.
inline b2Vec3 operator - (const b2Vec3& a, const b2Vec3& b)
{
return b2Vec3(a.x - b.x, a.y - b.y, a.z - b.z);
}
/// Perform the dot product on two vectors.
inline float32 b2Dot(const b2Vec3& a, const b2Vec3& b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
/// Perform the cross product on two vectors.
inline b2Vec3 b2Cross(const b2Vec3& a, const b2Vec3& b)
{
return b2Vec3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
}
inline b2Mat22 operator + (const b2Mat22& A, const b2Mat22& B)
{
return b2Mat22(A.ex + B.ex, A.ey + B.ey);
}
// A * B
inline b2Mat22 b2Mul(const b2Mat22& A, const b2Mat22& B)
{
return b2Mat22(b2Mul(A, B.ex), b2Mul(A, B.ey));
}
// A^T * B
inline b2Mat22 b2MulT(const b2Mat22& A, const b2Mat22& B)
{
b2Vec2 c1(b2Dot(A.ex, B.ex), b2Dot(A.ey, B.ex));
b2Vec2 c2(b2Dot(A.ex, B.ey), b2Dot(A.ey, B.ey));
return b2Mat22(c1, c2);
}
/// Multiply a matrix times a vector.
inline b2Vec3 b2Mul(const b2Mat33& A, const b2Vec3& v)
{
return v.x * A.ex + v.y * A.ey + v.z * A.ez;
}
/// Multiply a matrix times a vector.
inline b2Vec2 b2Mul22(const b2Mat33& A, const b2Vec2& v)
{
return b2Vec2(A.ex.x * v.x + A.ey.x * v.y, A.ex.y * v.x + A.ey.y * v.y);
}
/// Multiply two rotations: q * r
inline b2Rot b2Mul(const b2Rot& q, const b2Rot& r)
{
// [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc]
// [qs qc] [rs rc] [qs*rc+qc*rs -qs*rs+qc*rc]
// s = qs * rc + qc * rs
// c = qc * rc - qs * rs
b2Rot qr;
qr.s = q.s * r.c + q.c * r.s;
qr.c = q.c * r.c - q.s * r.s;
return qr;
}
/// Transpose multiply two rotations: qT * r
inline b2Rot b2MulT(const b2Rot& q, const b2Rot& r)
{
// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
// [-qs qc] [rs rc] [-qs*rc+qc*rs qs*rs+qc*rc]
// s = qc * rs - qs * rc
// c = qc * rc + qs * rs
b2Rot qr;
qr.s = q.c * r.s - q.s * r.c;
qr.c = q.c * r.c + q.s * r.s;
return qr;
}
/// Rotate a vector
inline b2Vec2 b2Mul(const b2Rot& q, const b2Vec2& v)
{
return b2Vec2(q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y);
}
/// Inverse rotate a vector
inline b2Vec2 b2MulT(const b2Rot& q, const b2Vec2& v)
{
return b2Vec2(q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y);
}
inline b2Vec2 b2Mul(const b2Transform& T, const b2Vec2& v)
{
float32 x = (T.q.c * v.x - T.q.s * v.y) + T.p.x;
float32 y = (T.q.s * v.x + T.q.c * v.y) + T.p.y;
return b2Vec2(x, y);
}
inline b2Vec2 b2MulT(const b2Transform& T, const b2Vec2& v)
{
float32 px = v.x - T.p.x;
float32 py = v.y - T.p.y;
float32 x = (T.q.c * px + T.q.s * py);
float32 y = (-T.q.s * px + T.q.c * py);
return b2Vec2(x, y);
}
// v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p
// = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
inline b2Transform b2Mul(const b2Transform& A, const b2Transform& B)
{
b2Transform C;
C.q = b2Mul(A.q, B.q);
C.p = b2Mul(A.q, B.p) + A.p;
return C;
}
// v2 = A.q' * (B.q * v1 + B.p - A.p)
// = A.q' * B.q * v1 + A.q' * (B.p - A.p)
inline b2Transform b2MulT(const b2Transform& A, const b2Transform& B)
{
b2Transform C;
C.q = b2MulT(A.q, B.q);
C.p = b2MulT(A.q, B.p - A.p);
return C;
}
template <typename T>
inline T b2Abs(T a)
{
return a > T(0) ? a : -a;
}
inline b2Vec2 b2Abs(const b2Vec2& a)
{
return b2Vec2(b2Abs(a.x), b2Abs(a.y));
}
inline b2Mat22 b2Abs(const b2Mat22& A)
{
return b2Mat22(b2Abs(A.ex), b2Abs(A.ey));
}
template <typename T>
inline T b2Min(T a, T b)
{
return a < b ? a : b;
}
inline b2Vec2 b2Min(const b2Vec2& a, const b2Vec2& b)
{
return b2Vec2(b2Min(a.x, b.x), b2Min(a.y, b.y));
}
template <typename T>
inline T b2Max(T a, T b)
{
return a > b ? a : b;
}
inline b2Vec2 b2Max(const b2Vec2& a, const b2Vec2& b)
{
return b2Vec2(b2Max(a.x, b.x), b2Max(a.y, b.y));
}
template <typename T>
inline T b2Clamp(T a, T low, T high)
{
return b2Max(low, b2Min(a, high));
}
inline b2Vec2 b2Clamp(const b2Vec2& a, const b2Vec2& low, const b2Vec2& high)
{
return b2Max(low, b2Min(a, high));
}
template<typename T> inline void b2Swap(T& a, T& b)
{
T tmp = a;
a = b;
b = tmp;
}
/// "Next Largest Power of 2
/// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
/// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
/// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
/// largest power of 2. For a 32-bit value:"
inline uint32 b2NextPowerOfTwo(uint32 x)
{
x |= (x >> 1);
x |= (x >> 2);
x |= (x >> 4);
x |= (x >> 8);
x |= (x >> 16);
return x + 1;
}
inline bool b2IsPowerOfTwo(uint32 x)
{
bool result = x > 0 && (x & (x - 1)) == 0;
return result;
}
inline void b2Sweep::GetTransform(b2Transform* xf, float32 beta) const
{
xf->p = (1.0f - beta) * c0 + beta * c;
float32 angle = (1.0f - beta) * a0 + beta * a;
xf->q.Set(angle);
// Shift to origin
xf->p -= b2Mul(xf->q, localCenter);
}
inline void b2Sweep::Advance(float32 alpha)
{
b2Assert(alpha0 < 1.0f);
float32 beta = (alpha - alpha0) / (1.0f - alpha0);
c0 += beta * (c - c0);
a0 += beta * (a - a0);
alpha0 = alpha;
}
/// Normalize an angle in radians to be between -pi and pi
inline void b2Sweep::Normalize()
{
float32 twoPi = 2.0f * b2_pi;
float32 d = twoPi * floorf(a0 / twoPi);
a0 -= d;
a -= d;
}
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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_SETTINGS_H
#define B2_SETTINGS_H
#include <stddef.h>
#include <assert.h>
#include <float.h>
#define B2_NOT_USED(x) ((void)(x))
#define b2Assert(A) assert(A)
typedef signed char int8;
typedef signed short int16;
typedef signed int int32;
typedef unsigned char uint8;
typedef unsigned short uint16;
typedef unsigned int uint32;
typedef float float32;
typedef double float64;
#define b2_maxFloat FLT_MAX
#define b2_epsilon FLT_EPSILON
#define b2_pi 3.14159265359f
/// @file
/// Global tuning constants based on meters-kilograms-seconds (MKS) units.
///
// Collision
/// The maximum number of contact points between two convex shapes. Do
/// not change this value.
#define b2_maxManifoldPoints 2
/// The maximum number of vertices on a convex polygon. You cannot increase
/// this too much because b2BlockAllocator has a maximum object size.
#define b2_maxPolygonVertices 8
/// This is used to fatten AABBs in the dynamic tree. This allows proxies
/// to move by a small amount without triggering a tree adjustment.
/// This is in meters.
#define b2_aabbExtension 0.1f
/// This is used to fatten AABBs in the dynamic tree. This is used to predict
/// the future position based on the current displacement.
/// This is a dimensionless multiplier.
#define b2_aabbMultiplier 2.0f
/// A small length used as a collision and constraint tolerance. Usually it is
/// chosen to be numerically significant, but visually insignificant.
#define b2_linearSlop 0.005f
/// A small angle used as a collision and constraint tolerance. Usually it is
/// chosen to be numerically significant, but visually insignificant.
#define b2_angularSlop (2.0f / 180.0f * b2_pi)
/// The radius of the polygon/edge shape skin. This should not be modified. Making
/// this smaller means polygons will have an insufficient buffer for continuous collision.
/// Making it larger may create artifacts for vertex collision.
#define b2_polygonRadius (2.0f * b2_linearSlop)
/// Maximum number of sub-steps per contact in continuous physics simulation.
#define b2_maxSubSteps 8
// Dynamics
/// Maximum number of contacts to be handled to solve a TOI impact.
#define b2_maxTOIContacts 32
/// A velocity threshold for elastic collisions. Any collision with a relative linear
/// velocity below this threshold will be treated as inelastic.
#define b2_velocityThreshold 1.0f
/// The maximum linear position correction used when solving constraints. This helps to
/// prevent overshoot.
#define b2_maxLinearCorrection 0.2f
/// The maximum angular position correction used when solving constraints. This helps to
/// prevent overshoot.
#define b2_maxAngularCorrection (8.0f / 180.0f * b2_pi)
/// The maximum linear velocity of a body. This limit is very large and is used
/// to prevent numerical problems. You shouldn't need to adjust this.
#define b2_maxTranslation 2.0f
#define b2_maxTranslationSquared (b2_maxTranslation * b2_maxTranslation)
/// The maximum angular velocity of a body. This limit is very large and is used
/// to prevent numerical problems. You shouldn't need to adjust this.
#define b2_maxRotation (0.5f * b2_pi)
#define b2_maxRotationSquared (b2_maxRotation * b2_maxRotation)
/// This scale factor controls how fast overlap is resolved. Ideally this would be 1 so
/// that overlap is removed in one time step. However using values close to 1 often lead
/// to overshoot.
#define b2_baumgarte 0.2f
#define b2_toiBaugarte 0.75f
// Sleep
/// The time that a body must be still before it will go to sleep.
#define b2_timeToSleep 0.5f
/// A body cannot sleep if its linear velocity is above this tolerance.
#define b2_linearSleepTolerance 0.01f
/// A body cannot sleep if its angular velocity is above this tolerance.
#define b2_angularSleepTolerance (2.0f / 180.0f * b2_pi)
// Memory Allocation
/// Implement this function to use your own memory allocator.
void* b2Alloc(int32 size);
/// If you implement b2Alloc, you should also implement this function.
void b2Free(void* mem);
/// Logging function.
void b2Log(const char* string, ...);
/// Version numbering scheme.
/// See http://en.wikipedia.org/wiki/Software_versioning
struct b2Version
{
int32 major; ///< significant changes
int32 minor; ///< incremental changes
int32 revision; ///< bug fixes
};
#ifdef _WIN32
#ifdef BOX2D_BUILD_DLL
#define BOX2D_API __declspec(dllexport)
#else
#define BOX2D_API __declspec(dllimport)
#endif
#else
#define BOX2D_API /* Nothing */
#endif
/// Current version.
extern BOX2D_API b2Version b2_version;
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_STACK_ALLOCATOR_H
#define B2_STACK_ALLOCATOR_H
#include <Box2D/Common/b2Settings.h>
const int32 b2_stackSize = 100 * 1024; // 100k
const int32 b2_maxStackEntries = 32;
struct b2StackEntry
{
char* data;
int32 size;
bool usedMalloc;
};
// This is a stack allocator used for fast per step allocations.
// You must nest allocate/free pairs. The code will assert
// if you try to interleave multiple allocate/free pairs.
class BOX2D_API b2StackAllocator
{
public:
b2StackAllocator();
~b2StackAllocator();
void* Allocate(int32 size);
void Free(void* p);
int32 GetMaxAllocation() const;
private:
char m_data[b2_stackSize];
int32 m_index;
int32 m_allocation;
int32 m_maxAllocation;
b2StackEntry m_entries[b2_maxStackEntries];
int32 m_entryCount;
};
#endif

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/*
* Copyright (c) 2011 Erin Catto http://box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_TIMER_H
#define B2_TIMER_H
#include <Box2D/Common/b2Settings.h>
/// Timer for profiling. This has platform specific code and may
/// not work on every platform.
class BOX2D_API b2Timer
{
public:
/// Constructor
b2Timer();
/// Reset the timer.
void Reset();
/// Get the time since construction or the last reset.
float32 GetMilliseconds() const;
private:
#if defined(_WIN32)
float64 m_start;
static float64 s_invFrequency;
#elif defined(__linux__) || defined (__APPLE__)
unsigned long m_start_sec;
unsigned long m_start_usec;
#endif
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CHAIN_AND_CIRCLE_CONTACT_H
#define B2_CHAIN_AND_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class BOX2D_API b2ChainAndCircleContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2ChainAndCircleContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
~b2ChainAndCircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CHAIN_AND_POLYGON_CONTACT_H
#define B2_CHAIN_AND_POLYGON_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class BOX2D_API b2ChainAndPolygonContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2ChainAndPolygonContact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
~b2ChainAndPolygonContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CIRCLE_CONTACT_H
#define B2_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class BOX2D_API b2CircleContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2CircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2CircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CONTACT_H
#define B2_CONTACT_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2Shape.h>
#include <Box2D/Dynamics/b2Fixture.h>
class b2Body;
class b2Contact;
class b2Fixture;
class b2World;
class b2BlockAllocator;
class b2StackAllocator;
class b2ContactListener;
/// Friction mixing law. The idea is to allow either fixture to drive the restitution to zero.
/// For example, anything slides on ice.
inline float32 b2MixFriction(float32 friction1, float32 friction2)
{
return b2Sqrt(friction1 * friction2);
}
/// Restitution mixing law. The idea is allow for anything to bounce off an inelastic surface.
/// For example, a superball bounces on anything.
inline float32 b2MixRestitution(float32 restitution1, float32 restitution2)
{
return restitution1 > restitution2 ? restitution1 : restitution2;
}
typedef b2Contact* b2ContactCreateFcn( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB,
b2BlockAllocator* allocator);
typedef void b2ContactDestroyFcn(b2Contact* contact, b2BlockAllocator* allocator);
struct b2ContactRegister
{
b2ContactCreateFcn* createFcn;
b2ContactDestroyFcn* destroyFcn;
bool primary;
};
/// A contact edge is used to connect bodies and contacts together
/// in a contact graph where each body is a node and each contact
/// is an edge. A contact edge belongs to a doubly linked list
/// maintained in each attached body. Each contact has two contact
/// nodes, one for each attached body.
struct b2ContactEdge
{
b2Body* other; ///< provides quick access to the other body attached.
b2Contact* contact; ///< the contact
b2ContactEdge* prev; ///< the previous contact edge in the body's contact list
b2ContactEdge* next; ///< the next contact edge in the body's contact list
};
/// The class manages contact between two shapes. A contact exists for each overlapping
/// AABB in the broad-phase (except if filtered). Therefore a contact object may exist
/// that has no contact points.
class BOX2D_API b2Contact
{
public:
/// Get the contact manifold. Do not modify the manifold unless you understand the
/// internals of Box2D.
b2Manifold* GetManifold();
const b2Manifold* GetManifold() const;
/// Get the world manifold.
void GetWorldManifold(b2WorldManifold* worldManifold) const;
/// Is this contact touching?
bool IsTouching() const;
/// Enable/disable this contact. This can be used inside the pre-solve
/// contact listener. The contact is only disabled for the current
/// time step (or sub-step in continuous collisions).
void SetEnabled(bool flag);
/// Has this contact been disabled?
bool IsEnabled() const;
/// Get the next contact in the world's contact list.
b2Contact* GetNext();
const b2Contact* GetNext() const;
/// Get fixture A in this contact.
b2Fixture* GetFixtureA();
const b2Fixture* GetFixtureA() const;
/// Get the child primitive index for fixture A.
int32 GetChildIndexA() const;
/// Get fixture B in this contact.
b2Fixture* GetFixtureB();
const b2Fixture* GetFixtureB() const;
/// Get the child primitive index for fixture B.
int32 GetChildIndexB() const;
/// Override the default friction mixture. You can call this in b2ContactListener::PreSolve.
/// This value persists until set or reset.
void SetFriction(float32 friction);
/// Get the friction.
float32 GetFriction() const;
/// Reset the friction mixture to the default value.
void ResetFriction();
/// Override the default restitution mixture. You can call this in b2ContactListener::PreSolve.
/// The value persists until you set or reset.
void SetRestitution(float32 restitution);
/// Get the restitution.
float32 GetRestitution() const;
/// Reset the restitution to the default value.
void ResetRestitution();
/// Set the desired tangent speed for a conveyor belt behavior. In meters per second.
void SetTangentSpeed(float32 speed);
/// Get the desired tangent speed. In meters per second.
float32 GetTangentSpeed() const;
/// Evaluate this contact with your own manifold and transforms.
virtual void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB) = 0;
protected:
friend class b2ContactManager;
friend class b2World;
friend class b2ContactSolver;
friend class b2Body;
friend class b2Fixture;
// Flags stored in m_flags
enum
{
// Used when crawling contact graph when forming islands.
e_islandFlag = 0x0001,
// Set when the shapes are touching.
e_touchingFlag = 0x0002,
// This contact can be disabled (by user)
e_enabledFlag = 0x0004,
// This contact needs filtering because a fixture filter was changed.
e_filterFlag = 0x0008,
// This bullet contact had a TOI event
e_bulletHitFlag = 0x0010,
// This contact has a valid TOI in m_toi
e_toiFlag = 0x0020
};
/// Flag this contact for filtering. Filtering will occur the next time step.
void FlagForFiltering();
static void AddType(b2ContactCreateFcn* createFcn, b2ContactDestroyFcn* destroyFcn,
b2Shape::Type typeA, b2Shape::Type typeB);
static void InitializeRegisters();
static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2Shape::Type typeA, b2Shape::Type typeB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2Contact() : m_fixtureA(NULL), m_fixtureB(NULL) {}
b2Contact(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB);
virtual ~b2Contact() {}
void Update(b2ContactListener* listener);
static b2ContactRegister s_registers[b2Shape::e_typeCount][b2Shape::e_typeCount];
static bool s_initialized;
uint32 m_flags;
// World pool and list pointers.
b2Contact* m_prev;
b2Contact* m_next;
// Nodes for connecting bodies.
b2ContactEdge m_nodeA;
b2ContactEdge m_nodeB;
b2Fixture* m_fixtureA;
b2Fixture* m_fixtureB;
int32 m_indexA;
int32 m_indexB;
b2Manifold m_manifold;
int32 m_toiCount;
float32 m_toi;
float32 m_friction;
float32 m_restitution;
float32 m_tangentSpeed;
};
inline b2Manifold* b2Contact::GetManifold()
{
return &m_manifold;
}
inline const b2Manifold* b2Contact::GetManifold() const
{
return &m_manifold;
}
inline void b2Contact::GetWorldManifold(b2WorldManifold* worldManifold) const
{
const b2Body* bodyA = m_fixtureA->GetBody();
const b2Body* bodyB = m_fixtureB->GetBody();
const b2Shape* shapeA = m_fixtureA->GetShape();
const b2Shape* shapeB = m_fixtureB->GetShape();
worldManifold->Initialize(&m_manifold, bodyA->GetTransform(), shapeA->m_radius, bodyB->GetTransform(), shapeB->m_radius);
}
inline void b2Contact::SetEnabled(bool flag)
{
if (flag)
{
m_flags |= e_enabledFlag;
}
else
{
m_flags &= ~e_enabledFlag;
}
}
inline bool b2Contact::IsEnabled() const
{
return (m_flags & e_enabledFlag) == e_enabledFlag;
}
inline bool b2Contact::IsTouching() const
{
return (m_flags & e_touchingFlag) == e_touchingFlag;
}
inline b2Contact* b2Contact::GetNext()
{
return m_next;
}
inline const b2Contact* b2Contact::GetNext() const
{
return m_next;
}
inline b2Fixture* b2Contact::GetFixtureA()
{
return m_fixtureA;
}
inline const b2Fixture* b2Contact::GetFixtureA() const
{
return m_fixtureA;
}
inline b2Fixture* b2Contact::GetFixtureB()
{
return m_fixtureB;
}
inline int32 b2Contact::GetChildIndexA() const
{
return m_indexA;
}
inline const b2Fixture* b2Contact::GetFixtureB() const
{
return m_fixtureB;
}
inline int32 b2Contact::GetChildIndexB() const
{
return m_indexB;
}
inline void b2Contact::FlagForFiltering()
{
m_flags |= e_filterFlag;
}
inline void b2Contact::SetFriction(float32 friction)
{
m_friction = friction;
}
inline float32 b2Contact::GetFriction() const
{
return m_friction;
}
inline void b2Contact::ResetFriction()
{
m_friction = b2MixFriction(m_fixtureA->m_friction, m_fixtureB->m_friction);
}
inline void b2Contact::SetRestitution(float32 restitution)
{
m_restitution = restitution;
}
inline float32 b2Contact::GetRestitution() const
{
return m_restitution;
}
inline void b2Contact::ResetRestitution()
{
m_restitution = b2MixRestitution(m_fixtureA->m_restitution, m_fixtureB->m_restitution);
}
inline void b2Contact::SetTangentSpeed(float32 speed)
{
m_tangentSpeed = speed;
}
inline float32 b2Contact::GetTangentSpeed() const
{
return m_tangentSpeed;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CONTACT_SOLVER_H
#define B2_CONTACT_SOLVER_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Dynamics/b2TimeStep.h>
class b2Contact;
class b2Body;
class b2StackAllocator;
struct b2ContactPositionConstraint;
struct b2VelocityConstraintPoint
{
b2Vec2 rA;
b2Vec2 rB;
float32 normalImpulse;
float32 tangentImpulse;
float32 normalMass;
float32 tangentMass;
float32 velocityBias;
};
struct b2ContactVelocityConstraint
{
b2VelocityConstraintPoint points[b2_maxManifoldPoints];
b2Vec2 normal;
b2Mat22 normalMass;
b2Mat22 K;
int32 indexA;
int32 indexB;
float32 invMassA, invMassB;
float32 invIA, invIB;
float32 friction;
float32 restitution;
float32 tangentSpeed;
int32 pointCount;
int32 contactIndex;
};
struct b2ContactSolverDef
{
b2TimeStep step;
b2Contact** contacts;
int32 count;
b2Position* positions;
b2Velocity* velocities;
b2StackAllocator* allocator;
};
class BOX2D_API b2ContactSolver
{
public:
b2ContactSolver(b2ContactSolverDef* def);
~b2ContactSolver();
void InitializeVelocityConstraints();
void WarmStart();
void SolveVelocityConstraints();
void StoreImpulses();
bool SolvePositionConstraints();
bool SolveTOIPositionConstraints(int32 toiIndexA, int32 toiIndexB);
b2TimeStep m_step;
b2Position* m_positions;
b2Velocity* m_velocities;
b2StackAllocator* m_allocator;
b2ContactPositionConstraint* m_positionConstraints;
b2ContactVelocityConstraint* m_velocityConstraints;
b2Contact** m_contacts;
int m_count;
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_EDGE_AND_CIRCLE_CONTACT_H
#define B2_EDGE_AND_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class BOX2D_API b2EdgeAndCircleContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2EdgeAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2EdgeAndCircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_EDGE_AND_POLYGON_CONTACT_H
#define B2_EDGE_AND_POLYGON_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class BOX2D_API b2EdgeAndPolygonContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2EdgeAndPolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2EdgeAndPolygonContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_POLYGON_AND_CIRCLE_CONTACT_H
#define B2_POLYGON_AND_CIRCLE_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class BOX2D_API b2PolygonAndCircleContact : public b2Contact
{
public:
static b2Contact* Create(b2Fixture* fixtureA, int32 indexA, b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2PolygonAndCircleContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2PolygonAndCircleContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_POLYGON_CONTACT_H
#define B2_POLYGON_CONTACT_H
#include <Box2D/Dynamics/Contacts/b2Contact.h>
class b2BlockAllocator;
class BOX2D_API b2PolygonContact : public b2Contact
{
public:
static b2Contact* Create( b2Fixture* fixtureA, int32 indexA,
b2Fixture* fixtureB, int32 indexB, b2BlockAllocator* allocator);
static void Destroy(b2Contact* contact, b2BlockAllocator* allocator);
b2PolygonContact(b2Fixture* fixtureA, b2Fixture* fixtureB);
~b2PolygonContact() {}
void Evaluate(b2Manifold* manifold, const b2Transform& xfA, const b2Transform& xfB);
};
#endif

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_DISTANCE_JOINT_H
#define B2_DISTANCE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Distance joint definition. This requires defining an
/// anchor point on both bodies and the non-zero length of the
/// distance joint. The definition uses local anchor points
/// so that the initial configuration can violate the constraint
/// slightly. This helps when saving and loading a game.
/// @warning Do not use a zero or short length.
struct BOX2D_API b2DistanceJointDef : public b2JointDef
{
b2DistanceJointDef()
{
type = e_distanceJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
length = 1.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/// Initialize the bodies, anchors, and length using the world
/// anchors.
void Initialize(b2Body* bodyA, b2Body* bodyB,
const b2Vec2& anchorA, const b2Vec2& anchorB);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The natural length between the anchor points.
float32 length;
/// The mass-spring-damper frequency in Hertz. A value of 0
/// disables softness.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// A distance joint constrains two points on two bodies
/// to remain at a fixed distance from each other. You can view
/// this as a massless, rigid rod.
class BOX2D_API b2DistanceJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque given the inverse time step.
/// Unit is N*m. This is always zero for a distance joint.
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set/get the natural length.
/// Manipulating the length can lead to non-physical behavior when the frequency is zero.
void SetLength(float32 length);
float32 GetLength() const;
/// Set/get frequency in Hz.
void SetFrequency(float32 hz);
float32 GetFrequency() const;
/// Set/get damping ratio.
void SetDampingRatio(float32 ratio);
float32 GetDampingRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2DistanceJoint(const b2DistanceJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_bias;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_gamma;
float32 m_impulse;
float32 m_length;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
inline void b2DistanceJoint::SetLength(float32 length)
{
m_length = length;
}
inline float32 b2DistanceJoint::GetLength() const
{
return m_length;
}
inline void b2DistanceJoint::SetFrequency(float32 hz)
{
m_frequencyHz = hz;
}
inline float32 b2DistanceJoint::GetFrequency() const
{
return m_frequencyHz;
}
inline void b2DistanceJoint::SetDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
inline float32 b2DistanceJoint::GetDampingRatio() const
{
return m_dampingRatio;
}
#endif

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_FRICTION_JOINT_H
#define B2_FRICTION_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Friction joint definition.
struct BOX2D_API b2FrictionJointDef : public b2JointDef
{
b2FrictionJointDef()
{
type = e_frictionJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
maxForce = 0.0f;
maxTorque = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The maximum friction force in N.
float32 maxForce;
/// The maximum friction torque in N-m.
float32 maxTorque;
};
/// Friction joint. This is used for top-down friction.
/// It provides 2D translational friction and angular friction.
class BOX2D_API b2FrictionJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set the maximum friction force in N.
void SetMaxForce(float32 force);
/// Get the maximum friction force in N.
float32 GetMaxForce() const;
/// Set the maximum friction torque in N*m.
void SetMaxTorque(float32 torque);
/// Get the maximum friction torque in N*m.
float32 GetMaxTorque() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2FrictionJoint(const b2FrictionJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
// Solver shared
b2Vec2 m_linearImpulse;
float32 m_angularImpulse;
float32 m_maxForce;
float32 m_maxTorque;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat22 m_linearMass;
float32 m_angularMass;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_GEAR_JOINT_H
#define B2_GEAR_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Gear joint definition. This definition requires two existing
/// revolute or prismatic joints (any combination will work).
struct BOX2D_API b2GearJointDef : public b2JointDef
{
b2GearJointDef()
{
type = e_gearJoint;
joint1 = NULL;
joint2 = NULL;
ratio = 1.0f;
}
/// The first revolute/prismatic joint attached to the gear joint.
b2Joint* joint1;
/// The second revolute/prismatic joint attached to the gear joint.
b2Joint* joint2;
/// The gear ratio.
/// @see b2GearJoint for explanation.
float32 ratio;
};
/// A gear joint is used to connect two joints together. Either joint
/// can be a revolute or prismatic joint. You specify a gear ratio
/// to bind the motions together:
/// coordinate1 + ratio * coordinate2 = constant
/// The ratio can be negative or positive. If one joint is a revolute joint
/// and the other joint is a prismatic joint, then the ratio will have units
/// of length or units of 1/length.
/// @warning You have to manually destroy the gear joint if joint1 or joint2
/// is destroyed.
class BOX2D_API b2GearJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the first joint.
b2Joint* GetJoint1() { return m_joint1; }
/// Get the second joint.
b2Joint* GetJoint2() { return m_joint2; }
/// Set/Get the gear ratio.
void SetRatio(float32 ratio);
float32 GetRatio() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2GearJoint(const b2GearJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Joint* m_joint1;
b2Joint* m_joint2;
b2JointType m_typeA;
b2JointType m_typeB;
// Body A is connected to body C
// Body B is connected to body D
b2Body* m_bodyC;
b2Body* m_bodyD;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localAnchorC;
b2Vec2 m_localAnchorD;
b2Vec2 m_localAxisC;
b2Vec2 m_localAxisD;
float32 m_referenceAngleA;
float32 m_referenceAngleB;
float32 m_constant;
float32 m_ratio;
float32 m_impulse;
// Solver temp
int32 m_indexA, m_indexB, m_indexC, m_indexD;
b2Vec2 m_lcA, m_lcB, m_lcC, m_lcD;
float32 m_mA, m_mB, m_mC, m_mD;
float32 m_iA, m_iB, m_iC, m_iD;
b2Vec2 m_JvAC, m_JvBD;
float32 m_JwA, m_JwB, m_JwC, m_JwD;
float32 m_mass;
};
#endif

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_JOINT_H
#define B2_JOINT_H
#include <Box2D/Common/b2Math.h>
class b2Body;
class b2Joint;
struct b2SolverData;
class b2BlockAllocator;
enum b2JointType
{
e_unknownJoint,
e_revoluteJoint,
e_prismaticJoint,
e_distanceJoint,
e_pulleyJoint,
e_mouseJoint,
e_gearJoint,
e_wheelJoint,
e_weldJoint,
e_frictionJoint,
e_ropeJoint,
e_motorJoint
};
enum b2LimitState
{
e_inactiveLimit,
e_atLowerLimit,
e_atUpperLimit,
e_equalLimits
};
struct b2Jacobian
{
b2Vec2 linear;
float32 angularA;
float32 angularB;
};
/// A joint edge is used to connect bodies and joints together
/// in a joint graph where each body is a node and each joint
/// is an edge. A joint edge belongs to a doubly linked list
/// maintained in each attached body. Each joint has two joint
/// nodes, one for each attached body.
struct b2JointEdge
{
b2Body* other; ///< provides quick access to the other body attached.
b2Joint* joint; ///< the joint
b2JointEdge* prev; ///< the previous joint edge in the body's joint list
b2JointEdge* next; ///< the next joint edge in the body's joint list
};
/// Joint definitions are used to construct joints.
struct BOX2D_API b2JointDef
{
b2JointDef()
{
type = e_unknownJoint;
userData = NULL;
bodyA = NULL;
bodyB = NULL;
collideConnected = false;
}
/// Use this to attach application specific data to your joints.
void* userData;
/// The first attached body.
b2Body* bodyA;
/// The second attached body.
b2Body* bodyB;
/// The joint type is set automatically for concrete joint types.
b2JointType type;
/// Set this flag to true if the attached bodies should collide.
bool collideConnected;
};
/// The base joint class. Joints are used to constraint two bodies together in
/// various fashions. Some joints also feature limits and motors.
class BOX2D_API b2Joint
{
public:
/// Get the type of the concrete joint.
b2JointType GetType() const;
/// Get the first body attached to this joint.
b2Body* GetBodyA();
/// Get the second body attached to this joint.
b2Body* GetBodyB();
/// Get the anchor point on bodyA in world coordinates.
virtual b2Vec2 GetAnchorA() const = 0;
/// Get the anchor point on bodyB in world coordinates.
virtual b2Vec2 GetAnchorB() const = 0;
/// Get the reaction force on bodyB at the joint anchor in Newtons.
virtual b2Vec2 GetReactionForce(float32 inv_dt) const = 0;
/// Get the reaction torque on bodyB in N*m.
virtual float32 GetReactionTorque(float32 inv_dt) const = 0;
/// Get the next joint the world joint list.
b2Joint* GetNext();
const b2Joint* GetNext() const;
/// Get the user data pointer.
void* GetUserData() const;
/// Set the user data pointer.
void SetUserData(void* data);
/// Short-cut function to determine if either body is inactive.
bool IsActive() const;
/// Get collide connected.
/// Note: modifying the collide connect flag won't work correctly because
/// the flag is only checked when fixture AABBs begin to overlap.
bool GetCollideConnected() const;
/// Dump this joint to the log file.
virtual void Dump() { b2Log("// Dump is not supported for this joint type.\n"); }
/// Shift the origin for any points stored in world coordinates.
virtual void ShiftOrigin(const b2Vec2& newOrigin) { B2_NOT_USED(newOrigin); }
protected:
friend class b2World;
friend class b2Body;
friend class b2Island;
friend class b2GearJoint;
static b2Joint* Create(const b2JointDef* def, b2BlockAllocator* allocator);
static void Destroy(b2Joint* joint, b2BlockAllocator* allocator);
b2Joint(const b2JointDef* def);
virtual ~b2Joint() {}
virtual void InitVelocityConstraints(const b2SolverData& data) = 0;
virtual void SolveVelocityConstraints(const b2SolverData& data) = 0;
// This returns true if the position errors are within tolerance.
virtual bool SolvePositionConstraints(const b2SolverData& data) = 0;
b2JointType m_type;
b2Joint* m_prev;
b2Joint* m_next;
b2JointEdge m_edgeA;
b2JointEdge m_edgeB;
b2Body* m_bodyA;
b2Body* m_bodyB;
int32 m_index;
bool m_islandFlag;
bool m_collideConnected;
void* m_userData;
};
inline b2JointType b2Joint::GetType() const
{
return m_type;
}
inline b2Body* b2Joint::GetBodyA()
{
return m_bodyA;
}
inline b2Body* b2Joint::GetBodyB()
{
return m_bodyB;
}
inline b2Joint* b2Joint::GetNext()
{
return m_next;
}
inline const b2Joint* b2Joint::GetNext() const
{
return m_next;
}
inline void* b2Joint::GetUserData() const
{
return m_userData;
}
inline void b2Joint::SetUserData(void* data)
{
m_userData = data;
}
inline bool b2Joint::GetCollideConnected() const
{
return m_collideConnected;
}
#endif

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/*
* Copyright (c) 2006-2012 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_MOTOR_JOINT_H
#define B2_MOTOR_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Motor joint definition.
struct BOX2D_API b2MotorJointDef : public b2JointDef
{
b2MotorJointDef()
{
type = e_motorJoint;
linearOffset.SetZero();
angularOffset = 0.0f;
maxForce = 1.0f;
maxTorque = 1.0f;
correctionFactor = 0.3f;
}
/// Initialize the bodies and offsets using the current transforms.
void Initialize(b2Body* bodyA, b2Body* bodyB);
/// Position of bodyB minus the position of bodyA, in bodyA's frame, in meters.
b2Vec2 linearOffset;
/// The bodyB angle minus bodyA angle in radians.
float32 angularOffset;
/// The maximum motor force in N.
float32 maxForce;
/// The maximum motor torque in N-m.
float32 maxTorque;
/// Position correction factor in the range [0,1].
float32 correctionFactor;
};
/// A motor joint is used to control the relative motion
/// between two bodies. A typical usage is to control the movement
/// of a dynamic body with respect to the ground.
class BOX2D_API b2MotorJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Set/get the target linear offset, in frame A, in meters.
void SetLinearOffset(const b2Vec2& linearOffset);
const b2Vec2& GetLinearOffset() const;
/// Set/get the target angular offset, in radians.
void SetAngularOffset(float32 angularOffset);
float32 GetAngularOffset() const;
/// Set the maximum friction force in N.
void SetMaxForce(float32 force);
/// Get the maximum friction force in N.
float32 GetMaxForce() const;
/// Set the maximum friction torque in N*m.
void SetMaxTorque(float32 torque);
/// Get the maximum friction torque in N*m.
float32 GetMaxTorque() const;
/// Set the position correction factor in the range [0,1].
void SetCorrectionFactor(float32 factor);
/// Get the position correction factor in the range [0,1].
float32 GetCorrectionFactor() const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2MotorJoint(const b2MotorJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_linearOffset;
float32 m_angularOffset;
b2Vec2 m_linearImpulse;
float32 m_angularImpulse;
float32 m_maxForce;
float32 m_maxTorque;
float32 m_correctionFactor;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
b2Vec2 m_linearError;
float32 m_angularError;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat22 m_linearMass;
float32 m_angularMass;
};
#endif

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/*
* Copyright (c) 2006-2007 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_MOUSE_JOINT_H
#define B2_MOUSE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Mouse joint definition. This requires a world target point,
/// tuning parameters, and the time step.
struct BOX2D_API b2MouseJointDef : public b2JointDef
{
b2MouseJointDef()
{
type = e_mouseJoint;
target.Set(0.0f, 0.0f);
maxForce = 0.0f;
frequencyHz = 5.0f;
dampingRatio = 0.7f;
}
/// The initial world target point. This is assumed
/// to coincide with the body anchor initially.
b2Vec2 target;
/// The maximum constraint force that can be exerted
/// to move the candidate body. Usually you will express
/// as some multiple of the weight (multiplier * mass * gravity).
float32 maxForce;
/// The response speed.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// A mouse joint is used to make a point on a body track a
/// specified world point. This a soft constraint with a maximum
/// force. This allows the constraint to stretch and without
/// applying huge forces.
/// NOTE: this joint is not documented in the manual because it was
/// developed to be used in the testbed. If you want to learn how to
/// use the mouse joint, look at the testbed.
class BOX2D_API b2MouseJoint : public b2Joint
{
public:
/// Implements b2Joint.
b2Vec2 GetAnchorA() const;
/// Implements b2Joint.
b2Vec2 GetAnchorB() const;
/// Implements b2Joint.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Implements b2Joint.
float32 GetReactionTorque(float32 inv_dt) const;
/// Use this to update the target point.
void SetTarget(const b2Vec2& target);
const b2Vec2& GetTarget() const;
/// Set/get the maximum force in Newtons.
void SetMaxForce(float32 force);
float32 GetMaxForce() const;
/// Set/get the frequency in Hertz.
void SetFrequency(float32 hz);
float32 GetFrequency() const;
/// Set/get the damping ratio (dimensionless).
void SetDampingRatio(float32 ratio);
float32 GetDampingRatio() const;
/// The mouse joint does not support dumping.
void Dump() { b2Log("Mouse joint dumping is not supported.\n"); }
/// Implement b2Joint::ShiftOrigin
void ShiftOrigin(const b2Vec2& newOrigin);
protected:
friend class b2Joint;
b2MouseJoint(const b2MouseJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_localAnchorB;
b2Vec2 m_targetA;
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_beta;
// Solver shared
b2Vec2 m_impulse;
float32 m_maxForce;
float32 m_gamma;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rB;
b2Vec2 m_localCenterB;
float32 m_invMassB;
float32 m_invIB;
b2Mat22 m_mass;
b2Vec2 m_C;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_PRISMATIC_JOINT_H
#define B2_PRISMATIC_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Prismatic joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct BOX2D_API b2PrismaticJointDef : public b2JointDef
{
b2PrismaticJointDef()
{
type = e_prismaticJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
referenceAngle = 0.0f;
enableLimit = false;
lowerTranslation = 0.0f;
upperTranslation = 0.0f;
enableMotor = false;
maxMotorForce = 0.0f;
motorSpeed = 0.0f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and unit world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The local translation unit axis in bodyA.
b2Vec2 localAxisA;
/// The constrained angle between the bodies: bodyB_angle - bodyA_angle.
float32 referenceAngle;
/// Enable/disable the joint limit.
bool enableLimit;
/// The lower translation limit, usually in meters.
float32 lowerTranslation;
/// The upper translation limit, usually in meters.
float32 upperTranslation;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorForce;
/// The desired motor speed in radians per second.
float32 motorSpeed;
};
/// A prismatic joint. This joint provides one degree of freedom: translation
/// along an axis fixed in bodyA. Relative rotation is prevented. You can
/// use a joint limit to restrict the range of motion and a joint motor to
/// drive the motion or to model joint friction.
class BOX2D_API b2PrismaticJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// The local joint axis relative to bodyA.
const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit, usually in meters.
float32 GetLowerLimit() const;
/// Get the upper joint limit, usually in meters.
float32 GetUpperLimit() const;
/// Set the joint limits, usually in meters.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in meters per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in meters per second.
float32 GetMotorSpeed() const;
/// Set the maximum motor force, usually in N.
void SetMaxMotorForce(float32 force);
float32 GetMaxMotorForce() const { return m_maxMotorForce; }
/// Get the current motor force given the inverse time step, usually in N.
float32 GetMotorForce(float32 inv_dt) const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
friend class b2GearJoint;
b2PrismaticJoint(const b2PrismaticJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_referenceAngle;
b2Vec3 m_impulse;
float32 m_motorImpulse;
float32 m_lowerTranslation;
float32 m_upperTranslation;
float32 m_maxMotorForce;
float32 m_motorSpeed;
bool m_enableLimit;
bool m_enableMotor;
b2LimitState m_limitState;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_axis, m_perp;
float32 m_s1, m_s2;
float32 m_a1, m_a2;
b2Mat33 m_K;
float32 m_motorMass;
};
inline float32 b2PrismaticJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_PULLEY_JOINT_H
#define B2_PULLEY_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
const float32 b2_minPulleyLength = 2.0f;
/// Pulley joint definition. This requires two ground anchors,
/// two dynamic body anchor points, and a pulley ratio.
struct BOX2D_API b2PulleyJointDef : public b2JointDef
{
b2PulleyJointDef()
{
type = e_pulleyJoint;
groundAnchorA.Set(-1.0f, 1.0f);
groundAnchorB.Set(1.0f, 1.0f);
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
lengthA = 0.0f;
lengthB = 0.0f;
ratio = 1.0f;
collideConnected = true;
}
/// Initialize the bodies, anchors, lengths, max lengths, and ratio using the world anchors.
void Initialize(b2Body* bodyA, b2Body* bodyB,
const b2Vec2& groundAnchorA, const b2Vec2& groundAnchorB,
const b2Vec2& anchorA, const b2Vec2& anchorB,
float32 ratio);
/// The first ground anchor in world coordinates. This point never moves.
b2Vec2 groundAnchorA;
/// The second ground anchor in world coordinates. This point never moves.
b2Vec2 groundAnchorB;
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The a reference length for the segment attached to bodyA.
float32 lengthA;
/// The a reference length for the segment attached to bodyB.
float32 lengthB;
/// The pulley ratio, used to simulate a block-and-tackle.
float32 ratio;
};
/// The pulley joint is connected to two bodies and two fixed ground points.
/// The pulley supports a ratio such that:
/// length1 + ratio * length2 <= constant
/// Yes, the force transmitted is scaled by the ratio.
/// Warning: the pulley joint can get a bit squirrelly by itself. They often
/// work better when combined with prismatic joints. You should also cover the
/// the anchor points with static shapes to prevent one side from going to
/// zero length.
class BOX2D_API b2PulleyJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the first ground anchor.
b2Vec2 GetGroundAnchorA() const;
/// Get the second ground anchor.
b2Vec2 GetGroundAnchorB() const;
/// Get the current length of the segment attached to bodyA.
float32 GetLengthA() const;
/// Get the current length of the segment attached to bodyB.
float32 GetLengthB() const;
/// Get the pulley ratio.
float32 GetRatio() const;
/// Get the current length of the segment attached to bodyA.
float32 GetCurrentLengthA() const;
/// Get the current length of the segment attached to bodyB.
float32 GetCurrentLengthB() const;
/// Dump joint to dmLog
void Dump();
/// Implement b2Joint::ShiftOrigin
void ShiftOrigin(const b2Vec2& newOrigin);
protected:
friend class b2Joint;
b2PulleyJoint(const b2PulleyJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
b2Vec2 m_groundAnchorA;
b2Vec2 m_groundAnchorB;
float32 m_lengthA;
float32 m_lengthB;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_constant;
float32 m_ratio;
float32 m_impulse;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_uA;
b2Vec2 m_uB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_REVOLUTE_JOINT_H
#define B2_REVOLUTE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Revolute joint definition. This requires defining an
/// anchor point where the bodies are joined. The definition
/// uses local anchor points so that the initial configuration
/// can violate the constraint slightly. You also need to
/// specify the initial relative angle for joint limits. This
/// helps when saving and loading a game.
/// The local anchor points are measured from the body's origin
/// rather than the center of mass because:
/// 1. you might not know where the center of mass will be.
/// 2. if you add/remove shapes from a body and recompute the mass,
/// the joints will be broken.
struct BOX2D_API b2RevoluteJointDef : public b2JointDef
{
b2RevoluteJointDef()
{
type = e_revoluteJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
referenceAngle = 0.0f;
lowerAngle = 0.0f;
upperAngle = 0.0f;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
enableLimit = false;
enableMotor = false;
}
/// Initialize the bodies, anchors, and reference angle using a world
/// anchor point.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The bodyB angle minus bodyA angle in the reference state (radians).
float32 referenceAngle;
/// A flag to enable joint limits.
bool enableLimit;
/// The lower angle for the joint limit (radians).
float32 lowerAngle;
/// The upper angle for the joint limit (radians).
float32 upperAngle;
/// A flag to enable the joint motor.
bool enableMotor;
/// The desired motor speed. Usually in radians per second.
float32 motorSpeed;
/// The maximum motor torque used to achieve the desired motor speed.
/// Usually in N-m.
float32 maxMotorTorque;
};
/// A revolute joint constrains two bodies to share a common point while they
/// are free to rotate about the point. The relative rotation about the shared
/// point is the joint angle. You can limit the relative rotation with
/// a joint limit that specifies a lower and upper angle. You can use a motor
/// to drive the relative rotation about the shared point. A maximum motor torque
/// is provided so that infinite forces are not generated.
class BOX2D_API b2RevoluteJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Get the current joint angle in radians.
float32 GetJointAngle() const;
/// Get the current joint angle speed in radians per second.
float32 GetJointSpeed() const;
/// Is the joint limit enabled?
bool IsLimitEnabled() const;
/// Enable/disable the joint limit.
void EnableLimit(bool flag);
/// Get the lower joint limit in radians.
float32 GetLowerLimit() const;
/// Get the upper joint limit in radians.
float32 GetUpperLimit() const;
/// Set the joint limits in radians.
void SetLimits(float32 lower, float32 upper);
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed in radians per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed in radians per second.
float32 GetMotorSpeed() const;
/// Set the maximum motor torque, usually in N-m.
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const { return m_maxMotorTorque; }
/// Get the reaction force given the inverse time step.
/// Unit is N.
b2Vec2 GetReactionForce(float32 inv_dt) const;
/// Get the reaction torque due to the joint limit given the inverse time step.
/// Unit is N*m.
float32 GetReactionTorque(float32 inv_dt) const;
/// Get the current motor torque given the inverse time step.
/// Unit is N*m.
float32 GetMotorTorque(float32 inv_dt) const;
/// Dump to b2Log.
void Dump();
protected:
friend class b2Joint;
friend class b2GearJoint;
b2RevoluteJoint(const b2RevoluteJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec3 m_impulse;
float32 m_motorImpulse;
bool m_enableMotor;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableLimit;
float32 m_referenceAngle;
float32 m_lowerAngle;
float32 m_upperAngle;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass; // effective mass for point-to-point constraint.
float32 m_motorMass; // effective mass for motor/limit angular constraint.
b2LimitState m_limitState;
};
inline float32 b2RevoluteJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_ROPE_JOINT_H
#define B2_ROPE_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Rope joint definition. This requires two body anchor points and
/// a maximum lengths.
/// Note: by default the connected objects will not collide.
/// see collideConnected in b2JointDef.
struct BOX2D_API b2RopeJointDef : public b2JointDef
{
b2RopeJointDef()
{
type = e_ropeJoint;
localAnchorA.Set(-1.0f, 0.0f);
localAnchorB.Set(1.0f, 0.0f);
maxLength = 0.0f;
}
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The maximum length of the rope.
/// Warning: this must be larger than b2_linearSlop or
/// the joint will have no effect.
float32 maxLength;
};
/// A rope joint enforces a maximum distance between two points
/// on two bodies. It has no other effect.
/// Warning: if you attempt to change the maximum length during
/// the simulation you will get some non-physical behavior.
/// A model that would allow you to dynamically modify the length
/// would have some sponginess, so I chose not to implement it
/// that way. See b2DistanceJoint if you want to dynamically
/// control length.
class BOX2D_API b2RopeJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Set/Get the maximum length of the rope.
void SetMaxLength(float32 length) { m_maxLength = length; }
float32 GetMaxLength() const;
b2LimitState GetLimitState() const;
/// Dump joint to dmLog
void Dump();
protected:
friend class b2Joint;
b2RopeJoint(const b2RopeJointDef* data);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_maxLength;
float32 m_length;
float32 m_impulse;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_u;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
float32 m_mass;
b2LimitState m_state;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_WELD_JOINT_H
#define B2_WELD_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Weld joint definition. You need to specify local anchor points
/// where they are attached and the relative body angle. The position
/// of the anchor points is important for computing the reaction torque.
struct BOX2D_API b2WeldJointDef : public b2JointDef
{
b2WeldJointDef()
{
type = e_weldJoint;
localAnchorA.Set(0.0f, 0.0f);
localAnchorB.Set(0.0f, 0.0f);
referenceAngle = 0.0f;
frequencyHz = 0.0f;
dampingRatio = 0.0f;
}
/// Initialize the bodies, anchors, and reference angle using a world
/// anchor point.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The bodyB angle minus bodyA angle in the reference state (radians).
float32 referenceAngle;
/// The mass-spring-damper frequency in Hertz. Rotation only.
/// Disable softness with a value of 0.
float32 frequencyHz;
/// The damping ratio. 0 = no damping, 1 = critical damping.
float32 dampingRatio;
};
/// A weld joint essentially glues two bodies together. A weld joint may
/// distort somewhat because the island constraint solver is approximate.
class BOX2D_API b2WeldJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// Get the reference angle.
float32 GetReferenceAngle() const { return m_referenceAngle; }
/// Set/get frequency in Hz.
void SetFrequency(float32 hz) { m_frequencyHz = hz; }
float32 GetFrequency() const { return m_frequencyHz; }
/// Set/get damping ratio.
void SetDampingRatio(float32 ratio) { m_dampingRatio = ratio; }
float32 GetDampingRatio() const { return m_dampingRatio; }
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2WeldJoint(const b2WeldJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
float32 m_bias;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
float32 m_referenceAngle;
float32 m_gamma;
b2Vec3 m_impulse;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_rA;
b2Vec2 m_rB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Mat33 m_mass;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_WHEEL_JOINT_H
#define B2_WHEEL_JOINT_H
#include <Box2D/Dynamics/Joints/b2Joint.h>
/// Wheel joint definition. This requires defining a line of
/// motion using an axis and an anchor point. The definition uses local
/// anchor points and a local axis so that the initial configuration
/// can violate the constraint slightly. The joint translation is zero
/// when the local anchor points coincide in world space. Using local
/// anchors and a local axis helps when saving and loading a game.
struct BOX2D_API b2WheelJointDef : public b2JointDef
{
b2WheelJointDef()
{
type = e_wheelJoint;
localAnchorA.SetZero();
localAnchorB.SetZero();
localAxisA.Set(1.0f, 0.0f);
enableMotor = false;
maxMotorTorque = 0.0f;
motorSpeed = 0.0f;
frequencyHz = 2.0f;
dampingRatio = 0.7f;
}
/// Initialize the bodies, anchors, axis, and reference angle using the world
/// anchor and world axis.
void Initialize(b2Body* bodyA, b2Body* bodyB, const b2Vec2& anchor, const b2Vec2& axis);
/// The local anchor point relative to bodyA's origin.
b2Vec2 localAnchorA;
/// The local anchor point relative to bodyB's origin.
b2Vec2 localAnchorB;
/// The local translation axis in bodyA.
b2Vec2 localAxisA;
/// Enable/disable the joint motor.
bool enableMotor;
/// The maximum motor torque, usually in N-m.
float32 maxMotorTorque;
/// The desired motor speed in radians per second.
float32 motorSpeed;
/// Suspension frequency, zero indicates no suspension
float32 frequencyHz;
/// Suspension damping ratio, one indicates critical damping
float32 dampingRatio;
};
/// A wheel joint. This joint provides two degrees of freedom: translation
/// along an axis fixed in bodyA and rotation in the plane. You can use a
/// joint limit to restrict the range of motion and a joint motor to drive
/// the rotation or to model rotational friction.
/// This joint is designed for vehicle suspensions.
class BOX2D_API b2WheelJoint : public b2Joint
{
public:
b2Vec2 GetAnchorA() const;
b2Vec2 GetAnchorB() const;
b2Vec2 GetReactionForce(float32 inv_dt) const;
float32 GetReactionTorque(float32 inv_dt) const;
/// The local anchor point relative to bodyA's origin.
const b2Vec2& GetLocalAnchorA() const { return m_localAnchorA; }
/// The local anchor point relative to bodyB's origin.
const b2Vec2& GetLocalAnchorB() const { return m_localAnchorB; }
/// The local joint axis relative to bodyA.
const b2Vec2& GetLocalAxisA() const { return m_localXAxisA; }
/// Get the current joint translation, usually in meters.
float32 GetJointTranslation() const;
/// Get the current joint translation speed, usually in meters per second.
float32 GetJointSpeed() const;
/// Is the joint motor enabled?
bool IsMotorEnabled() const;
/// Enable/disable the joint motor.
void EnableMotor(bool flag);
/// Set the motor speed, usually in radians per second.
void SetMotorSpeed(float32 speed);
/// Get the motor speed, usually in radians per second.
float32 GetMotorSpeed() const;
/// Set/Get the maximum motor force, usually in N-m.
void SetMaxMotorTorque(float32 torque);
float32 GetMaxMotorTorque() const;
/// Get the current motor torque given the inverse time step, usually in N-m.
float32 GetMotorTorque(float32 inv_dt) const;
/// Set/Get the spring frequency in hertz. Setting the frequency to zero disables the spring.
void SetSpringFrequencyHz(float32 hz);
float32 GetSpringFrequencyHz() const;
/// Set/Get the spring damping ratio
void SetSpringDampingRatio(float32 ratio);
float32 GetSpringDampingRatio() const;
/// Dump to b2Log
void Dump();
protected:
friend class b2Joint;
b2WheelJoint(const b2WheelJointDef* def);
void InitVelocityConstraints(const b2SolverData& data);
void SolveVelocityConstraints(const b2SolverData& data);
bool SolvePositionConstraints(const b2SolverData& data);
float32 m_frequencyHz;
float32 m_dampingRatio;
// Solver shared
b2Vec2 m_localAnchorA;
b2Vec2 m_localAnchorB;
b2Vec2 m_localXAxisA;
b2Vec2 m_localYAxisA;
float32 m_impulse;
float32 m_motorImpulse;
float32 m_springImpulse;
float32 m_maxMotorTorque;
float32 m_motorSpeed;
bool m_enableMotor;
// Solver temp
int32 m_indexA;
int32 m_indexB;
b2Vec2 m_localCenterA;
b2Vec2 m_localCenterB;
float32 m_invMassA;
float32 m_invMassB;
float32 m_invIA;
float32 m_invIB;
b2Vec2 m_ax, m_ay;
float32 m_sAx, m_sBx;
float32 m_sAy, m_sBy;
float32 m_mass;
float32 m_motorMass;
float32 m_springMass;
float32 m_bias;
float32 m_gamma;
};
inline float32 b2WheelJoint::GetMotorSpeed() const
{
return m_motorSpeed;
}
inline float32 b2WheelJoint::GetMaxMotorTorque() const
{
return m_maxMotorTorque;
}
inline void b2WheelJoint::SetSpringFrequencyHz(float32 hz)
{
m_frequencyHz = hz;
}
inline float32 b2WheelJoint::GetSpringFrequencyHz() const
{
return m_frequencyHz;
}
inline void b2WheelJoint::SetSpringDampingRatio(float32 ratio)
{
m_dampingRatio = ratio;
}
inline float32 b2WheelJoint::GetSpringDampingRatio() const
{
return m_dampingRatio;
}
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_BODY_H
#define B2_BODY_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Collision/Shapes/b2Shape.h>
#include <memory>
class b2Fixture;
class b2Joint;
class b2Contact;
class b2Controller;
class b2World;
struct b2FixtureDef;
struct b2JointEdge;
struct b2ContactEdge;
/// The body type.
/// static: zero mass, zero velocity, may be manually moved
/// kinematic: zero mass, non-zero velocity set by user, moved by solver
/// dynamic: positive mass, non-zero velocity determined by forces, moved by solver
enum b2BodyType
{
b2_staticBody = 0,
b2_kinematicBody,
b2_dynamicBody
// TODO_ERIN
//b2_bulletBody,
};
/// A body definition holds all the data needed to construct a rigid body.
/// You can safely re-use body definitions. Shapes are added to a body after construction.
struct b2BodyDef
{
/// This constructor sets the body definition default values.
b2BodyDef()
{
userData = NULL;
position.Set(0.0f, 0.0f);
angle = 0.0f;
linearVelocity.Set(0.0f, 0.0f);
angularVelocity = 0.0f;
linearDamping = 0.0f;
angularDamping = 0.0f;
allowSleep = true;
awake = true;
fixedRotation = false;
bullet = false;
type = b2_staticBody;
active = true;
gravityScale = 1.0f;
}
/// Use this to store application specific body data.
void* userData;
/// The body type: static, kinematic, or dynamic.
/// Note: if a dynamic body would have zero mass, the mass is set to one.
b2BodyType type;
/// The world position of the body. Avoid creating bodies at the origin
/// since this can lead to many overlapping shapes.
b2Vec2 position;
/// The world angle of the body in radians.
float32 angle;
/// The linear velocity of the body's origin in world co-ordinates.
b2Vec2 linearVelocity;
/// The angular velocity of the body.
float32 angularVelocity;
/// Linear damping is use to reduce the linear velocity. The damping parameter
/// can be larger than 1.0f but the damping effect becomes sensitive to the
/// time step when the damping parameter is large.
float32 linearDamping;
/// Angular damping is use to reduce the angular velocity. The damping parameter
/// can be larger than 1.0f but the damping effect becomes sensitive to the
/// time step when the damping parameter is large.
float32 angularDamping;
/// Scale the gravity applied to this body.
float32 gravityScale;
/// Set this flag to false if this body should never fall asleep. Note that
/// this increases CPU usage.
bool allowSleep;
/// Is this body initially awake or sleeping?
bool awake;
/// Should this body be prevented from rotating? Useful for characters.
bool fixedRotation;
/// Is this a fast moving body that should be prevented from tunneling through
/// other moving bodies? Note that all bodies are prevented from tunneling through
/// kinematic and static bodies. This setting is only considered on dynamic bodies.
/// @warning You should use this flag sparingly since it increases processing time.
bool bullet;
/// Does this body start out active?
bool active;
};
/// A rigid body. These are created via b2World::CreateBody.
class BOX2D_API b2Body
{
public:
/// Creates a fixture and attach it to this body. Use this function if you need
/// to set some fixture parameters, like friction. Otherwise you can create the
/// fixture directly from a shape.
/// If the density is non-zero, this function automatically updates the mass of the body.
/// Contacts are not created until the next time step.
/// @param def the fixture definition.
/// @warning This function is locked during callbacks.
b2Fixture* CreateFixture(const b2FixtureDef* def);
/// Creates a fixture from a shape and attach it to this body.
/// This is a convenience function. Use b2FixtureDef if you need to set parameters
/// like friction, restitution, user data, or filtering.
/// If the density is non-zero, this function automatically updates the mass of the body.
/// @param shape the shape to be cloned.
/// @param density the shape density (set to zero for static bodies).
/// @warning This function is locked during callbacks.
b2Fixture* CreateFixture(const b2Shape* shape, float32 density);
/// Destroy a fixture. This removes the fixture from the broad-phase and
/// destroys all contacts associated with this fixture. This will
/// automatically adjust the mass of the body if the body is dynamic and the
/// fixture has positive density.
/// All fixtures attached to a body are implicitly destroyed when the body is destroyed.
/// @param fixture the fixture to be removed.
/// @warning This function is locked during callbacks.
void DestroyFixture(b2Fixture* fixture);
/// Set the position of the body's origin and rotation.
/// Manipulating a body's transform may cause non-physical behavior.
/// Note: contacts are updated on the next call to b2World::Step.
/// @param position the world position of the body's local origin.
/// @param angle the world rotation in radians.
void SetTransform(const b2Vec2& position, float32 angle);
/// Get the body transform for the body's origin.
/// @return the world transform of the body's origin.
const b2Transform& GetTransform() const;
/// Get the world body origin position.
/// @return the world position of the body's origin.
const b2Vec2& GetPosition() const;
/// Get the angle in radians.
/// @return the current world rotation angle in radians.
float32 GetAngle() const;
/// Get the world position of the center of mass.
const b2Vec2& GetWorldCenter() const;
/// Get the local position of the center of mass.
const b2Vec2& GetLocalCenter() const;
/// Set the linear velocity of the center of mass.
/// @param v the new linear velocity of the center of mass.
void SetLinearVelocity(const b2Vec2& v);
/// Get the linear velocity of the center of mass.
/// @return the linear velocity of the center of mass.
const b2Vec2& GetLinearVelocity() const;
/// Set the angular velocity.
/// @param omega the new angular velocity in radians/second.
void SetAngularVelocity(float32 omega);
/// Get the angular velocity.
/// @return the angular velocity in radians/second.
float32 GetAngularVelocity() const;
/// Apply a force at a world point. If the force is not
/// applied at the center of mass, it will generate a torque and
/// affect the angular velocity. This wakes up the body.
/// @param force the world force vector, usually in Newtons (N).
/// @param point the world position of the point of application.
/// @param wake also wake up the body
void ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake);
/// Apply a force to the center of mass. This wakes up the body.
/// @param force the world force vector, usually in Newtons (N).
/// @param wake also wake up the body
void ApplyForceToCenter(const b2Vec2& force, bool wake);
/// Apply a torque. This affects the angular velocity
/// without affecting the linear velocity of the center of mass.
/// This wakes up the body.
/// @param torque about the z-axis (out of the screen), usually in N-m.
/// @param wake also wake up the body
void ApplyTorque(float32 torque, bool wake);
/// Apply an impulse at a point. This immediately modifies the velocity.
/// It also modifies the angular velocity if the point of application
/// is not at the center of mass. This wakes up the body.
/// @param impulse the world impulse vector, usually in N-seconds or kg-m/s.
/// @param point the world position of the point of application.
/// @param wake also wake up the body
void ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake);
/// Apply an angular impulse.
/// @param impulse the angular impulse in units of kg*m*m/s
/// @param wake also wake up the body
void ApplyAngularImpulse(float32 impulse, bool wake);
/// Get the total mass of the body.
/// @return the mass, usually in kilograms (kg).
float32 GetMass() const;
/// Get the rotational inertia of the body about the local origin.
/// @return the rotational inertia, usually in kg-m^2.
float32 GetInertia() const;
/// Get the mass data of the body.
/// @return a struct containing the mass, inertia and center of the body.
void GetMassData(b2MassData* data) const;
/// Set the mass properties to override the mass properties of the fixtures.
/// Note that this changes the center of mass position.
/// Note that creating or destroying fixtures can also alter the mass.
/// This function has no effect if the body isn't dynamic.
/// @param massData the mass properties.
void SetMassData(const b2MassData* data);
/// This resets the mass properties to the sum of the mass properties of the fixtures.
/// This normally does not need to be called unless you called SetMassData to override
/// the mass and you later want to reset the mass.
void ResetMassData();
/// Get the world coordinates of a point given the local coordinates.
/// @param localPoint a point on the body measured relative the the body's origin.
/// @return the same point expressed in world coordinates.
b2Vec2 GetWorldPoint(const b2Vec2& localPoint) const;
/// Get the world coordinates of a vector given the local coordinates.
/// @param localVector a vector fixed in the body.
/// @return the same vector expressed in world coordinates.
b2Vec2 GetWorldVector(const b2Vec2& localVector) const;
/// Gets a local point relative to the body's origin given a world point.
/// @param a point in world coordinates.
/// @return the corresponding local point relative to the body's origin.
b2Vec2 GetLocalPoint(const b2Vec2& worldPoint) const;
/// Gets a local vector given a world vector.
/// @param a vector in world coordinates.
/// @return the corresponding local vector.
b2Vec2 GetLocalVector(const b2Vec2& worldVector) const;
/// Get the world linear velocity of a world point attached to this body.
/// @param a point in world coordinates.
/// @return the world velocity of a point.
b2Vec2 GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const;
/// Get the world velocity of a local point.
/// @param a point in local coordinates.
/// @return the world velocity of a point.
b2Vec2 GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const;
/// Get the linear damping of the body.
float32 GetLinearDamping() const;
/// Set the linear damping of the body.
void SetLinearDamping(float32 linearDamping);
/// Get the angular damping of the body.
float32 GetAngularDamping() const;
/// Set the angular damping of the body.
void SetAngularDamping(float32 angularDamping);
/// Get the gravity scale of the body.
float32 GetGravityScale() const;
/// Set the gravity scale of the body.
void SetGravityScale(float32 scale);
/// Set the type of this body. This may alter the mass and velocity.
void SetType(b2BodyType type);
/// Get the type of this body.
b2BodyType GetType() const;
/// Should this body be treated like a bullet for continuous collision detection?
void SetBullet(bool flag);
/// Is this body treated like a bullet for continuous collision detection?
bool IsBullet() const;
/// You can disable sleeping on this body. If you disable sleeping, the
/// body will be woken.
void SetSleepingAllowed(bool flag);
/// Is this body allowed to sleep
bool IsSleepingAllowed() const;
/// Set the sleep state of the body. A sleeping body has very
/// low CPU cost.
/// @param flag set to true to wake the body, false to put it to sleep.
void SetAwake(bool flag);
/// Get the sleeping state of this body.
/// @return true if the body is awake.
bool IsAwake() const;
/// Set the active state of the body. An inactive body is not
/// simulated and cannot be collided with or woken up.
/// If you pass a flag of true, all fixtures will be added to the
/// broad-phase.
/// If you pass a flag of false, all fixtures will be removed from
/// the broad-phase and all contacts will be destroyed.
/// Fixtures and joints are otherwise unaffected. You may continue
/// to create/destroy fixtures and joints on inactive bodies.
/// Fixtures on an inactive body are implicitly inactive and will
/// not participate in collisions, ray-casts, or queries.
/// Joints connected to an inactive body are implicitly inactive.
/// An inactive body is still owned by a b2World object and remains
/// in the body list.
void SetActive(bool flag);
/// Get the active state of the body.
bool IsActive() const;
/// Set this body to have fixed rotation. This causes the mass
/// to be reset.
void SetFixedRotation(bool flag);
/// Does this body have fixed rotation?
bool IsFixedRotation() const;
/// Get the list of all fixtures attached to this body.
b2Fixture* GetFixtureList();
const b2Fixture* GetFixtureList() const;
/// Get the list of all joints attached to this body.
b2JointEdge* GetJointList();
const b2JointEdge* GetJointList() const;
/// Get the list of all contacts attached to this body.
/// @warning this list changes during the time step and you may
/// miss some collisions if you don't use b2ContactListener.
b2ContactEdge* GetContactList();
const b2ContactEdge* GetContactList() const;
/// Get the next body in the world's body list.
b2Body* GetNext();
const b2Body* GetNext() const;
/// Get the user data pointer that was provided in the body definition.
void* GetUserData() const;
/// Set the user data. Use this to store your application specific data.
void SetUserData(void* data);
/// Get the parent world of this body.
b2World* GetWorld();
const b2World* GetWorld() const;
/// Dump this body to a log file
void Dump();
private:
friend class b2World;
friend class b2Island;
friend class b2ContactManager;
friend class b2ContactSolver;
friend class b2Contact;
friend class b2DistanceJoint;
friend class b2FrictionJoint;
friend class b2GearJoint;
friend class b2MotorJoint;
friend class b2MouseJoint;
friend class b2PrismaticJoint;
friend class b2PulleyJoint;
friend class b2RevoluteJoint;
friend class b2RopeJoint;
friend class b2WeldJoint;
friend class b2WheelJoint;
// m_flags
enum
{
e_islandFlag = 0x0001,
e_awakeFlag = 0x0002,
e_autoSleepFlag = 0x0004,
e_bulletFlag = 0x0008,
e_fixedRotationFlag = 0x0010,
e_activeFlag = 0x0020,
e_toiFlag = 0x0040
};
b2Body(const b2BodyDef* bd, b2World* world);
~b2Body();
void SynchronizeFixtures();
void SynchronizeTransform();
// This is used to prevent connected bodies from colliding.
// It may lie, depending on the collideConnected flag.
bool ShouldCollide(const b2Body* other) const;
void Advance(float32 t);
b2BodyType m_type;
uint16 m_flags;
int32 m_islandIndex;
b2Transform m_xf; // the body origin transform
b2Sweep m_sweep; // the swept motion for CCD
b2Vec2 m_linearVelocity;
float32 m_angularVelocity;
b2Vec2 m_force;
float32 m_torque;
b2World* m_world;
b2Body* m_prev;
b2Body* m_next;
b2Fixture* m_fixtureList;
int32 m_fixtureCount;
b2JointEdge* m_jointList;
b2ContactEdge* m_contactList;
float32 m_mass, m_invMass;
// Rotational inertia about the center of mass.
float32 m_I, m_invI;
float32 m_linearDamping;
float32 m_angularDamping;
float32 m_gravityScale;
float32 m_sleepTime;
void* m_userData;
};
inline b2BodyType b2Body::GetType() const
{
return m_type;
}
inline const b2Transform& b2Body::GetTransform() const
{
return m_xf;
}
inline const b2Vec2& b2Body::GetPosition() const
{
return m_xf.p;
}
inline float32 b2Body::GetAngle() const
{
return m_sweep.a;
}
inline const b2Vec2& b2Body::GetWorldCenter() const
{
return m_sweep.c;
}
inline const b2Vec2& b2Body::GetLocalCenter() const
{
return m_sweep.localCenter;
}
inline void b2Body::SetLinearVelocity(const b2Vec2& v)
{
if (m_type == b2_staticBody)
{
return;
}
if (b2Dot(v,v) > 0.0f)
{
SetAwake(true);
}
m_linearVelocity = v;
}
inline const b2Vec2& b2Body::GetLinearVelocity() const
{
return m_linearVelocity;
}
inline void b2Body::SetAngularVelocity(float32 w)
{
if (m_type == b2_staticBody)
{
return;
}
if (w * w > 0.0f)
{
SetAwake(true);
}
m_angularVelocity = w;
}
inline float32 b2Body::GetAngularVelocity() const
{
return m_angularVelocity;
}
inline float32 b2Body::GetMass() const
{
return m_mass;
}
inline float32 b2Body::GetInertia() const
{
return m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
}
inline void b2Body::GetMassData(b2MassData* data) const
{
data->mass = m_mass;
data->I = m_I + m_mass * b2Dot(m_sweep.localCenter, m_sweep.localCenter);
data->center = m_sweep.localCenter;
}
inline b2Vec2 b2Body::GetWorldPoint(const b2Vec2& localPoint) const
{
return b2Mul(m_xf, localPoint);
}
inline b2Vec2 b2Body::GetWorldVector(const b2Vec2& localVector) const
{
return b2Mul(m_xf.q, localVector);
}
inline b2Vec2 b2Body::GetLocalPoint(const b2Vec2& worldPoint) const
{
return b2MulT(m_xf, worldPoint);
}
inline b2Vec2 b2Body::GetLocalVector(const b2Vec2& worldVector) const
{
return b2MulT(m_xf.q, worldVector);
}
inline b2Vec2 b2Body::GetLinearVelocityFromWorldPoint(const b2Vec2& worldPoint) const
{
return m_linearVelocity + b2Cross(m_angularVelocity, worldPoint - m_sweep.c);
}
inline b2Vec2 b2Body::GetLinearVelocityFromLocalPoint(const b2Vec2& localPoint) const
{
return GetLinearVelocityFromWorldPoint(GetWorldPoint(localPoint));
}
inline float32 b2Body::GetLinearDamping() const
{
return m_linearDamping;
}
inline void b2Body::SetLinearDamping(float32 linearDamping)
{
m_linearDamping = linearDamping;
}
inline float32 b2Body::GetAngularDamping() const
{
return m_angularDamping;
}
inline void b2Body::SetAngularDamping(float32 angularDamping)
{
m_angularDamping = angularDamping;
}
inline float32 b2Body::GetGravityScale() const
{
return m_gravityScale;
}
inline void b2Body::SetGravityScale(float32 scale)
{
m_gravityScale = scale;
}
inline void b2Body::SetBullet(bool flag)
{
if (flag)
{
m_flags |= e_bulletFlag;
}
else
{
m_flags &= ~e_bulletFlag;
}
}
inline bool b2Body::IsBullet() const
{
return (m_flags & e_bulletFlag) == e_bulletFlag;
}
inline void b2Body::SetAwake(bool flag)
{
if (flag)
{
if ((m_flags & e_awakeFlag) == 0)
{
m_flags |= e_awakeFlag;
m_sleepTime = 0.0f;
}
}
else
{
m_flags &= ~e_awakeFlag;
m_sleepTime = 0.0f;
m_linearVelocity.SetZero();
m_angularVelocity = 0.0f;
m_force.SetZero();
m_torque = 0.0f;
}
}
inline bool b2Body::IsAwake() const
{
return (m_flags & e_awakeFlag) == e_awakeFlag;
}
inline bool b2Body::IsActive() const
{
return (m_flags & e_activeFlag) == e_activeFlag;
}
inline bool b2Body::IsFixedRotation() const
{
return (m_flags & e_fixedRotationFlag) == e_fixedRotationFlag;
}
inline void b2Body::SetSleepingAllowed(bool flag)
{
if (flag)
{
m_flags |= e_autoSleepFlag;
}
else
{
m_flags &= ~e_autoSleepFlag;
SetAwake(true);
}
}
inline bool b2Body::IsSleepingAllowed() const
{
return (m_flags & e_autoSleepFlag) == e_autoSleepFlag;
}
inline b2Fixture* b2Body::GetFixtureList()
{
return m_fixtureList;
}
inline const b2Fixture* b2Body::GetFixtureList() const
{
return m_fixtureList;
}
inline b2JointEdge* b2Body::GetJointList()
{
return m_jointList;
}
inline const b2JointEdge* b2Body::GetJointList() const
{
return m_jointList;
}
inline b2ContactEdge* b2Body::GetContactList()
{
return m_contactList;
}
inline const b2ContactEdge* b2Body::GetContactList() const
{
return m_contactList;
}
inline b2Body* b2Body::GetNext()
{
return m_next;
}
inline const b2Body* b2Body::GetNext() const
{
return m_next;
}
inline void b2Body::SetUserData(void* data)
{
m_userData = data;
}
inline void* b2Body::GetUserData() const
{
return m_userData;
}
inline void b2Body::ApplyForce(const b2Vec2& force, const b2Vec2& point, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate a force if the body is sleeping.
if (m_flags & e_awakeFlag)
{
m_force += force;
m_torque += b2Cross(point - m_sweep.c, force);
}
}
inline void b2Body::ApplyForceToCenter(const b2Vec2& force, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate a force if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_force += force;
}
}
inline void b2Body::ApplyTorque(float32 torque, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate a force if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_torque += torque;
}
}
inline void b2Body::ApplyLinearImpulse(const b2Vec2& impulse, const b2Vec2& point, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate velocity if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_linearVelocity += m_invMass * impulse;
m_angularVelocity += m_invI * b2Cross(point - m_sweep.c, impulse);
}
}
inline void b2Body::ApplyAngularImpulse(float32 impulse, bool wake)
{
if (m_type != b2_dynamicBody)
{
return;
}
if (wake && (m_flags & e_awakeFlag) == 0)
{
SetAwake(true);
}
// Don't accumulate velocity if the body is sleeping
if (m_flags & e_awakeFlag)
{
m_angularVelocity += m_invI * impulse;
}
}
inline void b2Body::SynchronizeTransform()
{
m_xf.q.Set(m_sweep.a);
m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
}
inline void b2Body::Advance(float32 alpha)
{
// Advance to the new safe time. This doesn't sync the broad-phase.
m_sweep.Advance(alpha);
m_sweep.c = m_sweep.c0;
m_sweep.a = m_sweep.a0;
m_xf.q.Set(m_sweep.a);
m_xf.p = m_sweep.c - b2Mul(m_xf.q, m_sweep.localCenter);
}
inline b2World* b2Body::GetWorld()
{
return m_world;
}
inline const b2World* b2Body::GetWorld() const
{
return m_world;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_CONTACT_MANAGER_H
#define B2_CONTACT_MANAGER_H
#include <Box2D/Collision/b2BroadPhase.h>
class b2Contact;
class b2ContactFilter;
class b2ContactListener;
class b2BlockAllocator;
// Delegate of b2World.
class BOX2D_API b2ContactManager
{
public:
b2ContactManager();
// Broad-phase callback.
void AddPair(void* proxyUserDataA, void* proxyUserDataB);
void FindNewContacts();
void Destroy(b2Contact* c);
void Collide();
b2BroadPhase m_broadPhase;
b2Contact* m_contactList;
int32 m_contactCount;
b2ContactFilter* m_contactFilter;
b2ContactListener* m_contactListener;
b2BlockAllocator* m_allocator;
};
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_FIXTURE_H
#define B2_FIXTURE_H
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Collision/b2Collision.h>
#include <Box2D/Collision/Shapes/b2Shape.h>
class b2BlockAllocator;
class b2Body;
class b2BroadPhase;
class b2Fixture;
/// This holds contact filtering data.
struct BOX2D_API b2Filter
{
b2Filter()
{
categoryBits = 0x0001;
maskBits = 0xFFFF;
groupIndex = 0;
}
/// The collision category bits. Normally you would just set one bit.
uint16 categoryBits;
/// The collision mask bits. This states the categories that this
/// shape would accept for collision.
uint16 maskBits;
/// Collision groups allow a certain group of objects to never collide (negative)
/// or always collide (positive). Zero means no collision group. Non-zero group
/// filtering always wins against the mask bits.
int16 groupIndex;
};
/// A fixture definition is used to create a fixture. This class defines an
/// abstract fixture definition. You can reuse fixture definitions safely.
struct b2FixtureDef
{
/// The constructor sets the default fixture definition values.
b2FixtureDef()
{
shape = NULL;
userData = NULL;
friction = 0.2f;
restitution = 0.0f;
density = 0.0f;
isSensor = false;
}
/// The shape, this must be set. The shape will be cloned, so you
/// can create the shape on the stack.
const b2Shape* shape;
/// Use this to store application specific fixture data.
void* userData;
/// The friction coefficient, usually in the range [0,1].
float32 friction;
/// The restitution (elasticity) usually in the range [0,1].
float32 restitution;
/// The density, usually in kg/m^2.
float32 density;
/// A sensor shape collects contact information but never generates a collision
/// response.
bool isSensor;
/// Contact filtering data.
b2Filter filter;
};
/// This proxy is used internally to connect fixtures to the broad-phase.
struct b2FixtureProxy
{
b2AABB aabb;
b2Fixture* fixture;
int32 childIndex;
int32 proxyId;
};
/// A fixture is used to attach a shape to a body for collision detection. A fixture
/// inherits its transform from its parent. Fixtures hold additional non-geometric data
/// such as friction, collision filters, etc.
/// Fixtures are created via b2Body::CreateFixture.
/// @warning you cannot reuse fixtures.
class BOX2D_API b2Fixture
{
public:
/// Get the type of the child shape. You can use this to down cast to the concrete shape.
/// @return the shape type.
b2Shape::Type GetType() const;
/// Get the child shape. You can modify the child shape, however you should not change the
/// number of vertices because this will crash some collision caching mechanisms.
/// Manipulating the shape may lead to non-physical behavior.
b2Shape* GetShape();
const b2Shape* GetShape() const;
/// Set if this fixture is a sensor.
void SetSensor(bool sensor);
/// Is this fixture a sensor (non-solid)?
/// @return the true if the shape is a sensor.
bool IsSensor() const;
/// Set the contact filtering data. This will not update contacts until the next time
/// step when either parent body is active and awake.
/// This automatically calls Refilter.
void SetFilterData(const b2Filter& filter);
/// Get the contact filtering data.
const b2Filter& GetFilterData() const;
/// Call this if you want to establish collision that was previously disabled by b2ContactFilter::ShouldCollide.
void Refilter();
/// Get the parent body of this fixture. This is NULL if the fixture is not attached.
/// @return the parent body.
b2Body* GetBody();
const b2Body* GetBody() const;
/// Get the next fixture in the parent body's fixture list.
/// @return the next shape.
b2Fixture* GetNext();
const b2Fixture* GetNext() const;
/// Get the user data that was assigned in the fixture definition. Use this to
/// store your application specific data.
void* GetUserData() const;
/// Set the user data. Use this to store your application specific data.
void SetUserData(void* data);
/// Test a point for containment in this fixture.
/// @param p a point in world coordinates.
bool TestPoint(const b2Vec2& p) const;
/// Cast a ray against this shape.
/// @param output the ray-cast results.
/// @param input the ray-cast input parameters.
bool RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const;
/// Get the mass data for this fixture. The mass data is based on the density and
/// the shape. The rotational inertia is about the shape's origin. This operation
/// may be expensive.
void GetMassData(b2MassData* massData) const;
/// Set the density of this fixture. This will _not_ automatically adjust the mass
/// of the body. You must call b2Body::ResetMassData to update the body's mass.
void SetDensity(float32 density);
/// Get the density of this fixture.
float32 GetDensity() const;
/// Get the coefficient of friction.
float32 GetFriction() const;
/// Set the coefficient of friction. This will _not_ change the friction of
/// existing contacts.
void SetFriction(float32 friction);
/// Get the coefficient of restitution.
float32 GetRestitution() const;
/// Set the coefficient of restitution. This will _not_ change the restitution of
/// existing contacts.
void SetRestitution(float32 restitution);
/// Get the fixture's AABB. This AABB may be enlarge and/or stale.
/// If you need a more accurate AABB, compute it using the shape and
/// the body transform.
const b2AABB& GetAABB(int32 childIndex) const;
/// Dump this fixture to the log file.
void Dump(int32 bodyIndex);
protected:
friend class b2Body;
friend class b2World;
friend class b2Contact;
friend class b2ContactManager;
b2Fixture();
// We need separation create/destroy functions from the constructor/destructor because
// the destructor cannot access the allocator (no destructor arguments allowed by C++).
void Create(b2BlockAllocator* allocator, b2Body* body, const b2FixtureDef* def);
void Destroy(b2BlockAllocator* allocator);
// These support body activation/deactivation.
void CreateProxies(b2BroadPhase* broadPhase, const b2Transform& xf);
void DestroyProxies(b2BroadPhase* broadPhase);
void Synchronize(b2BroadPhase* broadPhase, const b2Transform& xf1, const b2Transform& xf2);
float32 m_density;
b2Fixture* m_next;
b2Body* m_body;
b2Shape* m_shape;
float32 m_friction;
float32 m_restitution;
b2FixtureProxy* m_proxies;
int32 m_proxyCount;
b2Filter m_filter;
bool m_isSensor;
void* m_userData;
};
inline b2Shape::Type b2Fixture::GetType() const
{
return m_shape->GetType();
}
inline b2Shape* b2Fixture::GetShape()
{
return m_shape;
}
inline const b2Shape* b2Fixture::GetShape() const
{
return m_shape;
}
inline bool b2Fixture::IsSensor() const
{
return m_isSensor;
}
inline const b2Filter& b2Fixture::GetFilterData() const
{
return m_filter;
}
inline void* b2Fixture::GetUserData() const
{
return m_userData;
}
inline void b2Fixture::SetUserData(void* data)
{
m_userData = data;
}
inline b2Body* b2Fixture::GetBody()
{
return m_body;
}
inline const b2Body* b2Fixture::GetBody() const
{
return m_body;
}
inline b2Fixture* b2Fixture::GetNext()
{
return m_next;
}
inline const b2Fixture* b2Fixture::GetNext() const
{
return m_next;
}
inline void b2Fixture::SetDensity(float32 density)
{
b2Assert(b2IsValid(density) && density >= 0.0f);
m_density = density;
}
inline float32 b2Fixture::GetDensity() const
{
return m_density;
}
inline float32 b2Fixture::GetFriction() const
{
return m_friction;
}
inline void b2Fixture::SetFriction(float32 friction)
{
m_friction = friction;
}
inline float32 b2Fixture::GetRestitution() const
{
return m_restitution;
}
inline void b2Fixture::SetRestitution(float32 restitution)
{
m_restitution = restitution;
}
inline bool b2Fixture::TestPoint(const b2Vec2& p) const
{
return m_shape->TestPoint(m_body->GetTransform(), p);
}
inline bool b2Fixture::RayCast(b2RayCastOutput* output, const b2RayCastInput& input, int32 childIndex) const
{
return m_shape->RayCast(output, input, m_body->GetTransform(), childIndex);
}
inline void b2Fixture::GetMassData(b2MassData* massData) const
{
m_shape->ComputeMass(massData, m_density);
}
inline const b2AABB& b2Fixture::GetAABB(int32 childIndex) const
{
b2Assert(0 <= childIndex && childIndex < m_proxyCount);
return m_proxies[childIndex].aabb;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_ISLAND_H
#define B2_ISLAND_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Dynamics/b2Body.h>
#include <Box2D/Dynamics/b2TimeStep.h>
class b2Contact;
class b2Joint;
class b2StackAllocator;
class b2ContactListener;
struct b2ContactVelocityConstraint;
struct b2Profile;
/// This is an internal class.
class b2Island
{
public:
b2Island(int32 bodyCapacity, int32 contactCapacity, int32 jointCapacity,
b2StackAllocator* allocator, b2ContactListener* listener);
~b2Island();
void Clear()
{
m_bodyCount = 0;
m_contactCount = 0;
m_jointCount = 0;
}
void Solve(b2Profile* profile, const b2TimeStep& step, const b2Vec2& gravity, bool allowSleep);
void SolveTOI(const b2TimeStep& subStep, int32 toiIndexA, int32 toiIndexB);
void Add(b2Body* body)
{
b2Assert(m_bodyCount < m_bodyCapacity);
body->m_islandIndex = m_bodyCount;
m_bodies[m_bodyCount] = body;
++m_bodyCount;
}
void Add(b2Contact* contact)
{
b2Assert(m_contactCount < m_contactCapacity);
m_contacts[m_contactCount++] = contact;
}
void Add(b2Joint* joint)
{
b2Assert(m_jointCount < m_jointCapacity);
m_joints[m_jointCount++] = joint;
}
void Report(const b2ContactVelocityConstraint* constraints);
b2StackAllocator* m_allocator;
b2ContactListener* m_listener;
b2Body** m_bodies;
b2Contact** m_contacts;
b2Joint** m_joints;
b2Position* m_positions;
b2Velocity* m_velocities;
int32 m_bodyCount;
int32 m_jointCount;
int32 m_contactCount;
int32 m_bodyCapacity;
int32 m_contactCapacity;
int32 m_jointCapacity;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_TIME_STEP_H
#define B2_TIME_STEP_H
#include <Box2D/Common/b2Math.h>
/// Profiling data. Times are in milliseconds.
struct b2Profile
{
float32 step;
float32 collide;
float32 solve;
float32 solveInit;
float32 solveVelocity;
float32 solvePosition;
float32 broadphase;
float32 solveTOI;
};
/// This is an internal structure.
struct b2TimeStep
{
float32 dt; // time step
float32 inv_dt; // inverse time step (0 if dt == 0).
float32 dtRatio; // dt * inv_dt0
int32 velocityIterations;
int32 positionIterations;
bool warmStarting;
};
/// This is an internal structure.
struct b2Position
{
b2Vec2 c;
float32 a;
};
/// This is an internal structure.
struct b2Velocity
{
b2Vec2 v;
float32 w;
};
/// Solver Data
struct b2SolverData
{
b2TimeStep step;
b2Position* positions;
b2Velocity* velocities;
};
#endif

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/*
* Copyright (c) 2006-2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_WORLD_H
#define B2_WORLD_H
#include <Box2D/Common/b2Math.h>
#include <Box2D/Common/b2BlockAllocator.h>
#include <Box2D/Common/b2StackAllocator.h>
#include <Box2D/Dynamics/b2ContactManager.h>
#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include <Box2D/Dynamics/b2TimeStep.h>
struct b2AABB;
struct b2BodyDef;
struct b2Color;
struct b2JointDef;
class b2Body;
class b2Draw;
class b2Fixture;
class b2Joint;
/// The world class manages all physics entities, dynamic simulation,
/// and asynchronous queries. The world also contains efficient memory
/// management facilities.
class BOX2D_API b2World
{
public:
/// Construct a world object.
/// @param gravity the world gravity vector.
b2World(const b2Vec2& gravity);
/// Destruct the world. All physics entities are destroyed and all heap memory is released.
~b2World();
/// Register a destruction listener. The listener is owned by you and must
/// remain in scope.
void SetDestructionListener(b2DestructionListener* listener);
/// Register a contact filter to provide specific control over collision.
/// Otherwise the default filter is used (b2_defaultFilter). The listener is
/// owned by you and must remain in scope.
void SetContactFilter(b2ContactFilter* filter);
/// Register a contact event listener. The listener is owned by you and must
/// remain in scope.
void SetContactListener(b2ContactListener* listener);
/// Register a routine for debug drawing. The debug draw functions are called
/// inside with b2World::DrawDebugData method. The debug draw object is owned
/// by you and must remain in scope.
void SetDebugDraw(b2Draw* debugDraw);
/// Create a rigid body given a definition. No reference to the definition
/// is retained.
/// @warning This function is locked during callbacks.
b2Body* CreateBody(const b2BodyDef* def);
/// Destroy a rigid body given a definition. No reference to the definition
/// is retained. This function is locked during callbacks.
/// @warning This automatically deletes all associated shapes and joints.
/// @warning This function is locked during callbacks.
void DestroyBody(b2Body* body);
/// Create a joint to constrain bodies together. No reference to the definition
/// is retained. This may cause the connected bodies to cease colliding.
/// @warning This function is locked during callbacks.
b2Joint* CreateJoint(const b2JointDef* def);
/// Destroy a joint. This may cause the connected bodies to begin colliding.
/// @warning This function is locked during callbacks.
void DestroyJoint(b2Joint* joint);
/// Take a time step. This performs collision detection, integration,
/// and constraint solution.
/// @param timeStep the amount of time to simulate, this should not vary.
/// @param velocityIterations for the velocity constraint solver.
/// @param positionIterations for the position constraint solver.
void Step( float32 timeStep,
int32 velocityIterations,
int32 positionIterations);
/// Manually clear the force buffer on all bodies. By default, forces are cleared automatically
/// after each call to Step. The default behavior is modified by calling SetAutoClearForces.
/// The purpose of this function is to support sub-stepping. Sub-stepping is often used to maintain
/// a fixed sized time step under a variable frame-rate.
/// When you perform sub-stepping you will disable auto clearing of forces and instead call
/// ClearForces after all sub-steps are complete in one pass of your game loop.
/// @see SetAutoClearForces
void ClearForces();
/// Call this to draw shapes and other debug draw data. This is intentionally non-const.
void DrawDebugData();
/// Query the world for all fixtures that potentially overlap the
/// provided AABB.
/// @param callback a user implemented callback class.
/// @param aabb the query box.
void QueryAABB(b2QueryCallback* callback, const b2AABB& aabb) const;
/// Ray-cast the world for all fixtures in the path of the ray. Your callback
/// controls whether you get the closest point, any point, or n-points.
/// The ray-cast ignores shapes that contain the starting point.
/// @param callback a user implemented callback class.
/// @param point1 the ray starting point
/// @param point2 the ray ending point
void RayCast(b2RayCastCallback* callback, const b2Vec2& point1, const b2Vec2& point2) const;
/// Get the world body list. With the returned body, use b2Body::GetNext to get
/// the next body in the world list. A NULL body indicates the end of the list.
/// @return the head of the world body list.
b2Body* GetBodyList();
const b2Body* GetBodyList() const;
/// Get the world joint list. With the returned joint, use b2Joint::GetNext to get
/// the next joint in the world list. A NULL joint indicates the end of the list.
/// @return the head of the world joint list.
b2Joint* GetJointList();
const b2Joint* GetJointList() const;
/// Get the world contact list. With the returned contact, use b2Contact::GetNext to get
/// the next contact in the world list. A NULL contact indicates the end of the list.
/// @return the head of the world contact list.
/// @warning contacts are created and destroyed in the middle of a time step.
/// Use b2ContactListener to avoid missing contacts.
b2Contact* GetContactList();
const b2Contact* GetContactList() const;
/// Enable/disable sleep.
void SetAllowSleeping(bool flag);
bool GetAllowSleeping() const { return m_allowSleep; }
/// Enable/disable warm starting. For testing.
void SetWarmStarting(bool flag) { m_warmStarting = flag; }
bool GetWarmStarting() const { return m_warmStarting; }
/// Enable/disable continuous physics. For testing.
void SetContinuousPhysics(bool flag) { m_continuousPhysics = flag; }
bool GetContinuousPhysics() const { return m_continuousPhysics; }
/// Enable/disable single stepped continuous physics. For testing.
void SetSubStepping(bool flag) { m_subStepping = flag; }
bool GetSubStepping() const { return m_subStepping; }
/// Get the number of broad-phase proxies.
int32 GetProxyCount() const;
/// Get the number of bodies.
int32 GetBodyCount() const;
/// Get the number of joints.
int32 GetJointCount() const;
/// Get the number of contacts (each may have 0 or more contact points).
int32 GetContactCount() const;
/// Get the height of the dynamic tree.
int32 GetTreeHeight() const;
/// Get the balance of the dynamic tree.
int32 GetTreeBalance() const;
/// Get the quality metric of the dynamic tree. The smaller the better.
/// The minimum is 1.
float32 GetTreeQuality() const;
/// Change the global gravity vector.
void SetGravity(const b2Vec2& gravity);
/// Get the global gravity vector.
b2Vec2 GetGravity() const;
/// Is the world locked (in the middle of a time step).
bool IsLocked() const;
/// Set flag to control automatic clearing of forces after each time step.
void SetAutoClearForces(bool flag);
/// Get the flag that controls automatic clearing of forces after each time step.
bool GetAutoClearForces() const;
/// Shift the world origin. Useful for large worlds.
/// The body shift formula is: position -= newOrigin
/// @param newOrigin the new origin with respect to the old origin
void ShiftOrigin(const b2Vec2& newOrigin);
/// Get the contact manager for testing.
const b2ContactManager& GetContactManager() const;
/// Get the current profile.
const b2Profile& GetProfile() const;
/// Dump the world into the log file.
/// @warning this should be called outside of a time step.
void Dump();
private:
// m_flags
enum
{
e_newFixture = 0x0001,
e_locked = 0x0002,
e_clearForces = 0x0004
};
friend class b2Body;
friend class b2Fixture;
friend class b2ContactManager;
friend class b2Controller;
void Solve(const b2TimeStep& step);
void SolveTOI(const b2TimeStep& step);
void DrawJoint(b2Joint* joint);
void DrawShape(b2Fixture* shape, const b2Transform& xf, const b2Color& color);
b2BlockAllocator m_blockAllocator;
b2StackAllocator m_stackAllocator;
int32 m_flags;
b2ContactManager m_contactManager;
b2Body* m_bodyList;
b2Joint* m_jointList;
int32 m_bodyCount;
int32 m_jointCount;
b2Vec2 m_gravity;
bool m_allowSleep;
b2DestructionListener* m_destructionListener;
b2Draw* m_debugDraw;
// This is used to compute the time step ratio to
// support a variable time step.
float32 m_inv_dt0;
// These are for debugging the solver.
bool m_warmStarting;
bool m_continuousPhysics;
bool m_subStepping;
bool m_stepComplete;
b2Profile m_profile;
};
inline b2Body* b2World::GetBodyList()
{
return m_bodyList;
}
inline const b2Body* b2World::GetBodyList() const
{
return m_bodyList;
}
inline b2Joint* b2World::GetJointList()
{
return m_jointList;
}
inline const b2Joint* b2World::GetJointList() const
{
return m_jointList;
}
inline b2Contact* b2World::GetContactList()
{
return m_contactManager.m_contactList;
}
inline const b2Contact* b2World::GetContactList() const
{
return m_contactManager.m_contactList;
}
inline int32 b2World::GetBodyCount() const
{
return m_bodyCount;
}
inline int32 b2World::GetJointCount() const
{
return m_jointCount;
}
inline int32 b2World::GetContactCount() const
{
return m_contactManager.m_contactCount;
}
inline void b2World::SetGravity(const b2Vec2& gravity)
{
m_gravity = gravity;
}
inline b2Vec2 b2World::GetGravity() const
{
return m_gravity;
}
inline bool b2World::IsLocked() const
{
return (m_flags & e_locked) == e_locked;
}
inline void b2World::SetAutoClearForces(bool flag)
{
if (flag)
{
m_flags |= e_clearForces;
}
else
{
m_flags &= ~e_clearForces;
}
}
/// Get the flag that controls automatic clearing of forces after each time step.
inline bool b2World::GetAutoClearForces() const
{
return (m_flags & e_clearForces) == e_clearForces;
}
inline const b2ContactManager& b2World::GetContactManager() const
{
return m_contactManager;
}
inline const b2Profile& b2World::GetProfile() const
{
return m_profile;
}
#endif

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/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_WORLD_CALLBACKS_H
#define B2_WORLD_CALLBACKS_H
#include <Box2D/Common/b2Settings.h>
struct b2Vec2;
struct b2Transform;
class b2Fixture;
class b2Body;
class b2Joint;
class b2Contact;
struct b2ContactResult;
struct b2Manifold;
/// Joints and fixtures are destroyed when their associated
/// body is destroyed. Implement this listener so that you
/// may nullify references to these joints and shapes.
class BOX2D_API b2DestructionListener
{
public:
virtual ~b2DestructionListener() {}
/// Called when any joint is about to be destroyed due
/// to the destruction of one of its attached bodies.
virtual void SayGoodbye(b2Joint* joint) = 0;
/// Called when any fixture is about to be destroyed due
/// to the destruction of its parent body.
virtual void SayGoodbye(b2Fixture* fixture) = 0;
};
/// Implement this class to provide collision filtering. In other words, you can implement
/// this class if you want finer control over contact creation.
class BOX2D_API b2ContactFilter
{
public:
virtual ~b2ContactFilter() {}
/// Return true if contact calculations should be performed between these two shapes.
/// @warning for performance reasons this is only called when the AABBs begin to overlap.
virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
};
/// Contact impulses for reporting. Impulses are used instead of forces because
/// sub-step forces may approach infinity for rigid body collisions. These
/// match up one-to-one with the contact points in b2Manifold.
struct b2ContactImpulse
{
float32 normalImpulses[b2_maxManifoldPoints];
float32 tangentImpulses[b2_maxManifoldPoints];
int32 count;
};
/// Implement this class to get contact information. You can use these results for
/// things like sounds and game logic. You can also get contact results by
/// traversing the contact lists after the time step. However, you might miss
/// some contacts because continuous physics leads to sub-stepping.
/// Additionally you may receive multiple callbacks for the same contact in a
/// single time step.
/// You should strive to make your callbacks efficient because there may be
/// many callbacks per time step.
/// @warning You cannot create/destroy Box2D entities inside these callbacks.
class BOX2D_API b2ContactListener
{
public:
virtual ~b2ContactListener() {}
/// Called when two fixtures begin to touch.
virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }
/// Called when two fixtures cease to touch.
virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }
/// This is called after a contact is updated. This allows you to inspect a
/// contact before it goes to the solver. If you are careful, you can modify the
/// contact manifold (e.g. disable contact).
/// A copy of the old manifold is provided so that you can detect changes.
/// Note: this is called only for awake bodies.
/// Note: this is called even when the number of contact points is zero.
/// Note: this is not called for sensors.
/// Note: if you set the number of contact points to zero, you will not
/// get an EndContact callback. However, you may get a BeginContact callback
/// the next step.
virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{
B2_NOT_USED(contact);
B2_NOT_USED(oldManifold);
}
/// This lets you inspect a contact after the solver is finished. This is useful
/// for inspecting impulses.
/// Note: the contact manifold does not include time of impact impulses, which can be
/// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
/// in a separate data structure.
/// Note: this is only called for contacts that are touching, solid, and awake.
virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{
B2_NOT_USED(contact);
B2_NOT_USED(impulse);
}
};
/// Callback class for AABB queries.
/// See b2World::Query
class BOX2D_API b2QueryCallback
{
public:
virtual ~b2QueryCallback() {}
/// Called for each fixture found in the query AABB.
/// @return false to terminate the query.
virtual bool ReportFixture(b2Fixture* fixture) = 0;
};
/// Callback class for ray casts.
/// See b2World::RayCast
class BOX2D_API b2RayCastCallback
{
public:
virtual ~b2RayCastCallback() {}
/// Called for each fixture found in the query. You control how the ray cast
/// proceeds by returning a float:
/// return -1: ignore this fixture and continue
/// return 0: terminate the ray cast
/// return fraction: clip the ray to this point
/// return 1: don't clip the ray and continue
/// @param fixture the fixture hit by the ray
/// @param point the point of initial intersection
/// @param normal the normal vector at the point of intersection
/// @return -1 to filter, 0 to terminate, fraction to clip the ray for
/// closest hit, 1 to continue
virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point,
const b2Vec2& normal, float32 fraction) = 0;
};
#endif

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/*
* Copyright (c) 2011 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B2_ROPE_H
#define B2_ROPE_H
#include <Box2D/Common/b2Math.h>
class b2Draw;
///
struct b2RopeDef
{
b2RopeDef()
{
vertices = NULL;
count = 0;
masses = NULL;
gravity.SetZero();
damping = 0.1f;
k2 = 0.9f;
k3 = 0.1f;
}
///
b2Vec2* vertices;
///
int32 count;
///
float32* masses;
///
b2Vec2 gravity;
///
float32 damping;
/// Stretching stiffness
float32 k2;
/// Bending stiffness. Values above 0.5 can make the simulation blow up.
float32 k3;
};
///
class b2Rope
{
public:
b2Rope();
~b2Rope();
///
void Initialize(const b2RopeDef* def);
///
void Step(float32 timeStep, int32 iterations);
///
int32 GetVertexCount() const
{
return m_count;
}
///
const b2Vec2* GetVertices() const
{
return m_ps;
}
///
void Draw(b2Draw* draw) const;
///
void SetAngle(float32 angle);
private:
void SolveC2();
void SolveC3();
int32 m_count;
b2Vec2* m_ps;
b2Vec2* m_p0s;
b2Vec2* m_vs;
float32* m_ims;
float32* m_Ls;
float32* m_as;
b2Vec2 m_gravity;
float32 m_damping;
float32 m_k2;
float32 m_k3;
};
#endif

75
Lib/Include/CML/cml.h Normal file
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief Main CML header to include all CML functionality.
*
* @todo load vectors, matrices, and quaternions from a stream.
*
* @todo Move common vector and matrix class ops to a base class (requires
* SCOOP-like programming, see below).
*
* @todo Implement matrix<>::orthogonalize().
*
* @todo Add is_square<>, is_rectangular<>, etc. to make it easier to
* detect specific matrix types.
*
* @todo Implement dedicated square matrix classes to get rid of duplicated
* code in the specialized matrix classes.
*
* @todo Implement automatic temporary generation, along with expression
* node return types for mat-vec and mat-mat operators.
*
* @todo switch to ssize_t instead of size_t to avoid having to explicitly
* deal with wrap-arounds to 2^32-1 when a size_t is subtracted from.
*
* @todo Finish tests for mat-vec multiply.
*
* @todo Differentiate between references used for function arguments, and
* those used for variable types. In particular, GCC 3.4 requires const T &
* function arguments to ensure complete unrolling/inlining of expressions.
*
* @todo Specialize matrix multiplication based upon the size type (fixed or
* dynamic). This makes a difference for at least GCC 3.4.
*
* @todo need a build system for the tests/ and examples/ directories.
*
* @todo clean up the testing infrastructure, and make it easier to add new
* tests
*
* @todo figure out if scalars should be passed by value or reference, or
* if it should be determined by traits
*
* @todo change use of typename and class to be like Alexandrescu book
*
* @todo figure out if it makes sense to unroll assignment if either the
* source expression or the target vector/matrix has a fixed size (right
* now, unrolling happens only if the target has a fixed size)
*
* @todo Allow addition of new types, a la glommable ETs (but simpler).
* Can use ideas from "SCOOP" method: Nicolas Burrus, Alexandre Duret-Lutz,
* Thierry G<>raud, David Lesage and Rapha<68>l Poss. A Static C++
* Object-Oriented Programming (SCOOP) Paradigm Mixing Benefits of
* Traditional OOP and Generic Programming. In the Proceedings of the
* Workshop on Multiple Paradigm with OO Languages (MPOOL'03) Anaheim, CA,
* USA Oct. 2003
*/
#ifndef cml_h
#define cml_h
#include <cml/vector.h>
#include <cml/matrix.h>
#include <cml/quaternion.h>
#include <cml/util.h>
#include <cml/mathlib/mathlib.h>
#endif
// -------------------------------------------------------------------------
// vim:ft=cpp

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief Useful constants.
*/
#ifndef cml_constants_h
#define cml_constants_h
#include <cmath>
#if !defined(M_PI)
#define M_PI 3.14159265358979323846264338327950288
#endif
#if !defined(M_SQRT2)
#define M_SQRT2 1.41421356237309504880168872420969808
#endif
#if !defined(M_E)
#define M_E 2.71828182845904523536028747135266250
#endif
namespace cml {
#if 1
/** Templated constants struct.
*
* Either float or double can be used.
*/
template<typename Float>
struct constants {
static Float pi() { return Float(M_PI); }
static Float two_pi() { return Float(2.*M_PI); }
static Float inv_pi() { return Float(1./M_PI); }
static Float inv_two_pi() { return Float(1./(2.*M_PI)); }
static Float pi_over_2() { return Float(M_PI/2.); }
static Float pi_over_4() { return Float(M_PI/4.); }
static Float deg_per_rad() { return Float(180./M_PI); }
static Float rad_per_deg() { return Float(M_PI/180.); }
static Float sqrt_2() { return Float(M_SQRT2); }
static Float sqrt_3() { return Float(1.732050807568877293527446341505); }
static Float sqrt_5() { return Float(2.236067977499789696409173668731); }
static Float sqrt_6() { return Float(2.449489742783178098197284074705); }
static Float e() { return Float(M_E); }
};
#else
/* XXX This version requires an explicit instantiation of *every* constant
* below, e.g.:
*
* template<typename F> const F cml::constants<F>::pi;
*/
/** Templated constants struct.
*
* Either float or double can be used.
*/
template<typename Float>
struct constants {
static const Float pi = M_PI;
static const Float two_pi = 2.*M_PI;
static const Float inv_pi = 1./M_PI; /* 1/pi */
static const Float inv_two_pi = 1./(2.*M_PI); /* 1/(2*pi) */
static const Float pi_over_2 = M_PI/2.; /* pi/2 */
static const Float pi_over_4 = M_PI/4.; /* pi/4 */
static const Float deg_per_rad = 180./M_PI;
static const Float rad_per_deg = M_PI/180.;
static const Float sqrt_2 = M_SQRT2;
static const Float sqrt_3 = 1.73205080756887729352744634150587237;
static const Float sqrt_5 = 2.23606797749978969640917366873127624;
static const Float sqrt_6 = 2.44948974278317809819728407470589139;
static const Float e = M_E;
};
#endif
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*
* Macros and template metaprogramming to implement compile- and run-time
* assertions.
*/
#ifndef cml_assert_h
#define cml_assert_h
#include <cml/core/cml_meta.h>
namespace cml {
/* Join preprocessor macros into a new preprocessor macro: */
#define CML_JOIN(X,Y) CML_DO_JOIN(X,Y)
#define CML_DO_JOIN(X,Y) CML_DO_JOIN2(X,Y)
#define CML_DO_JOIN2(X,Y) X##Y
/* Change a macro value into a string: */
#define TO_STRING(X) TO_STRING2(X)
#define TO_STRING2(X) #X
/** Default undefined compile-time assertion struct. */
template<bool T> struct STATIC_ASSERTION_FAILURE;
/** Struct instantiated when a true assertion is made at compile-time. */
template<> struct STATIC_ASSERTION_FAILURE<true> {
typedef true_type result;
enum { value = true };
};
/** Create a compile-time assertion.
*
* @note Compile-time assertions must be expressions that can be evaluated at
* comile time. This means that the expression must only rely on constants,
* enums, and/or template parameters, not variables having run-time storage
* requirements.
*
* @warning Enclose expressions that have commas with parens, otherwise the
* preprocessor will parse the commas as macro argument separators!
*
* @sa STATIC_ASSERTION_FAILURE
*/
#define CML_STATIC_REQUIRE(_E_) \
typedef typename STATIC_ASSERTION_FAILURE<(_E_)>::result \
CML_JOIN(__cml_assert_test_typedef_, __LINE__)
/** A more meaningful compile-time assertion struct.
*
* The parameter M is a struct type which has been declared but not
* defined; e.g. struct this_is_an_error.
*
* When used with CML_STATIC_REQUIRE_M(<expr>,M), the compiler errors will
* contain the struct name at the point of the error.
*/
template<bool T, typename M> struct STATIC_ASSERTION_FAILURE_M {
typename M::bogus result;
};
/** Instantiated for true assertions. */
template<typename M> struct STATIC_ASSERTION_FAILURE_M<true,M> {
typedef true_type result;
enum { value = true };
};
/** Create a compile-time assertion with a message.
*
* @note Compile-time assertions must be expressions that can be evaluated at
* comile time. This means that the expression must only rely on constants,
* enums, and/or template parameters, not variables having run-time storage
* requirements.
*
* @warning Enclose expressions that have commas with parens, otherwise the
* preprocessor will parse the commas as macro argument separators!
*
* @sa STATIC_ASSERTION_FAILURE_M
*/
#define CML_STATIC_REQUIRE_M(_E_, _M_) \
typedef typename STATIC_ASSERTION_FAILURE_M<(_E_),_M_> \
::result CML_JOIN(__bogus_assert_type_, __LINE__)
} // namespace cml
#endif
// -------------------------------------------------------------------------
// vim:ft=cpp

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief A few simple metaprogramming tools.
*/
#ifndef cml_meta_h
#define cml_meta_h
/* Include all of the template metaprogramming tools: */
#include <cml/core/meta/common.h>
#include <cml/core/meta/if.h>
#include <cml/core/meta/switch.h>
#endif
// -------------------------------------------------------------------------
// vim:ft=cpp

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef core_common_h
#define core_common_h
// XXX This isn't really the right place for this.
#if defined(_MSC_VER)
#include <cstdlib>
#ifndef _SSIZE_T_DEFINED
#ifdef _WIN64
typedef __int64 ssize_t;
#else
typedef _W64 int ssize_t;
#endif
#define _SSIZE_T_DEFINED
#endif
#endif
#include <cstddef> // for size_t
#include <utility> // for std::pair<>
#include <cml/defaults.h>
namespace cml {
/** 1D tag (to select array shape). */
struct oned_tag {};
/** 2D tag (to select array shape). */
struct twod_tag {};
/** Statically-allocated memory tag. */
struct fixed_memory_tag {};
/** Dynamically-allocated memory tag. */
struct dynamic_memory_tag {};
/** Externally-allocated memory tag. */
struct external_memory_tag {};
/** Statically-sized tag. */
struct fixed_size_tag {};
/** Runtime-sized tag. */
struct dynamic_size_tag {};
/** Resizable tag. */
struct resizable_tag {};
/** Not resizable tag. */
struct not_resizable_tag {};
/** Unit-sized tag. */
struct unit_size_tag {};
/** Row-major storage tag. */
struct row_major {};
/** Col-major storage tag. */
struct col_major {};
/** Row-vector matrix basis tag. */
struct row_basis {};
/** Column-vector matrix basis tag. */
struct col_basis {};
/* This is the pair returned from the matrix size() method, as well as from
* the matrix expression size checking code:
*/
typedef std::pair<size_t,size_t> matrix_size;
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef dynamic_1D_h
#define dynamic_1D_h
#include <memory>
#include <cml/core/common.h>
#include <cml/dynamic.h>
namespace cml {
/** Dynamically-sized and allocated 1D array.
*
* @note The allocator should be an STL-compatible allocator.
*
* @internal The internal array type <em>must</em> have the proper copy
* semantics, otherwise copy construction will fail.
*/
template<typename Element, class Alloc>
class dynamic_1D
{
public:
/* Record the allocator type: */
typedef typename Alloc::template rebind<Element>::other allocator_type;
/* Record the generator: */
typedef dynamic<Alloc> generator_type;
/* Standard: */
typedef typename allocator_type::value_type value_type;
typedef typename allocator_type::pointer pointer;
typedef typename allocator_type::reference reference;
typedef typename allocator_type::const_reference const_reference;
typedef typename allocator_type::const_pointer const_pointer;
/* For matching by memory type: */
typedef dynamic_memory_tag memory_tag;
/* For matching by size type: */
typedef dynamic_size_tag size_tag;
/* For matching by resizability: */
typedef resizable_tag resizing_tag;
/* For matching by dimensions: */
typedef oned_tag dimension_tag;
public:
/** Dynamic arrays have no fixed size. */
enum { array_size = -1 };
public:
/** Construct a dynamic array with no size. */
dynamic_1D() : m_size(0), m_data(0), m_alloc() {}
/** Construct a dynamic array given the size. */
explicit dynamic_1D(size_t size) : m_size(0), m_data(0), m_alloc() {
this->resize(size);
}
/** Copy construct a dynamic array. */
dynamic_1D(const dynamic_1D& other)
: m_size(0), m_data(0), m_alloc()
{
this->copy(other);
}
~dynamic_1D() {
this->destroy();
}
public:
/** Return the number of elements in the array. */
size_t size() const { return m_size; }
/** Access to the data as a C array.
*
* @param i a size_t index into the array.
* @return a mutable reference to the array value at i.
*
* @note This function does not range-check the argument.
*/
reference operator[](size_t i) { return m_data[i]; }
/** Const access to the data as a C array.
*
* @param i a size_t index into the array.
* @return a const reference to the array value at i.
*
* @note This function does not range-check the argument.
*/
const_reference operator[](size_t i) const { return m_data[i]; }
/** Return access to the data as a raw pointer. */
pointer data() { return &m_data[0]; }
/** Return access to the data as a raw pointer. */
const_pointer data() const { return &m_data[0]; }
public:
/** Set the array size to the given value. The previous contents are
* destroyed before reallocating the array. If s == size(),
* nothing happens.
*
* @warning This is not guaranteed to preserve the original data.
*/
void resize(size_t s) {
/* Nothing to do if the size isn't changing: */
if(s == m_size) return;
/* Destroy the current array contents: */
this->destroy();
/* Set the new size if non-zero: */
if(s > 0) {
value_type* data = m_alloc.allocate(s);
for(size_t i = 0; i < s; ++ i)
m_alloc.construct(&data[i], value_type());
/* Success, save s and data: */
m_size = s;
m_data = data;
}
}
/** Copy the source array. The previous contents are destroyed before
* reallocating the array. If other == *this, nothing happens.
*/
void copy(const dynamic_1D& other) {
/* Nothing to do if it's the same array: */
if(&other == this) return;
/* Destroy the current array contents: */
this->destroy();
/* Set the new size if non-zero: */
size_t s = other.size();
if(s > 0) {
value_type* data = m_alloc.allocate(s);
for(size_t i = 0; i < s; ++ i)
m_alloc.construct(&data[i], other[i]);
/* Success, so save the new array and the size: */
m_size = s;
m_data = data;
}
}
protected:
/** Destroy the current contents of the array. */
void destroy() {
if(m_data) {
for(size_t i = 0; i < m_size; ++ i)
m_alloc.destroy(&m_data[i]);
m_alloc.deallocate(m_data, m_size);
m_size = 0;
m_data = 0;
}
}
protected:
/** Current array size (may be 0). */
size_t m_size;
/** Array data (may be NULL). */
value_type* m_data;
/** Allocator for the array. */
allocator_type m_alloc;
};
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef dynamic_2D_h
#define dynamic_2D_h
#include <memory>
#include <cml/core/common.h>
#include <cml/core/dynamic_1D.h>
#include <cml/dynamic.h>
namespace cml {
/** Dynamically-sized and allocated 2D array.
*
* @note The allocator should be an STL-compatible allocator.
*
* @internal The internal array type <em>must</em> have the proper copy
* semantics, otherwise copy construction will fail.
*
* @internal This class does not need a destructor.
*/
template<typename Element, typename Layout, class Alloc>
class dynamic_2D
{
public:
/* Record the allocator type: */
typedef typename Alloc::template rebind<Element>::other allocator_type;
/* Record the generator: */
typedef dynamic<Alloc> generator_type;
/* Standard: */
typedef typename allocator_type::value_type value_type;
typedef typename allocator_type::pointer pointer;
typedef typename allocator_type::reference reference;
typedef typename allocator_type::const_reference const_reference;
typedef typename allocator_type::const_pointer const_pointer;
/* For matching by memory layout: */
typedef Layout layout;
/* For matching by memory type: */
typedef dynamic_memory_tag memory_tag;
/* For matching by size type: */
typedef dynamic_size_tag size_tag;
/* For matching by resizability: */
typedef resizable_tag resizing_tag;
/* For matching by dimensions: */
typedef twod_tag dimension_tag;
/* To simplify the matrix transpose operator: */
typedef dynamic_2D<typename cml::remove_const<Element>::type,
Layout,Alloc> transposed_type;
/* To simplify the matrix row and column operators: */
typedef dynamic_1D<Element,Alloc> row_array_type;
typedef dynamic_1D<Element,Alloc> col_array_type;
protected:
/** Construct a dynamic array with no size. */
dynamic_2D() : m_rows(0), m_cols(0), m_data(0), m_alloc() {}
/** Construct a dynamic matrix given the dimensions. */
explicit dynamic_2D(size_t rows, size_t cols)
: m_rows(0), m_cols(0), m_data(0), m_alloc()
{
this->resize(rows, cols);
}
/** Copy construct a dynamic matrix. */
dynamic_2D(const dynamic_2D& other)
: m_rows(0), m_cols(0), m_data(0), m_alloc()
{
this->copy(other);
}
~dynamic_2D() {
this->destroy();
}
public:
enum { array_rows = -1, array_cols = -1 };
public:
/** Return the number of rows in the array. */
size_t rows() const { return m_rows; }
/** Return the number of cols in the array. */
size_t cols() const { return m_cols; }
public:
/** Access the given element of the matrix.
*
* @param row row of element.
* @param col column of element.
* @returns mutable reference.
*/
reference operator()(size_t row, size_t col) {
return this->get_element(row, col, layout());
}
/** Access the given element of the matrix.
*
* @param row row of element.
* @param col column of element.
* @returns const reference.
*/
const_reference operator()(size_t row, size_t col) const {
return this->get_element(row, col, layout());
}
/** Return access to the data as a raw pointer. */
pointer data() { return &m_data[0]; }
/** Return access to the data as a raw pointer. */
const_pointer data() const { return &m_data[0]; }
public:
/** Set the array dimensions. The previous contents are destroyed
* before reallocating the array. If the number of rows and columns
* isn't changing, nothing happens. Also, if either rows or cols is 0,
* the array is cleared.
*
* @warning This is not guaranteed to preserve the original data.
*/
void resize(size_t rows, size_t cols) {
/* Nothing to do if the size isn't changing: */
if(rows == m_rows && cols == m_cols) return;
/* Destroy the current array contents: */
this->destroy();
/* Set the new size if non-zero: */
if(rows*cols > 0) {
value_type* data = m_alloc.allocate(rows*cols);
for(size_t i = 0; i < rows*cols; ++ i)
m_alloc.construct(&data[i], value_type());
/* Success, so save the new array and the dimensions: */
m_rows = rows;
m_cols = cols;
m_data = data;
}
}
/** Copy the other array. The previous contents are destroyed before
* reallocating the array. If other == *this, nothing happens. Also,
* if either other.rows() or other.cols() is 0, the array is cleared.
*/
void copy(const dynamic_2D& other) {
/* Nothing to do if it's the same array: */
if(&other == this) return;
/* Destroy the current array contents: */
this->destroy();
/* Set the new size if non-zero: */
size_t rows = other.rows(), cols = other.cols();
if(rows*cols > 0) {
value_type* data = m_alloc.allocate(rows*cols);
for(size_t i = 0; i < rows*cols; ++ i)
m_alloc.construct(&data[i], other[i]);
/* Success, so save the new array and the dimensions: */
m_rows = rows;
m_cols = cols;
m_data = data;
}
}
protected:
reference get_element(size_t row, size_t col, row_major) {
return m_data[row*m_cols + col];
}
const_reference get_element(size_t row, size_t col, row_major) const {
return m_data[row*m_cols + col];
}
reference get_element(size_t row, size_t col, col_major) {
return m_data[col*m_rows + row];
}
const_reference get_element(size_t row, size_t col, col_major) const {
return m_data[col*m_rows + row];
}
protected:
/** Destroy the current contents of the array. */
void destroy() {
if(m_data) {
for(size_t i = 0; i < m_rows*m_cols; ++ i)
m_alloc.destroy(&m_data[i]);
m_alloc.deallocate(m_data, m_rows*m_cols);
m_rows = m_cols = 0;
m_data = 0;
}
}
protected:
/** Current array dimensions (may be 0,0). */
size_t m_rows, m_cols;
/** Array data (may be NULL). */
value_type* m_data;
/** Allocator for the array. */
allocator_type m_alloc;
};
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*
* Defines the fixed-size and runtime-sized external 1D arrays.
*
* @todo Need a better way to designate non-resizable, run-time sized
* arrays (e.g. by a resizeable tag).
*/
#ifndef external_1D_h
#define external_1D_h
#include <cml/core/common.h>
#include <cml/core/cml_meta.h>
#include <cml/core/cml_assert.h>
#include <cml/external.h>
namespace cml {
/** Fixed-size external 1D array.
*
* Both the memory and the size are fixed at compile time, and cannot be
* changed.
*/
template<typename Element, int Size = -1>
class external_1D
{
public:
/* Require Size > 0: */
CML_STATIC_REQUIRE(Size > 0);
/* Record the generator: */
typedef external<Size,-1> generator_type;
/* Standard: */
typedef Element value_type;
typedef Element* pointer;
typedef Element& reference;
typedef const Element& const_reference;
typedef const Element* const_pointer;
/* Array implementation: */
typedef value_type array_impl[Size];
/* For matching by memory type: */
typedef external_memory_tag memory_tag;
/* For matching by size type: */
typedef fixed_size_tag size_tag;
/* For matching by resizability: */
typedef not_resizable_tag resizing_tag;
/* For matching by dimensions: */
typedef oned_tag dimension_tag;
public:
/** The length as an enumerated value. */
enum { array_size = Size };
public:
external_1D(pointer const ptr)
: m_data(ptr) {}
public:
/** Return the number of elements in the array. */
size_t size() const { return size_t(array_size); }
/** Access to the data as a C array.
*
* @param i a size_t index into the array.
* @return a mutable reference to the array value at i.
*
* @note This function does not range-check the argument.
*/
reference operator[](size_t i) { return m_data[i]; }
/** Const access to the data as a C array.
*
* @param i a size_t index into the array.
* @return a const reference to the array value at i.
*
* @note This function does not range-check the argument.
*/
const_reference operator[](size_t i) const { return m_data[i]; }
/** Return access to the data as a raw pointer. */
pointer data() { return m_data; }
/** Return access to the data as a raw pointer. */
const_pointer data() const { return m_data; }
protected:
pointer m_data;
private:
/* Initialization without an argument isn't allowed: */
external_1D();
private:
external_1D& operator=(const external_1D&);
};
/** Run-time sized external 1D array.
*
* Both the memory and the size are fixed at run-time, and cannot be
* changed. This is a specialization for the case that Rows and Cols are
* not specified (i.e. given as the default of -1,-1).
*/
template<typename Element>
class external_1D<Element,-1>
{
public:
/* Record the generator. Note: this is *not* unique, as it is the same
* generator used by external_2D. However, external_2D is used only by
* matrix<> classes, so this is not a problem.
*/
typedef external<> generator_type;
/* Standard: */
typedef Element value_type;
typedef Element* pointer;
typedef Element& reference;
typedef const Element& const_reference;
typedef const Element* const_pointer;
/* For matching by memory type: */
typedef external_memory_tag memory_tag;
/* For matching by size type: */
typedef dynamic_size_tag size_tag;
/* For matching by resizability: */
typedef not_resizable_tag resizing_tag;
/* For matching by dimensions: */
typedef oned_tag dimension_tag;
public:
/** The length as an enumerated value. */
enum { array_size = -1 };
public:
external_1D(pointer const ptr, size_t size)
: m_data(ptr), m_size(size) {}
public:
/** Return the number of elements in the array. */
size_t size() const { return m_size; }
/** Access to the data as a C array.
*
* @param i a size_t index into the array.
* @return a mutable reference to the array value at i.
*
* @note This function does not range-check the argument.
*/
reference operator[](size_t i) { return m_data[i]; }
/** Const access to the data as a C array.
*
* @param i a size_t index into the array.
* @return a const reference to the array value at i.
*
* @note This function does not range-check the argument.
*/
const_reference operator[](size_t i) const { return m_data[i]; }
/** Return access to the data as a raw pointer. */
pointer data() { return m_data; }
/** Return access to the data as a raw pointer. */
const_pointer data() const { return m_data; }
protected:
pointer m_data;
size_t m_size;
private:
/* Initialization without an argument isn't allowed: */
external_1D();
private:
external_1D& operator=(const external_1D&);
};
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*
* Defines the fixed-size and runtime-sized external 2D arrays.
*
* @todo Would casting get better performance in the external_2D<> element
* access methods?
*/
#ifndef external_2D_h
#define external_2D_h
#include <cml/core/common.h>
#include <cml/core/fixed_1D.h>
#include <cml/core/fixed_2D.h>
#include <cml/core/dynamic_1D.h>
#include <cml/core/dynamic_2D.h>
#include <cml/external.h>
namespace cml {
/** Fixed-size external 2D array.
*
* Both the memory and the size are fixed at compile time, and cannot be
* changed.
*/
template<typename Element, int Rows, int Cols, typename Layout>
class external_2D
{
public:
/* Require Rows > 0, Cols > 0: */
CML_STATIC_REQUIRE((Rows > 0) && (Cols > 0));
/* Record the generator: */
typedef external<Rows,Cols> generator_type;
/* Standard: */
typedef Element value_type;
typedef Element* pointer;
typedef Element& reference;
typedef const Element& const_reference;
typedef const Element* const_pointer;
/* For matching by memory layout: */
typedef Layout layout;
/* For matching by memory type: */
typedef external_memory_tag memory_tag;
/* For matching by size type: */
typedef fixed_size_tag size_tag;
/* For matching by resizability: */
typedef not_resizable_tag resizing_tag;
/* For matching by dimensions: */
typedef twod_tag dimension_tag;
/* To simplify the matrix transpose operator: */
typedef fixed_2D<typename cml::remove_const<Element>::type,
Cols,Rows,Layout> transposed_type;
/* Note: the transposed type must be fixed_2D, since an external array
* cannot be specified without a corresponding memory location.
*/
/* To simplify the matrix row and column operators: */
typedef fixed_1D<Element,Rows> row_array_type;
typedef fixed_1D<Element,Cols> col_array_type;
/* Note: the row types must be fixed_1D, since external arrays cannot be
* specified without a memory location.
*/
public:
enum { array_rows = Rows, array_cols = Cols };
public:
/** Construct an external array from a pointer. */
external_2D(value_type const ptr[Rows][Cols])
: m_data(const_cast<pointer>(&ptr[0][0])) {}
/** Construct an external array from a pointer. */
external_2D(value_type* const ptr) : m_data(ptr) {}
public:
/** Return the number of rows in the array. */
size_t rows() const { return size_t(array_rows); }
/** Return the number of cols in the array. */
size_t cols() const { return size_t(array_cols); }
public:
/** Access element (row,col) of the matrix.
*
* @param row row of element.
* @param col column of element.
* @returns mutable reference.
*
* @note This function does not range-check the arguments.
*/
reference operator()(size_t row, size_t col) {
/* Dispatch to the right function based on layout: */
return get_element(row,col,layout());
}
/** Const access element (row,col) of the matrix.
*
* @param row row of element.
* @param col column of element.
* @returns const reference.
*
* @note This function does not range-check the arguments.
*/
const_reference operator()(size_t row, size_t col) const {
/* Dispatch to the right function based on layout: */
return get_element(row,col,layout());
}
/** Return access to the data as a raw pointer. */
pointer data() { return m_data; }
/** Return access to the data as a raw pointer. */
const_pointer data() const { return m_data; }
protected:
/* XXX May be able to cast to get better performance? */
reference get_element(size_t row, size_t col, row_major) {
return m_data[row*Cols + col];
}
const_reference get_element(size_t row, size_t col, row_major) const {
return m_data[row*Cols + col];
}
reference get_element(size_t row, size_t col, col_major) {
return m_data[col*Rows + row];
}
const_reference get_element(size_t row, size_t col, col_major) const {
return m_data[col*Rows + row];
}
protected:
/* Declare the data array: */
pointer m_data;
private:
external_2D& operator=(const external_2D&);
};
/** Run-time sized external 2D array.
*
* Both the memory and the size are fixed at run-time, but cannot be changed.
* This is a specialization for the case that Rows and Cols are not specified
* (i.e. given as the default of -1,-1).
*/
template<typename Element, typename Layout>
class external_2D<Element,-1,-1,Layout>
{
public:
/* Record the generator. Note: this is *not* unique, as it is the same
* generator used by external_1D. However, external_1D is used only by
* vector<> classes, so this is not a problem.
*/
typedef external<> generator_type;
/* Standard: */
typedef Element value_type;
typedef Element* pointer;
typedef Element& reference;
typedef const Element& const_reference;
typedef const Element* const_pointer;
/* For matching by memory layout: */
typedef Layout layout;
/* For matching by memory type: */
typedef external_memory_tag memory_tag;
/* For matching by size type: */
typedef dynamic_size_tag size_tag;
/* For matching by resizability: */
typedef not_resizable_tag resizing_tag;
/* For matching by dimensions: */
typedef twod_tag dimension_tag;
/* To simplify the matrix transpose operator: */
typedef dynamic_2D<typename cml::remove_const<Element>::type,
Layout, CML_DEFAULT_ARRAY_ALLOC> transposed_type;
/* To simplify the matrix row and column operators: */
typedef dynamic_1D<Element, CML_DEFAULT_ARRAY_ALLOC> row_array_type;
typedef dynamic_1D<Element, CML_DEFAULT_ARRAY_ALLOC> col_array_type;
public:
enum { array_rows = -1, array_cols = -1 };
public:
/** Construct an external array with no size. */
external_2D(pointer const ptr, size_t rows, size_t cols)
: m_data(ptr), m_rows(rows), m_cols(cols) {}
public:
/** Return the number of rows in the array. */
size_t rows() const { return m_rows; }
/** Return the number of cols in the array. */
size_t cols() const { return m_cols; }
public:
/** Access element (row,col) of the matrix.
*
* @param row row of element.
* @param col column of element.
* @returns mutable reference.
*
* @note This function does not range-check the arguments.
*/
reference operator()(size_t row, size_t col) {
/* Dispatch to the right function based on layout: */
return get_element(row,col,layout());
}
/** Const access element (row,col) of the matrix.
*
* @param row row of element.
* @param col column of element.
* @returns const reference.
*
* @note This function does not range-check the arguments.
*/
const_reference operator()(size_t row, size_t col) const {
/* Dispatch to the right function based on layout: */
return get_element(row,col,layout());
}
/** Return access to the data as a raw pointer. */
pointer data() { return m_data; }
/** Return access to the data as a raw pointer. */
const_pointer data() const { return m_data; }
protected:
/* XXX May be able to cast to get better performance? */
reference get_element(size_t row, size_t col, row_major) {
return m_data[row*m_cols + col];
}
const_reference get_element(size_t row, size_t col, row_major) const {
return m_data[row*m_cols + col];
}
reference get_element(size_t row, size_t col, col_major) {
return m_data[col*m_rows + row];
}
const_reference get_element(size_t row, size_t col, col_major) const {
return m_data[col*m_rows + row];
}
protected:
/* Declare the data array: */
value_type* m_data;
size_t m_rows;
size_t m_cols;
private:
external_2D& operator=(const external_2D&);
};
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef fixed_1D_h
#define fixed_1D_h
#include <cml/core/common.h>
#include <cml/core/cml_meta.h>
#include <cml/core/cml_assert.h>
#include <cml/fixed.h>
namespace cml {
/** Statically-allocated array.
*
* @note This class is designed to have the same size as a C array with the
* same length. It's therefore possible (but not recommended!) to coerce
* a normal C array into a fixed_1D<> like this:
*
* typedef fixed_1D<double,10> array;
* double c_array[10];
* array& array_object = *((array*)&c_array);
* double e1 = array_object[1];
*
* It's also possible to do this with a pointer to an array of values (e.g. a
* double*), whether or not it was actually declared as a fixed C array. This
* is HIGHLY DISCOURAGED, though. It's relatively straightforward to implement
* a separate class to take a C array (or pointer) and turn it into an array
* object.
*
* @sa cml::fixed
*
* @internal Do <em>not</em> add the empty constructor and destructor; at
* least one compiler (Intel C++ 9.0) fails to optimize them away, and they
* aren't needed anyway here.
*/
template<typename Element, int Size>
class fixed_1D
{
public:
/* Require Size > 0: */
CML_STATIC_REQUIRE(Size > 0);
/* Record the generator: */
typedef fixed<Size,-1> generator_type;
/* Standard: */
typedef Element value_type;
typedef Element* pointer;
typedef Element& reference;
typedef const Element& const_reference;
typedef const Element* const_pointer;
/* Array implementation: */
typedef value_type array_impl[Size];
/* For matching by memory type: */
typedef fixed_memory_tag memory_tag;
/* For matching by size type: */
typedef fixed_size_tag size_tag;
/* For matching by resizability: */
typedef not_resizable_tag resizing_tag;
/* For matching by dimensions: */
typedef oned_tag dimension_tag;
public:
/** The length as an enumerated value. */
enum { array_size = Size };
public:
/** Return the number of elements in the array. */
size_t size() const { return size_t(array_size); }
/** Access to the data as a C array.
*
* @param i a size_t index into the array.
* @return a mutable reference to the array value at i.
*
* @note This function does not range-check the argument.
*/
reference operator[](size_t i) { return m_data[i]; }
/** Const access to the data as a C array.
*
* @param i a size_t index into the array.
* @return a const reference to the array value at i.
*
* @note This function does not range-check the argument.
*/
const_reference operator[](size_t i) const { return m_data[i]; }
/** Return access to the data as a raw pointer. */
pointer data() { return &m_data[0]; }
/** Return access to the data as a raw pointer. */
const_pointer data() const { return &m_data[0]; }
protected:
fixed_1D() {}
protected:
array_impl m_data;
private:
fixed_1D& operator=(const fixed_1D&);
};
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef fixed_2D_h
#define fixed_2D_h
#include <cml/core/common.h>
#include <cml/core/fixed_1D.h>
/* This is used below to create a more meaningful compile-time error when
* an unknown layout argument is given:
*/
struct invalid_layout_type_error;
/* This is used below to create a more meaningful compile-time error when
* a negative size is given.
*/
struct negative_array_size_error;
namespace cml {
/** The internal statically-allocated 2D-array implementation class.
*
* This uses an internal class to setup the data matrix with the proper
* layout. The alternative is to use a 1D array with size Rows*Cols and a
* multiplication to dereference an element, but it seems that compilers
* better optimize 2D array dereferences. This is different from
* dynamic_2D<>, which must use the 1D array method.
*
* @sa cml::fixed
*
* @note This class is designed to have the same size as a C array with the
* same dimensions. It's therefore possible (but not recommended!) to coerce
* a normal C array into a fixed_2D<> like this:
*
* typedef fixed_2D<double,10,10,row_major> array;
* double c_array[10][10];
* array& array_object = *((array*)&c_array);
* double e11 = array_object[1][1];
*
* It's also possible to do this with a pointer to an array of values (e.g. a
* double*), whether or not it was actually declared as a fixed C array. This
* is HIGHLY DISCOURAGED, though, since it's relatively straightforward to
* implement a separate class to take a C array (or pointer) and turn it into
* an array object.
*
* @internal Do <em>not</em> add the empty constructor and destructor; at
* least one compiler (Intel C++ 9.0) fails to optimize them away, and they
* aren't needed anyway here.
*/
template<typename Element, int Rows, int Cols, typename Layout>
class fixed_2D
{
public:
/* Require Rows > 0, Cols > 0: */
CML_STATIC_REQUIRE_M(
(Rows > 0) && (Cols > 0),
negative_array_size_error);
/* Require Layout to be row_major or col_major: */
CML_STATIC_REQUIRE_M(
(same_type<Layout,row_major>::is_true
|| same_type<Layout,col_major>::is_true),
invalid_layout_type_error);
/* Record the generator: */
typedef fixed<Rows,Cols> generator_type;
/* Standard: */
typedef Element value_type;
typedef Element* pointer;
typedef Element& reference;
typedef const Element& const_reference;
typedef const Element* const_pointer;
/* For matching by memory layout: */
typedef Layout layout;
/* For matching by memory type: */
typedef fixed_memory_tag memory_tag;
/* For matching by size type: */
typedef fixed_size_tag size_tag;
/* For matching by resizability: */
typedef not_resizable_tag resizing_tag;
/* For matching by dimensions: */
typedef twod_tag dimension_tag;
/* To simplify the matrix transpose operator: */
typedef fixed_2D<typename cml::remove_const<Element>::type,
Cols,Rows,Layout> transposed_type;
/* To simplify the matrix row and column operators: */
typedef fixed_1D<Element,Rows> row_array_type;
typedef fixed_1D<Element,Cols> col_array_type;
public:
enum { array_rows = Rows, array_cols = Cols };
public:
/** Return the number of rows in the array. */
size_t rows() const { return size_t(array_rows); }
/** Return the number of cols in the array. */
size_t cols() const { return size_t(array_cols); }
public:
/** Access element (row,col) of the matrix.
*
* @param row row of element.
* @param col column of element.
* @returns mutable reference.
*
* @note This function does not range-check the arguments.
*/
reference operator()(size_t row, size_t col) {
/* Dispatch to the right function based on layout: */
return get_element(row,col,layout());
}
/** Const access element (row,col) of the matrix.
*
* @param row row of element.
* @param col column of element.
* @returns const reference.
*
* @note This function does not range-check the arguments.
*/
const_reference operator()(size_t row, size_t col) const {
/* Dispatch to the right function based on layout: */
return get_element(row,col,layout());
}
/** Return access to the data as a raw pointer. */
pointer data() { return &m_data[0][0]; }
/** Return access to the data as a raw pointer. */
const_pointer data() const { return &m_data[0][0]; }
public:
fixed_2D() {}
protected:
reference get_element(size_t row, size_t col, row_major) {
return m_data[row][col];
}
const_reference get_element(size_t row, size_t col, row_major) const {
return m_data[row][col];
}
reference get_element(size_t row, size_t col, col_major) {
return m_data[col][row];
}
const_reference get_element(size_t row, size_t col, col_major) const {
return m_data[col][row];
}
protected:
/* Typedef the possible layouts: */
typedef Element row_major_array[Rows][Cols];
typedef Element col_major_array[Cols][Rows];
/* Now, select the right layout for the current matrix: */
typedef typename select_switch<
Layout, row_major, row_major_array, /* Case 1 */
col_major, col_major_array /* Case 2 */
>::result array_data;
/* Declare the data array: */
array_data m_data;
};
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*
* Forward declarations, useful to avoid including lots of headers.
*
* @sa cml/et/array_promotions.h
*/
#ifndef core_fwd_h
#define core_fwd_h
namespace cml {
/* cml/core/fixed_1D.h */
template<typename E, int S> class fixed_1D;
/* cml/core/fixed_2D.h */
template<typename E, int R, int C, class L> class fixed_2D;
/* cml/core/dynamic_1D.h */
template<typename E, class A> class dynamic_1D;
/* cml/core/dynamic_2D.h */
template<typename E, class L, class A> class dynamic_2D;
/* cml/core/external_1D.h */
template<typename E, int S> class external_1D;
/* cml/core/external_2D.h */
template<typename E, int R, int C, class L> class external_2D;
/* cml/fixed.h */
template<int Dim1, int Dim2> struct fixed;
/* cml/dynamic.h */
template<class Alloc> struct dynamic;
/* cml/external.h */
template<int Dim1, int Dim2> struct external;
/* cml/vector.h */
template<typename E, class AT> class vector;
/* cml/matrix.h */
template<typename E, class AT, class BO, class L> class matrix;
/* cml/quaternion.h */
template<typename E, class AT, class OT, class CT> class quaternion;
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef core_meta_common_h
#define core_meta_common_h
namespace cml {
/** Type of a true statement. */
struct true_type {};
/** Type of a false statement. */
struct false_type {};
template<bool B> struct is_true {
typedef false_type result;
};
template<> struct is_true<true> {
typedef true_type result;
};
/** A "type pair". */
template<typename T1, typename T2> struct type_pair {
typedef T1 first;
typedef T2 second;
};
/** A "type quadruple". */
template<typename T1, typename T2, typename T3, typename T4>
struct type_quad {
typedef T1 first;
typedef T2 second;
typedef T3 third;
typedef T3 fourth;
};
/** Match any type (for use with same_type<> and select_switch<>). */
struct any_type {};
/** Determine if two types are the same.
*
* Defaults to false.
*/
template<typename T, typename U> struct same_type {
typedef false_type result;
enum { is_true = false, is_false = true };
};
/** Match the same type for both of same_type's template arguments. */
template<typename T> struct same_type<T,T> {
typedef true_type result;
enum { is_true = true, is_false = false };
};
/** Match a type and any_type. */
template<typename T> struct same_type<T,any_type> {
typedef true_type result;
enum { is_true = true, is_false = false };
};
/** Match a type and any_type. */
template<typename T> struct same_type<any_type,T> {
typedef true_type result;
enum { is_true = true, is_false = false };
};
/** Disambiguate pair of any_type's. */
template<> struct same_type<any_type,any_type> {
typedef true_type result;
enum { is_true = true, is_false = false };
};
/** Remove a reference qualifier from a type. */
template<typename T> struct remove_reference {
template<typename Q, typename Dummy> struct helper {
typedef Q type;
};
template<typename Q> struct helper<Q&, void> {
typedef Q type;
};
template<typename Q> struct helper<const Q&, void> {
typedef const Q type;
};
typedef typename helper<T,void>::type type;
};
/** Remove a const qualifier from a type. */
template<typename T> struct remove_const {
template<typename Q, typename Dummy> struct helper {
typedef Q type;
};
template<typename Q> struct helper<const Q, void> {
typedef Q type;
};
typedef typename helper<T,void>::type type;
};
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef meta_if_h
#define meta_if_h
#include <cml/core/meta/common.h>
namespace cml {
/** Select argument type based upon truth value. */
template<bool yn, typename TrueT, typename FalseT> struct select_if;
/** Result is TrueT if true. */
template<typename TrueT, typename FalseT>
struct select_if<true,TrueT,FalseT> {
typedef TrueT result;
enum { is_true = true };
};
/** Result is FalseT if false. */
template<typename TrueT, typename FalseT>
struct select_if<false,TrueT,FalseT> {
typedef FalseT result;
enum { is_true = false };
};
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef meta_switch_h
#define meta_switch_h
#include <cml/core/meta/common.h>
#include <cml/core/meta/if.h>
namespace cml {
struct NilCase {}; /* For terminating the case list. */
struct Default {}; /* For indicating the default result. */
/* The working parts of the meta-switch go into namespace meta: */
namespace meta {
/* "Interior" case statements: */
template<typename Case, typename Result, typename NextCase>
struct select_case
{
template<typename Find> struct match {
typedef typename select_if<
same_type<Find,Case>::is_true,
Result,
typename NextCase::template match<Find>::result
>::result result;
};
};
/* Default case, returned when no match is found in a previous case: */
template<typename Result>
struct select_case<Default,Result,NilCase>
{
template<typename Find> struct match {
typedef Result result;
};
};
/* The last case statement (if no match until now, the result is 'void'): */
template<typename Case, typename Result>
struct select_case<Case,Result,NilCase>
{
template<typename Find> struct match {
typedef typename select_if<
same_type<Find,Case>::is_true,
Result,
void
>::result result;
};
};
} // namespace meta
/** Return the matched type (like a switch/case statement).
*
* This is a convenience wrapper to avoid having to explicitly type out
* select_case for each case in the list of types to match against.
*/
template<typename Find
, typename T1, typename R1
, typename T2 = NilCase, typename R2 = void
, typename T3 = NilCase, typename R3 = void
, typename T4 = NilCase, typename R4 = void
, typename T5 = NilCase, typename R5 = void
, typename T6 = NilCase, typename R6 = void
, typename T7 = NilCase, typename R7 = void
, typename T8 = NilCase, typename R8 = void
, typename T9 = NilCase, typename R9 = void
, typename T10 = NilCase, typename R10 = void
, typename T11 = NilCase, typename R11 = void
, typename T12 = NilCase, typename R12 = void
, typename T13 = NilCase, typename R13 = void
, typename T14 = NilCase, typename R14 = void
, typename T15 = NilCase, typename R15 = void
, typename T16 = NilCase, typename R16 = void
> struct select_switch
{
typedef typename
meta::select_case< T1,R1
, meta::select_case< T2,R2
, meta::select_case< T3,R3
, meta::select_case< T4,R4
, meta::select_case< T5,R5
, meta::select_case< T6,R6
, meta::select_case< T7,R7
, meta::select_case< T8,R8
, meta::select_case< T9,R9
, meta::select_case< T10,R10
, meta::select_case< T11,R11
, meta::select_case< T12,R12
, meta::select_case< T13,R13
, meta::select_case< T14,R14
, meta::select_case< T15,R15
, meta::select_case< T16,R16
, NilCase
> > > > > > /* 6 */
> > > > > > > > > > /* 10 */
::template match<Find>::result result;
};
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief Default values for certain parameters.
*/
#ifndef defaults_h
#define defaults_h
#if defined(_MSC_VER)
#if _MSC_VER >= 1400
/* Ignore "C4003: not enough actual parameters for macro": */
#pragma warning (disable: 4003)
/* This one is odd, but apparently harmless (but should be fixed!):
* "C4348: redefinition of default parameter"
*/
#pragma warning (disable: 4348)
#endif
#endif
/* The default vector unroll limit: */
#if !defined(CML_VECTOR_UNROLL_LIMIT)
#define CML_VECTOR_UNROLL_LIMIT 8
#endif
/* Don't unroll matrix operations by default: */
#if !defined(CML_2D_UNROLLER) && !defined(CML_NO_2D_UNROLLER)
#define CML_NO_2D_UNROLLER
#endif
/* The default vector dot() unroll limit: */
#if !defined(CML_VECTOR_DOT_UNROLL_LIMIT)
#define CML_VECTOR_DOT_UNROLL_LIMIT CML_VECTOR_UNROLL_LIMIT
#endif
/* The default array layout is the C/C++ row-major array layout: */
#if !defined(CML_DEFAULT_ARRAY_LAYOUT)
#define CML_DEFAULT_ARRAY_LAYOUT cml::row_major
#endif
/* The default basis orientation: */
#if !defined(CML_DEFAULT_BASIS_ORIENTATION)
#define CML_DEFAULT_BASIS_ORIENTATION cml::col_basis
#endif
/* Always use the default layout in promotions, by default: */
#if !defined(CML_ALWAYS_PROMOTE_TO_DEFAULT_LAYOUT)
#define CML_ALWAYS_PROMOTE_TO_DEFAULT_LAYOUT
#endif
/* The default memory allocator is std::allocator<void>: */
#if !defined(CML_DEFAULT_ARRAY_ALLOC)
#include <memory> // for std::allocator
#define CML_DEFAULT_ARRAY_ALLOC std::allocator<void>
#endif
/* By default, automatically resize dynamic vectors and matrices: */
#if !defined(CML_AUTOMATIC_VECTOR_RESIZE_ON_ASSIGNMENT)
#define CML_AUTOMATIC_VECTOR_RESIZE_ON_ASSIGNMENT
#endif
#if !defined(CML_AUTOMATIC_MATRIX_RESIZE_ON_ASSIGNMENT)
#define CML_AUTOMATIC_MATRIX_RESIZE_ON_ASSIGNMENT
#endif
/* By default, check vector and matrix sizes: */
#if !defined(CML_CHECK_VECTOR_EXPR_SIZES)
#define CML_CHECK_VECTOR_EXPR_SIZES
#endif
#if !defined(CML_CHECK_MATRIX_EXPR_SIZES)
#define CML_CHECK_MATRIX_EXPR_SIZES
#endif
#endif
// -------------------------------------------------------------------------
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef dynamic_h
#define dynamic_h
#include <cml/defaults.h>
namespace cml {
/** This is a selector for dynamic 1D and 2D arrays.
*
* The dynamic<> struct has no implementation; it is used only to select a
* 1D or 2D array type as the base class of a vector or matrix.
*
* @sa fixed
* @sa external
*/
template<class Alloc = CML_DEFAULT_ARRAY_ALLOC> struct dynamic;
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*
* Defines promotions between array types.
*
* @todo Can/should an expression with a fixed-size argument promote to a
* fixed array instead of a dynamic array?
*/
#ifndef array_promotions_h
#define array_promotions_h
#include <cml/core/cml_meta.h>
#include <cml/et/scalar_promotions.h>
namespace cml {
namespace et {
#define VAL_MAX(_a_,_b_) ( ((_a_)>(_b_))?(_a_):(_b_) )
namespace detail {
/* This is specialized for 1D and 2D promotions: */
template<class A1, class A2, typename DTag1, typename DTag2,
typename PromotedSizeTag> struct promote;
/* Promote 1D fixed-size arrays to a 1D fixed-size array: */
template<class A1, class A2>
struct promote<A1,A2,oned_tag,oned_tag,fixed_size_tag>
{
typedef typename A1::value_type left_scalar;
typedef typename A2::value_type right_scalar;
/* First, promote the scalar type: */
typedef typename ScalarPromote<
left_scalar,right_scalar>::type promoted_scalar;
/* Next, deduce the array size: */
enum { Size = VAL_MAX((size_t)A1::array_size, (size_t)A2::array_size) };
/* Finally, generate the promoted array type: */
typedef fixed_1D<promoted_scalar,Size> type;
};
/* Promote 1D dynamic arrays to a 1D dynamic array: */
template<class A1, class A2>
struct promote<A1,A2,oned_tag,oned_tag,dynamic_size_tag>
{
typedef typename A1::value_type left_scalar;
typedef typename A2::value_type right_scalar;
/* First, promote the scalar type: */
typedef typename ScalarPromote<
left_scalar,right_scalar>::type promoted_scalar;
/* Next, rebind to get the proper allocator: */
typedef typename CML_DEFAULT_ARRAY_ALLOC
::rebind<promoted_scalar>::other allocator;
/* Finally, generate the promoted array type: */
typedef dynamic_1D<promoted_scalar,allocator> type;
};
/* Promote fixed 2D+1D array expressions to a fixed 1D array: */
template<class A1, class A2>
struct promote<A1,A2,twod_tag,oned_tag,fixed_size_tag>
{
typedef typename A1::value_type left_scalar;
typedef typename A2::value_type right_scalar;
/* First, promote the scalar type: */
typedef typename ScalarPromote<
left_scalar,right_scalar>::type promoted_scalar;
/* Next, deduce the array size: */
enum { Size = (size_t)A1::array_rows };
/* Finally, generate the promoted array type: */
typedef fixed_1D<promoted_scalar,Size> type;
};
/* Promote fixed 1D+2D array expressions to a fixed 1D array: */
template<class A1, class A2>
struct promote<A1,A2,oned_tag,twod_tag,fixed_size_tag>
{
typedef typename A1::value_type left_scalar;
typedef typename A2::value_type right_scalar;
/* First, promote the scalar type: */
typedef typename ScalarPromote<
left_scalar,right_scalar>::type promoted_scalar;
/* Next, deduce the array size: */
enum { Size = (size_t)A2::array_cols };
/* Finally, generate the promoted array type: */
typedef fixed_1D<promoted_scalar,Size> type;
};
/* Promote dynamic 2D+1D array expression to a 1D dynamic array: */
template<class A1, class A2>
struct promote<A1,A2,twod_tag,oned_tag,dynamic_size_tag>
{
typedef typename A1::value_type left_scalar;
typedef typename A2::value_type right_scalar;
/* First, promote the scalar type: */
typedef typename ScalarPromote<
left_scalar,right_scalar>::type promoted_scalar;
/* Next, rebind to get the proper allocator: */
typedef typename CML_DEFAULT_ARRAY_ALLOC
::rebind<promoted_scalar>::other allocator;
/* Finally, generate the promoted array type: */
typedef dynamic_1D<promoted_scalar,allocator> type;
};
/* Promote dynamic 1D+2D array expression to a 1D dynamic array: */
template<class A1, class A2>
struct promote<A1,A2,oned_tag,twod_tag,dynamic_size_tag>
{
typedef typename A1::value_type left_scalar;
typedef typename A2::value_type right_scalar;
/* First, promote the scalar type: */
typedef typename ScalarPromote<
left_scalar,right_scalar>::type promoted_scalar;
/* Next, rebind to get the proper allocator: */
typedef typename CML_DEFAULT_ARRAY_ALLOC
::rebind<promoted_scalar>::other allocator;
/* Finally, generate the promoted array type: */
typedef dynamic_1D<promoted_scalar,allocator> type;
};
/* This is a helper to deduce the result of a promoted 2D array: */
template<typename LeftL, typename RightL> struct deduce_layout {
#if defined(CML_ALWAYS_PROMOTE_TO_DEFAULT_LAYOUT)
typedef CML_DEFAULT_ARRAY_LAYOUT promoted_layout;
#else
typedef typename select_if<
same_type<LeftL,RightL>::is_true, LeftL,
CML_DEFAULT_ARRAY_LAYOUT>::result promoted_layout;
#endif
};
/* Promote 2D fixed-size arrays to a 2D fixed-size array. The resulting
* matrix has the same number of rows as A1, and the same number of
* columns as A2.
*/
template<class A1, class A2>
struct promote<A1,A2,twod_tag,twod_tag,fixed_size_tag>
{
typedef typename A1::value_type left_scalar;
typedef typename A2::value_type right_scalar;
/* First, promote the scalar type: */
typedef typename ScalarPromote<
left_scalar,right_scalar>::type promoted_scalar;
/* Next, deduce the array size: */
enum {
Rows = (size_t)A1::array_rows,
Cols = (size_t)A2::array_cols
};
/* Then deduce the array layout: */
typedef typename A1::layout left_layout;
typedef typename A2::layout right_layout;
typedef typename deduce_layout<left_layout,right_layout>
::promoted_layout promoted_layout;
/* Finally, generate the promoted array type: */
typedef fixed_2D<promoted_scalar,Rows,Cols,promoted_layout> type;
};
/* Promote 2D dynamic arrays to a 2D dynamic array: */
template<class A1, class A2>
struct promote<A1,A2,twod_tag,twod_tag,dynamic_size_tag>
{
typedef typename A1::value_type left_scalar;
typedef typename A2::value_type right_scalar;
/* First, promote the scalar type: */
typedef typename ScalarPromote<
left_scalar,right_scalar>::type promoted_scalar;
/* Next, rebind to get the proper allocator: */
typedef typename CML_DEFAULT_ARRAY_ALLOC
::rebind<promoted_scalar>::other allocator;
/* Then deduce the array layout: */
typedef typename A1::layout left_layout;
typedef typename A2::layout right_layout;
typedef typename deduce_layout<left_layout,right_layout>
::promoted_layout promoted_layout;
/* Finally, generate the promoted array type: */
typedef dynamic_2D<promoted_scalar,promoted_layout,allocator> type;
};
} // namespace detail
/** Class to promote array types.
*
* Both arguments must be array types.
*
* @sa fixed_1D
* @sa fixed_2D
* @sa dynamic_1D
* @sa dynamic_2D
*/
template<class A1, class A2>
struct ArrayPromote
{
/* Shorthand: */
//typedef typename A1::value_type left_scalar;
//typedef typename A2::value_type right_scalar;
typedef typename A1::dimension_tag left_dtag;
typedef typename A2::dimension_tag right_dtag;
/* Deduce the proper type based upon the characteristics of AT1 and
* AT2. This is the table of type conversions:
*
* AT1 AT2 Result
* memory size memory size memory size
*
* fixed fixed fixed fixed fixed fixed
* fixed fixed dynamic dynamic dynamic dynamic
* fixed fixed external fixed fixed fixed
* fixed fixed external dynamic dynamic dynamic
*
* dynamic dynamic fixed fixed dynamic dynamic
* dynamic dynamic dynamic dynamic dynamic dynamic
* dynamic dynamic external fixed dynamic dynamic
* dynamic dynamic external dynamic dynamic dynamic
*
* external fixed external fixed fixed fixed
* external fixed fixed fixed fixed fixed
* external fixed dynamic dynamic dynamic dynamic
* external fixed external dynamic dynamic dynamic
*
* external dynamic external fixed dynamic dynamic
* external dynamic fixed fixed dynamic dynamic
* external dynamic dynamic dynamic dynamic dynamic
* external dynamic external dynamic dynamic dynamic
*
* Note that if one argument is a dynamically-sized array, the result
* must be a dynamically allocated and sized array. Likewise, if both
* arguments have fixed size, the result can be a fixed-sized array.
*/
/* Check if both arguments are fixed-size arrays. If so, the promoted
* array will be a fixed array, and if not, it will be a dynamic array:
*/
typedef typename select_if<
(same_type<typename A1::size_tag, fixed_size_tag>::is_true
&& same_type<typename A2::size_tag, fixed_size_tag>::is_true),
fixed_size_tag, /* True */
dynamic_size_tag /* False */
>::result promoted_size_tag;
/* Deduce the promoted type: */
typedef typename detail::promote<
A1, A2, left_dtag, right_dtag, promoted_size_tag>::type type;
};
/* Cleanup internal macros: */
#undef VAL_MAX
} // namespace et
} // namespace cml
#endif
// -------------------------------------------------------------------------
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef ops_h
#define ops_h
#include <cml/et/traits.h>
#include <cml/et/scalar_promotions.h>
/** Declare a unary scalar operator, like negation. */
#define CML_UNARY_SCALAR_OP(_op_, _op_name_) \
template<typename ArgT> struct _op_name_ { \
typedef ExprTraits<ArgT> arg_traits; \
typedef typename arg_traits::const_reference arg_reference; \
typedef typename arg_traits::value_type value_type; \
typedef scalar_result_tag result_tag; \
value_type apply(arg_reference arg) const { return _op_ arg; } \
};
/** Declare a binary scalar operator, like addition, s1+s2. */
#define CML_BINARY_SCALAR_OP(_op_, _op_name_) \
template<typename LeftT, typename RightT> struct _op_name_ { \
typedef ExprTraits<LeftT> left_traits; \
typedef ExprTraits<RightT> right_traits; \
typedef typename left_traits::const_reference left_reference; \
typedef typename right_traits::const_reference right_reference; \
typedef typename left_traits::value_type left_value; \
typedef typename right_traits::value_type right_value; \
typedef typename ScalarPromote<left_value,right_value>::type value_type; \
typedef scalar_result_tag result_tag; \
value_type apply(left_reference left, right_reference right) const { \
return left _op_ right; } \
};
/** Declare an op-assignment operator.
*
* @note The ExprTraits for both argument types must be defined, LeftT must
* have an assignment operator, and ExprTraits<LeftT>::reference must specify
* a type that allows assignment.
*/
#define CML_BINARY_SCALAR_OP_ASSIGN(_op_, _op_name_) \
template<typename LeftT, typename RightT> struct _op_name_ { \
typedef ExprTraits<LeftT> left_traits; \
typedef ExprTraits<RightT> right_traits; \
typedef typename left_traits::reference left_reference; \
typedef typename right_traits::const_reference right_reference; \
typedef typename left_traits::value_type left_value; \
typedef typename right_traits::value_type right_value; \
typedef typename ScalarPromote<left_value,right_value>::type value_type; \
typedef scalar_result_tag result_tag; \
value_type apply(left_reference left, right_reference right) const { \
return left _op_ (LeftT) right; } \
};
/** Declare a binary boolean operator, like less-than, s1 < s2.
*
* The operator should return the appropriate truth value for the operator.
*
* @note Both scalar types must have operator<() defined.
*/
#define CML_BOOLEAN_SCALAR_OP(_op_, _op_name_) \
template<typename LeftT, typename RightT> struct _op_name_ { \
typedef ExprTraits<LeftT> left_traits; \
typedef ExprTraits<RightT> right_traits; \
typedef typename left_traits::const_reference left_reference; \
typedef typename right_traits::const_reference right_reference; \
typedef scalar_result_tag result_tag; \
bool apply(left_reference left, right_reference right) const { \
return left _op_ right; } \
};
namespace cml {
namespace et {
/* Define the operators: */
/* Unary scalar ops: */
CML_UNARY_SCALAR_OP(-, OpNeg)
CML_UNARY_SCALAR_OP(+, OpPos)
/* Binary scalar ops: */
CML_BINARY_SCALAR_OP(+, OpAdd)
CML_BINARY_SCALAR_OP(-, OpSub)
CML_BINARY_SCALAR_OP(*, OpMul)
#if defined(CML_RECIPROCAL_OPTIMIZATION)
/* XXX Yikes... this should really be written out in full. *= 1./ is the
* "_op_" parameter to the macro (see above):
*/
CML_BINARY_SCALAR_OP(* value_type(1)/, OpDiv)
#else
CML_BINARY_SCALAR_OP(/, OpDiv)
#endif
/* Binary scalar op-assigns: */
CML_BINARY_SCALAR_OP_ASSIGN( =, OpAssign)
CML_BINARY_SCALAR_OP_ASSIGN(+=, OpAddAssign)
CML_BINARY_SCALAR_OP_ASSIGN(-=, OpSubAssign)
CML_BINARY_SCALAR_OP_ASSIGN(*=, OpMulAssign)
#if defined(CML_RECIPROCAL_OPTIMIZATION)
/* XXX Yikes... this should really be written out in full. *= 1./ is the
* "_op_" parameter to the macro (see above):
*/
CML_BINARY_SCALAR_OP_ASSIGN(*= value_type(1)/, OpDivAssign)
#else
CML_BINARY_SCALAR_OP_ASSIGN(/=, OpDivAssign)
#endif
/* Boolean operators for scalars: */
CML_BOOLEAN_SCALAR_OP(==, OpEqual)
CML_BOOLEAN_SCALAR_OP(!=, OpNotEqual)
CML_BOOLEAN_SCALAR_OP( <, OpLess)
CML_BOOLEAN_SCALAR_OP( >, OpGreater)
CML_BOOLEAN_SCALAR_OP(<=, OpLessEqual)
CML_BOOLEAN_SCALAR_OP(>=, OpGreaterEqual)
#undef CML_UNARY_SCALAR_OP
#undef CML_BINARY_SCALAR_OP
#undef CML_BINARY_SCALAR_OP_ASSIGN
#undef CML_BOOLEAN_SCALAR_OP
} // namespace et
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef scalar_promotions_h
#define scalar_promotions_h
#include <complex>
#include <cml/core/cml_meta.h>
namespace cml {
namespace et {
/* The type promotion code below is a slightly modified version of:
* http://ubiety.uwaterloo.ca/~tveldhui/papers/techniques/techniques01.html
*/
namespace detail {
template<class T>
struct precision_trait {
enum { precisionRank = 0,
knowPrecisionRank = 0 };
};
#define DECLARE_PRECISION(T,rank) \
template<> \
struct precision_trait< T > { \
enum { precisionRank = rank, \
knowPrecisionRank = 1 }; \
};
DECLARE_PRECISION(int,100)
DECLARE_PRECISION(unsigned int,200)
DECLARE_PRECISION(long,300)
DECLARE_PRECISION(unsigned long,400)
DECLARE_PRECISION(long long,425)
DECLARE_PRECISION(unsigned long long,475)
DECLARE_PRECISION(float,500)
DECLARE_PRECISION(double,600)
DECLARE_PRECISION(long double,700)
DECLARE_PRECISION(std::complex<float>,800)
DECLARE_PRECISION(std::complex<double>,900)
DECLARE_PRECISION(std::complex<long double>,1000)
template<class T>
struct autopromote_trait {
typedef T T_numtype;
};
#define DECLARE_AUTOPROMOTE(T1,T2) \
template<> \
struct autopromote_trait<T1> { \
typedef T2 T_numtype; \
};
// These are the odd cases where small integer types
// are automatically promoted to int or unsigned int for
// arithmetic.
DECLARE_AUTOPROMOTE(bool, int)
DECLARE_AUTOPROMOTE(char, int)
DECLARE_AUTOPROMOTE(unsigned char, int)
DECLARE_AUTOPROMOTE(short int, int)
DECLARE_AUTOPROMOTE(short unsigned int, unsigned int)
template<class T1, class T2, int promoteToT1>
struct promote2 {
typedef T1 T_promote;
};
template<class T1, class T2>
struct promote2<T1,T2,0> {
typedef T2 T_promote;
};
template<class T1_orig, class T2_orig>
struct promote_trait {
// Need to remove const-ness:
typedef typename cml::remove_const<T1_orig>::type T1_non_const;
typedef typename cml::remove_const<T2_orig>::type T2_non_const;
// Handle promotion of small integers to int/unsigned int
typedef typename autopromote_trait<T1_non_const>::T_numtype T1;
typedef typename autopromote_trait<T2_non_const>::T_numtype T2;
// True if T1 is higher ranked
enum {
T1IsBetter =
(int) precision_trait<T1>::precisionRank >
(int) precision_trait<T2>::precisionRank,
// True if we know ranks for both T1 and T2
knowBothRanks =
precision_trait<T1>::knowPrecisionRank
&& precision_trait<T2>::knowPrecisionRank,
// True if we know T1 but not T2
knowT1butNotT2 = precision_trait<T1>::knowPrecisionRank
&& !(precision_trait<T2>::knowPrecisionRank),
// True if we know T2 but not T1
knowT2butNotT1 = precision_trait<T2>::knowPrecisionRank
&& !(precision_trait<T1>::knowPrecisionRank),
// True if T1 is bigger than T2
T1IsLarger = sizeof(T1) >= sizeof(T2),
// We know T1 but not T2: true
// We know T2 but not T1: false
// Otherwise, if T1 is bigger than T2: true
defaultPromotion = knowT1butNotT2 ? false :
(knowT2butNotT1 ? true : T1IsLarger)
};
// If we have both ranks, then use them.
// If we have only one rank, then use the unknown type.
// If we have neither rank, then promote to the larger type.
enum {
promoteToT1 = (knowBothRanks ? T1IsBetter : defaultPromotion)
? 1 : 0
};
typedef typename promote2<T1,T2,promoteToT1>::T_promote T_promote;
};
} // namespace detail
/** Defers to detail::promote_trait<>. */
template<class E1, class E2> struct ScalarPromote
{
typedef typename detail::promote_trait<E1,E2>::T_promote type;
};
} // namespace et
} // namespace cml
#endif
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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*
* Define matrix and vector linear expression size-checking classes.
*/
#ifndef size_checking_h
#define size_checking_h
#include <stdexcept>
#include <cml/core/cml_meta.h>
#include <cml/core/cml_assert.h>
#include <cml/core/fwd.h>
#include <cml/et/traits.h>
#if defined(_MSC_VER) && _MSC_VER < 1400
#pragma warning(push)
#pragma warning(disable:4348)
// XXX This is a terrible hack for VC7.1, and should really be fixed by
// separating out the "impl" templates from GetCheckedSize.
#endif
/* This is used below to create a more meaningful compile-time error when
* fixed-size vector arguments don't match at compile time:
*/
struct incompatible_expression_size_error;
/* This is used below to create a more meaningful compile-time error when a
* function is not provided with a square matrix or MatrixExpr argument:
*/
struct square_matrix_arg_expected_error;
namespace cml {
namespace et {
namespace detail {
} // namespace detail
/* Forward declare for specialization below: */
template<typename LeftT, typename RightT, typename SizeT>
struct GetCheckedSize;
/* Checking for fixed-size expression: */
template<typename LeftT, typename RightT>
struct GetCheckedSize<LeftT,RightT,fixed_size_tag>
{
/* Record argument traits: */
typedef ExprTraits<LeftT> left_traits;
typedef ExprTraits<RightT> right_traits;
/* Result types: */
typedef typename left_traits::result_tag left_result;
typedef typename right_traits::result_tag right_result;
/* For specialization below: */
template<typename LR, typename RR, class X = void> struct impl;
/* Check for two matrices (linear operators only): */
template<class X> struct impl<matrix_result_tag,matrix_result_tag,X> {
typedef matrix_size size_type;
CML_STATIC_REQUIRE_M(
(size_t)LeftT::array_rows == (size_t)RightT::array_rows
&& (size_t)LeftT::array_cols == (size_t)RightT::array_cols,
incompatible_expression_size_error);
/* Record the array size as a constant: */
enum {
array_rows = LeftT::array_rows,
array_cols = LeftT::array_cols
};
/* Return the matrix size: */
size_type size() const { return size_type(array_rows,array_cols); }
};
/* Check for a matrix and a vector: */
template<class X> struct impl<matrix_result_tag,vector_result_tag,X> {
typedef size_t size_type;
CML_STATIC_REQUIRE_M(
(size_t)LeftT::array_cols == (size_t)RightT::array_size,
incompatible_expression_size_error);
/* Record the array size as a constant: */
enum { array_size = LeftT::array_rows };
/* Return the vector size: */
size_type size() const { return size_type(array_size); }
};
/* Check for a vector and a matrix: */
template<class X> struct impl<vector_result_tag,matrix_result_tag,X> {
typedef size_t size_type;
CML_STATIC_REQUIRE_M(
(size_t)LeftT::array_size == (size_t)RightT::array_rows,
incompatible_expression_size_error);
/* Record the array size as a constant: */
enum { array_size = RightT::array_cols };
/* Return the vector size: */
size_type size() const { return size_type(array_size); }
};
/* Check for a matrix and a scalar: */
template<class X> struct impl<matrix_result_tag,scalar_result_tag,X> {
typedef matrix_size size_type;
/* Record the array size as a constant: */
enum {
array_rows = LeftT::array_rows,
array_cols = LeftT::array_cols
};
/* Return the matrix size: */
size_type size() const { return size_type(array_rows,array_cols); }
};
/* Check for a scalar and a matrix: */
template<class X> struct impl<scalar_result_tag,matrix_result_tag,X> {
typedef matrix_size size_type;
/* Record the array size as a constant: */
enum {
array_rows = RightT::array_rows,
array_cols = RightT::array_cols
};
/* Return the matrix size: */
size_type size() const { return size_type(array_rows,array_cols); }
};
/* Check for two vectors: */
template<class X> struct impl<vector_result_tag,vector_result_tag,X> {
typedef size_t size_type;
CML_STATIC_REQUIRE_M(
(size_t)LeftT::array_size == (size_t)RightT::array_size,
incompatible_expression_size_error);
/* Record the array size as a constant: */
enum { array_size = LeftT::array_size };
/* Return the vector size: */
size_type size() const { return size_type(array_size); }
};
/* Check for a vector and a scalar: */
template<class X> struct impl<vector_result_tag,scalar_result_tag,X> {
typedef size_t size_type;
/* Record the array size as a constant: */
enum { array_size = LeftT::array_size };
/* Return the vector size: */
size_type size() const { return size_type(array_size); }
};
/* Check for a scalar and a vector: */
template<class X> struct impl<scalar_result_tag,vector_result_tag,X> {
typedef size_t size_type;
/* Record the array size as a constant: */
enum { array_size = RightT::array_size };
/* Return the vector size: */
size_type size() const { return size_type(array_size); }
};
/* Check for two quaternions: */
template<class X>
struct impl<quaternion_result_tag,quaternion_result_tag,X> {
typedef size_t size_type;
/* Record the quaternion size as a constant: */
enum { array_size = 4 };
/* Return the quaternion size: */
size_type size() const { return size_type(array_size); }
};
/* Check for a quaternion and a vector: */
template<class X> struct impl<quaternion_result_tag,vector_result_tag,X> {
typedef size_t size_type;
CML_STATIC_REQUIRE_M(
RightT::array_size == 4,
incompatible_expression_size_error);
/* Record the quaternion size as a constant: */
enum { array_size = 4 };
/* Return the quaternion size: */
size_type size() const { return size_type(array_size); }
};
/* Check for a vector and a quaternion: */
template<class X> struct impl<vector_result_tag,quaternion_result_tag,X> {
typedef size_t size_type;
CML_STATIC_REQUIRE_M(
LeftT::array_size == 4,
incompatible_expression_size_error);
/* Record the quaternion size as a constant: */
enum { array_size = 4 };
/* Return the quaternion size: */
size_type size() const { return size_type(array_size); }
};
/* Check for a quaternion and a scalar: */
template<class X> struct impl<quaternion_result_tag,scalar_result_tag,X> {
typedef size_t size_type;
/* Record the quaternion size as a constant: */
enum { array_size = 4 };
/* Return the quaternion size: */
size_type size() const { return size_type(array_size); }
};
/* Check for a scalar and a quaternion: */
template<class X> struct impl<scalar_result_tag,quaternion_result_tag,X> {
typedef size_t size_type;
/* Record the array size as a constant: */
enum { array_size = 4 };
/* Return the quaternion size: */
size_type size() const { return size_type(array_size); }
};
/* Record the type of the checker: */
typedef impl<left_result,right_result> check_type;
typedef typename check_type::size_type size_type;
/* The implementation: */
size_type operator()(const LeftT&, const RightT&) const {
return check_type().size();
}
};
/* Checking for resizeable expression: */
template<typename LeftT, typename RightT>
struct GetCheckedSize<LeftT,RightT,dynamic_size_tag>
{
/* Type of the size checker (for calling equal_or_fail): */
typedef GetCheckedSize<LeftT,RightT,dynamic_size_tag> self;
/* Record argument traits: */
typedef ExprTraits<LeftT> left_traits;
typedef ExprTraits<RightT> right_traits;
/* Result types: */
typedef typename left_traits::result_tag left_result;
typedef typename right_traits::result_tag right_result;
/* For specialization below: */
template<typename LR, typename RR, class X = void> struct impl;
/* Return the size if the same, or fail if different: */
template<typename V> V equal_or_fail(V left, V right) const {
if(left != right)
throw std::invalid_argument(
"expressions have incompatible sizes.");
return left;
}
/* Check for two matrices (linear operators only): */
template<class X> struct impl<matrix_result_tag,matrix_result_tag,X> {
typedef matrix_size size_type;
/* Return the matrix size, or fail if incompatible: */
size_type size(const LeftT& left, const RightT& right) const {
#if defined(CML_CHECK_MATRIX_EXPR_SIZES)
return self().equal_or_fail(left.size(), right.size());
#else
return left.size();
#endif
}
};
/* Check for a matrix and a vector: */
template<class X> struct impl<matrix_result_tag,vector_result_tag,X> {
typedef size_t size_type;
/* Return the vector size: */
#if defined(CML_CHECK_MATVEC_EXPR_SIZES)
size_type size(const LeftT& left, const RightT& right) const
#else
size_type size(const LeftT& left, const RightT& /*right*/) const
#endif
{
#if defined(CML_CHECK_MATVEC_EXPR_SIZES)
self().equal_or_fail(left.cols(), right.size());
#endif
return left.rows();
}
};
/* Check for a vector and a matrix: */
template<class X> struct impl<vector_result_tag,matrix_result_tag,X> {
typedef size_t size_type;
/* Return the vector size: */
size_type size(const LeftT& left, const RightT& right) const {
#if defined(CML_CHECK_MATVEC_EXPR_SIZES)
self().equal_or_fail(left.size(), right.rows());
#endif
return right.cols(right);
}
};
/* Check for a matrix and a scalar: */
template<class X> struct impl<matrix_result_tag,scalar_result_tag,X> {
typedef matrix_size size_type;
/* Return the matrix size: */
size_type size(const LeftT& left, const RightT&) const {
return left.size();
}
};
/* Check for a scalar and a matrix: */
template<class X> struct impl<scalar_result_tag,matrix_result_tag,X> {
typedef matrix_size size_type;
/* Return the matrix size: */
size_type size(const LeftT&, const RightT& right) const {
return right.size();
}
};
/* Check for two vectors: */
template<class X> struct impl<vector_result_tag,vector_result_tag,X> {
typedef size_t size_type;
/* Return the vector size: */
size_type size(const LeftT& left, const RightT& right) const {
#if defined(CML_CHECK_VECTOR_EXPR_SIZES)
return self().equal_or_fail(left.size(), right.size());
#else
return left.size();
#endif
}
};
/* Check for a vector and a scalar: */
template<class X> struct impl<vector_result_tag,scalar_result_tag,X> {
typedef size_t size_type;
/* Return the vector size: */
size_type size(const LeftT& left, const RightT&) const {
return left.size();
}
};
/* Check for a scalar and a vector: */
template<class X> struct impl<scalar_result_tag,vector_result_tag,X> {
typedef size_t size_type;
/* Return the vector size: */
size_type size(const LeftT&, const RightT& right) const {
return right.size();
}
};
/* Record the type of the checker: */
typedef impl<left_result,right_result> check_type;
typedef typename check_type::size_type size_type;
/* The implementation: */
size_type operator()(const LeftT& left, const RightT& right) const {
return check_type().size(left,right);
}
};
/** Generator for GetCheckedSize. */
template<typename LeftT, typename RightT, typename SizeTag>
inline typename et::GetCheckedSize<LeftT,RightT,SizeTag>::size_type
CheckedSize(const LeftT& left, const RightT& right, SizeTag)
{
return et::GetCheckedSize<LeftT,RightT,SizeTag>()(left,right);
}
/** Verify the sizes of the argument matrices for matrix multiplication.
*
* @returns a the size of the resulting matrix.
*/
template<typename MatT> inline size_t
CheckedSquare(const MatT&, fixed_size_tag)
{
CML_STATIC_REQUIRE_M(
((size_t)MatT::array_rows == (size_t)MatT::array_cols),
square_matrix_arg_expected_error);
return (size_t)MatT::array_rows;
}
/** Verify the sizes of the argument matrices for matrix multiplication.
*
* @returns the size of the resulting matrix.
*/
template<typename MatT> inline size_t
CheckedSquare(const MatT& m, dynamic_size_tag)
{
matrix_size N = m.size();
et::GetCheckedSize<MatT,MatT,dynamic_size_tag>()
.equal_or_fail(N.first, N.second);
return N.first;
}
} // namespace et
} // namespace cml
#if defined(_MSC_VER) && _MSC_VER < 1400
#pragma warning(pop)
#endif
#endif
// -------------------------------------------------------------------------
// vim:ft=cpp

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef et_tags_h
#define et_tags_h
namespace cml {
namespace et {
/** Tag an expression as returning a scalar. */
struct scalar_result_tag {};
/** Tag an expression as returning a vector. */
struct vector_result_tag {};
/** Tag an expression as returning a matrix. */
struct matrix_result_tag {};
/** Tag an expression as returning a quaternion. */
struct quaternion_result_tag {};
/** Marker for unary expression ops. */
struct unary_expression {};
/** Marker for biary expression ops. */
struct binary_expression {};
/** Marker for expression tree operator nodes. */
struct expr_node_tag {};
/** Marker for expression tree terminals (leaves). */
struct expr_leaf_tag {};
/** Marker for assignable types. */
struct assignable_tag {};
/** Marker for assignable types. */
struct not_assignable_tag {};
} // namespace et
} // namespace cml
#endif
// -------------------------------------------------------------------------
// vim:ft=cpp

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef traits_h
#define traits_h
#include <cml/et/tags.h>
/* XXX This is here temporarily, should be rolled into the traits classes
* once it's clear how to best specify scalar args
*/
//#define SCALAR_ARG_TYPE const ScalarT&
//#define ELEMENT_ARG_TYPE const Element&
#define SCALAR_ARG_TYPE ScalarT
#define ELEMENT_ARG_TYPE Element
namespace cml {
namespace et {
/** The expression traits class.
*
* The traits class is used to provide uniform access to expression
* objects, including scalars, when used in vector and matrix expressions.
* One especially useful property for scalars is that scalars are
* implicitly "promoted" to vectors or scalars as necessary via the
* ExprTraits's get() method. Without this functionality, a separate
* expression tree node would be needed to hold a scalar, which would
* adversely affect performance.
*
* @internal This is also currently used for determining traits of scalar
* types from the scalar operators (+,-,etc.). Really, a separate traits
* class should probably be used for this (e.g. ScalarTraits).
*/
template<typename T> struct ExprTraits
#if defined(CML_NO_DEFAULT_EXPR_TRAITS)
/* For testing, don't default to scalar traits: */
#else
{
/* Standard: */
typedef T expr_type;
typedef T value_type;
typedef T& reference;
typedef T const_reference;
typedef scalar_result_tag result_tag;
typedef fixed_memory_tag memory_tag;
typedef unit_size_tag size_tag;
typedef expr_type result_type;
typedef expr_leaf_tag node_tag;
/** Vector-like access, just returns the value. */
value_type get(const_reference v, size_t) const { return v; }
/** Matrix-like access, just returns the value. */
value_type get(const_reference v, size_t, size_t) const { return v; }
/** Size is always 1. */
size_t size(const_reference) const { return 1; }
/** Size is always 1. */
size_t rows(double) const { return 1; }
/** Size is always 1. */
size_t cols(double) const { return 1; }
}
#endif
;
#if defined(CML_NO_DEFAULT_EXPR_TRAITS)
template<> struct ExprTraits<double>
{
/* Standard: */
typedef double expr_type;
typedef double value_type;
typedef double& reference;
typedef double const_reference;
typedef scalar_result_tag result_tag;
typedef fixed_memory_tag memory_tag;
typedef unit_size_tag size_tag;
typedef double result_type;
typedef expr_leaf_tag node_tag;
/** Vector-like access, just returns the value. */
value_type get(double v, size_t) const { return v; }
/** Matrix-like access, just returns the value. */
value_type get(double v, size_t, size_t) const { return v; }
/** Size is always 1. */
size_t size(double) const { return 1; }
/** Size is always 1. */
size_t rows(double) const { return 1; }
/** Size is always 1. */
size_t cols(double) const { return 1; }
};
template<> struct ExprTraits<float>
{
/* Standard: */
typedef float expr_type;
typedef float value_type;
typedef float& reference;
typedef float const_reference;
typedef scalar_result_tag result_tag;
typedef fixed_memory_tag memory_tag;
typedef unit_size_tag size_tag;
typedef float result_type;
typedef expr_leaf_tag node_tag;
/** Vector-like access, just returns the value. */
value_type get(float v, size_t) const { return v; }
/** Matrix-like access, just returns the value. */
value_type get(float v, size_t, size_t) const { return v; }
/** Size is always 1. */
size_t size(float) const { return 1; }
/** Size is always 1. */
size_t rows(float) const { return 1; }
/** Size is always 1. */
size_t cols(float) const { return 1; }
};
#endif
} // namespace et
} // namespace cml
#endif
// -------------------------------------------------------------------------
// vim:ft=cpp

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef external_h
#define external_h
namespace cml {
/** This is a selector for external 1D and 2D arrays.
*
* The external<> struct is used only to select a 1D or 2D array as the
* base class of a vector or matrix. The rebind<> template is used by
* quaternion<> to select its vector length in a generic way.
*
* @sa fixed
* @sa dynamic
*/
template<int Dim1 = -1, int Dim2 = -1> struct external {
/** Rebind to a 1D type.
*
* This is used by quaternion<>.
*/
template<int D> struct rebind { typedef external<D> other; };
};
} // namespace cml
#endif
// -------------------------------------------------------------------------
// vim:ft=cpp

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef fixed_h
#define fixed_h
namespace cml {
/** This is a selector for fixed 1D and 2D arrays.
*
* The fixed<> struct is used only to select a 1D or 2D array as the base
* class of a vector or matrix. The rebind<> template is used by
* quaternion<> to select its vector length in a generic way.
*
* @sa dynamic
* @sa external
*/
template<int Dim1 = -1, int Dim2 = -1> struct fixed {
/** Rebind to a 1D type.
*
* This is used by quaternion<>.
*/
template<int D> struct rebind { typedef fixed<D> other; };
};
} // namespace cml
#endif
// -------------------------------------------------------------------------
// vim:ft=cpp

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef checking_h
#define checking_h
#include <cml/vector/vector_expr.h>
#include <cml/matrix/matrix_expr.h>
#include <cml/quaternion/quaternion_expr.h>
/* Run- and compile-time checking of argument types, values and sizes. */
struct function_expects_vector_arg_error;
struct function_expects_matrix_arg_error;
struct function_expects_quaternion_arg_error;
struct function_expects_2D_vector_arg_error;
struct function_expects_3D_vector_arg_error;
struct function_expects_4D_vector_arg_error;
struct function_expects_2D_or_3D_vector_arg_error;
struct function_expects_2x2_matrix_arg_error;
struct function_expects_3x3_matrix_arg_error;
struct function_expects_4x4_matrix_arg_error;
struct function_expects_square_matrix_arg_error;
struct matrix_arg_fails_minimum_size_requirement;
namespace cml {
namespace detail {
//////////////////////////////////////////////////////////////////////////////
// Vector argument checking
//////////////////////////////////////////////////////////////////////////////
/** Compile-time check for a vector argument */
template< class VecT > inline void
CheckVec(const VecT&)
{
typedef et::ExprTraits<VecT> vector_traits;
typedef typename vector_traits::result_tag result_type;
CML_STATIC_REQUIRE_M(
(same_type<result_type, et::vector_result_tag>::is_true),
function_expects_vector_arg_error);
}
/** Compile-time check for a vector of size N */
template< class VecT, size_t N, class ErrorT > inline void
CheckVecN(const VecT& v, fixed_size_tag) {
CheckVec(v);
CML_STATIC_REQUIRE_M(((size_t)VecT::array_size == N), ErrorT);
}
/** Run-time check for a vector of size N */
template< class VecT, size_t N, class /*ErrorT*/ > inline void
CheckVecN(const VecT& v, dynamic_size_tag) {
CheckVec(v);
et::GetCheckedSize<VecT,VecT,dynamic_size_tag>()
.equal_or_fail(v.size(),size_t(N));
}
/** Check for a vector of size N */
template< class VecT, size_t N, class ErrorT > inline void
CheckVecN(const VecT& v) {
typedef et::ExprTraits<VecT> vector_traits;
typedef typename vector_traits::size_tag size_tag;
detail::CheckVecN<VecT,N,ErrorT>(v, size_tag());
}
/** Check for a vector of size 2 */
template< class VecT > inline void
CheckVec2(const VecT& v) {
detail::CheckVecN<VecT,2,function_expects_2D_vector_arg_error>(v);
}
/** Check for a vector of size 3 */
template< class VecT > inline void
CheckVec3(const VecT& v) {
detail::CheckVecN<VecT,3,function_expects_3D_vector_arg_error>(v);
}
/** Check for a vector of size 4 */
template< class VecT > inline void
CheckVec4(const VecT& v) {
CheckVecN<VecT,4,function_expects_4D_vector_arg_error>(v);
}
/** Compile-time check for a vector of size 2 or 3 */
template< class VecT > inline void
CheckVec2Or3(const VecT& v, fixed_size_tag) {
CheckVec(v);
CML_STATIC_REQUIRE_M(
(VecT::array_size == 2 || VecT::array_size == 3),
function_expects_2D_or_3D_vector_arg_error);
}
/** Run-time check for a vector of size 2 or 3 */
template< class VecT > inline void
CheckVec2Or3(const VecT& v, dynamic_size_tag) {
CheckVec(v);
if (v.size() != 2 && v.size() != 3) {
throw std::invalid_argument("2d or 3d vector arg expected");
}
}
/** Check for a vector of size 2 or 3 */
template< class VecT > inline void
CheckVec2Or3(const VecT& v) {
typedef et::ExprTraits<VecT> vector_traits;
typedef typename vector_traits::size_tag size_tag;
detail::CheckVec2Or3(v, size_tag());
}
//////////////////////////////////////////////////////////////////////////////
// Matrix argument checking
//////////////////////////////////////////////////////////////////////////////
/** Compile-time check for a matrix argument */
template< class MatT > inline void
CheckMat(const MatT&)
{
typedef et::ExprTraits<MatT> matrix_traits;
typedef typename matrix_traits::result_tag result_type;
CML_STATIC_REQUIRE_M(
(same_type<result_type, et::matrix_result_tag>::is_true),
function_expects_matrix_arg_error);
}
/** Compile-time check for a matrix of size NxM */
template< class MatT, size_t N, size_t M, class ErrorT > inline void
CheckMatNxM(const MatT& m, fixed_size_tag) {
CheckMat(m);
CML_STATIC_REQUIRE_M(
(MatT::array_rows == N && MatT::array_cols == M), ErrorT);
}
/** Run-time check for a matrix of size NxM */
template< class MatT, size_t N, size_t M, class /*ErrorT*/ > inline void
CheckMatNxM(const MatT& m, dynamic_size_tag) {
CheckMat(m);
et::GetCheckedSize<MatT,MatT,dynamic_size_tag>()
.equal_or_fail(m.rows(),N);
et::GetCheckedSize<MatT,MatT,dynamic_size_tag>()
.equal_or_fail(m.cols(),M);
}
/** Check for a matrix of size NxM */
template< class MatT, size_t N, size_t M, class ErrorT > inline void
CheckMatNxM(const MatT& m) {
typedef et::ExprTraits<MatT> matrix_traits;
typedef typename matrix_traits::size_tag size_tag;
CheckMatNxM<MatT,N,M,ErrorT>(m, size_tag());
}
/** Check for a square matrix of size NxN */
template< class MatT, size_t N, class ErrorT > inline void
CheckMatN(const MatT& m) {
CheckMatNxM<MatT,N,N,ErrorT>(m);
}
/** Check for a square matrix of size 2x2 */
template< class MatT > inline void
CheckMat2x2(const MatT& m) {
CheckMatN<MatT,2,function_expects_2x2_matrix_arg_error>(m);
}
/** Check for a square matrix of size 3x3 */
template< class MatT > inline void
CheckMat3x3(const MatT& m) {
CheckMatN<MatT,3,function_expects_3x3_matrix_arg_error>(m);
}
/** Check for a square matrix of size 4x4 */
template< class MatT > inline void
CheckMat4x4(const MatT& m) {
CheckMatN<MatT,4,function_expects_4x4_matrix_arg_error>(m);
}
/** Compile-time check for a matrix with minimum dimensions NxM */
template< class MatT, size_t N, size_t M, class ErrorT > inline void
CheckMatMinNxM(const MatT& m, fixed_size_tag) {
CheckMat(m);
CML_STATIC_REQUIRE_M(
(MatT::array_rows >= N && MatT::array_cols >= M), ErrorT);
}
/** Run-time check for a matrix with minimum dimensions NxM */
template< class MatT, size_t N, size_t M, class /*ErrorT*/ > inline void
CheckMatMinNxM(const MatT& m, dynamic_size_tag) {
CheckMat(m);
if (m.rows() < N || m.cols() < M) {
throw std::invalid_argument(
"matrix does not meet minimum size requirement");
}
}
/** Check for a matrix with minimum dimensions NxM */
template< class MatT, size_t N, size_t M, class ErrorT > inline void
CheckMatMinNxM(const MatT& m) {
typedef et::ExprTraits<MatT> matrix_traits;
typedef typename matrix_traits::size_tag size_tag;
CheckMatMinNxM<MatT,N,M,ErrorT>(m, size_tag());
}
/** Check for a matrix with minimum dimensions NxN */
template< class MatT, size_t N, class ErrorT > inline void
CheckMatMinN(const MatT& m) {
CheckMatMinNxM<MatT,N,N,ErrorT>(m);
}
/** Check for a matrix with minimum dimensions 2x2 */
template< class MatT > inline void
CheckMatMin2x2(const MatT& m) {
CheckMatMinN<MatT,2,matrix_arg_fails_minimum_size_requirement>(m);
}
/** Check for a matrix with minimum dimensions 3x3 */
template< class MatT > inline void
CheckMatMin3x3(const MatT& m) {
CheckMatMinN<MatT,3,matrix_arg_fails_minimum_size_requirement>(m);
}
/** Check for a matrix with minimum dimensions 4x4 */
template< class MatT > inline void
CheckMatMin4x4(const MatT& m) {
CheckMatMinN<MatT,4,matrix_arg_fails_minimum_size_requirement>(m);
}
/** Check for a matrix that can represent a 3D linear transform */
template< class MatT > inline void
CheckMatLinear3D(const MatT& m) {
CheckMatMin3x3(m);
}
/** Check for a matrix that can represent a 2D linear transform */
template< class MatT > inline void
CheckMatLinear2D(const MatT& m) {
CheckMatMin2x2(m);
}
/** Check for a matrix that can represent a 3D row-basis affine transform */
template< class MatT > inline void
CheckMatAffine3D(const MatT& m, row_basis) {
CheckMatMinNxM<MatT,4,3,matrix_arg_fails_minimum_size_requirement>(m);
}
/** Check for a matrix that can represent a 3D col-basis affine transform */
template< class MatT > inline void
CheckMatAffine3D(const MatT& m, col_basis) {
CheckMatMinNxM<MatT,3,4,matrix_arg_fails_minimum_size_requirement>(m);
}
/** Check for a matrix that can represent a 2D row-basis affine transform */
template< class MatT > inline void
CheckMatAffine2D(const MatT& m, row_basis) {
CheckMatMinNxM<MatT,3,2,matrix_arg_fails_minimum_size_requirement>(m);
}
/** Check for a matrix that can represent a 2D col-basis affine transform */
template< class MatT > inline void
CheckMatAffine2D(const MatT& m, col_basis) {
CheckMatMinNxM<MatT,2,3,matrix_arg_fails_minimum_size_requirement>(m);
}
/** Check for a matrix that can represent a 3D affine transform */
template< class MatT > inline void
CheckMatAffine3D(const MatT& m) {
CheckMatAffine3D(m, typename MatT::basis_orient());
}
/** Check for a matrix that can represent a 2D affine transform */
template< class MatT > inline void
CheckMatAffine2D(const MatT& m) {
CheckMatAffine2D(m, typename MatT::basis_orient());
}
/** Check for a matrix that can represent a 3D homogenous transform */
template< class MatT > inline void
CheckMatHomogeneous3D(const MatT& m) {
CheckMatMin4x4(m);
}
/** Compile-time check for a square matrix */
template< class MatT, class ErrorT> inline void
CheckMatSquare(const MatT& m, fixed_size_tag) {
CheckMat(m);
CML_STATIC_REQUIRE_M(
(MatT::array_rows == MatT::array_cols), ErrorT);
}
/** Run-time check for a square matrix */
template< class MatT, class /*ErrorT*/ > inline void
CheckMatSquare(const MatT& m, dynamic_size_tag) {
CheckMat(m);
if (m.rows() != m.cols()) {
throw std::invalid_argument(
"function expects square matrix as argument");
}
}
/** Check for a square matrix */
template< class MatT > inline void
CheckMatSquare(const MatT& m) {
typedef et::ExprTraits<MatT> matrix_traits;
typedef typename matrix_traits::size_tag size_tag;
detail::CheckMatSquare<
MatT,function_expects_square_matrix_arg_error>(m, size_tag());
}
//////////////////////////////////////////////////////////////////////////////
// Quaternion argument checking
//////////////////////////////////////////////////////////////////////////////
/** Compile-time check for a quaternion argument*/
template< class QuatT > inline void
CheckQuat(const QuatT& /*q*/)
{
typedef et::ExprTraits<QuatT> quaternion_traits;
typedef typename quaternion_traits::result_tag result_type;
CML_STATIC_REQUIRE_M(
(same_type<result_type, et::quaternion_result_tag>::is_true),
function_expects_quaternion_arg_error);
}
//////////////////////////////////////////////////////////////////////////////
// Index argument checking
//////////////////////////////////////////////////////////////////////////////
/** Run-time check for a valid argument */
inline void CheckValidArg(bool valid)
{
if (!valid) {
throw std::invalid_argument("invalid function argument");
}
}
/** Check for a valid integer index with value < N */
template < size_t N >
inline void CheckIndexN(size_t index) {
CheckValidArg(index < N);
}
/** Check for a valid integer index with value < 2 */
inline void CheckIndex2(size_t index) {
CheckIndexN<2>(index);
}
/** Check for a valid integer index with value < 3 */
inline void CheckIndex3(size_t index) {
CheckIndexN<3>(index);
}
} // namespace detail
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef coord_conversion_h
#define coord_conversion_h
#include <cml/mathlib/checking.h>
#include <cml/mathlib/epsilon.h>
#include <cml/mathlib/helper.h>
/* Functions for converting between Cartesian, polar, cylindrical and
* spherical coordinates.
*
* The 3D conversion functions take an integer axis index argument. For
* cylindrical coordinates this determines the axis of the cylinder, and for
* spherical it determines which cardinal axis is normal to the azimuth plane.
*
* For spherical coordinates the option of whether to treat phi as latitude
* or colatitude is also available. The 'type' argument takes either of the
* enumerants cml::latitude and cml::colatitude to reflect this.
*/
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// Conversion to Cartesian coordinates
//////////////////////////////////////////////////////////////////////////////
/* Convert cylindrical coordinates to Cartesian coordinates in R3 */
template < typename E, class A > void
cylindrical_to_cartesian(
E radius, E theta, E height, size_t axis, vector<E,A>& v)
{
typedef vector<E,A> vector_type;
typedef typename vector_type::value_type value_type;
/* Checking */
detail::CheckVec3(v);
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
v[i] = height;
v[j] = std::cos(theta) * radius;
v[k] = std::sin(theta) * radius;
}
/* Convert spherical coordinates to Cartesian coordinates in R3 */
template < typename E, class A > void
spherical_to_cartesian(E radius, E theta, E phi, size_t axis,
SphericalType type, vector<E,A>& v)
{
typedef vector<E,A> vector_type;
typedef typename vector_type::value_type value_type;
/* Checking */
detail::CheckVec3(v);
detail::CheckIndex3(axis);
if (type == latitude) {
phi = constants<value_type>::pi_over_2() - phi;
}
value_type sin_phi = std::sin(phi);
value_type cos_phi = std::cos(phi);
value_type sin_phi_r = sin_phi * radius;
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
v[i] = cos_phi * radius;
v[j] = sin_phi_r * std::cos(theta);
v[k] = sin_phi_r * std::sin(theta);
}
/* Convert polar coordinates to Cartesian coordinates in R2 */
template < typename E, class A > void
polar_to_cartesian(E radius, E theta, vector<E,A>& v)
{
/* Checking handled by set() */
v.set(std::cos(theta) * radius, std::sin(theta) * radius);
}
//////////////////////////////////////////////////////////////////////////////
// Conversion from Cartesian coordinates
//////////////////////////////////////////////////////////////////////////////
/* Convert Cartesian coordinates to cylindrical coordinates in R3 */
template < class VecT, typename Real > void
cartesian_to_cylindrical(const VecT& v, Real& radius, Real& theta,
Real& height, size_t axis, Real tolerance = epsilon<Real>::placeholder())
{
typedef Real value_type;
/* Checking */
detail::CheckVec3(v);
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
radius = length(v[j],v[k]);
theta = radius < tolerance ? value_type(0) : std::atan2(v[k],v[j]);
height = v[i];
}
/* Convert Cartesian coordinates to spherical coordinates in R3 */
template < class VecT, typename Real > void
cartesian_to_spherical(const VecT& v, Real& radius, Real& theta, Real& phi,
size_t axis, SphericalType type,
Real tolerance = epsilon<Real>::placeholder())
{
typedef Real value_type;
/* Checking */
detail::CheckVec3(v);
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
value_type len = length(v[j],v[k]);
theta = len < tolerance ? value_type(0) : std::atan2(v[k],v[j]);
radius = length(v[i], len);
if (radius < tolerance) {
phi = value_type(0);
} else {
phi = std::atan2(len,v[i]);
//phi = type.convert(phi);
if (type == latitude) {
phi = constants<value_type>::pi_over_2() - phi;
}
}
}
/* Convert Cartesian coordinates to polar coordinates in R2 */
template < class VecT, typename Real > void
cartesian_to_polar(const VecT& v, Real& radius, Real& theta,
Real tolerance = epsilon<Real>::placeholder())
{
typedef Real value_type;
/* Checking */
detail::CheckVec2(v);
radius = v.length();
theta = radius < tolerance ? value_type(0) : std::atan2(v[1],v[0]);
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef epsilon_h
#define epsilon_h
namespace cml {
/* @todo: epsilon and tolerance handling.
*
* @note This is a placeholder for a more sophisticated epsilon/tolerance
* system.
*/
template < typename Real >
struct epsilon
{
typedef Real value_type;
private:
/** For convenience */
typedef value_type T;
public:
static T placeholder() {
/* Completely arbitrary placeholder value: */
return T(0.0001);
}
};
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef frustum_h
#define frustum_h
#include <cml/mathlib/matrix_concat.h>
#include <cml/mathlib/checking.h>
namespace cml {
/* @todo: plane class, and perhaps named arguments instead of an array. */
/* Extract the planes of a frustum given a modelview matrix and a projection
* matrix with the given near z-clipping range. The planes are normalized by
* default, but this can be turned off with the 'normalize' argument.
*
* The planes are in ax+by+cz+d = 0 form, and are in the order:
* left
* right
* bottom
* top
* near
* far
*/
template < class MatT, typename Real > void
extract_frustum_planes(
const MatT& modelview,
const MatT& projection,
Real planes[6][4],
ZClip z_clip,
bool normalize = true)
{
extract_frustum_planes(
detail::matrix_concat_transforms_4x4(modelview,projection),
planes,
z_clip,
normalize
);
}
/* Extract the planes of a frustum from a single matrix assumed to contain any
* model and view transforms followed by a projection transform with the given
* near z-cliping range. The planes are normalized by default, but this can be
* turned off with the 'normalize' argument.
*
* The planes are in ax+by+cz+d = 0 form, and are in the order:
* left
* right
* bottom
* top
* near
* far
*/
template < class MatT, typename Real > void
extract_frustum_planes(
const MatT& m,
Real planes[6][4],
ZClip z_clip,
bool normalize = true)
{
detail::CheckMatHomogeneous3D(m);
/* Left: [03+00, 13+10, 23+20, 33+30] */
planes[0][0] = m.basis_element(0,3) + m.basis_element(0,0);
planes[0][1] = m.basis_element(1,3) + m.basis_element(1,0);
planes[0][2] = m.basis_element(2,3) + m.basis_element(2,0);
planes[0][3] = m.basis_element(3,3) + m.basis_element(3,0);
/* Right: [03-00, 13-10, 23-20, 33-30] */
planes[1][0] = m.basis_element(0,3) - m.basis_element(0,0);
planes[1][1] = m.basis_element(1,3) - m.basis_element(1,0);
planes[1][2] = m.basis_element(2,3) - m.basis_element(2,0);
planes[1][3] = m.basis_element(3,3) - m.basis_element(3,0);
/* Bottom: [03+01, 13+11, 23+21, 33+31] */
planes[2][0] = m.basis_element(0,3) + m.basis_element(0,1);
planes[2][1] = m.basis_element(1,3) + m.basis_element(1,1);
planes[2][2] = m.basis_element(2,3) + m.basis_element(2,1);
planes[2][3] = m.basis_element(3,3) + m.basis_element(3,1);
/* Top: [03-01, 13-11, 23-21, 33-31] */
planes[3][0] = m.basis_element(0,3) - m.basis_element(0,1);
planes[3][1] = m.basis_element(1,3) - m.basis_element(1,1);
planes[3][2] = m.basis_element(2,3) - m.basis_element(2,1);
planes[3][3] = m.basis_element(3,3) - m.basis_element(3,1);
/* Far: [03-02, 13-12, 23-22, 33-32] */
planes[5][0] = m.basis_element(0,3) - m.basis_element(0,2);
planes[5][1] = m.basis_element(1,3) - m.basis_element(1,2);
planes[5][2] = m.basis_element(2,3) - m.basis_element(2,2);
planes[5][3] = m.basis_element(3,3) - m.basis_element(3,2);
/* Near: [03+02, 13+12, 23+22, 33+32] : [02, 12, 22, 32] */
extract_near_frustum_plane(m, planes[4], z_clip);
/* @todo: This will be handled by the plane class */
if (normalize) {
for (size_t i = 0; i < 6; ++i) {
Real invl = inv_sqrt(planes[i][0] * planes[i][0] +
planes[i][1] * planes[i][1] +
planes[i][2] * planes[i][2]);
planes[i][0] *= invl;
planes[i][1] *= invl;
planes[i][2] *= invl;
planes[i][3] *= invl;
}
}
}
/** Extract the near plane of a frustum given a concatenated modelview and
* projection matrix with the given near z-clipping range. The plane is
* not normalized.
*
* @note The plane is in ax+by+cz+d = 0 form.
*
* @warning The matrix is assumed to be a homogeneous transformation
* matrix.
*/
template < class MatT, class PlaneT > void
extract_near_frustum_plane(
const MatT& m,
PlaneT& plane,
ZClip z_clip
)
{
/* Near: [03+02, 13+12, 23+22, 33+32] : [02, 12, 22, 32] */
if (z_clip == z_clip_neg_one) {
plane[0] = m.basis_element(0,3) + m.basis_element(0,2);
plane[1] = m.basis_element(1,3) + m.basis_element(1,2);
plane[2] = m.basis_element(2,3) + m.basis_element(2,2);
plane[3] = m.basis_element(3,3) + m.basis_element(3,2);
} else { // z_clip == z_clip_zero
plane[0] = m.basis_element(0,2);
plane[1] = m.basis_element(1,2);
plane[2] = m.basis_element(2,2);
plane[3] = m.basis_element(3,2);
}
}
namespace detail {
/* This is currently only in support of finding the corners of a frustum.
* The input planes are assumed to have a single unique intersection, so
* no tolerance is used.
*/
template < typename Real > vector< Real, fixed<3> >
intersect_planes(Real p1[4], Real p2[4], Real p3[4])
{
typedef vector< Real, fixed<3> > vector_type;
typedef typename vector_type::value_type value_type;
vector_type n1(p1[0],p1[1],p1[2]);
vector_type n2(p2[0],p2[1],p2[2]);
vector_type n3(p3[0],p3[1],p3[2]);
value_type d1 = -p1[3];
value_type d2 = -p2[3];
value_type d3 = -p3[3];
vector_type numer =
d1*cross(n2,n3) + d2*cross(n3,n1) + d3*cross(n1,n2);
value_type denom = triple_product(n1,n2,n3);
return numer/denom;
}
} // namespace detail
/* Get the corners of a frustum defined by 6 planes. The planes are in
* ax+by+cz+d = 0 form, and are in the order:
* left
* right
* bottom
* top
* near
* far
*
* The corners are in CCW order starting in the lower-left, first at the near
* plane, then at the far plane.
*/
template < typename Real, typename E, class A > void
get_frustum_corners(Real planes[6][4], vector<E,A> corners[8])
{
// NOTE: Prefixed with 'PLANE_' due to symbol conflict with Windows
// macros PLANE_LEFT and PLANE_RIGHT.
enum {
PLANE_LEFT,
PLANE_RIGHT,
PLANE_BOTTOM,
PLANE_TOP,
PLANE_NEAR,
PLANE_FAR
};
corners[0] = detail::intersect_planes(
planes[PLANE_LEFT],
planes[PLANE_BOTTOM],
planes[PLANE_NEAR]
);
corners[1] = detail::intersect_planes(
planes[PLANE_RIGHT],
planes[PLANE_BOTTOM],
planes[PLANE_NEAR]
);
corners[2] = detail::intersect_planes(
planes[PLANE_RIGHT],
planes[PLANE_TOP],
planes[PLANE_NEAR]
);
corners[3] = detail::intersect_planes(
planes[PLANE_LEFT],
planes[PLANE_TOP],
planes[PLANE_NEAR]
);
corners[4] = detail::intersect_planes(
planes[PLANE_LEFT],
planes[PLANE_BOTTOM],
planes[PLANE_FAR]
);
corners[5] = detail::intersect_planes(
planes[PLANE_RIGHT],
planes[PLANE_BOTTOM],
planes[PLANE_FAR]
);
corners[6] = detail::intersect_planes(
planes[PLANE_RIGHT],
planes[PLANE_TOP],
planes[PLANE_FAR]
);
corners[7] = detail::intersect_planes(
planes[PLANE_LEFT],
planes[PLANE_TOP],
planes[PLANE_FAR]
);
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef helper_h
#define helper_h
#include <cstddef>
#include <cml/constants.h>
namespace cml {
/* Helper classes for axis order, coordinate system handedness, z-clipping
* range and spherical coordinate type.
*/
//////////////////////////////////////////////////////////////////////////////
// Euler order
//////////////////////////////////////////////////////////////////////////////
enum EulerOrder {
euler_order_xyz, // 0x00 [0000]
euler_order_xyx, // 0x01 [0001]
euler_order_xzy, // 0x02 [0010]
euler_order_xzx, // 0x03 [0011]
euler_order_yzx, // 0x04 [0100]
euler_order_yzy, // 0x05 [0101]
euler_order_yxz, // 0x06 [0110]
euler_order_yxy, // 0x07 [0111]
euler_order_zxy, // 0x08 [1000]
euler_order_zxz, // 0x09 [1001]
euler_order_zyx, // 0x0A [1010]
euler_order_zyz // 0x0B [1011]
};
namespace detail {
inline void unpack_euler_order(
EulerOrder order,
size_t& i,
size_t& j,
size_t& k,
bool& odd,
bool& repeat)
{
enum { REPEAT = 0x01, ODD = 0x02, AXIS = 0x0C };
repeat = order & REPEAT;
odd = ((order & ODD) == ODD);
size_t offset = size_t(odd);
i = (order & AXIS) % 3;
j = (i + 1 + offset) % 3;
k = (i + 2 - offset) % 3;
}
} // namespace detail
//////////////////////////////////////////////////////////////////////////////
// Axis order
//////////////////////////////////////////////////////////////////////////////
enum AxisOrder {
axis_order_xyz = euler_order_xyz, // 0x00 [0000]
axis_order_xzy = euler_order_xzy, // 0x02 [0010]
axis_order_yzx = euler_order_yzx, // 0x04 [0100]
axis_order_yxz = euler_order_yxz, // 0x06 [0110]
axis_order_zxy = euler_order_zxy, // 0x08 [1000]
axis_order_zyx = euler_order_zyx // 0x0A [1010]
};
namespace detail {
inline void unpack_axis_order(
AxisOrder order,
size_t& i,
size_t& j,
size_t& k,
bool& odd)
{
enum { ODD = 0x02, AXIS = 0x0C };
odd = ((order & ODD) == ODD);
size_t offset = size_t(odd);
i = (order & AXIS) % 3;
j = (i + 1 + offset) % 3;
k = (i + 2 - offset) % 3;
}
inline AxisOrder pack_axis_order(size_t i, bool odd) {
return AxisOrder((i << 2) | (size_t(odd) << 1));
}
inline AxisOrder swap_axis_order(AxisOrder order)
{
size_t i, j, k;
bool odd;
unpack_axis_order(order, i, j, k, odd);
return pack_axis_order(j, !odd);
}
} // namespace detail
//////////////////////////////////////////////////////////////////////////////
// Axis order 2D
//////////////////////////////////////////////////////////////////////////////
enum AxisOrder2D {
axis_order_xy = axis_order_xyz, // 0x00 [0000]
axis_order_yx = axis_order_yxz // 0x06 [0110]
};
namespace detail {
inline void unpack_axis_order_2D(
AxisOrder2D order,
size_t& i,
size_t& j,
bool& odd)
{
enum { ODD = 0x02, AXIS = 0x0C };
odd = ((order & ODD) == ODD);
size_t offset = size_t(odd);
i = (order & AXIS) % 3;
j = (i + 1 + offset) % 3;
}
} // namespace detail
//////////////////////////////////////////////////////////////////////////////
// Handedness
//////////////////////////////////////////////////////////////////////////////
enum Handedness { left_handed, right_handed };
//////////////////////////////////////////////////////////////////////////////
// Z clip
//////////////////////////////////////////////////////////////////////////////
enum ZClip { z_clip_neg_one, z_clip_zero };
//////////////////////////////////////////////////////////////////////////////
// Spherical coordinate type
//////////////////////////////////////////////////////////////////////////////
enum SphericalType { latitude, colatitude };
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef mathlib_h
#define mathlib_h
#include <cml/mathlib/typedef.h>
#include <cml/mathlib/epsilon.h>
#include <cml/mathlib/vector_angle.h>
#include <cml/mathlib/vector_ortho.h>
#include <cml/mathlib/vector_transform.h>
#include <cml/mathlib/matrix_ortho.h>
#include <cml/mathlib/matrix_rotation.h>
#include <cml/mathlib/matrix_transform.h>
#include <cml/mathlib/matrix_projection.h>
#include <cml/mathlib/quaternion_basis.h>
#include <cml/mathlib/quaternion_rotation.h>
#include <cml/mathlib/coord_conversion.h>
#include <cml/mathlib/interpolation.h>
#include <cml/mathlib/frustum.h>
#include <cml/mathlib/projection.h>
#include <cml/mathlib/picking.h>
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef matrix_basis_h
#define matrix_basis_h
#include <cml/mathlib/checking.h>
/* This file contains functions for setting and retrieving the basis vectors
* or transposed basis vectors of a matrix representing a 3D or 2D transform,
* either by index (0,1,2) or name (x,y,z).
*
* In addition to being a convenience for the user, the functions are also
* in support of other matrix functions which are best implemented in vector
* form (such as orthogonalization and construction of orthonormal bases).
*
* Note that matrix expression arguments are allowed to have dimensions larger
* than the minimum requirement. For example, matrix_get_basis_vector() can be
* called on any NxM matrix with N,M >= 3.
*
* As with other matrix functions, the following template argument notation is
* used for conciseness:
*
* E = vector or matrix element type
* A = vector or matrix array storage type
* B = matrix basis orientation type
* L = matrix layout type
*/
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// Functions for setting the basis vectors of a 3D or 2D transform matrix
//////////////////////////////////////////////////////////////////////////////
/** Set the i'th basis vector of a 3D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_basis_vector(matrix<E,A,B,L>& m, size_t i, const VecT& v)
{
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckVec3(v);
detail::CheckIndex3(i);
m.set_basis_element(i,0,v[0]);
m.set_basis_element(i,1,v[1]);
m.set_basis_element(i,2,v[2]);
}
/** Set the i'th transposed basis vector of a 3D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_transposed_basis_vector(matrix<E,A,B,L>& m,size_t i,const VecT& v)
{
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckVec3(v);
detail::CheckIndex3(i);
m.set_basis_element(0,i,v[0]);
m.set_basis_element(1,i,v[1]);
m.set_basis_element(2,i,v[2]);
}
/** Set the i'th basis vector of a 2D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_basis_vector_2D(matrix<E,A,B,L>& m, size_t i, const VecT& v)
{
/* Checking */
detail::CheckMatLinear2D(m);
detail::CheckVec2(v);
detail::CheckIndex2(i);
m.set_basis_element(i,0,v[0]);
m.set_basis_element(i,1,v[1]);
}
/** Set the i'th transposed basis vector of a 2D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_transposed_basis_vector_2D(
matrix<E,A,B,L>& m, size_t i, const VecT& v)
{
/* Checking */
detail::CheckMatLinear2D(m);
detail::CheckVec2(v);
detail::CheckIndex2(i);
m.set_basis_element(0,i,v[0]);
m.set_basis_element(1,i,v[1]);
}
/** Set the x basis vector of a 3D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_x_basis_vector(matrix<E,A,B,L>& m, const VecT& x) {
matrix_set_basis_vector(m,0,x);
}
/** Set the y basis vector of a 3D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_y_basis_vector(matrix<E,A,B,L>& m, const VecT& y) {
matrix_set_basis_vector(m,1,y);
}
/** Set the z basis vector of a 3D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_z_basis_vector(matrix<E,A,B,L>& m, const VecT& z) {
matrix_set_basis_vector(m,2,z);
}
/** Set the transposed x basis vector of a 3D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_transposed_x_basis_vector(matrix<E,A,B,L>& m, const VecT& x) {
matrix_set_transposed_basis_vector(m,0,x);
}
/** Set the transposed y basis vector of a 3D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_transposed_y_basis_vector(matrix<E,A,B,L>& m, const VecT& y) {
matrix_set_transposed_basis_vector(m,1,y);
}
/** Set the transposed z basis vector of a 3D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_transposed_z_basis_vector(matrix<E,A,B,L>& m, const VecT& z) {
matrix_set_transposed_basis_vector(m,2,z);
}
/** Set the x basis vector of a 2D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_x_basis_vector_2D(matrix<E,A,B,L>& m, const VecT& x) {
matrix_set_basis_vector_2D(m,0,x);
}
/** Set the y basis vector of a 2D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_y_basis_vector_2D(matrix<E,A,B,L>& m, const VecT& y) {
matrix_set_basis_vector_2D(m,1,y);
}
/** Set the transposed x basis vector of a 2D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_transposed_x_basis_vector_2D(matrix<E,A,B,L>& m,const VecT& x) {
matrix_set_transposed_basis_vector_2D(m,0,x);
}
/** Set the transposed y basis vector of a 2D transform */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_transposed_y_basis_vector_2D(matrix<E,A,B,L>& m,const VecT& y) {
matrix_set_transposed_basis_vector_2D(m,1,y);
}
/** Set the basis vectors of a 3D transform */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_set_basis_vectors(
matrix<E,A,B,L>& m, const VecT_1& x, const VecT_2& y, const VecT_3& z)
{
matrix_set_x_basis_vector(m,x);
matrix_set_y_basis_vector(m,y);
matrix_set_z_basis_vector(m,z);
}
/** Set the transposed basis vectors of a 3D transform */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_set_transposed_basis_vectors(
matrix<E,A,B,L>& m, const VecT_1& x, const VecT_2& y, const VecT_3& z)
{
matrix_set_transposed_x_basis_vector(m,x);
matrix_set_transposed_y_basis_vector(m,y);
matrix_set_transposed_z_basis_vector(m,z);
}
/** Set the basis vectors of a 2D transform */
template < typename E,class A,class B,class L,class VecT_1,class VecT_2 > void
matrix_set_basis_vectors_2D(
matrix<E,A,B,L>& m, const VecT_1& x, const VecT_2& y)
{
matrix_set_x_basis_vector_2D(m,x);
matrix_set_y_basis_vector_2D(m,y);
}
/** Set the transposed basis vectors of a 2D transform */
template < typename E,class A,class B,class L,class VecT_1,class VecT_2 > void
matrix_set_transposed_basis_vectors_2D(
matrix<E,A,B,L>& m, const VecT_1& x, const VecT_2& y)
{
matrix_set_transposed_x_basis_vector_2D(m,x);
matrix_set_transposed_y_basis_vector_2D(m,y);
}
//////////////////////////////////////////////////////////////////////////////
// Functions for getting the basis vectors of a 3D or 2D transform matrix
//////////////////////////////////////////////////////////////////////////////
#define TEMP_VEC3 vector< typename MatT::value_type, fixed<3> >
#define TEMP_VEC2 vector< typename MatT::value_type, fixed<2> >
/** Get the i'th basis vector of a 3D transform */
template < class MatT > TEMP_VEC3
matrix_get_basis_vector(const MatT& m, size_t i)
{
typedef TEMP_VEC3 vector_type;
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckIndex3(i);
return vector_type(
m.basis_element(i,0), m.basis_element(i,1), m.basis_element(i,2));
}
/** Get the i'th transposed basis vector of a 3D transform */
template < class MatT > TEMP_VEC3
matrix_get_transposed_basis_vector(const MatT& m, size_t i)
{
typedef typename MatT::value_type value_type;
typedef vector< value_type, fixed<3> > vector_type;
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckIndex3(i);
return vector_type(
m.basis_element(0,i), m.basis_element(1,i), m.basis_element(2,i));
}
/** Get the i'th basis vector of a 2D transform */
template < class MatT > TEMP_VEC2
matrix_get_basis_vector_2D(const MatT& m, size_t i)
{
typedef TEMP_VEC2 vector_type;
/* Checking */
detail::CheckMatLinear2D(m);
detail::CheckIndex2(i);
return vector_type(m.basis_element(i,0), m.basis_element(i,1));
}
/** Get the i'th transposed basis vector of a 2D transform */
template < class MatT > TEMP_VEC2
matrix_get_transposed_basis_vector_2D(const MatT& m, size_t i)
{
typedef TEMP_VEC2 vector_type;
/* Checking */
detail::CheckMatLinear2D(m);
detail::CheckIndex2(i);
return vector_type(m.basis_element(0,i), m.basis_element(1,i));
}
/** Get the x basis vector of a 3D transform */
template < class MatT > TEMP_VEC3
matrix_get_x_basis_vector(const MatT& m) {
return matrix_get_basis_vector(m,0);
}
/** Get the y basis vector of a 3D transform */
template < class MatT > TEMP_VEC3
matrix_get_y_basis_vector(const MatT& m) {
return matrix_get_basis_vector(m,1);
}
/** Get the z basis vector of a 3D transform */
template < class MatT > TEMP_VEC3
matrix_get_z_basis_vector(const MatT& m) {
return matrix_get_basis_vector(m,2);
}
/** Get the transposed x basis vector of a 3D transform */
template < class MatT > TEMP_VEC3
matrix_get_transposed_x_basis_vector(const MatT& m) {
return matrix_get_transposed_basis_vector(m,0);
}
/** Get the transposed y basis vector of a 3D transform */
template < class MatT > TEMP_VEC3
matrix_get_transposed_y_basis_vector(const MatT& m) {
return matrix_get_transposed_basis_vector(m,1);
}
/** Get the transposed z basis vector of a 3D transform */
template < class MatT > TEMP_VEC3
matrix_get_transposed_z_basis_vector(const MatT& m) {
return matrix_get_transposed_basis_vector(m,2);
}
/** Get the x basis vector of a 2D transform */
template < class MatT > TEMP_VEC2
matrix_get_x_basis_vector_2D(const MatT& m) {
return matrix_get_basis_vector_2D(m,0);
}
/** Get the y basis vector of a 2D transform */
template < class MatT > TEMP_VEC2
matrix_get_y_basis_vector_2D(const MatT& m) {
return matrix_get_basis_vector_2D(m,1);
}
/** Get the transposed x basis vector of a 2D transform */
template < class MatT > TEMP_VEC2
matrix_get_transposed_x_basis_vector_2D(const MatT& m) {
return matrix_get_transposed_basis_vector_2D(m,0);
}
/** Get the transposed y basis vector of a 2D transform */
template < class MatT > TEMP_VEC2
matrix_get_transposed_y_basis_vector_2D(const MatT& m) {
return matrix_get_transposed_basis_vector_2D(m,1);
}
/** Get the basis vectors of a 3D transform */
template < class MatT, class E, class A > void
matrix_get_basis_vectors(
const MatT& m, vector<E,A>& x, vector<E,A>& y, vector<E,A>& z)
{
x = matrix_get_x_basis_vector(m);
y = matrix_get_y_basis_vector(m);
z = matrix_get_z_basis_vector(m);
}
/** Get the transposed basis vectors of a 3D transform */
template < class MatT, typename E, class A > void
matrix_get_transposed_basis_vectors(
const MatT& m, vector<E,A>& x, vector<E,A>& y, vector<E,A>& z)
{
x = matrix_get_transposed_x_basis_vector(m);
y = matrix_get_transposed_y_basis_vector(m);
z = matrix_get_transposed_z_basis_vector(m);
}
/** Get the basis vectors of a 2D transform */
template < class MatT, typename E, class A > void
matrix_get_basis_vectors_2D(const MatT& m,vector<E,A>& x,vector<E,A>& y)
{
x = matrix_get_x_basis_vector_2D(m);
y = matrix_get_y_basis_vector_2D(m);
}
/** Get the transposed basis vectors of a 2D transform */
template < class MatT, typename E, class A > void
matrix_get_transposed_basis_vectors_2D(
const MatT& m, vector<E,A>& x, vector<E,A>& y)
{
x = matrix_get_transposed_x_basis_vector_2D(m);
y = matrix_get_transposed_y_basis_vector_2D(m);
}
#undef TEMP_VEC3
#undef TEMP_VEC2
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef matrix_concat_h
#define matrix_concat_h
#include <cml/matrix/matrix_expr.h>
/* This will all most likely be abstracted away in a future version of the
* CML. For now, this file provides support for functions that need to
* concatenate transformation matrices in a basis-independent manner.
*
* @todo: The 2x2 and 3x3 versions of these functions are currently in
* matrix_rotation.h. They should be moved here.
*/
namespace cml {
namespace detail {
/** A fixed-size temporary 4x4 matrix */
#define MAT_TEMP_4X4 matrix< \
typename et::ScalarPromote< \
typename MatT_1::value_type, \
typename MatT_2::value_type \
>::type, \
fixed<4,4>, \
typename MatT_1::basis_orient, \
typename MatT_1::layout \
>
template < class MatT_1, class MatT_2 > MAT_TEMP_4X4
matrix_concat_transforms_4x4(const MatT_1& m1, const MatT_2& m2, row_basis) {
return m1*m2;
}
/** Concatenate two 3D col-basis rotation matrices in the order m1->m2 */
template < class MatT_1, class MatT_2 > MAT_TEMP_4X4
matrix_concat_transforms_4x4(const MatT_1& m1, const MatT_2& m2, col_basis) {
return m2*m1;
}
/** Concatenate two 3D rotation matrices in the order m1->m2 */
template < class MatT_1, class MatT_2 > MAT_TEMP_4X4
matrix_concat_transforms_4x4(const MatT_1& m1, const MatT_2& m2) {
return matrix_concat_transforms_4x4(m1,m2,typename MatT_1::basis_orient());
}
#undef MAT_TEMP_4x4
} // namespace detail
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef matrix_misc_h
#define matrix_misc_h
#include <cml/mathlib/checking.h>
/* Miscellaneous matrix functions. */
namespace cml {
/** Set a (possibly non-square) matrix to represent an identity transform */
template < typename E, class A, class B, class L > void
identity_transform(matrix<E,A,B,L>& m)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
for (size_t i = 0; i < m.rows(); ++i) {
for (size_t j = 0; j < m.cols(); ++j) {
m(i,j) = value_type((i == j) ? 1 : 0);
}
}
}
/** Trace of a square matrix */
template < class MatT > typename MatT::value_type
trace(const MatT& m)
{
typedef typename MatT::value_type value_type;
/* Checking */
detail::CheckMatSquare(m);
value_type t = value_type(0);
for (size_t i = 0; i < m.rows(); ++i) {
t += m(i,i);
}
return t;
}
/** Trace of the upper-left 3x3 part of a matrix */
template < class MatT > typename MatT::value_type
trace_3x3(const MatT& m)
{
/* Checking */
detail::CheckMatMin3x3(m);
return m(0,0) + m(1,1) + m(2,2);
}
/** Trace of the upper-left 2x2 part of a matrix */
template < class MatT > typename MatT::value_type
trace_2x2(const MatT& m)
{
/* Checking */
detail::CheckMatMin2x2(m);
return m(0,0) + m(1,1);
}
/** 3D skew-symmetric matrix */
template < typename E, class A, class B, class L, class VecT > void
matrix_skew_symmetric(matrix<E,A,B,L>& m, const VecT& v)
{
/* Checking */
detail::CheckMatMin3x3(m);
detail::CheckVec3(v);
m.zero();
m.set_basis_element(1,2, v[0]);
m.set_basis_element(2,1,-v[0]);
m.set_basis_element(2,0, v[1]);
m.set_basis_element(0,2,-v[1]);
m.set_basis_element(0,1, v[2]);
m.set_basis_element(1,0,-v[2]);
}
/** 2D skew-symmetric matrix */
template < typename E, class A, class B, class L > void
matrix_skew_symmetric_2D(matrix<E,A,B,L>& m, E s)
{
/* Checking */
detail::CheckMatMin2x2(m);
m.zero();
m.set_basis_element(0,1, s);
m.set_basis_element(1,0,-s);
}
/* @todo: Clean this up, and implement SRT as well */
/** Invert a matrix consisting of a 3D rotation and translation */
template < typename E, class A, class B, class L > void
matrix_invert_RT_only(matrix<E,A,B,L>& m)
{
typedef vector< E, fixed<3> > vector_type;
vector_type x, y, z;
matrix_get_basis_vectors(m,x,y,z);
matrix_set_transposed_basis_vectors(m,x,y,z);
vector_type p = matrix_get_translation(m);
matrix_set_translation(m,-dot(p,x),-dot(p,y),-dot(p,z));
}
/** Invert a matrix consisting of a 2D rotation and ranslation */
template < typename E, class A, class B, class L > void
matrix_invert_RT_only_2D(matrix<E,A,B,L>& m)
{
typedef vector< E, fixed<2> > vector_type;
vector_type x, y;
matrix_get_basis_vectors_2D(m,x,y);
matrix_set_transposed_basis_vectors_2D(m,x,y);
vector_type p = matrix_get_translation_2D(m);
matrix_set_translation_2D(m,-dot(p,x),-dot(p,y));
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef matrix_ortho_h
#define matrix_ortho_h
#include <cml/mathlib/vector_ortho.h>
/* Functions for orthogonalizing a matrix.
*
* matrix_orthogonalize_3x3() and _2x2() operate on the upper-left-hand part
* of any matrix of suitable size; this is to allow orthonormalization of the
* rotation part of an affine transform matrix.
*
* Note: These functions pass off to the orthonormalization functions in
* vector_ortho.h, so see that file for details on the optional parameters.
*
* @todo: General NxN matrix orthogonalization.
*/
namespace cml {
/** Orthogonalize the upper-left 3x3 portion of a matrix */
template < typename E, class A, class B, class L > void
matrix_orthogonalize_3x3(matrix<E,A,B,L>& m, size_t stable_axis = 2,
size_t num_iter = 0, E s = E(1))
{
typedef vector< E, fixed<3> > vector_type;
vector_type x, y, z;
matrix_get_basis_vectors(m,x,y,z);
orthonormalize(x,y,z,stable_axis,num_iter,s);
matrix_set_basis_vectors(m,x,y,z);
}
/** Orthogonalize the upper-left 2x2 portion of a matrix */
template < typename E, class A, class B, class L > void
matrix_orthogonalize_2x2(matrix<E,A,B,L>& m, size_t stable_axis = 0,
size_t num_iter = 0, E s = E(1))
{
typedef vector< E, fixed<2> > vector_type;
vector_type x, y;
matrix_get_basis_vectors_2D(m,x,y);
orthonormalize(x,y,stable_axis,num_iter,s);
matrix_set_basis_vectors_2D(m,x,y);
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef matrix_projection_h
#define matrix_projection_h
#include <cml/mathlib/checking.h>
#include <cml/mathlib/helper.h>
/* Functions for building matrix transforms other than rotations
* (matrix_rotation.h) and viewing projections (matrix_projection.h).
*
* @todo: Clean up comments and documentation throughout.
*/
// NOTE: Changed 'near' and 'far' to 'n' and 'f' throughout to work around
// windows.h 'near' and 'far' macros.
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// 3D perspective projection from frustum
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a perspective projection, specified by frustum
* bounds in l,r,b,t,n,f form, and with the given handedness and z clipping
* range
*/
template < typename E, class A, class B, class L > void
matrix_perspective(matrix<E,A,B,L>& m, E left, E right, E bottom, E top,
E n, E f, Handedness handedness,
ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatHomogeneous3D(m);
identity_transform(m);
value_type inv_width = value_type(1) / (right - left);
value_type inv_height = value_type(1) / (top - bottom);
value_type inv_depth = value_type(1) / (f - n);
value_type near2 = value_type(2) * n;
value_type s = handedness == left_handed
? value_type(1) : value_type(-1);
if (z_clip == z_clip_neg_one) {
m.set_basis_element(2,2,s * (f + n) * inv_depth);
m.set_basis_element(3,2,value_type(-2) * f * n * inv_depth);
} else { // z_clip == z_clip_zero
m.set_basis_element(2,2,s * f * inv_depth);
m.set_basis_element(3,2,-s * n * m.basis_element(2,2));
}
m.set_basis_element(0,0,near2 * inv_width );
m.set_basis_element(1,1,near2 * inv_height );
m.set_basis_element(2,0,-s * (right + left) * inv_width );
m.set_basis_element(2,1,-s * (top + bottom) * inv_height);
m.set_basis_element(2,3,s );
m.set_basis_element(3,3,value_type(0) );
}
/** Build a matrix representing a perspective projection, specified by frustum
* bounds in w,h,n,f form, and with the given handedness and z clipping
* range
*/
template < typename E, class A, class B, class L > void
matrix_perspective(matrix<E,A,B,L>& m, E width, E height, E n, E f,
Handedness handedness, ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
value_type half_width = width * value_type(.5);
value_type half_height = height * value_type(.5);
matrix_perspective(m, -half_width, half_width,
-half_height, half_height, n, f, handedness, z_clip);
}
/** Build a left-handedness frustum perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_LH(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, E n, E f, ZClip z_clip)
{
matrix_perspective(m, left, right, bottom, top, n, f,
left_handed, z_clip);
}
/** Build a right-handedness frustum perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_RH(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, E n, E f, ZClip z_clip)
{
matrix_perspective(m, left, right, bottom, top, n, f,
right_handed, z_clip);
}
/** Build a left-handedness frustum perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_LH(matrix<E,A,B,L>& m, E width, E height, E n,
E f, ZClip z_clip)
{
matrix_perspective(m, width, height, n, f, left_handed, z_clip);
}
/** Build a right-handedness frustum perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_RH(matrix<E,A,B,L>& m, E width, E height, E n,
E f, ZClip z_clip)
{
matrix_perspective(m, width, height, n, f, right_handed, z_clip);
}
//////////////////////////////////////////////////////////////////////////////
// 3D perspective projection from horizontal field of view
//////////////////////////////////////////////////////////////////////////////
/** Build a perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_xfov(matrix<E,A,B,L>& m, E xfov, E aspect, E n,
E f, Handedness handedness, ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
value_type width = value_type(2) * std::tan(xfov * value_type(.5)) * n;
matrix_perspective(m, width, width / aspect, n, f,
handedness, z_clip);
}
/** Build a left-handedness perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_xfov_LH(matrix<E,A,B,L>& m, E xfov, E aspect, E n,
E f, ZClip z_clip)
{
matrix_perspective_xfov(m,xfov,aspect,n,f,left_handed,z_clip);
}
/** Build a right-handedness perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_xfov_RH(matrix<E,A,B,L>& m, E xfov, E aspect, E n,
E f, ZClip z_clip)
{
matrix_perspective_xfov(m,xfov,aspect,n,f,right_handed,z_clip);
}
//////////////////////////////////////////////////////////////////////////////
// 3D perspective projection from vertical field of view
//////////////////////////////////////////////////////////////////////////////
/** Build a perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_yfov(matrix<E,A,B,L>& m, E yfov, E aspect, E n,
E f, Handedness handedness, ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
value_type height = value_type(2) * std::tan(yfov * value_type(.5)) * n;
matrix_perspective(m, height * aspect, height, n, f,
handedness, z_clip);
}
/** Build a left-handedness perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_yfov_LH(matrix<E,A,B,L>& m, E yfov, E aspect, E n,
E f, ZClip z_clip)
{
matrix_perspective_yfov(m,yfov,aspect,n,f,left_handed,z_clip);
}
/** Build a right-handedness perspective matrix */
template < typename E, class A, class B, class L > void
matrix_perspective_yfov_RH(matrix<E,A,B,L>& m, E yfov, E aspect, E n,
E f, ZClip z_clip)
{
matrix_perspective_yfov(m,yfov,aspect,n,f,right_handed,z_clip);
}
//////////////////////////////////////////////////////////////////////////////
// 3D orthographic projection from frustum
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing an orthographic projection, specified by
* frustum bounds in l,r,b,t,n,f form, and with the given handedness and z
* clipping range
*/
template < typename E, class A, class B, class L > void
matrix_orthographic(matrix<E,A,B,L>& m, E left, E right, E bottom, E top,
E n, E f, Handedness handedness,
ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatHomogeneous3D(m);
identity_transform(m);
value_type inv_width = value_type(1) / (right - left);
value_type inv_height = value_type(1) / (top - bottom);
value_type inv_depth = value_type(1) / (f - n);
value_type s = handedness == left_handed
? value_type(1) : value_type(-1);
if (z_clip == z_clip_neg_one) {
m.set_basis_element(2,2,s * value_type(2) * inv_depth);
m.set_basis_element(3,2,-(f + n) * inv_depth);
} else { // z_clip.z_clip() == 0
m.set_basis_element(2,2,s * inv_depth);
m.set_basis_element(3,2,-n * inv_depth);
}
m.set_basis_element(0,0,value_type(2) * inv_width );
m.set_basis_element(1,1,value_type(2) * inv_height );
m.set_basis_element(3,0,-(right + left) * inv_width );
m.set_basis_element(3,1,-(top + bottom) * inv_height);
}
/** Build an orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic(matrix<E,A,B,L>& m, E width, E height, E n, E f,
Handedness handedness, ZClip z_clip)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
value_type half_width = width * value_type(.5);
value_type half_height = height * value_type(.5);
matrix_orthographic(m, -half_width, half_width,
-half_height, half_height, n, f, handedness, z_clip);
}
/** Build a left-handedness orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic_LH(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, E n, E f, ZClip z_clip)
{
matrix_orthographic(m, left, right, bottom, top, n, f,
left_handed, z_clip);
}
/** Build a right-handedness orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic_RH(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, E n, E f, ZClip z_clip)
{
matrix_orthographic(m, left, right, bottom, top, n, f,
right_handed, z_clip);
}
/** Build a left-handedness orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic_LH(matrix<E,A,B,L>& m, E width, E height, E n,
E f, ZClip z_clip)
{
matrix_orthographic(m, width, height, n, f, left_handed,
z_clip);
}
/** Build a right-handedness orthographic projection matrix */
template < typename E, class A, class B, class L > void
matrix_orthographic_RH(matrix<E,A,B,L>& m, E width, E height, E n,
E f, ZClip z_clip)
{
matrix_orthographic(m, width, height, n, f, right_handed,
z_clip);
}
//////////////////////////////////////////////////////////////////////////////
// 3D viewport
//////////////////////////////////////////////////////////////////////////////
/* Build a viewport matrix
*
* Note: A viewport matrix is in a sense the opposite of an orthographics
* projection matrix, and can be build by constructing and inverting the
* latter.
*
* @todo: Need to look into D3D viewport conventions and see if this needs to
* be adapted accordingly.
*/
template < typename E, class A, class B, class L > void
matrix_viewport(matrix<E,A,B,L>& m, E left, E right, E bottom,
E top, ZClip z_clip, E n = E(0), E f = E(1))
{
matrix_orthographic_LH(m, left, right, bottom, top, n, f, z_clip);
/* @todo: invert(m), when available */
m = inverse(m);
}
//////////////////////////////////////////////////////////////////////////////
// 3D picking volume
//////////////////////////////////////////////////////////////////////////////
/* Build a pick volume matrix
*
* When post-concatenated with a projection matrix, the pick matrix modifies
* the view volume to create a 'picking volume'. This volume corresponds to
* a screen rectangle centered at (pick_x, pick_y) and with dimensions
* pick_widthXpick_height.
*
* @todo: Representation of viewport between this function and
* matrix_viewport() is inconsistent (position and dimensions vs. bounds).
* Should this be addressed?
*/
template < typename E, class A, class B, class L > void
matrix_pick(
matrix<E,A,B,L>& m, E pick_x, E pick_y, E pick_width, E pick_height,
E viewport_x, E viewport_y, E viewport_width, E viewport_height)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatHomogeneous3D(m);
identity_transform(m);
value_type inv_width = value_type(1) / pick_width;
value_type inv_height = value_type(1) / pick_height;
m.set_basis_element(0,0,viewport_width*inv_width);
m.set_basis_element(1,1,viewport_height*inv_height);
m.set_basis_element(3,0,
(viewport_width+value_type(2)*(viewport_x-pick_x))*inv_width);
m.set_basis_element(3,1,
(viewport_height+value_type(2)*(viewport_y-pick_y))*inv_height);
}
} // namespace cml
#endif

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@@ -0,0 +1,980 @@
/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef matrix_rotation_h
#define matrix_rotation_h
#include <cml/mathlib/matrix_misc.h>
#include <cml/mathlib/vector_ortho.h>
/* Functions related to matrix rotations in 3D and 2D. */
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// 3D rotation about world axes
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 3D rotation about the given world axis */
template < typename E, class A, class B, class L > void
matrix_rotation_world_axis( matrix<E,A,B,L>& m, size_t axis, E angle)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
value_type s = value_type(std::sin(angle));
value_type c = value_type(std::cos(angle));
identity_transform(m);
m.set_basis_element(j,j, c);
m.set_basis_element(j,k, s);
m.set_basis_element(k,j,-s);
m.set_basis_element(k,k, c);
}
/** Build a matrix representing a 3D rotation about the world x axis */
template < typename E, class A, class B, class L > void
matrix_rotation_world_x(matrix<E,A,B,L>& m, E angle) {
matrix_rotation_world_axis(m,0,angle);
}
/** Build a matrix representing a 3D rotation about the world y axis */
template < typename E, class A, class B, class L > void
matrix_rotation_world_y(matrix<E,A,B,L>& m, E angle) {
matrix_rotation_world_axis(m,1,angle);
}
/** Build a matrix representing a 3D rotation about the world z axis */
template < typename E, class A, class B, class L > void
matrix_rotation_world_z(matrix<E,A,B,L>& m, E angle) {
matrix_rotation_world_axis(m,2,angle);
}
//////////////////////////////////////////////////////////////////////////////
// 3D rotation from an axis-angle pair
//////////////////////////////////////////////////////////////////////////////
/** Build a rotation matrix from an axis-angle pair */
template < typename E, class A, class B, class L, class VecT > void
matrix_rotation_axis_angle(matrix<E,A,B,L>& m, const VecT& axis, E angle)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckVec3(axis);
identity_transform(m);
value_type s = std::sin(angle);
value_type c = std::cos(angle);
value_type omc = value_type(1) - c;
value_type xomc = axis[0] * omc;
value_type yomc = axis[1] * omc;
value_type zomc = axis[2] * omc;
value_type xxomc = axis[0] * xomc;
value_type yyomc = axis[1] * yomc;
value_type zzomc = axis[2] * zomc;
value_type xyomc = axis[0] * yomc;
value_type yzomc = axis[1] * zomc;
value_type zxomc = axis[2] * xomc;
value_type xs = axis[0] * s;
value_type ys = axis[1] * s;
value_type zs = axis[2] * s;
m.set_basis_element(0,0, xxomc + c );
m.set_basis_element(0,1, xyomc + zs);
m.set_basis_element(0,2, zxomc - ys);
m.set_basis_element(1,0, xyomc - zs);
m.set_basis_element(1,1, yyomc + c );
m.set_basis_element(1,2, yzomc + xs);
m.set_basis_element(2,0, zxomc + ys);
m.set_basis_element(2,1, yzomc - xs);
m.set_basis_element(2,2, zzomc + c );
}
//////////////////////////////////////////////////////////////////////////////
// 3D rotation from a quaternion
//////////////////////////////////////////////////////////////////////////////
/** Build a rotation matrix from a quaternion */
template < typename E, class A, class B, class L, class QuatT > void
matrix_rotation_quaternion(matrix<E,A,B,L>& m, const QuatT& q)
{
typedef matrix<E,A,B,L> matrix_type;
typedef QuatT quaternion_type;
typedef typename quaternion_type::order_type order_type;
typedef typename matrix_type::value_type value_type;
enum {
W = order_type::W,
X = order_type::X,
Y = order_type::Y,
Z = order_type::Z
};
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckQuat(q);
identity_transform(m);
value_type x2 = q[X] + q[X];
value_type y2 = q[Y] + q[Y];
value_type z2 = q[Z] + q[Z];
value_type xx2 = q[X] * x2;
value_type yy2 = q[Y] * y2;
value_type zz2 = q[Z] * z2;
value_type xy2 = q[X] * y2;
value_type yz2 = q[Y] * z2;
value_type zx2 = q[Z] * x2;
value_type xw2 = q[W] * x2;
value_type yw2 = q[W] * y2;
value_type zw2 = q[W] * z2;
m.set_basis_element(0,0, value_type(1) - yy2 - zz2);
m.set_basis_element(0,1, xy2 + zw2);
m.set_basis_element(0,2, zx2 - yw2);
m.set_basis_element(1,0, xy2 - zw2);
m.set_basis_element(1,1, value_type(1) - zz2 - xx2);
m.set_basis_element(1,2, yz2 + xw2);
m.set_basis_element(2,0, zx2 + yw2);
m.set_basis_element(2,1, yz2 - xw2);
m.set_basis_element(2,2, value_type(1) - xx2 - yy2);
}
//////////////////////////////////////////////////////////////////////////////
// 3D rotation from Euler angles
//////////////////////////////////////////////////////////////////////////////
/** Build a rotation matrix from an Euler-angle triple
*
* The rotations are applied about the cardinal axes in the order specified by
* the 'order' argument, where 'order' is one of the following enumerants:
*
* euler_order_xyz
* euler_order_xzy
* euler_order_xyx
* euler_order_xzx
* euler_order_yzx
* euler_order_yxz
* euler_order_yzy
* euler_order_yxy
* euler_order_zxy
* euler_order_zyx
* euler_order_zxz
* euler_order_zyz
*
* e.g. euler_order_xyz means compute the column-basis rotation matrix
* equivalent to R_x * R_y * R_z, where R_i is the rotation matrix above
* axis i (the row-basis matrix would be R_z * R_y * R_x).
*/
template < typename E, class A, class B, class L > void
matrix_rotation_euler(matrix<E,A,B,L>& m, E angle_0, E angle_1, E angle_2,
EulerOrder order)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
identity_transform(m);
size_t i, j, k;
bool odd, repeat;
detail::unpack_euler_order(order, i, j, k, odd, repeat);
if (odd) {
angle_0 = -angle_0;
angle_1 = -angle_1;
angle_2 = -angle_2;
}
value_type s0 = std::sin(angle_0);
value_type c0 = std::cos(angle_0);
value_type s1 = std::sin(angle_1);
value_type c1 = std::cos(angle_1);
value_type s2 = std::sin(angle_2);
value_type c2 = std::cos(angle_2);
value_type s0s2 = s0 * s2;
value_type s0c2 = s0 * c2;
value_type c0s2 = c0 * s2;
value_type c0c2 = c0 * c2;
if (repeat) {
m.set_basis_element(i,i, c1 );
m.set_basis_element(i,j, s1 * s2 );
m.set_basis_element(i,k,-s1 * c2 );
m.set_basis_element(j,i, s0 * s1 );
m.set_basis_element(j,j,-c1 * s0s2 + c0c2);
m.set_basis_element(j,k, c1 * s0c2 + c0s2);
m.set_basis_element(k,i, c0 * s1 );
m.set_basis_element(k,j,-c1 * c0s2 - s0c2);
m.set_basis_element(k,k, c1 * c0c2 - s0s2);
} else {
m.set_basis_element(i,i, c1 * c2 );
m.set_basis_element(i,j, c1 * s2 );
m.set_basis_element(i,k,-s1 );
m.set_basis_element(j,i, s1 * s0c2 - c0s2);
m.set_basis_element(j,j, s1 * s0s2 + c0c2);
m.set_basis_element(j,k, s0 * c1 );
m.set_basis_element(k,i, s1 * c0c2 + s0s2);
m.set_basis_element(k,j, s1 * c0s2 - s0c2);
m.set_basis_element(k,k, c0 * c1 );
}
}
/** Build a matrix of derivatives of Euler angles about the specified axis.
*
* The rotation derivatives are applied about the cardinal axes in the
* order specified by the 'order' argument, where 'order' is one of the
* following enumerants:
*
* euler_order_xyz
* euler_order_xzy
* euler_order_yzx
* euler_order_yxz
* euler_order_zxy
* euler_order_zyx
*
* e.g. euler_order_xyz means compute the column-basis rotation matrix
* equivalent to R_x * R_y * R_z, where R_i is the rotation matrix above
* axis i (the row-basis matrix would be R_z * R_y * R_x).
*
* The derivative is taken with respect to the specified 'axis', which is
* the position of the axis in the triple; e.g. if order = euler_order_xyz,
* then axis = 0 would mean take the derivative with respect to x. Note
* that repeated axes are not currently supported.
*/
template < typename E, class A, class B, class L > void
matrix_rotation_euler_derivatives(
matrix<E,A,B,L>& m, int axis, E angle_0, E angle_1, E angle_2,
EulerOrder order)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
size_t i, j, k;
bool odd, repeat;
detail::unpack_euler_order(order, i, j, k, odd, repeat);
if(repeat) throw std::invalid_argument(
"matrix_rotation_euler_derivatives does not support repeated axes");
if (odd) {
angle_0 = -angle_0;
angle_1 = -angle_1;
angle_2 = -angle_2;
}
value_type s0 = std::sin(angle_0);
value_type c0 = std::cos(angle_0);
value_type s1 = std::sin(angle_1);
value_type c1 = std::cos(angle_1);
value_type s2 = std::sin(angle_2);
value_type c2 = std::cos(angle_2);
value_type s0s2 = s0 * s2;
value_type s0c2 = s0 * c2;
value_type c0s2 = c0 * s2;
value_type c0c2 = c0 * c2;
if(axis == 0) {
m.set_basis_element(i,i, 0. );
m.set_basis_element(i,j, 0. );
m.set_basis_element(i,k, 0. );
m.set_basis_element(j,i, s1 * c0*c2 + s0*s2);
m.set_basis_element(j,j, s1 * c0*s2 - s0*c2);
m.set_basis_element(j,k, c0 * c1 );
m.set_basis_element(k,i,-s1 * s0*c2 + c0*s2);
m.set_basis_element(k,j,-s1 * s0*s2 - c0*c2);
m.set_basis_element(k,k,-s0 * c1 );
} else if(axis == 1) {
m.set_basis_element(i,i,-s1 * c2 );
m.set_basis_element(i,j,-s1 * s2 );
m.set_basis_element(i,k,-c1 );
m.set_basis_element(j,i, c1 * s0*c2 );
m.set_basis_element(j,j, c1 * s0*s2 );
m.set_basis_element(j,k,-s0 * s1 );
m.set_basis_element(k,i, c1 * c0*c2 );
m.set_basis_element(k,j, c1 * c0*s2 );
m.set_basis_element(k,k,-c0 * s1 );
} else if(axis == 2) {
m.set_basis_element(i,i,-c1 * s2 );
m.set_basis_element(i,j, c1 * c2 );
m.set_basis_element(i,k, 0. );
m.set_basis_element(j,i,-s1 * s0*s2 - c0*c2);
m.set_basis_element(j,j, s1 * s0*c2 - c0*s2);
m.set_basis_element(j,k, 0. );
m.set_basis_element(k,i,-s1 * c0*s2 + s0*c2);
m.set_basis_element(k,j, s1 * c0*c2 + s0*s2);
m.set_basis_element(k,k, 0. );
}
}
//////////////////////////////////////////////////////////////////////////////
// 3D rotation to align with a vector, multiple vectors, or the view plane
//////////////////////////////////////////////////////////////////////////////
/** See vector_ortho.h for details */
template < typename E,class A,class B,class L,class VecT_1,class VecT_2 > void
matrix_rotation_align(
matrix<E,A,B,L>& m,
const VecT_1& align,
const VecT_2& reference,
bool normalize = true,
AxisOrder order = axis_order_zyx)
{
typedef vector< E,fixed<3> > vector_type;
identity_transform(m);
vector_type x, y, z;
orthonormal_basis(align, reference, x, y, z, normalize, order);
matrix_set_basis_vectors(m, x, y, z);
}
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L, class VecT > void
matrix_rotation_align(matrix<E,A,B,L>& m, const VecT& align,
bool normalize = true, AxisOrder order = axis_order_zyx)
{
typedef vector< E,fixed<3> > vector_type;
identity_transform(m);
vector_type x, y, z;
orthonormal_basis(align, x, y, z, normalize, order);
matrix_set_basis_vectors(m, x, y, z);
}
/** See vector_ortho.h for details */
template < typename E,class A,class B,class L,class VecT_1,class VecT_2 > void
matrix_rotation_align_axial(matrix<E,A,B,L>& m, const VecT_1& align,
const VecT_2& axis, bool normalize = true,
AxisOrder order = axis_order_zyx)
{
typedef vector< E,fixed<3> > vector_type;
identity_transform(m);
vector_type x, y, z;
orthonormal_basis_axial(align, axis, x, y, z, normalize, order);
matrix_set_basis_vectors(m, x, y, z);
}
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L, class MatT > void
matrix_rotation_align_viewplane(
matrix<E,A,B,L>& m,
const MatT& view_matrix,
Handedness handedness,
AxisOrder order = axis_order_zyx)
{
typedef vector< E, fixed<3> > vector_type;
identity_transform(m);
vector_type x, y, z;
orthonormal_basis_viewplane(view_matrix, x, y, z, handedness, order);
matrix_set_basis_vectors(m, x, y, z);
}
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L, class MatT > void
matrix_rotation_align_viewplane_LH(
matrix<E,A,B,L>& m,
const MatT& view_matrix,
AxisOrder order = axis_order_zyx)
{
matrix_rotation_align_viewplane(
m,view_matrix,left_handed,order);
}
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L, class MatT > void
matrix_rotation_align_viewplane_RH(
matrix<E,A,B,L>& m,
const MatT& view_matrix,
AxisOrder order = axis_order_zyx)
{
matrix_rotation_align_viewplane(
m,view_matrix,right_handed,order);
}
//////////////////////////////////////////////////////////////////////////////
// 3D rotation to aim at a target
//////////////////////////////////////////////////////////////////////////////
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_rotation_aim_at(
matrix<E,A,B,L>& m,
const VecT_1& pos,
const VecT_2& target,
const VecT_3& reference,
AxisOrder order = axis_order_zyx)
{
matrix_rotation_align(m, target - pos, reference, true, order);
}
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2 > void
matrix_rotation_aim_at(
matrix<E,A,B,L>& m,
const VecT_1& pos,
const VecT_2& target,
AxisOrder order = axis_order_zyx)
{
matrix_rotation_align(m, target - pos, true, order);
}
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_rotation_aim_at_axial(
matrix<E,A,B,L>& m,
const VecT_1& pos,
const VecT_2& target,
const VecT_3& axis,
AxisOrder order = axis_order_zyx)
{
matrix_rotation_align_axial(m, target - pos, axis, true, order);
}
//////////////////////////////////////////////////////////////////////////////
// 2D rotation
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 2D rotation */
template < typename E, class A, class B, class L > void
matrix_rotation_2D( matrix<E,A,B,L>& m, E angle)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear2D(m);
value_type s = value_type(std::sin(angle));
value_type c = value_type(std::cos(angle));
identity_transform(m);
m.set_basis_element(0,0, c);
m.set_basis_element(0,1, s);
m.set_basis_element(1,0,-s);
m.set_basis_element(1,1, c);
}
//////////////////////////////////////////////////////////////////////////////
// 2D rotation to align with a vector
//////////////////////////////////////////////////////////////////////////////
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L, class VecT > void
matrix_rotation_align_2D(matrix<E,A,B,L>& m, const VecT& align,
bool normalize = true, AxisOrder2D order = axis_order_xy)
{
typedef vector< E, fixed<2> > vector_type;
identity_transform(m);
vector_type x, y;
orthonormal_basis_2D(align, x, y, normalize, order);
matrix_set_basis_vectors_2D(m, x, y);
}
//////////////////////////////////////////////////////////////////////////////
// 3D relative rotation about world axes
//////////////////////////////////////////////////////////////////////////////
/** Rotate a rotation matrix about the given world axis */
template < typename E, class A, class B, class L > void
matrix_rotate_about_world_axis(matrix<E,A,B,L>& m, size_t axis, E angle)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
value_type s = value_type(std::sin(angle));
value_type c = value_type(std::cos(angle));
value_type ij = c * m.basis_element(i,j) - s * m.basis_element(i,k);
value_type jj = c * m.basis_element(j,j) - s * m.basis_element(j,k);
value_type kj = c * m.basis_element(k,j) - s * m.basis_element(k,k);
m.set_basis_element(i,k, s*m.basis_element(i,j) + c*m.basis_element(i,k));
m.set_basis_element(j,k, s*m.basis_element(j,j) + c*m.basis_element(j,k));
m.set_basis_element(k,k, s*m.basis_element(k,j) + c*m.basis_element(k,k));
m.set_basis_element(i,j,ij);
m.set_basis_element(j,j,jj);
m.set_basis_element(k,j,kj);
}
/** Rotate a rotation matrix about the world x axis */
template < typename E, class A, class B, class L > void
matrix_rotate_about_world_x(matrix<E,A,B,L>& m, E angle) {
matrix_rotate_about_world_axis(m,0,angle);
}
/** Rotate a rotation matrix about the world y axis */
template < typename E, class A, class B, class L > void
matrix_rotate_about_world_y(matrix<E,A,B,L>& m, E angle) {
matrix_rotate_about_world_axis(m,1,angle);
}
/** Rotate a rotation matrix about the world z axis */
template < typename E, class A, class B, class L > void
matrix_rotate_about_world_z(matrix<E,A,B,L>& m, E angle) {
matrix_rotate_about_world_axis(m,2,angle);
}
//////////////////////////////////////////////////////////////////////////////
// 3D relative rotation about local axes
//////////////////////////////////////////////////////////////////////////////
/** Rotate a rotation matrix about the given local axis */
template < typename E, class A, class B, class L > void
matrix_rotate_about_local_axis(matrix<E,A,B,L>& m, size_t axis, E angle)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
value_type s = value_type(std::sin(angle));
value_type c = value_type(std::cos(angle));
value_type j0 = c * m.basis_element(j,0) + s * m.basis_element(k,0);
value_type j1 = c * m.basis_element(j,1) + s * m.basis_element(k,1);
value_type j2 = c * m.basis_element(j,2) + s * m.basis_element(k,2);
m.set_basis_element(k,0, c*m.basis_element(k,0) - s*m.basis_element(j,0));
m.set_basis_element(k,1, c*m.basis_element(k,1) - s*m.basis_element(j,1));
m.set_basis_element(k,2, c*m.basis_element(k,2) - s*m.basis_element(j,2));
m.set_basis_element(j,0,j0);
m.set_basis_element(j,1,j1);
m.set_basis_element(j,2,j2);
}
/** Rotate a rotation matrix about its local x axis */
template < typename E, class A, class B, class L > void
matrix_rotate_about_local_x(matrix<E,A,B,L>& m, E angle) {
matrix_rotate_about_local_axis(m,0,angle);
}
/** Rotate a rotation matrix about its local y axis */
template < typename E, class A, class B, class L > void
matrix_rotate_about_local_y(matrix<E,A,B,L>& m, E angle) {
matrix_rotate_about_local_axis(m,1,angle);
}
/** Rotate a rotation matrix about its local z axis */
template < typename E, class A, class B, class L > void
matrix_rotate_about_local_z(matrix<E,A,B,L>& m, E angle) {
matrix_rotate_about_local_axis(m,2,angle);
}
//////////////////////////////////////////////////////////////////////////////
// 2D relative rotation
//////////////////////////////////////////////////////////////////////////////
template < typename E, class A, class B, class L > void
matrix_rotate_2D(matrix<E,A,B,L>& m, E angle)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear2D(m);
value_type s = value_type(std::sin(angle));
value_type c = value_type(std::cos(angle));
value_type m00 = c * m.basis_element(0,0) - s * m.basis_element(0,1);
value_type m10 = c * m.basis_element(1,0) - s * m.basis_element(1,1);
m.set_basis_element(0,1, s*m.basis_element(0,0) + c*m.basis_element(0,1));
m.set_basis_element(1,1, s*m.basis_element(1,0) + c*m.basis_element(1,1));
m.set_basis_element(0,0,m00);
m.set_basis_element(1,0,m10);
}
//////////////////////////////////////////////////////////////////////////////
// Rotation from vector to vector
//////////////////////////////////////////////////////////////////////////////
/** Build a rotation matrix to rotate from one vector to another
*
* Note: The quaternion algorithm is more stable than the matrix algorithm, so
* we simply pass off to the quaternion function here.
*/
template < class E,class A,class B,class L,class VecT_1,class VecT_2 > void
matrix_rotation_vec_to_vec(
matrix<E,A,B,L>& m,
const VecT_1& v1,
const VecT_2& v2,
bool unit_length_vectors = false)
{
typedef quaternion< E,fixed<>,vector_first,positive_cross >
quaternion_type;
quaternion_type q;
quaternion_rotation_vec_to_vec(q,v1,v2,unit_length_vectors);
matrix_rotation_quaternion(m,q);
}
//////////////////////////////////////////////////////////////////////////////
// Scale the angle of a rotation matrix
//////////////////////////////////////////////////////////////////////////////
/** Scale the angle of a 3D rotation matrix */
template < typename E, class A, class B, class L > void
matrix_scale_rotation_angle(matrix<E,A,B,L>& m, E t,
E tolerance = epsilon<E>::placeholder())
{
typedef vector< E,fixed<3> > vector_type;
typedef typename vector_type::value_type value_type;
vector_type axis;
value_type angle;
matrix_to_axis_angle(m, axis, angle, tolerance);
matrix_rotation_axis_angle(m, axis, angle * t);
}
/** Scale the angle of a 2D rotation matrix */
template < typename E, class A, class B, class L > void
matrix_scale_rotation_angle_2D(
matrix<E,A,B,L>& m, E t, E tolerance = epsilon<E>::placeholder())
{
typedef vector< E,fixed<2> > vector_type;
typedef typename vector_type::value_type value_type;
value_type angle = matrix_to_rotation_2D(m);
matrix_rotation_2D(m, angle * t);
}
//////////////////////////////////////////////////////////////////////////////
// Support functions for uniform handling of row- and column-basis matrices
//////////////////////////////////////////////////////////////////////////////
/* Note: The matrix rotation slerp, difference and concatenation functions do
* not use et::MatrixPromote<M1,M2>::temporary_type as the return type, even
* though that is the return type of the underlying matrix multiplication.
* This is because the sizes of these matrices are known at compile time (3x3
* and 2x2), and using fixed<> obviates the need for resizing of intermediate
* temporaries.
*
* Also, no size- or type-checking is done on the arguments to these
* functions, as any such errors will be caught by the matrix multiplication
* and assignment to the 3x3 temporary.
*/
/** A fixed-size temporary 3x3 matrix */
#define MAT_TEMP_3X3 matrix< \
typename et::ScalarPromote< \
typename MatT_1::value_type, \
typename MatT_2::value_type \
>::type, \
fixed<3,3>, \
typename MatT_1::basis_orient, \
row_major \
>
/** A fixed-size temporary 2x2 matrix */
#define MAT_TEMP_2X2 matrix< \
typename et::ScalarPromote< \
typename MatT_1::value_type, \
typename MatT_2::value_type \
>::type, \
fixed<2,2>, \
typename MatT_1::basis_orient, \
row_major \
>
namespace detail {
/** Concatenate two 3D row-basis rotation matrices in the order m1->m2 */
template < class MatT_1, class MatT_2 > MAT_TEMP_3X3
matrix_concat_rotations(const MatT_1& m1, const MatT_2& m2, row_basis) {
return m1*m2;
}
/** Concatenate two 3D col-basis rotation matrices in the order m1->m2 */
template < class MatT_1, class MatT_2 > MAT_TEMP_3X3
matrix_concat_rotations(const MatT_1& m1, const MatT_2& m2, col_basis) {
return m2*m1;
}
/** Concatenate two 3D rotation matrices in the order m1->m2 */
template < class MatT_1, class MatT_2 > MAT_TEMP_3X3
matrix_concat_rotations(const MatT_1& m1, const MatT_2& m2) {
return matrix_concat_rotations(m1,m2,typename MatT_1::basis_orient());
}
/** Concatenate two 2D row-basis rotation matrices in the order m1->m2 */
template < class MatT_1, class MatT_2 > MAT_TEMP_2X2
matrix_concat_rotations_2D(const MatT_1& m1, const MatT_2& m2, row_basis) {
return m1*m2;
}
/** Concatenate two 2D col-basis rotation matrices in the order m1->m2 */
template < class MatT_1, class MatT_2 > MAT_TEMP_2X2
matrix_concat_rotations_2D(const MatT_1& m1, const MatT_2& m2, col_basis) {
return m2*m1;
}
/** Concatenate two 2D rotation matrices in the order m1->m2 */
template < class MatT_1, class MatT_2 > MAT_TEMP_2X2
matrix_concat_rotations_2D(const MatT_1& m1, const MatT_2& m2) {
return matrix_concat_rotations_2D(m1,m2,typename MatT_1::basis_orient());
}
} // namespace detail
//////////////////////////////////////////////////////////////////////////////
// Matrix rotation difference
//////////////////////////////////////////////////////////////////////////////
/** Return the rotational 'difference' between two 3D rotation matrices */
template < class MatT_1, class MatT_2 > MAT_TEMP_3X3
matrix_rotation_difference(const MatT_1& m1, const MatT_2& m2) {
return detail::matrix_concat_rotations(transpose(m1),m2);
}
/** Return the rotational 'difference' between two 2D rotation matrices */
template < class MatT_1, class MatT_2 > MAT_TEMP_2X2
matrix_rotation_difference_2D(const MatT_1& m1, const MatT_2& m2) {
return detail::matrix_concat_rotations_2D(transpose(m1),m2);
}
//////////////////////////////////////////////////////////////////////////////
// Spherical linear interpolation of rotation matrices
//////////////////////////////////////////////////////////////////////////////
/* @todo: It might be as fast or faster to simply convert the matrices to
* quaternions, interpolate, and convert back.
*
* @todo: The behavior of matrix slerp is currently a little different than
* for quaternions: in the matrix function, when the two matrices are close
* to identical the first is returned, while in the quaternion function the
* quaternions are nlerp()'d in this case.
*
* I still need to do the equivalent of nlerp() for matrices, in which case
* these functions could be revised to pass off to nlerp() when the matrices
* are nearly aligned.
*/
/** Spherical linear interpolation of two 3D rotation matrices */
template < class MatT_1, class MatT_2, typename E > MAT_TEMP_3X3
matrix_slerp(const MatT_1& m1, const MatT_2& m2, E t,
E tolerance = epsilon<E>::placeholder())
{
typedef MAT_TEMP_3X3 temporary_type;
temporary_type m = matrix_rotation_difference(m1,m2);
matrix_scale_rotation_angle(m,t,tolerance);
return detail::matrix_concat_rotations(m1,m);
}
/** Spherical linear interpolation of two 2D rotation matrices */
template < class MatT_1, class MatT_2, typename E > MAT_TEMP_2X2
matrix_slerp_2D(const MatT_1& m1, const MatT_2& m2, E t,
E tolerance = epsilon<E>::placeholder())
{
typedef MAT_TEMP_2X2 temporary_type;
temporary_type m = matrix_rotation_difference_2D(m1,m2);
matrix_scale_rotation_angle_2D(m,t,tolerance);
return detail::matrix_concat_rotations_2D(m1,m);
}
#undef MAT_TEMP_3X3
#undef MAT_TEMP_2X2
//////////////////////////////////////////////////////////////////////////////
// Conversions
//////////////////////////////////////////////////////////////////////////////
/** Convert a 3D rotation matrix to an axis-angle pair */
template < class MatT, typename E, class A > void
matrix_to_axis_angle(
const MatT& m,
vector<E,A >& axis,
E& angle,
E tolerance = epsilon<E>::placeholder())
{
typedef MatT matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
axis.set(
m.basis_element(1,2) - m.basis_element(2,1),
m.basis_element(2,0) - m.basis_element(0,2),
m.basis_element(0,1) - m.basis_element(1,0)
);
value_type l = length(axis);
value_type tmo = trace_3x3(m) - value_type(1);
if (l > tolerance) {
axis /= l;
angle = std::atan2(l, tmo); // l=2sin(theta),tmo=2cos(theta)
} else if (tmo > value_type(0)) {
axis.zero();
angle = value_type(0);
} else {
size_t largest_diagonal_element =
index_of_max(
m.basis_element(0,0),
m.basis_element(1,1),
m.basis_element(2,2)
);
size_t i, j, k;
cyclic_permutation(largest_diagonal_element, i, j, k);
axis[i] =
std::sqrt(
m.basis_element(i,i) -
m.basis_element(j,j) -
m.basis_element(k,k) +
value_type(1)
) * value_type(.5);
value_type s = value_type(.5) / axis[i];
axis[j] = m.basis_element(i,j) * s;
axis[k] = m.basis_element(i,k) * s;
angle = constants<value_type>::pi();
}
}
/** Convert a 3D rotation matrix to an Euler-angle triple */
template < class MatT, typename Real >
void matrix_to_euler(
const MatT& m,
Real& angle_0,
Real& angle_1,
Real& angle_2,
EulerOrder order,
Real tolerance = epsilon<Real>::placeholder())
{
typedef MatT matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
size_t i, j, k;
bool odd, repeat;
detail::unpack_euler_order(order, i, j, k, odd, repeat);
if (repeat) {
value_type s1 = length(m.basis_element(j,i),m.basis_element(k,i));
value_type c1 = m.basis_element(i,i);
angle_1 = std::atan2(s1, c1);
if (s1 > tolerance) {
angle_0 = std::atan2(m.basis_element(j,i),m.basis_element(k,i));
angle_2 = std::atan2(m.basis_element(i,j),-m.basis_element(i,k));
} else {
angle_0 = value_type(0);
angle_2 = sign(c1) *
std::atan2(-m.basis_element(k,j),m.basis_element(j,j));
}
} else {
value_type s1 = -m.basis_element(i,k);
value_type c1 = length(m.basis_element(i,i),m.basis_element(i,j));
angle_1 = std::atan2(s1, c1);
if (c1 > tolerance) {
angle_0 = std::atan2(m.basis_element(j,k),m.basis_element(k,k));
angle_2 = std::atan2(m.basis_element(i,j),m.basis_element(i,i));
} else {
angle_0 = value_type(0);
angle_2 = -sign(s1) *
std::atan2(-m.basis_element(k,j),m.basis_element(j,j));
}
}
if (odd) {
angle_0 = -angle_0;
angle_1 = -angle_1;
angle_2 = -angle_2;
}
}
/** Convenience function to return a 3D vector containing the Euler angles
* in the requested order.
*/
template < class MatT > vector< typename MatT::value_type, fixed<3> >
matrix_to_euler(
const MatT& m,
EulerOrder order,
const typename MatT::value_type&
tolerance = epsilon<typename MatT::value_type>::placeholder())
{
typename MatT::value_type e0, e1, e2;
matrix_to_euler(m, e0, e1, e2, order, tolerance);
return vector< typename MatT::value_type, fixed<3> >(e0, e1, e2);
}
/** Convert a 2D rotation matrix to a rotation angle */
template < class MatT > typename MatT::value_type
matrix_to_rotation_2D(const MatT& m)
{
/* Checking */
detail::CheckMatLinear2D(m);
return std::atan2(m.basis_element(0,1),m.basis_element(0,0));
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef matrix_transform_h
#define matrix_transform_h
#include <cml/mathlib/matrix_basis.h>
#include <cml/mathlib/matrix_rotation.h>
#include <cml/mathlib/matrix_translation.h>
/* Functions for building matrix transforms other than rotations
* (matrix_rotation.h) and viewing projections (matrix_projection.h).
*/
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// 3D translation
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 3D translation */
template < typename E, class A, class B, class L > void
matrix_translation(matrix<E,A,B,L>& m, E x, E y, E z)
{
identity_transform(m);
matrix_set_translation(m,x,y,z);
}
/** Build a matrix representing a 3D translation with z set to 0 */
template < typename E, class A, class B, class L > void
matrix_translation(matrix<E,A,B,L>& m, E x, E y)
{
identity_transform(m);
matrix_set_translation(m,x,y);
}
/** Build a matrix representing a 3D translation */
template < typename E, class A, class B, class L, class VecT > void
matrix_translation(matrix<E,A,B,L>& m, const VecT& translation)
{
identity_transform(m);
matrix_set_translation(m,translation);
}
//////////////////////////////////////////////////////////////////////////////
// 2D translation
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 2D translation */
template < typename E, class A, class B, class L > void
matrix_translation_2D(matrix<E,A,B,L>& m, E x, E y)
{
identity_transform(m);
matrix_set_translation_2D(m,x,y);
}
/** Build a matrix representing a 2D translation */
template < typename E, class A, class B, class L, class VecT > void
matrix_translation_2D(matrix<E,A,B,L>& m, const VecT& translation)
{
identity_transform(m);
matrix_set_translation_2D(m, translation);
}
//////////////////////////////////////////////////////////////////////////////
// 3D scale
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a uniform 3D scale */
template < typename E, class A, class B, class L > void
matrix_uniform_scale(matrix<E,A,B,L>& m, E scale) {
matrix_scale(m,scale,scale,scale);
}
/** Build a matrix representing a non-uniform 3D scale */
template < typename E, class A, class B, class L > void
matrix_scale(matrix<E,A,B,L>& m, E scale_x, E scale_y, E scale_z)
{
/* Checking */
detail::CheckMatLinear3D(m);
identity_transform(m);
m.set_basis_element(0,0,scale_x);
m.set_basis_element(1,1,scale_y);
m.set_basis_element(2,2,scale_z);
}
/** Build a matrix representing a non-uniform 3D scale */
template < typename E, class A, class B, class L, class VecT > void
matrix_scale(matrix<E,A,B,L>& m, const VecT& scale)
{
/* Checking */
detail::CheckVec3(scale);
matrix_scale(m, scale[0], scale[1], scale[2]);
}
//////////////////////////////////////////////////////////////////////////////
// 2D scale
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a uniform 2D scale */
template < typename E, class A, class B, class L > void
matrix_uniform_scale_2D(matrix<E,A,B,L>& m, E scale) {
matrix_scale_2D(m,scale,scale);
}
/** Build a matrix representing a non-uniform 2D scale */
template < typename E, class A, class B, class L > void
matrix_scale_2D(matrix<E,A,B,L>& m, E scale_x, E scale_y)
{
/* Checking */
detail::CheckMatLinear2D(m);
identity_transform(m);
m.set_basis_element(0,0,scale_x);
m.set_basis_element(1,1,scale_y);
}
/** Build a matrix representing a non-uniform 2D scale */
template < typename E, class A, class B, class L, class VecT > void
matrix_scale_2D(matrix<E,A,B,L>& m, const VecT& scale)
{
/* Checking */
detail::CheckVec2(scale);
matrix_scale_2D(m, scale[0], scale[1]);
}
//////////////////////////////////////////////////////////////////////////////
// 3D scale along axis
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 3D scale along an arbitrary axis */
template < typename E, class A, class B, class L, class VecT > void
matrix_scale_along_axis(matrix<E,A,B,L>&m, const VecT& axis, E scale)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckVec3(axis);
matrix<E,fixed<3,3>,B,L> outer_p = outer(axis,axis)*(scale-value_type(1));
outer_p(0,0) += value_type(1);
outer_p(1,1) += value_type(1);
outer_p(2,2) += value_type(1);
matrix_linear_transform(m, outer_p);
}
//////////////////////////////////////////////////////////////////////////////
// 2D scale along axis
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 2D scale along an arbitrary axis */
template < typename E, class A, class B, class L, class VecT >
void matrix_scale_along_axis_2D(matrix<E,A,B,L>& m, const VecT& axis,
E scale)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckVec2(axis);
matrix<E,fixed<2,2>,B,L> outer_p = outer(axis,axis)*(scale-value_type(1));
outer_p(0,0) += value_type(1);
outer_p(1,1) += value_type(1);
matrix_linear_transform_2D(m, outer_p);
}
//////////////////////////////////////////////////////////////////////////////
// 3D shear
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 3D shear along the specified world axis */
template < typename E, class A, class B, class L > void
matrix_shear(matrix<E,A,B,L>& m, size_t axis, E shear_s, E shear_t)
{
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckIndex3(axis);
identity_transform(m);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
m.set_basis_element(i,j,shear_s);
m.set_basis_element(i,k,shear_t);
}
/** Build a matrix representing a 3D shear along the world x axis */
template < typename E, class A, class B, class L > void
matrix_shear_x(matrix<E,A,B,L>& m, E shear_s, E shear_t) {
matrix_shear(m,0,shear_s,shear_t);
}
/** Build a matrix representing a 3D shear along the world y axis */
template < typename E, class A, class B, class L > void
matrix_shear_y(matrix<E,A,B,L>& m, E shear_s, E shear_t) {
matrix_shear(m,1,shear_s,shear_t);
}
/** Build a matrix representing a 3D shear along the world z axis */
template < typename E, class A, class B, class L > void
matrix_shear_z(matrix<E,A,B,L>& m, E shear_s, E shear_t) {
matrix_shear(m,2,shear_s,shear_t);
}
//////////////////////////////////////////////////////////////////////////////
// 2D shear
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 2D shear along the specified world axis */
template < typename E, class A, class B, class L > void
matrix_shear_2D(matrix<E,A,B,L>& m, size_t axis, E shear)
{
/* Checking */
detail::CheckMatLinear2D(m);
detail::CheckIndex2(axis);
identity_transform(m);
size_t i, j;
cyclic_permutation(axis, i, j);
m.set_basis_element(i,j,shear);
}
/** Build a matrix representing a 2D shear along the world x axis */
template < typename E, class A, class B, class L > void
matrix_shear_x_2D(matrix<E,A,B,L>& m, E shear) {
matrix_shear_2D(m,0,shear);
}
/** Build a matrix representing a 2D shear along the world y axis */
template < typename E, class A, class B, class L > void
matrix_shear_y_2D(matrix<E,A,B,L>& m, E shear) {
matrix_shear_2D(m,1,shear);
}
//////////////////////////////////////////////////////////////////////////////
// 3D reflection
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 3D reflection along the given world axis */
template < typename E, class A, class B, class L > void
matrix_reflect(matrix<E,A,B,L>& m, size_t axis)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckIndex3(axis);
identity_transform(m);
m(axis,axis) = value_type(-1);
}
/** Build a matrix representing a 3D reflection along the world x axis */
template < typename E, class A, class B, class L > void
matrix_reflect_x(matrix<E,A,B,L>& m) {
matrix_reflect(m,0);
}
/** Build a matrix representing a 3D reflection along the world y axis */
template < typename E, class A, class B, class L > void
matrix_reflect_y(matrix<E,A,B,L>& m) {
matrix_reflect(m,1);
}
/** Build a matrix representing a 3D reflection along the world z axis */
template < typename E, class A, class B, class L > void
matrix_reflect_z(matrix<E,A,B,L>& m) {
matrix_reflect(m,2);
}
//////////////////////////////////////////////////////////////////////////////
// 2D reflection
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 2D reflection along the given world axis */
template < typename E, class A, class B, class L > void
matrix_reflect_2D(matrix<E,A,B,L>& m, size_t axis)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear2D(m);
detail::CheckIndex2(axis);
identity_transform(m);
m(axis,axis) = value_type(-1);
}
/** Build a matrix representing a 2D reflection along the world x axis */
template < typename E, class A, class B, class L > void
matrix_reflect_x_2D(matrix<E,A,B,L>& m) {
matrix_reflect_2D(m,0);
}
/** Build a matrix representing a 2D reflection along the world y axis */
template < typename E, class A, class B, class L > void
matrix_reflect_y_2D(matrix<E,A,B,L>& m) {
matrix_reflect_2D(m,1);
}
//////////////////////////////////////////////////////////////////////////////
// 3D reflection about hyperplane
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 3D reflection about the given hyperplane */
template < typename E, class A, class B, class L, class VecT > void
matrix_reflect_about_hplane(matrix<E,A,B,L>& m, const VecT& normal)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
matrix_scale_along_axis(m, normal, value_type(-1));
}
//////////////////////////////////////////////////////////////////////////////
// 2D reflection about hyperplane
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 2D reflection about the given hyperplane */
template < typename E, class A, class B, class L, class VecT > void
matrix_reflect_about_hplane_2D(matrix<E,A,B,L>&m, const VecT& normal)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
matrix_scale_along_axis_2D(m, normal, value_type(-1));
}
//////////////////////////////////////////////////////////////////////////////
// 3D orthographic projection to cardinal hyperplane
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing an orthographic projection onto a plane */
template < typename E, class A, class B, class L > void
matrix_ortho_project(matrix<E,A,B,L>& m, size_t axis)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckIndex3(axis);
identity_transform(m);
m(axis,axis) = value_type(0);
}
/** Build a matrix representing an orthographic projection onto the yz plane*/
template < typename E, class A, class B, class L > void
matrix_ortho_project_yz(matrix<E,A,B,L>& m) {
matrix_ortho_project(m,0);
}
/** Build a matrix representing an orthographic projection onto the zx plane*/
template < typename E, class A, class B, class L > void
matrix_ortho_project_zx(matrix<E,A,B,L>& m) {
matrix_ortho_project(m,1);
}
/** Build a matrix representing an orthographic projection onto the zy plane*/
template < typename E, class A, class B, class L > void
matrix_ortho_project_xy(matrix<E,A,B,L>& m) {
matrix_ortho_project(m,2);
}
//////////////////////////////////////////////////////////////////////////////
// 2D orthographic projection to cardinal hyperplane
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 2D orthographic projection */
template < typename E, class A, class B, class L > void
matrix_ortho_project_2D(matrix<E,A,B,L>& m, size_t axis)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatLinear2D(m);
detail::CheckIndex2(axis);
identity_transform(m);
m(axis,axis) = value_type(0);
}
/** Build a matrix representing an orthographic projection onto the y axis */
template < typename E, class A, class B, class L > void
matrix_ortho_project_y_2D(matrix<E,A,B,L>& m) {
matrix_ortho_project_2D(m,0);
}
/** Build a matrix representing an orthographic projection onto the x axis */
template < typename E, class A, class B, class L > void
matrix_ortho_project_x_2D(matrix<E,A,B,L>& m) {
matrix_ortho_project_2D(m,1);
}
//////////////////////////////////////////////////////////////////////////////
// 3D orthographic projection to hyperplane
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 3D orthographic projection about the given
* hyperplane passing through the origin.
*/
template < typename E, class A, class B, class L, class VecT > void
matrix_ortho_project_to_hplane(matrix<E,A,B,L>& m, const VecT& normal)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
matrix_scale_along_axis(m, normal, value_type(0));
}
//////////////////////////////////////////////////////////////////////////////
// 2D orthographic projection to hyperplane
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 2D orthographic projection about the given
* hyperplane passing through the origin.
*/
template < typename E, class A, class B, class L, class VecT > void
matrix_ortho_project_to_hplane_2D(matrix<E,A,B,L>& m, const VecT& normal)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
matrix_scale_along_axis_2D(m, normal, value_type(0));
}
//////////////////////////////////////////////////////////////////////////////
// 3D 'aim at'
//////////////////////////////////////////////////////////////////////////////
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_aim_at(matrix<E,A,B,L>& m, const VecT_1& pos, const VecT_2& target,
const VecT_3& reference,
AxisOrder order = axis_order_zyx)
{
matrix_rotation_aim_at(m, pos, target, reference, order);
matrix_set_translation(m, pos);
}
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2 > void
matrix_aim_at(matrix<E,A,B,L>& m, const VecT_1& pos, const VecT_2& target,
AxisOrder order = axis_order_zyx)
{
matrix_rotation_aim_at(m, pos, target, order);
matrix_set_translation(m, pos);
}
/** See vector_ortho.h for details */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_aim_at_axial(
matrix<E,A,B,L>& m,
const VecT_1& pos,
const VecT_2& target,
const VecT_3& axis,
AxisOrder order = axis_order_zyx)
{
matrix_rotation_aim_at_axial(m, pos, target, axis, order);
matrix_set_translation(m, pos);
}
/** See vector_ortho.h for details */
template < typename E,class A,class B,class L,class VecT,class MatT > void
matrix_aim_at_viewplane(
matrix<E,A,B,L>& m,
const VecT& pos,
const MatT& view_matrix,
Handedness handedness,
AxisOrder order = axis_order_zyx)
{
matrix_rotation_align_viewplane(m, view_matrix, handedness, order);
matrix_set_translation(m, pos);
}
//////////////////////////////////////////////////////////////////////////////
// 2D 'aim at'
//////////////////////////////////////////////////////////////////////////////
/** See vector_ortho.h for details */
template < typename E,class A,class B,class L,class VecT_1,class VecT_2 > void
matrix_aim_at_2D(
matrix<E,A,B,L>& m,
const VecT_1& pos,
const VecT_2& target,
AxisOrder2D order = axis_order_xy)
{
matrix_rotation_align_2D(m, target - pos, true, order);
matrix_set_translation_2D(m, pos);
}
//////////////////////////////////////////////////////////////////////////////
// 3D 'look at' view matrix
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix representing a 'look at' view transform */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_look_at(
matrix<E,A,B,L>& m,
const VecT_1& eye,
const VecT_2& target,
const VecT_3& up,
Handedness handedness)
{
typedef matrix<E,A,B,L> matrix_type;
typedef vector< E,fixed<3> > vector_type;
typedef typename matrix_type::value_type value_type;
/* Checking */
detail::CheckMatAffine3D(m);
identity_transform(m);
value_type s = handedness == left_handed ?
static_cast<value_type>(1) : static_cast<value_type>(-1);
vector_type z = s * normalize(target - eye);
vector_type x = unit_cross(up,z);
vector_type y = cross(z,x);
matrix_set_transposed_basis_vectors(m,x,y,z);
matrix_set_translation(m,-dot(eye,x),-dot(eye,y),-dot(eye,z));
}
/** Build a matrix representing a left-handedness 'look at' view transform */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_look_at_LH(matrix<E,A,B,L>& m, const VecT_1& eye,
const VecT_2& target, const VecT_3& up)
{
matrix_look_at(m, eye, target, up, left_handed);
}
/** Build a matrix representing a right-handedness 'look at' view transform */
template < typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_look_at_RH(matrix<E,A,B,L>& m, const VecT_1& eye,
const VecT_2& target, const VecT_3& up)
{
matrix_look_at(m, eye, target, up, right_handed);
}
/** Build a matrix representing a 'look at' view transform */
template < typename E, class A, class B, class L > void
matrix_look_at(matrix<E,A,B,L>& m, E eye_x, E eye_y, E eye_z, E target_x,
E target_y, E target_z, E up_x, E up_y, E up_z,
Handedness handedness)
{
typedef vector< E, fixed<3> > vector_type;
matrix_look_at(m,
vector_type(eye_x,eye_y,eye_z),
vector_type(target_x,target_y,target_z),
vector_type(up_x,up_y,up_z),
handedness
);
}
/** Build a matrix representing a left-handed'look at' view transform */
template < typename E, class A, class B, class L > void
matrix_look_at_LH(matrix<E,A,B,L>& m, E eye_x, E eye_y, E eye_z,
E target_x, E target_y, E target_z, E up_x, E up_y, E up_z)
{
matrix_look_at(m,eye_x,eye_y,eye_z,target_x,target_y,target_z,up_x,up_y,
up_z,left_handed);
}
/** Build a matrix representing a right-handed'look at' view transform */
template < typename E, class A, class B, class L > void
matrix_look_at_RH(matrix<E,A,B,L>& m, E eye_x, E eye_y, E eye_z,
E target_x, E target_y, E target_z, E up_x, E up_y, E up_z)
{
matrix_look_at(m,eye_x,eye_y,eye_z,target_x,target_y,target_z,up_x,up_y,
up_z,right_handed);
}
//////////////////////////////////////////////////////////////////////////////
// 3D linear transform
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix from the 3x3 linear transform part of another matrix */
template < typename E, class A, class B, class L, class MatT > void
matrix_linear_transform(matrix<E,A,B,L>& m, const MatT& linear)
{
/* Checking */
detail::CheckMatLinear3D(m);
detail::CheckMatLinear3D(linear);
identity_transform(m);
for(size_t i = 0; i < 3; ++i) {
for(size_t j = 0; j < 3; ++j) {
m.set_basis_element(i,j,linear.basis_element(i,j));
}
}
}
//////////////////////////////////////////////////////////////////////////////
// 2D linear transform
//////////////////////////////////////////////////////////////////////////////
/** Build a matrix from the 2x2 linear transform part of another matrix */
template < typename E, class A, class B, class L, class MatT > void
matrix_linear_transform_2D(matrix<E,A,B,L>& m, const MatT& linear)
{
/* Checking */
detail::CheckMatLinear2D(m);
detail::CheckMatLinear2D(linear);
identity_transform(m);
for(size_t i = 0; i < 2; ++i) {
for(size_t j = 0; j < 2; ++j) {
m.set_basis_element(i,j,linear.basis_element(i,j));
}
}
}
//////////////////////////////////////////////////////////////////////////////
// 3D affine transform
//////////////////////////////////////////////////////////////////////////////
/** 3D affine transform from three basis vectors and a translation */
template <typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3, class VecT_4 > void
matrix_affine_transform(matrix<E,A,B,L>& m, const VecT_1& x, const VecT_2& y,
const VecT_3& z, const VecT_4& translation)
{
identity_transform(m);
matrix_set_basis_vectors(m,x,y,z);
matrix_set_translation(m,translation);
}
/** 3D affine transform from a quaternion and a translation */
template <
typename E, class A, class B, class L,
typename QE, class QA, class O, class C, class VecT > void
matrix_affine_transform(
matrix<E,A,B,L>& m, const quaternion<QE,QA,O,C>& q,
const VecT& translation)
{
matrix_rotation_quaternion(m,q);
matrix_set_translation(m,translation);
}
/** 3D affine transform from a quaternion expression and a translation */
template < typename E,class A,class B,class L,class XprT,class VecT > void
matrix_affine_transform(
matrix<E,A,B,L>& m, const et::QuaternionXpr<XprT>& q,
const VecT& translation)
{
matrix_rotation_quaternion(m,q);
matrix_set_translation(m,translation);
}
/** 3D affine transform from an axis-angle pair and a translation */
template <
typename E, class A, class B, class L, class VecT_1, class VecT_2 > void
matrix_affine_transform(
matrix<E,A,B,L>& m,const VecT_1& axis,E angle,const VecT_2& translation)
{
matrix_rotation_axis_angle(m,axis,angle);
matrix_set_translation(m,translation);
}
/** 3D affine transform from an Euler-angle triple and a translation */
template < typename E, class A, class B, class L, class VecT > void
matrix_affine_transform(matrix<E,A,B,L>& m, E angle_0, E angle_1,
E angle_2, EulerOrder order, const VecT& translation)
{
matrix_rotation_euler(m,angle_0,angle_1,angle_2,order);
matrix_set_translation(m,translation);
}
/** 3D affine transform from a matrix and a translation */
template <
typename E, class A, class B, class L,
typename ME, class MA, class MB, class ML, class VecT > void
matrix_affine_transform(matrix<E,A,B,L>& m,
const matrix<ME,MA,MB,ML>& linear, const VecT& translation)
{
matrix_linear_transform(m,linear);
matrix_set_translation(m,translation);
}
/** 3D affine transform from a matrix expression and a translation */
template < typename E,class A,class B,class L,class XprT,class VecT > void
matrix_affine_transform(
matrix<E,A,B,L>& m, const et::MatrixXpr<XprT>& linear,
const VecT& translation)
{
matrix_linear_transform(m,linear);
matrix_set_translation(m,translation);
}
//////////////////////////////////////////////////////////////////////////////
// 2D affine transform
//////////////////////////////////////////////////////////////////////////////
/** 2D affine transform from two basis vectors and a translation */
template <typename E, class A, class B, class L,
class VecT_1, class VecT_2, class VecT_3 > void
matrix_affine_transform_2D(matrix<E,A,B,L>& m, const VecT_1& x,
const VecT_2& y, const VecT_3& translation)
{
identity_transform(m);
matrix_set_basis_vectors_2D(m,x,y);
matrix_set_translation_2D(m,translation);
}
/** 2D affine transform from a rotation angle and a translation */
template <typename E, class A, class B, class L, class VecT >
void matrix_affine_transform_2D(matrix<E,A,B,L>& m, E angle,
const VecT& translation)
{
matrix_rotation_2D(m,angle);
matrix_set_translation_2D(m,translation);
}
/** 2D affine transform from a matrix and a translation */
template < typename E,class A,class B,class L,class MatT,class VecT > void
matrix_affine_transform_2D(
matrix<E,A,B,L>& m, const MatT& linear, const VecT& translation)
{
matrix_linear_transform_2D(m, linear);
matrix_set_translation_2D(m,translation);
}
//////////////////////////////////////////////////////////////////////////////
// 3D affine from 2D affine
//////////////////////////////////////////////////////////////////////////////
/** Construct a 3D affine transform from a 2D affine transform */
template < typename E, class A, class B, class L, class MatT > void
matrix_3D_affine_from_2D_affine(matrix<E,A,B,L>& m, const MatT& affine_2D)
{
typedef vector< E, fixed<2> > vector_type;
vector_type x = matrix_get_x_basis_vector_2D(affine_2D);
vector_type y = matrix_get_y_basis_vector_2D(affine_2D);
vector_type p = matrix_get_translation_2D(affine_2D);
identity_transform(m);
matrix_set_basis_vectors_2D(m,x,y);
matrix_set_translation(m,p);
}
//////////////////////////////////////////////////////////////////////////////
// 3D affine from 3D affine
//////////////////////////////////////////////////////////////////////////////
/** Construct a 3D affine transform from another 3D affine transform */
template < typename E, class A, class B, class L, class MatT > void
matrix_3D_affine_from_3D_affine(matrix<E,A,B,L>& m, const MatT& affine_3D)
{
typedef vector< E, fixed<3> > vector_type;
vector_type x = matrix_get_x_basis_vector(affine_3D);
vector_type y = matrix_get_y_basis_vector(affine_3D);
vector_type z = matrix_get_z_basis_vector(affine_3D);
vector_type p = matrix_get_translation(affine_3D);
identity_transform(m);
matrix_set_basis_vectors(m,x,y,z);
matrix_set_translation(m,p);
}
//////////////////////////////////////////////////////////////////////////////
// Matrix decomposition (scale->rotate->translate)
//////////////////////////////////////////////////////////////////////////////
/* 3x3 matrix version */
template <
class MatT,
typename Real,
typename ME,
class MA,
class B,
class L,
typename VE,
class VA
>
void matrix_decompose_SRT(
const MatT& m,
Real& scale_x,
Real& scale_y,
Real& scale_z,
matrix<ME,MA,B,L>& rotation,
vector<VE,VA>& translation)
{
typedef MatT matrix_type;
typedef typename matrix_type::value_type value_type;
typedef vector<value_type, fixed<3> > vector_type;
/* Checking */
detail::CheckMatAffine3D(m);
detail::CheckMatLinear3D(rotation);
vector_type x, y, z;
matrix_get_basis_vectors(m, x, y, z);
scale_x = x.length();
scale_y = y.length();
scale_z = z.length();
x /= scale_x;
y /= scale_y;
z /= scale_z;
matrix_set_basis_vectors(rotation, x, y, z);
translation = matrix_get_translation(m);
}
/* Quaternion version */
template <
class MatT,
typename Real,
typename QE,
class QA,
class O,
class C,
typename VE,
class VA
>
void matrix_decompose_SRT(
const MatT& m,
Real& scale_x,
Real& scale_y,
Real& scale_z,
quaternion<QE,QA,O,C>& rotation,
vector<VE,VA>& translation)
{
typedef MatT matrix_type;
typedef typename matrix_type::value_type value_type;
typedef matrix< value_type, fixed<3,3> > rotation_type;
rotation_type rotation_matrix;
matrix_decompose_SRT(
m, scale_x, scale_y, scale_z, rotation_matrix, translation);
quaternion_rotation_matrix(rotation, rotation_matrix);
}
/* Euler angle version */
template < class MatT, typename Real, typename E, class A >
void matrix_decompose_SRT(
const MatT& m,
Real& scale_x,
Real& scale_y,
Real& scale_z,
Real& angle_0,
Real& angle_1,
Real& angle_2,
EulerOrder order,
vector<E,A>& translation,
Real tolerance = epsilon<Real>::placeholder())
{
typedef MatT matrix_type;
typedef typename matrix_type::value_type value_type;
typedef matrix< value_type, fixed<3,3> > rotation_type;
rotation_type rotation_matrix;
matrix_decompose_SRT(
m, scale_x, scale_y, scale_z, rotation_matrix, translation);
matrix_to_euler(
rotation_matrix, angle_0, angle_1, angle_2, order, tolerance);
}
/* Axis-angle version */
template < class MatT, typename Real, typename E, class A >
void matrix_decompose_SRT(
const MatT& m,
Real& scale_x,
Real& scale_y,
Real& scale_z,
vector<E,A>& axis,
Real& angle,
vector<E,A>& translation,
Real tolerance = epsilon<Real>::placeholder())
{
typedef MatT matrix_type;
typedef typename matrix_type::value_type value_type;
typedef matrix< value_type, fixed<3,3> > rotation_type;
rotation_type rotation_matrix;
matrix_decompose_SRT(
m, scale_x, scale_y, scale_z, rotation_matrix, translation);
matrix_to_axis_angle(rotation_matrix, axis, angle, tolerance);
}
/* 2x2 matrix version, 2-d */
template <
class MatT,
typename Real,
typename ME,
class MA,
class B,
class L,
typename VE,
class VA
>
void matrix_decompose_SRT_2D(
const MatT& m,
Real& scale_x,
Real& scale_y,
matrix<ME,MA,B,L>& rotation,
vector<VE,VA>& translation)
{
typedef MatT matrix_type;
typedef typename matrix_type::value_type value_type;
typedef vector<value_type, fixed<2> > vector_type;
/* Checking */
detail::CheckMatAffine2D(m);
detail::CheckMatLinear2D(rotation);
vector_type x, y;
matrix_get_basis_vectors_2D(m, x, y);
scale_x = x.length();
scale_y = y.length();
x /= scale_x;
y /= scale_y;
matrix_set_basis_vectors_2D(rotation, x, y);
translation = matrix_get_translation_2D(m);
}
/* Angle version, 2-d */
template < class MatT, typename Real, typename E, class A >
void matrix_decompose_SRT_2D(
const MatT& m,
Real& scale_x,
Real& scale_y,
Real& angle,
vector<E,A>& translation)
{
typedef MatT matrix_type;
typedef typename matrix_type::value_type value_type;
typedef matrix< value_type, fixed<2,2> > rotation_type;
rotation_type rotation_matrix;
matrix_decompose_SRT_2D(
m, scale_x, scale_y, rotation_matrix, translation);
angle = matrix_to_rotation_2D(rotation_matrix);
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef matrix_translation_h
#define matrix_translation_h
#include <cml/mathlib/checking.h>
/* Functions for getting and setting the translation of a 3D or 2D affine
* transform.
*/
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// Functions for setting the translation of a 3D or 2D affine transform matrix
//////////////////////////////////////////////////////////////////////////////
/** Set the translation of a 3D affine transform */
template < typename E, class A, class B, class L > void
matrix_set_translation(matrix<E,A,B,L>& m, E x, E y, E z)
{
/* Checking */
detail::CheckMatAffine3D(m);
m.set_basis_element(3,0,x);
m.set_basis_element(3,1,y);
m.set_basis_element(3,2,z);
}
/** Set the translation of a 3D affine transform with z set to 0 */
template < typename E, class A, class B, class L > void
matrix_set_translation(matrix<E,A,B,L>& m, E x, E y)
{
typedef matrix<E,A,B,L> matrix_type;
typedef typename matrix_type::value_type value_type;
matrix_set_translation(m, x, y, value_type(0));
}
/** Set the translation of a 3D affine transform from a 3D or 2D vector */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_translation(matrix<E,A,B,L>& m, const VecT& translation)
{
/* Checking */
detail::CheckVec2Or3(translation);
if (translation.size() == 3) {
matrix_set_translation(
m,translation[0], translation[1], translation[2]);
} else { // translation.size() == 2
matrix_set_translation(m, translation[0], translation[1]);
}
}
/** Set the translation of a 2D affine transform */
template < typename E, class A, class B, class L > void
matrix_set_translation_2D(matrix<E,A,B,L>& m, E x, E y)
{
/* Checking */
detail::CheckMatAffine2D(m);
m.set_basis_element(2,0,x);
m.set_basis_element(2,1,y);
}
/** Set the translation of a 2D affine transform from a 2D vector */
template < typename E, class A, class B, class L, class VecT > void
matrix_set_translation_2D(matrix<E,A,B,L>& m, const VecT& translation)
{
/* Checking */
detail::CheckVec2(translation);
matrix_set_translation_2D(m, translation[0], translation[1]);
}
//////////////////////////////////////////////////////////////////////////////
// Functions for getting the translation of a 3D or 2D affine transform matrix
//////////////////////////////////////////////////////////////////////////////
/** Get the translation of a 3D affine transform */
template < class MatT > vector< typename MatT::value_type, fixed<3> >
matrix_get_translation(const MatT& m)
{
typedef typename MatT::value_type value_type;
typedef vector< value_type, fixed<3> > vector_type;
/* Checking */
detail::CheckMatAffine3D(m);
return vector_type(
m.basis_element(3,0),
m.basis_element(3,1),
m.basis_element(3,2)
);
}
/** Get the translation of a 3D affine transform */
template < class MatT > void
matrix_get_translation(
const MatT& m,
typename MatT::value_type& t1,
typename MatT::value_type& t2,
typename MatT::value_type& t3
)
{
typedef typename MatT::value_type value_type;
typedef vector< value_type, fixed<3> > vector_type;
/* Checking */
detail::CheckMatAffine3D(m);
t1 = m.basis_element(3,0);
t2 = m.basis_element(3,1);
t3 = m.basis_element(3,2);
}
/** Get the translation of a 2D affine transform */
template < class MatT > vector< typename MatT::value_type, fixed<2> >
matrix_get_translation_2D(const MatT& m)
{
typedef typename MatT::value_type value_type;
typedef vector< value_type, fixed<2> > vector_type;
/* Checking */
detail::CheckMatAffine2D(m);
return vector_type(m.basis_element(2,0), m.basis_element(2,1));
}
/** Get the translation of a 2D affine transform */
template < class MatT > void
matrix_get_translation_2D(
const MatT& m,
typename MatT::value_type& t1,
typename MatT::value_type& t2
)
{
typedef typename MatT::value_type value_type;
typedef vector< value_type, fixed<2> > vector_type;
/* Checking */
detail::CheckMatAffine2D(m);
t1 = m.basis_element(2,0);
t2 = m.basis_element(2,1);
}
//////////////////////////////////////////////////////////////////////////////
// Function for getting the translation of a 3D view matrix
//////////////////////////////////////////////////////////////////////////////
/** Get the translation of a 3D affine transform */
template < class MatT > vector< typename MatT::value_type, fixed<3> >
matrix_get_view_translation(const MatT& m)
{
typedef typename MatT::value_type value_type;
typedef vector< value_type, fixed<3> > vector_type;
vector_type x, y, z;
matrix_get_basis_vectors(m,x,y,z);
vector_type p = matrix_get_translation(m);
return vector_type(-dot(p,x),-dot(p,y),-dot(p,z));
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef misc_h
#define misc_h
#include <cml/mathlib/checking.h>
/* A few miscellaneous functions and helper classes.
*
* @note: This is somewhat ad-hoc and will probably all be replaced in a future
* version of the CML (I don't think I even bothered to document these functions
* on the website).
*/
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// N-d functions
//////////////////////////////////////////////////////////////////////////////
/** Return an N-d zero vector */
template < size_t N >
vector< double, fixed<N> > zero()
{
typedef vector< double, fixed<N> > vector_type;
vector_type result;
result.zero();
return result;
}
/** Return an N-d cardinal axis by index */
template < size_t N >
vector< double, fixed<N> > axis(size_t i)
{
/* Checking */
detail::CheckValidArg(i < N);
typedef vector< double, fixed<N> > vector_type;
vector_type result;
result.cardinal(i);
return result;
}
/** Return an NxM zero matrix */
template < size_t N, size_t M >
matrix< double, fixed<N,M>, row_basis, row_major > zero()
{
typedef matrix< double, fixed<N,M>, row_basis, row_major > matrix_type;
matrix_type result;
result.zero();
return result;
}
/** Return an NxN identity matrix */
template < size_t N >
matrix< double, fixed<N,N>, row_basis, row_major > identity()
{
typedef matrix< double, fixed<N,N>, row_basis, row_major > matrix_type;
matrix_type result;
result.identity();
return result;
}
/** Return an NxM identity transform */
template < size_t N, size_t M >
matrix< double, fixed<N,M>, row_basis, row_major > identity_transform()
{
typedef matrix< double, fixed<N,M>, row_basis, row_major > matrix_type;
matrix_type result;
identity_transform(result);
return result;
}
//////////////////////////////////////////////////////////////////////////////
// Zero vector
//////////////////////////////////////////////////////////////////////////////
/** Return the 2D zero vector */
inline vector< double, fixed<2> > zero_2D() {
return zero<2>();
}
/** Return the 3D zero vector */
inline vector< double, fixed<3> > zero_3D() {
return zero<3>();
}
/** Return the 4D zero vector */
inline vector< double, fixed<4> > zero_4D() {
return zero<4>();
}
//////////////////////////////////////////////////////////////////////////////
// Cardinal axis
//////////////////////////////////////////////////////////////////////////////
/** Return a 2D cardinal axis by index */
inline vector< double, fixed<2> > axis_2D(size_t i) {
return axis<2>(i);
}
/** Return a 3D cardinal axis by index */
inline vector< double, fixed<3> > axis_3D(size_t i) {
return axis<3>(i);
}
/** Return a the 2D x cardinal axis */
inline vector< double, fixed<2> > x_axis_2D() {
return axis_2D(0);
}
/** Return a the 2D y cardinal axis */
inline vector< double, fixed<2> > y_axis_2D() {
return axis_2D(1);
}
/** Return a the 3D x cardinal axis */
inline vector< double, fixed<3> > x_axis_3D() {
return axis_3D(0);
}
/** Return a the 3D y cardinal axis */
inline vector< double, fixed<3> > y_axis_3D() {
return axis_3D(1);
}
/** Return a the 3D z cardinal axis */
inline vector< double, fixed<3> > z_axis_3D() {
return axis_3D(2);
}
//////////////////////////////////////////////////////////////////////////////
// Zero matrix
//////////////////////////////////////////////////////////////////////////////
/** Return the 2x2 zero matrix */
inline matrix< double, fixed<2,2>, row_basis, row_major > zero_2x2() {
return zero<2,2>();
}
/** Return the 3x3 zero matrix */
inline matrix< double, fixed<3,3>, row_basis, row_major > zero_3x3() {
return zero<3,3>();
}
/** Return the 4x4 zero matrix */
inline matrix< double, fixed<4,4>, row_basis, row_major > zero_4x4() {
return zero<4,4>();
}
//////////////////////////////////////////////////////////////////////////////
// Identity matrix
//////////////////////////////////////////////////////////////////////////////
/** Return the 2x2 identity matrix */
inline matrix< double, fixed<2,2>, row_basis, row_major > identity_2x2() {
return identity<2>();
}
/** Return the 3x3 identity matrix */
inline matrix< double, fixed<3,3>, row_basis, row_major > identity_3x3() {
return identity<3>();
}
/** Return the 4x4 identity matrix */
inline matrix< double, fixed<4,4>, row_basis, row_major > identity_4x4() {
return identity<4>();
}
//////////////////////////////////////////////////////////////////////////////
// Identity transform matrix
//////////////////////////////////////////////////////////////////////////////
/** Return a 3x2 identity transform */
inline matrix< double,fixed<3,2>,row_basis,row_major > identity_transform_3x2() {
return identity_transform<3,2>();
}
/** Return a 2x3 identity transform */
inline matrix< double,fixed<2,3>,col_basis,col_major > identity_transform_2x3() {
return identity_transform<2,3>();
}
/** Return a 4x3 identity transform */
inline matrix< double,fixed<4,3>,row_basis,row_major > identity_transform_4x3() {
return identity_transform<4,3>();
}
/** Return a 3x4 identity transform */
inline matrix< double,fixed<3,4>,col_basis,col_major > identity_transform_3x4() {
return identity_transform<3,4>();
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef picking_h
#define picking_h
#include <cml/mathlib/projection.h>
/* Functions for picking with rays, volumes, and drag-enclosed volumes. */
namespace cml {
/* Support function for extracting the near and far depth range values from
* a viewport matrix.
*/
namespace detail {
// NOTE: Changed 'near' and 'far' to 'n' and 'f' to work around windows.h
// 'near' and 'far' macros.
template < class MatT, typename Real > void
depth_range_from_viewport_matrix(const MatT& viewport, Real& n, Real& f)
{
detail::CheckMatHomogeneous3D(viewport);
n = viewport.basis_element(3,2);
f = viewport.basis_element(2,2) + n;
}
} // namespace detail
/* Make a pick ray given screen coordinates and view, projection, and viewport
* matrices. The origin of the ray lies in the near plane of the frustum; the
* direction vector extends to the far plane if 'normalize' is false, and is
* made unit-length if 'normalize' is true (its default value).
*
* Note that the origin of the ray lies in the near plane rather than
* coinciding with the position of the virtual camera, as the latter gives
* incorrect results when the projection is orthographic.
*
* Note also that the screen y coordinate increases from bottom to top rather
* than top to bottom. If mouse coordinates are returned in window space where
* the y coordinate increases from top to bottom (as is often the case), the
* y value should be recomputed as 'y = <window height> - y' before being
* submitted to this function.
*/
template < class MatT_1, class MatT_2, class MatT_3, typename E, class A >
void make_pick_ray(
E pick_x,
E pick_y,
const MatT_1& view,
const MatT_2& projection,
const MatT_3& viewport,
vector<E,A>& origin,
vector<E,A>& direction,
bool normalize = true)
{
typedef vector<E,A> vector_type;
typedef typename vector_type::value_type value_type;
// NOTE: Changed 'near' and 'far' to 'n' and 'f' to work around
// windows.h 'near' and 'far' macros.
value_type n, f;
detail::depth_range_from_viewport_matrix(viewport, n, f);
origin =
unproject_point(
view,projection,viewport,vector_type(pick_x,pick_y,n)
);
direction =
unproject_point(
view,projection,viewport,vector_type(pick_x,pick_y,f)
) - origin;
if (normalize) {
direction.normalize();
}
}
/* Make a pick volume given the screen coordinates of the center of the
* picking rect, the width and height of the picking rect, and view and
* projection matrices.
*
* The volume is loaded into the 'planes' array. The planes are of the form
* ax+by+cz+d = 0, and are in the order left, right, bottom, top, near, far.
*
* The z_clip argument should be either z_clip_neg_one or z_clip_zero, and
* should correspond to the near z-clipping range of the projection matrix
* argument.
*
* The 'normalize' argument indicates whether the output planes should be
* normalized; its default value is 'true'.
*
* Note that the screen y coordinate increases from bottom to top rather
* than top to bottom. If mouse coordinates are returned in window space where
* the y coordinate increases from top to bottom (as is often the case), the
* y value should be recomputed as 'y = <window height> - y' before being
* submitted to this function.
*/
template < class MatT_1, class MatT_2, typename Real >
void make_pick_volume(
Real pick_x,
Real pick_y,
Real pick_width,
Real pick_height,
Real viewport_x,
Real viewport_y,
Real viewport_width,
Real viewport_height,
const MatT_1& view,
const MatT_2& projection,
Real planes[6][4],
ZClip z_clip,
bool normalize = true)
{
// FIXME: Should be promoted type...
typedef matrix<
Real, fixed<4,4>,
typename MatT_1::basis_orient, typename MatT_1::layout >
matrix_type;
matrix_type pick;
matrix_pick(
pick, pick_x, pick_y, pick_width, pick_height,
viewport_x, viewport_y, viewport_width, viewport_height
);
cml::extract_frustum_planes(
view,detail::matrix_concat_transforms_4x4(projection,pick),
planes,z_clip,normalize);
}
/* Make a pick volume given two opposite corners of a rectangle in screen
* space, and view and projection matrices. The corners of the screen rect
* need not be in any particular 'order' with regard to the values of the
* coordinates.
*
* The volume is loaded into the 'planes' array. The planes are of the form
* ax+by+cz+d = 0, and are in the order left, right, bottom, top, near, far.
*
* The z_clip argument should be either z_clip_neg_one or z_clip_zero, and
* should correspond to the near z-clipping range of the projection matrix
* argument.
*
* The 'normalize' argument indicates whether the output planes should be
* normalized; its default value is 'true'.
*
* Note that the screen y coordinate increases from bottom to top rather
* than top to bottom. If mouse coordinates are returned in window space where
* the y coordinate increases from top to bottom (as is often the case), the
* y value should be recomputed as 'y = <window height> - y' before being
* submitted to this function.
*/
template < class MatT_1, class MatT_2, typename Real >
void make_pick_drag_volume(
Real pick_x1,
Real pick_y1,
Real pick_x2,
Real pick_y2,
Real viewport_x,
Real viewport_y,
Real viewport_width,
Real viewport_height,
const MatT_1& view,
const MatT_2& projection,
Real planes[6][4],
ZClip z_clip,
bool normalize = true)
{
typedef Real value_type;
make_pick_volume(
(pick_x1+pick_x2)*value_type(.5),
(pick_y1+pick_y2)*value_type(.5),
std::fabs(pick_x2-pick_x1),
std::fabs(pick_y2-pick_y1),
viewport_x, viewport_y, viewport_width, viewport_height,
view, projection, planes, z_clip, normalize
);
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef projection_h
#define projection_h
#include <cml/mathlib/matrix_concat.h>
#include <cml/mathlib/vector_transform.h>
/* Functions for projection and 'unprojection' of points in 3D. */
namespace cml {
namespace detail {
template < typename E > void
divide_by_w(vector< E,fixed<4> >& v) {
v *= E(1) / v[3];
}
} // namespace detail
/* Project a point to screen space using the given model, view, projection,
* and viewport matrices. The z value of the returned point is a depth value
* in the range specified by the viewport matrix.
*/
template <class MatT_1, class MatT_2, class MatT_3, class MatT_4, class VecT>
vector< typename VecT::value_type, fixed<3> > project_point(
const MatT_1& model,
const MatT_2& view,
const MatT_3& projection,
const MatT_4& viewport,
const VecT& p)
{
return project_point(
detail::matrix_concat_transforms_4x4(model,view),
projection,
viewport,
p
);
}
/* Project a point to screen space using the given modelview, projection, and
* viewport matrices. The z value of the returned point is a depth value in
* the range specified by the viewport matrix.
*/
template < class MatT_1, class MatT_2, class MatT_3, class VecT >
vector< typename VecT::value_type, fixed<3> > project_point(
const MatT_1& modelview,
const MatT_2& projection,
const MatT_3& viewport,
const VecT& p)
{
typedef vector< typename VecT::value_type, fixed<3> > vector3_type;
typedef vector< typename VecT::value_type, fixed<4> > vector4_type;
typedef typename vector3_type::value_type value_type;
detail::CheckVec3(p);
vector4_type result = transform_vector_4D(
detail::matrix_concat_transforms_4x4(
modelview,
detail::matrix_concat_transforms_4x4(
projection,
viewport
)
),
vector4_type(p[0],p[1],p[2],value_type(1))
);
detail::divide_by_w(result);
return vector3_type(result[0],result[1],result[2]);
}
/* 'Unproject' a point from screen space using the given model, view,
* projection, and viewport matrices. The z value of the input point is a
* depth value in the range specified by the viewport matrix.
*/
template <class MatT_1, class MatT_2, class MatT_3, class MatT_4, class VecT>
vector< typename VecT::value_type, fixed<3> > unproject_point(
const MatT_1& model,
const MatT_2& view,
const MatT_3& projection,
const MatT_4& viewport,
const VecT& p)
{
return unproject_point(
detail::matrix_concat_transforms_4x4(model,view),
projection,
viewport,
p
);
}
/* 'Unproject' a point from screen space using the given modelview,
* projection, and viewport matrices. The z value of the input point is a
* depth value in the range specified by the viewport matrix.
*/
template < class MatT_1, class MatT_2, class MatT_3, class VecT >
vector< typename VecT::value_type, fixed<3> > unproject_point(
const MatT_1& modelview,
const MatT_2& projection,
const MatT_3& viewport,
const VecT& p)
{
typedef vector< typename VecT::value_type, fixed<3> > vector3_type;
typedef vector< typename VecT::value_type, fixed<4> > vector4_type;
typedef typename vector3_type::value_type value_type;
detail::CheckVec3(p);
vector4_type result = transform_vector_4D(
inverse(
detail::matrix_concat_transforms_4x4(
modelview,
detail::matrix_concat_transforms_4x4(
projection,
viewport
)
)
),
vector4_type(p[0],p[1],p[2],value_type(1))
);
detail::divide_by_w(result);
return vector3_type(result[0],result[1],result[2]);
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef quaternion_basis_h
#define quaternion_basis_h
#include <cml/mathlib/checking.h>
/* Functions for getting the basis vectors of a quaternion rotation. */
namespace cml {
/** Get the i'th basis vector of a quaternion rotation */
template < class QuatT > vector< typename QuatT::value_type, fixed<3> >
quaternion_get_basis_vector(const QuatT& q, size_t i)
{
typedef QuatT quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
typedef vector< value_type, fixed<3> > vector_type;
/* Checking */
detail::CheckQuat(q);
detail::CheckIndex3(i);
size_t j, k;
cyclic_permutation(i, i, j, k);
/* @todo: Clean this up. */
const size_t W = order_type::W;
const size_t I = order_type::X + i;
const size_t J = order_type::X + j;
const size_t K = order_type::X + k;
value_type j2 = q[J] + q[J];
value_type k2 = q[K] + q[K];
/* @todo: use set_permuted() for the following when available. */
vector_type result;
result[i] = value_type(1) - q[J] * j2 - q[K] * k2;
result[j] = q[I] * j2 + q[W] * k2;
result[k] = q[I] * k2 - q[W] * j2;
return result;
}
/** Get the x basis vector of a quaternion rotation */
template < class QuatT > vector< typename QuatT::value_type, fixed<3> >
quaternion_get_x_basis_vector(const QuatT& q) {
return quaternion_get_basis_vector(q,0);
}
/** Get the y basis vector of a quaternion rotation */
template < class QuatT > vector< typename QuatT::value_type, fixed<3> >
quaternion_get_y_basis_vector(const QuatT& q) {
return quaternion_get_basis_vector(q,1);
}
/** Get the z basis vector of a quaternion rotation */
template < class QuatT > vector< typename QuatT::value_type, fixed<3> >
quaternion_get_z_basis_vector(const QuatT& q) {
return quaternion_get_basis_vector(q,2);
}
/** Get the basis vectors of a quaternion rotation */
template < class QuatT, typename E, class A > void
quaternion_get_basis_vectors(
const QuatT& q,
vector<E,A>& x,
vector<E,A>& y,
vector<E,A>& z)
{
x = quaternion_get_x_basis_vector(q);
y = quaternion_get_y_basis_vector(q);
z = quaternion_get_z_basis_vector(q);
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef quaternion_rotation_h
#define quaternion_rotation_h
#include <cml/mathlib/checking.h>
/* Functions related to quaternion rotations.
*
* Note: A number of these functions simply wrap calls to the corresponding
* matrix functions. Some of them (the 'aim-at' and 'align' functions in
* particular) might be considered a bit superfluous, since the resulting
* quaternion will most likely be converted to a matrix at some point anyway.
* However, they're included here for completeness, and for convenience in
* cases where a quaternion is being used as the primary rotation
* representation.
*/
namespace cml {
//////////////////////////////////////////////////////////////////////////////
// Rotation about world axes
//////////////////////////////////////////////////////////////////////////////
/** Build a quaternion representing a rotation about the given world axis */
template < class E, class A, class O, class C > void
quaternion_rotation_world_axis(quaternion<E,A,O,C>& q, size_t axis, E angle)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckIndex3(axis);
q.identity();
const size_t W = order_type::W;
const size_t I = order_type::X + axis;
angle *= value_type(.5);
q[I] = std::sin(angle);
q[W] = std::cos(angle);
}
/** Build a quaternion representing a rotation about the world x axis */
template < class E, class A, class O, class C > void
quaternion_rotation_world_x(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotation_world_axis(q,0,angle);
}
/** Build a quaternion representing a rotation about the world y axis */
template < class E, class A, class O, class C > void
quaternion_rotation_world_y(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotation_world_axis(q,1,angle);
}
/** Build a quaternion representing a rotation about the world z axis */
template < class E, class A, class O, class C > void
quaternion_rotation_world_z(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotation_world_axis(q,2,angle);
}
//////////////////////////////////////////////////////////////////////////////
// Rotation from an axis-angle pair
//////////////////////////////////////////////////////////////////////////////
/** Build a quaternion from an axis-angle pair */
template < class E, class A, class O, class C, class VecT > void
quaternion_rotation_axis_angle(
quaternion<E,A,O,C>& q, const VecT& axis, E angle)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckVec3(axis);
enum {
W = order_type::W,
X = order_type::X,
Y = order_type::Y,
Z = order_type::Z
};
angle *= value_type(.5);
/* @todo: If and when we have a set() function that takes a vector and a
* scalar, this can be written as:
*
* q.set(std::cos(angle), axis * std::sin(angle));
*
* In which case the enum will also not be necessary.
*/
q[W] = std::cos(angle);
value_type s = std::sin(angle);
q[X] = axis[0] * s;
q[Y] = axis[1] * s;
q[Z] = axis[2] * s;
}
//////////////////////////////////////////////////////////////////////////////
// Rotation from a matrix
//////////////////////////////////////////////////////////////////////////////
/** Build a quaternion from a rotation matrix */
template < class E, class A, class O, class C, class MatT > void
quaternion_rotation_matrix(quaternion<E,A,O,C>& q, const MatT& m)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckMatLinear3D(m);
enum {
W = order_type::W,
X = order_type::X,
Y = order_type::Y,
Z = order_type::Z
};
value_type tr = trace_3x3(m);
if (tr >= value_type(0)) {
q[W] = std::sqrt(tr + value_type(1)) * value_type(.5);
value_type s = value_type(.25) / q[W];
q[X] = (m.basis_element(1,2) - m.basis_element(2,1)) * s;
q[Y] = (m.basis_element(2,0) - m.basis_element(0,2)) * s;
q[Z] = (m.basis_element(0,1) - m.basis_element(1,0)) * s;
} else {
size_t largest_diagonal_element =
index_of_max(
m.basis_element(0,0),
m.basis_element(1,1),
m.basis_element(2,2)
);
size_t i, j, k;
cyclic_permutation(largest_diagonal_element, i, j, k);
const size_t I = X + i;
const size_t J = X + j;
const size_t K = X + k;
q[I] =
std::sqrt(
m.basis_element(i,i) -
m.basis_element(j,j) -
m.basis_element(k,k) +
value_type(1)
) * value_type(.5);
value_type s = value_type(.25) / q[I];
q[J] = (m.basis_element(i,j) + m.basis_element(j,i)) * s;
q[K] = (m.basis_element(i,k) + m.basis_element(k,i)) * s;
q[W] = (m.basis_element(j,k) - m.basis_element(k,j)) * s;
}
}
//////////////////////////////////////////////////////////////////////////////
// Rotation from Euler angles
//////////////////////////////////////////////////////////////////////////////
/** Build a quaternion from an Euler-angle triple */
template < class E, class A, class O, class C > void
quaternion_rotation_euler(
quaternion<E,A,O,C>& q, E angle_0, E angle_1, E angle_2,
EulerOrder order)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
size_t i, j, k;
bool odd, repeat;
detail::unpack_euler_order(order, i, j, k, odd, repeat);
const size_t W = order_type::W;
const size_t I = order_type::X + i;
const size_t J = order_type::X + j;
const size_t K = order_type::X + k;
if (odd) {
angle_1 = -angle_1;
}
angle_0 *= value_type(.5);
angle_1 *= value_type(.5);
angle_2 *= value_type(.5);
value_type s0 = std::sin(angle_0);
value_type c0 = std::cos(angle_0);
value_type s1 = std::sin(angle_1);
value_type c1 = std::cos(angle_1);
value_type s2 = std::sin(angle_2);
value_type c2 = std::cos(angle_2);
value_type s0s2 = s0 * s2;
value_type s0c2 = s0 * c2;
value_type c0s2 = c0 * s2;
value_type c0c2 = c0 * c2;
if (repeat) {
q[I] = c1 * (c0s2 + s0c2);
q[J] = s1 * (c0c2 + s0s2);
q[K] = s1 * (c0s2 - s0c2);
q[W] = c1 * (c0c2 - s0s2);
} else {
q[I] = c1 * s0c2 - s1 * c0s2;
q[J] = c1 * s0s2 + s1 * c0c2;
q[K] = c1 * c0s2 - s1 * s0c2;
q[W] = c1 * c0c2 + s1 * s0s2;
}
if (odd) {
q[J] = -q[J];
}
}
//////////////////////////////////////////////////////////////////////////////
// Rotation to align with a vector, multiple vectors, or the view plane
//////////////////////////////////////////////////////////////////////////////
/** See vector_ortho.h for details */
template < typename E,class A,class O,class C,class VecT_1,class VecT_2 > void
quaternion_rotation_align(
quaternion<E,A,O,C>& q,
const VecT_1& align,
const VecT_2& reference,
bool normalize = true,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align(m,align,reference,normalize,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C, class VecT > void
quaternion_rotation_align(quaternion<E,A,O,C>& q, const VecT& align,
bool normalize = true, AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align(m,align,normalize,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E,class A,class O,class C,class VecT_1,class VecT_2 > void
quaternion_rotation_align_axial(quaternion<E,A,O,C>& q, const VecT_1& align,
const VecT_2& axis, bool normalize = true,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align_axial(m,align,axis,normalize,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C, class MatT > void
quaternion_rotation_align_viewplane(
quaternion<E,A,O,C>& q,
const MatT& view_matrix,
Handedness handedness,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align_viewplane(m,view_matrix,handedness,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C, class MatT > void
quaternion_rotation_align_viewplane_LH(
quaternion<E,A,O,C>& q,
const MatT& view_matrix,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align_viewplane_LH(m,view_matrix,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C, class MatT > void
quaternion_rotation_align_viewplane_RH(
quaternion<E,A,O,C>& q,
const MatT& view_matrix,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_align_viewplane_RH(m,view_matrix,order);
quaternion_rotation_matrix(q,m);
}
//////////////////////////////////////////////////////////////////////////////
// Rotation to aim at a target
//////////////////////////////////////////////////////////////////////////////
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C,
class VecT_1, class VecT_2, class VecT_3 > void
quaternion_rotation_aim_at(
quaternion<E,A,O,C>& q,
const VecT_1& pos,
const VecT_2& target,
const VecT_3& reference,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_aim_at(m,pos,target,reference,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C,
class VecT_1, class VecT_2 > void
quaternion_rotation_aim_at(
quaternion<E,A,O,C>& q,
const VecT_1& pos,
const VecT_2& target,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_aim_at(m,pos,target,order);
quaternion_rotation_matrix(q,m);
}
/** See vector_ortho.h for details */
template < typename E, class A, class O, class C,
class VecT_1, class VecT_2, class VecT_3 > void
quaternion_rotation_aim_at_axial(
quaternion<E,A,O,C>& q,
const VecT_1& pos,
const VecT_2& target,
const VecT_3& axis,
AxisOrder order = axis_order_zyx)
{
typedef matrix< E,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_aim_at_axial(m,pos,target,axis,order);
quaternion_rotation_matrix(q,m);
}
//////////////////////////////////////////////////////////////////////////////
// Relative rotation about world axes
//////////////////////////////////////////////////////////////////////////////
/* Rotate a quaternion about the given world axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_world_axis(quaternion<E,A,O,C>& q,size_t axis,E angle)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
const size_t W = order_type::W;
const size_t I = order_type::X + i;
const size_t J = order_type::X + j;
const size_t K = order_type::X + k;
angle *= value_type(.5);
value_type s = value_type(std::sin(angle));
value_type c = value_type(std::cos(angle));
quaternion_type result;
result[I] = c * q[I] + s * q[W];
result[J] = c * q[J] - s * q[K];
result[K] = c * q[K] + s * q[J];
result[W] = c * q[W] - s * q[I];
q = result;
}
/* Rotate a quaternion about the world x axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_world_x(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_world_axis(q,0,angle);
}
/* Rotate a quaternion about the world y axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_world_y(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_world_axis(q,1,angle);
}
/* Rotate a quaternion about the world z axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_world_z(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_world_axis(q,2,angle);
}
//////////////////////////////////////////////////////////////////////////////
// Relative rotation about local axes
//////////////////////////////////////////////////////////////////////////////
/* Rotate a quaternion about the given local axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_local_axis(quaternion<E,A,O,C>& q,size_t axis,E angle)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckIndex3(axis);
size_t i, j, k;
cyclic_permutation(axis, i, j, k);
const size_t W = order_type::W;
const size_t I = order_type::X + i;
const size_t J = order_type::X + j;
const size_t K = order_type::X + k;
angle *= value_type(.5);
value_type s = value_type(std::sin(angle));
value_type c = value_type(std::cos(angle));
quaternion_type result;
result[I] = c * q[I] + s * q[W];
result[J] = c * q[J] + s * q[K];
result[K] = c * q[K] - s * q[J];
result[W] = c * q[W] - s * q[I];
q = result;
}
/* Rotate a quaternion about its local x axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_local_x(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_local_axis(q,0,angle);
}
/* Rotate a quaternion about its local y axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_local_y(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_local_axis(q,1,angle);
}
/* Rotate a quaternion about its local z axis */
template < class E, class A, class O, class C > void
quaternion_rotate_about_local_z(quaternion<E,A,O,C>& q, E angle) {
quaternion_rotate_about_local_axis(q,2,angle);
}
//////////////////////////////////////////////////////////////////////////////
// Rotation from vector to vector
//////////////////////////////////////////////////////////////////////////////
/* http://www.martinb.com/maths/algebra/vectors/angleBetween/index.htm. */
/** Build a quaternion to rotate from one vector to another */
template < class E,class A,class O,class C,class VecT_1,class VecT_2 > void
quaternion_rotation_vec_to_vec(
quaternion<E,A,O,C>& q,
const VecT_1& v1,
const VecT_2& v2,
bool unit_length_vectors = false)
{
typedef quaternion<E,A,O,C> quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef vector< value_type, fixed<3> > vector_type;
/* Checking handled by cross() */
/* @todo: If at some point quaternion<> has a set() function that takes a
* vector and a scalar, this can then be written as:
*
* if (...) {
* q.set(value_type(1)+dot(v1,v2), cross(v1,v2));
* } else {
* q.set(std::sqrt(...)+dot(v1,v2), cross(v1,v2));
* }
*/
vector_type c = cross(v1,v2);
if (unit_length_vectors) {
q = quaternion_type(value_type(1) + dot(v1,v2), c.data());
} else {
q = quaternion_type(
std::sqrt(v1.length_squared() * v2.length_squared()) + dot(v1,v2),
c/*.data()*/
);
}
q.normalize();
}
//////////////////////////////////////////////////////////////////////////////
// Scale the angle of a rotation matrix
//////////////////////////////////////////////////////////////////////////////
template < typename E, class A, class O, class C > void
quaternion_scale_angle(quaternion<E,A,O,C>& q, E t,
E tolerance = epsilon<E>::placeholder())
{
typedef vector< E,fixed<3> > vector_type;
typedef typename vector_type::value_type value_type;
vector_type axis;
value_type angle;
quaternion_to_axis_angle(q, axis, angle, tolerance);
quaternion_rotation_axis_angle(q, axis, angle * t);
}
//////////////////////////////////////////////////////////////////////////////
// Support functions for uniform handling of pos- and neg-cross quaternions
//////////////////////////////////////////////////////////////////////////////
namespace detail {
/** Concatenate two quaternions in the order q1->q2 */
template < class QuatT_1, class QuatT_2 >
typename et::QuaternionPromote2<QuatT_1,QuatT_2>::temporary_type
quaternion_rotation_difference(
const QuatT_1& q1, const QuatT_2& q2, positive_cross)
{
return q2 * conjugate(q1);
}
/** Concatenate two quaternions in the order q1->q2 */
template < class QuatT_1, class QuatT_2 >
typename et::QuaternionPromote2<QuatT_1,QuatT_2>::temporary_type
quaternion_rotation_difference(
const QuatT_1& q1, const QuatT_2& q2, negative_cross)
{
return conjugate(q1) * q2;
}
} // namespace detail
//////////////////////////////////////////////////////////////////////////////
// Quaternions rotation difference
//////////////////////////////////////////////////////////////////////////////
/** Return the rotational 'difference' between two quaternions */
template < class QuatT_1, class QuatT_2 >
typename et::QuaternionPromote2<QuatT_1,QuatT_2>::temporary_type
quaternion_rotation_difference(const QuatT_1& q1, const QuatT_2& q2) {
return detail::quaternion_rotation_difference(
q1, q2, typename QuatT_1::cross_type());
}
//////////////////////////////////////////////////////////////////////////////
// Conversions
//////////////////////////////////////////////////////////////////////////////
/** Convert a quaternion to an axis-angle pair */
template < class QuatT, typename E, class A > void
quaternion_to_axis_angle(
const QuatT& q,
vector<E,A>& axis,
E& angle,
E tolerance = epsilon<E>::placeholder())
{
typedef QuatT quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef typename quaternion_type::order_type order_type;
/* Checking */
detail::CheckQuat(q);
axis = q.imaginary();
value_type l = length(axis);
if (l > tolerance) {
axis /= l;
angle = value_type(2) * std::atan2(l,q.real());
} else {
axis.zero();
angle = value_type(0);
}
}
/** Convert a quaternion to an Euler-angle triple
*
* Note: I've implemented direct quaternion-to-Euler conversion, but as far as
* I can tell it more or less reduces to converting the quaternion to a matrix
* as you go. The direct method is a little more efficient in that it doesn't
* require a temporary and only the necessary matrix elements need be
* computed. However, the implementation is complex and there's considerable
* opportunity for error, so from a development and debugging standpoint I
* think it's better to just perform the conversion via matrix_to_euler(),
* which is already known to be correct.
*/
template < class QuatT, typename Real > void
quaternion_to_euler(
const QuatT& q,
Real& angle_0,
Real& angle_1,
Real& angle_2,
EulerOrder order,
Real tolerance = epsilon<Real>::placeholder())
{
typedef QuatT quaternion_type;
typedef typename quaternion_type::value_type value_type;
typedef matrix< value_type,fixed<3,3>,row_basis,row_major > matrix_type;
matrix_type m;
matrix_rotation_quaternion(m, q);
matrix_to_euler(m, angle_0, angle_1, angle_2, order, tolerance);
}
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef typedef_h
#define typedef_h
#include <cml/vector.h>
#include <cml/matrix.h>
#include <cml/quaternion.h>
#include <cml/constants.h>
#include <cml/mathlib/epsilon.h>
namespace cml {
/* fixed-size vectors */
typedef vector< int, fixed<2> > vector2i;
typedef vector< float, fixed<2> > vector2f;
typedef vector< double, fixed<2> > vector2d;
typedef vector< int, fixed<3> > vector3i;
typedef vector< float, fixed<3> > vector3f;
typedef vector< double, fixed<3> > vector3d;
typedef vector< int, fixed<4> > vector4i;
typedef vector< float, fixed<4> > vector4f;
typedef vector< double, fixed<4> > vector4d;
/* fixed-size matrices */
typedef matrix< int, fixed<2,2> > matrix22i;
typedef matrix< float, fixed<2,2> > matrix22f;
typedef matrix< double, fixed<2,2> > matrix22d;
typedef matrix< int, fixed<2,2>, row_basis, row_major > matrix22i_r;
typedef matrix< int, fixed<2,2>, col_basis, col_major > matrix22i_c;
typedef matrix< float, fixed<2,2>, row_basis, row_major > matrix22f_r;
typedef matrix< float, fixed<2,2>, col_basis, col_major > matrix22f_c;
typedef matrix< double, fixed<2,2>, row_basis, row_major > matrix22d_r;
typedef matrix< double, fixed<2,2>, col_basis, col_major > matrix22d_c;
typedef matrix< int, fixed<3,3> > matrix33i;
typedef matrix< float, fixed<3,3> > matrix33f;
typedef matrix< double, fixed<3,3> > matrix33d;
typedef matrix< int, fixed<3,3>, row_basis, row_major > matrix33i_r;
typedef matrix< int, fixed<3,3>, col_basis, col_major > matrix33i_c;
typedef matrix< float, fixed<3,3>, row_basis, row_major > matrix33f_r;
typedef matrix< float, fixed<3,3>, col_basis, col_major > matrix33f_c;
typedef matrix< double, fixed<3,3>, row_basis, row_major > matrix33d_r;
typedef matrix< double, fixed<3,3>, col_basis, col_major > matrix33d_c;
typedef matrix< int, fixed<4,4> > matrix44i;
typedef matrix< float, fixed<4,4> > matrix44f;
typedef matrix< double, fixed<4,4> > matrix44d;
typedef matrix< int, fixed<4,4>, row_basis, row_major > matrix44i_r;
typedef matrix< int, fixed<4,4>, col_basis, col_major > matrix44i_c;
typedef matrix< float, fixed<4,4>, row_basis, row_major > matrix44f_r;
typedef matrix< float, fixed<4,4>, col_basis, col_major > matrix44f_c;
typedef matrix< double, fixed<4,4>, row_basis, row_major > matrix44d_r;
typedef matrix< double, fixed<4,4>, col_basis, col_major > matrix44d_c;
typedef matrix< int, fixed<3,2>, row_basis, row_major > matrix32i_r;
typedef matrix< float, fixed<3,2>, row_basis, row_major > matrix32f_r;
typedef matrix< double, fixed<3,2>, row_basis, row_major > matrix32d_r;
typedef matrix< int, fixed<2,3>, col_basis, col_major > matrix23i_c;
typedef matrix< float, fixed<2,3>, col_basis, col_major > matrix23f_c;
typedef matrix< double, fixed<2,3>, col_basis, col_major > matrix23d_c;
typedef matrix< int, fixed<4,3>, row_basis, row_major > matrix43i_r;
typedef matrix< float, fixed<4,3>, row_basis, row_major > matrix43f_r;
typedef matrix< double, fixed<4,3>, row_basis, row_major > matrix43d_r;
typedef matrix< int, fixed<3,4>, col_basis, col_major > matrix34i_c;
typedef matrix< float, fixed<3,4>, col_basis, col_major > matrix34f_c;
typedef matrix< double, fixed<3,4>, col_basis, col_major > matrix34d_c;
/* quaternions */
typedef quaternion<float, fixed<>,vector_first,negative_cross>
quaternionf_n;
typedef quaternion<float, fixed<>,vector_first,positive_cross>
quaternionf_p;
typedef quaternion<double,fixed<>,vector_first,negative_cross>
quaterniond_n;
typedef quaternion<double,fixed<>,vector_first,positive_cross>
quaterniond_p;
typedef quaternion<float> quaternionf;
typedef quaternion<double> quaterniond;
/* dynamically resizable vectors */
typedef vector< int, dynamic<> > vectori;
typedef vector< float, dynamic<> > vectorf;
typedef vector< double, dynamic<> > vectord;
/* dynamically resizable matrices */
typedef matrix< int, dynamic<> > matrixi;
typedef matrix< float, dynamic<> > matrixf;
typedef matrix< double, dynamic<> > matrixd;
typedef matrix< int, dynamic<>, row_basis, row_major > matrixi_r;
typedef matrix< int, dynamic<>, col_basis, col_major > matrixi_c;
typedef matrix< float, dynamic<>, row_basis, row_major > matrixf_r;
typedef matrix< float, dynamic<>, col_basis, col_major > matrixf_c;
typedef matrix< double, dynamic<>, row_basis, row_major > matrixd_r;
typedef matrix< double, dynamic<>, col_basis, col_major > matrixd_c;
/* constants */
typedef constants<float> constantsf;
typedef constants<double> constantsd;
/* epsilon/tolerance values (placeholder) */
typedef epsilon<float> epsilonf;
typedef epsilon<double> epsilond;
} // namespace cml
#endif

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/* -*- C++ -*- ------------------------------------------------------------
Copyright (c) 2007 Jesse Anders and Demian Nave http://cmldev.net/
The Configurable Math Library (CML) is distributed under the terms of the
Boost Software License, v1.0 (see cml/LICENSE for details).
*-----------------------------------------------------------------------*/
/** @file
* @brief
*/
#ifndef vector_angle_h
#define vector_angle_h
#include <cml/mathlib/checking.h>
/* Functions for finding the signed and unsigned angles between vectors in
* 3D and 2D.
*
* Note that the input vectors for these functions are not required to be
* unit length.
*
* @todo: Clean up promotions, conversions, and return types.
*/
namespace cml {
/** Signed angle between two 3D vectors. */
template< class VecT_1, class VecT_2, class VecT_3 >
typename detail::DotPromote<
typename detail::CrossPromote<VecT_1,VecT_2>::promoted_vector, VecT_3
>::promoted_scalar
signed_angle(const VecT_1& v1, const VecT_2& v2, const VecT_3& reference)
{
typedef typename detail::CrossPromote<VecT_1,VecT_2>::promoted_vector
vector_type;
typedef typename detail::DotPromote<vector_type,VecT_3>::promoted_scalar
value_type;
vector_type c = cross(v1,v2);
value_type angle = std::atan2(double(length(c)),double(dot(v1,v2)));
return dot(c,reference) < value_type(0) ? -angle : angle;
}
/** Unsigned angle between two 3D vectors. */
template< class VecT_1, class VecT_2 >
typename detail::DotPromote< VecT_1, VecT_2 >::promoted_scalar
unsigned_angle(const VecT_1& v1, const VecT_2& v2) {
return std::atan2(double(length(cross(v1,v2))),double(dot(v1,v2)));
}
/** Signed angle between two 2D vectors. */
template< class VecT_1, class VecT_2 >
typename detail::DotPromote< VecT_1, VecT_2 >::promoted_scalar
signed_angle_2D(const VecT_1& v1, const VecT_2& v2) {
return std::atan2(double(perp_dot(v1,v2)),double(dot(v1,v2)));
}
/** Unsigned angle between two 2D vectors. */
template< class VecT_1, class VecT_2 >
typename detail::DotPromote< VecT_1, VecT_2 >::promoted_scalar
unsigned_angle_2D(const VecT_1& v1, const VecT_2& v2) {
return std::fabs(signed_angle_2D(v1,v2));
}
} // namespace cml
#endif

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