mirror of
https://github.com/godotengine/godot.git
synced 2024-11-23 04:33:29 +00:00
249836e530
Sources are untouched, tarball from https://sourceforge.net/projects/libsquish
234 lines
4.9 KiB
C++
234 lines
4.9 KiB
C++
/* -----------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006 Simon Brown si@sjbrown.co.uk
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining
|
|
a copy of this software and associated documentation files (the
|
|
"Software"), to deal in the Software without restriction, including
|
|
without limitation the rights to use, copy, modify, merge, publish,
|
|
distribute, sublicense, and/or sell copies of the Software, and to
|
|
permit persons to whom the Software is furnished to do so, subject to
|
|
the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included
|
|
in all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
|
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
|
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
|
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
|
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
|
|
-------------------------------------------------------------------------- */
|
|
|
|
#ifndef SQUISH_MATHS_H
|
|
#define SQUISH_MATHS_H
|
|
|
|
#include <cmath>
|
|
#include <algorithm>
|
|
#include "config.h"
|
|
|
|
namespace squish {
|
|
|
|
class Vec3
|
|
{
|
|
public:
|
|
typedef Vec3 const& Arg;
|
|
|
|
Vec3()
|
|
{
|
|
}
|
|
|
|
explicit Vec3( float s )
|
|
{
|
|
m_x = s;
|
|
m_y = s;
|
|
m_z = s;
|
|
}
|
|
|
|
Vec3( float x, float y, float z )
|
|
{
|
|
m_x = x;
|
|
m_y = y;
|
|
m_z = z;
|
|
}
|
|
|
|
float X() const { return m_x; }
|
|
float Y() const { return m_y; }
|
|
float Z() const { return m_z; }
|
|
|
|
Vec3 operator-() const
|
|
{
|
|
return Vec3( -m_x, -m_y, -m_z );
|
|
}
|
|
|
|
Vec3& operator+=( Arg v )
|
|
{
|
|
m_x += v.m_x;
|
|
m_y += v.m_y;
|
|
m_z += v.m_z;
|
|
return *this;
|
|
}
|
|
|
|
Vec3& operator-=( Arg v )
|
|
{
|
|
m_x -= v.m_x;
|
|
m_y -= v.m_y;
|
|
m_z -= v.m_z;
|
|
return *this;
|
|
}
|
|
|
|
Vec3& operator*=( Arg v )
|
|
{
|
|
m_x *= v.m_x;
|
|
m_y *= v.m_y;
|
|
m_z *= v.m_z;
|
|
return *this;
|
|
}
|
|
|
|
Vec3& operator*=( float s )
|
|
{
|
|
m_x *= s;
|
|
m_y *= s;
|
|
m_z *= s;
|
|
return *this;
|
|
}
|
|
|
|
Vec3& operator/=( Arg v )
|
|
{
|
|
m_x /= v.m_x;
|
|
m_y /= v.m_y;
|
|
m_z /= v.m_z;
|
|
return *this;
|
|
}
|
|
|
|
Vec3& operator/=( float s )
|
|
{
|
|
float t = 1.0f/s;
|
|
m_x *= t;
|
|
m_y *= t;
|
|
m_z *= t;
|
|
return *this;
|
|
}
|
|
|
|
friend Vec3 operator+( Arg left, Arg right )
|
|
{
|
|
Vec3 copy( left );
|
|
return copy += right;
|
|
}
|
|
|
|
friend Vec3 operator-( Arg left, Arg right )
|
|
{
|
|
Vec3 copy( left );
|
|
return copy -= right;
|
|
}
|
|
|
|
friend Vec3 operator*( Arg left, Arg right )
|
|
{
|
|
Vec3 copy( left );
|
|
return copy *= right;
|
|
}
|
|
|
|
friend Vec3 operator*( Arg left, float right )
|
|
{
|
|
Vec3 copy( left );
|
|
return copy *= right;
|
|
}
|
|
|
|
friend Vec3 operator*( float left, Arg right )
|
|
{
|
|
Vec3 copy( right );
|
|
return copy *= left;
|
|
}
|
|
|
|
friend Vec3 operator/( Arg left, Arg right )
|
|
{
|
|
Vec3 copy( left );
|
|
return copy /= right;
|
|
}
|
|
|
|
friend Vec3 operator/( Arg left, float right )
|
|
{
|
|
Vec3 copy( left );
|
|
return copy /= right;
|
|
}
|
|
|
|
friend float Dot( Arg left, Arg right )
|
|
{
|
|
return left.m_x*right.m_x + left.m_y*right.m_y + left.m_z*right.m_z;
|
|
}
|
|
|
|
friend Vec3 Min( Arg left, Arg right )
|
|
{
|
|
return Vec3(
|
|
std::min( left.m_x, right.m_x ),
|
|
std::min( left.m_y, right.m_y ),
|
|
std::min( left.m_z, right.m_z )
|
|
);
|
|
}
|
|
|
|
friend Vec3 Max( Arg left, Arg right )
|
|
{
|
|
return Vec3(
|
|
std::max( left.m_x, right.m_x ),
|
|
std::max( left.m_y, right.m_y ),
|
|
std::max( left.m_z, right.m_z )
|
|
);
|
|
}
|
|
|
|
friend Vec3 Truncate( Arg v )
|
|
{
|
|
return Vec3(
|
|
v.m_x > 0.0f ? std::floor( v.m_x ) : std::ceil( v.m_x ),
|
|
v.m_y > 0.0f ? std::floor( v.m_y ) : std::ceil( v.m_y ),
|
|
v.m_z > 0.0f ? std::floor( v.m_z ) : std::ceil( v.m_z )
|
|
);
|
|
}
|
|
|
|
private:
|
|
float m_x;
|
|
float m_y;
|
|
float m_z;
|
|
};
|
|
|
|
inline float LengthSquared( Vec3::Arg v )
|
|
{
|
|
return Dot( v, v );
|
|
}
|
|
|
|
class Sym3x3
|
|
{
|
|
public:
|
|
Sym3x3()
|
|
{
|
|
}
|
|
|
|
Sym3x3( float s )
|
|
{
|
|
for( int i = 0; i < 6; ++i )
|
|
m_x[i] = s;
|
|
}
|
|
|
|
float operator[]( int index ) const
|
|
{
|
|
return m_x[index];
|
|
}
|
|
|
|
float& operator[]( int index )
|
|
{
|
|
return m_x[index];
|
|
}
|
|
|
|
private:
|
|
float m_x[6];
|
|
};
|
|
|
|
Sym3x3 ComputeWeightedCovariance( int n, Vec3 const* points, float const* weights );
|
|
Vec3 ComputePrincipleComponent( Sym3x3 const& matrix );
|
|
|
|
} // namespace squish
|
|
|
|
#endif // ndef SQUISH_MATHS_H
|