|
|
Vector3D and Point3D classes
Vector3D.h
#include "Vector2D.h"
class Vector3D
{
public:
float x;
float y;
float z;
Vector3D() {}
Vector3D(float r, float s, float t)
{
x = r;
y = s;
z = t;
}
Vector3D(const Vector2D& v, float u)
{
x = v.x;
y = v.y;
z = u;
}
Vector3D& Set(float r, float s, float t)
{
x = r;
y = s;
z = t;
return (*this);
}
Vector3D& Set(const Vector2D& v, float u)
{
x = v.x;
y = v.y;
z = u;
return (*this);
}
float& operator [](long k)
{
return ((&x)[k]);
}
const float& operator [](long k) const
{
return ((&x)[k]);
}
Vector3D& operator =(const Vector2D& v)
{
x = v.x;
y = v.y;
z = 0.0F;
return (*this);
}
Vector3D& operator +=(const Vector3D& v)
{
x += v.x;
y += v.y;
z += v.z;
return (*this);
}
Vector3D& operator +=(const Vector2D& v)
{
x += v.x;
y += v.y;
return (*this);
}
Vector3D& operator -=(const Vector3D& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return (*this);
}
Vector3D& operator -=(const Vector2D& v)
{
x -= v.x;
y -= v.y;
return (*this);
}
Vector3D& operator *=(float t)
{
x *= t;
y *= t;
z *= t;
return (*this);
}
Vector3D& operator /=(float t)
{
float f = 1.0F / t;
x *= f;
y *= f;
z *= f;
return (*this);
}
Vector3D& operator %=(const Vector3D& v)
{
float r, s;
r = y * v.z - z * v.y;
s = z * v.x - x * v.z;
z = x * v.y - y * v.x;
x = r;
y = s;
return (*this);
}
Vector3D& operator &=(const Vector3D& v)
{
x *= v.x;
y *= v.y;
z *= v.z;
return (*this);
}
Vector3D operator -(void) const
{
return (Vector3D(-x, -y, -z));
}
Vector3D operator +(const Vector3D& v) const
{
return (Vector3D(x + v.x, y + v.y, z + v.z));
}
Vector3D operator +(const Vector2D& v) const
{
return (Vector3D(x + v.x, y + v.y, z));
}
Vector3D operator -(const Vector3D& v) const
{
return (Vector3D(x - v.x, y - v.y, z - v.z));
}
Vector3D operator -(const Vector2D& v) const
{
return (Vector3D(x - v.x, y - v.y, z));
}
Vector3D operator *(float t) const
{
return (Vector3D(x * t, y * t, z * t));
}
Vector3D operator /(float t) const
{
float f = 1.0F / t;
return (Vector3D(x * f, y * f, z * f));
}
float operator *(const Vector3D& v) const
{
return (x * v.x + y * v.y + z * v.z);
}
float operator *(const Vector2D& v) const
{
return (x * v.x + y * v.y);
}
Vector3D operator %(const Vector3D& v) const
{
return (Vector3D(y * v.z - z * v.y, z * v.x - x * v.z,
x * v.y - y * v.x));
}
Vector3D operator &(const Vector3D& v) const
{
return (Vector3D(x * v.x, y * v.y, z * v.z));
}
bool operator ==(const Vector3D& v) const
{
return ((x == v.x) && (y == v.y) && (z == v.z));
}
bool operator !=(const Vector3D& v) const
{
return ((x != v.x) || (y != v.y) || (z != v.z));
}
Vector3D& Normalize(void)
{
return (*this /= sqrtf(x * x + y * y + z * z));
}
Vector3D& RotateAboutX(float angle);
Vector3D& RotateAboutY(float angle);
Vector3D& RotateAboutZ(float angle);
Vector3D& RotateAboutAxis(float angle, const Vector3D& axis);
};
class Point3D : public Vector3D
{
public:
Point3D() {}
Point3D(float r, float s, float t) : Vector3D(r, s, t) {}
Point3D& operator =(const Vector3D& v)
{
x = v.x;
y = v.y;
z = v.z;
return (*this);
}
Point3D& operator *=(float t)
{
x *= t;
y *= t;
z *= t;
return (*this);
}
Point3D& operator /=(float t)
{
float f = 1.0F / t;
x *= f;
y *= f;
z *= f;
return (*this);
}
Point3D& operator &=(const Vector3D& v)
{
x *= v.x;
y *= v.y;
z *= v.z;
return (*this);
}
Point3D operator -(void) const
{
return (Point3D(-x, -y, -z));
}
Point3D operator +(const Vector3D& v) const
{
return (Point3D(x + v.x, y + v.y, z + v.z));
}
Point3D operator -(const Vector3D& v) const
{
return (Point3D(x - v.x, y - v.y, z - v.z));
}
Vector3D operator -(const Point3D& p) const
{
return (Vector3D(x - p.x, y - p.y, z - p.z));
}
Point3D operator *(float t) const
{
return (Point3D(x * t, y * t, z * t));
}
Point3D operator /(float t) const
{
float f = 1.0F / t;
return (Point3D(x * f, y * f, z * f));
}
Point3D operator &(const Vector3D& v) const
{
return (Point3D(x * v.x, y * v.y, z * v.z));
}
};
inline Vector3D operator *(float t, const Vector3D& v)
{
return (Vector3D(t * v.x, t * v.y, t * v.z));
}
inline Point3D operator *(float t, const Point3D& p)
{
return (Point3D(t * p.x, t * p.y, t * p.z));
}
inline float Dot(const Vector3D& v1, const Vector3D& v2)
{
return (v1 * v2);
}
inline Vector3D Cross(const Vector3D& v1, const Vector3D& v2)
{
return (v1 % v2);
}
inline float Magnitude(const Vector3D& v)
{
return (sqrtf(v.x * v.x + v.y * v.y + v.z * v.z));
}
inline float InverseMag(const Vector3D& v)
{
return (1.0F / sqrtf(v.x * v.x + v.y * v.y + v.z * v.z));
}
inline float SquaredMag(const Vector3D& v)
{
return (v.x * v.x + v.y * v.y + v.z * v.z);
}
struct Origin3D_
{
const Point3D& operator +(const Vector3D& v)
{
return (static_cast<const Point3D&>(v));
}
Point3D operator -(const Vector3D& v)
{
return (Point3D(-v.x, -v.y, -v.z));
}
};
extern Origin3D_ Origin3D;
Vector3D.cpp
#include "Vector3D.h"
Origin3D_ Origin3D;
Vector3D& Vector3D::RotateAboutX(float angle)
{
float s = sinf(angle);
float c = cosf(angle);
float ny = c * y - s * z;
float nz = c * z + s * y;
y = ny;
z = nz;
return (*this);
}
Vector3D& Vector3D::RotateAboutY(float angle)
{
float s = sinf(angle);
float c = cosf(angle);
float nx = c * x + s * z;
float nz = c * z - s * x;
x = nx;
z = nz;
return (*this);
}
Vector3D& Vector3D::RotateAboutZ(float angle)
{
float s = sinf(angle);
float c = cosf(angle);
float nx = c * x - s * y;
float ny = c * y + s * x;
x = nx;
y = ny;
return (*this);
}
Vector3D& Vector3D::RotateAboutAxis(float angle, const Vector3D& axis)
{
float s = sinf(angle);
float c = cosf(angle);
float k = 1.0F - c;
float nx = x * (c + k * axis.x * axis.x) + y * (k * axis.x * axis.y - s * axis.z)
+ z * (k * axis.x * axis.z + s * axis.y);
float ny = x * (k * axis.x * axis.y + s * axis.z) + y * (c + k * axis.y * axis.y)
+ z * (k * axis.y * axis.z - s * axis.x);
float nz = x * (k * axis.x * axis.z - s * axis.y) + y * (k * axis.y * axis.z + s * axis.x)
+ z * (c + k * axis.z * axis.z);
x = nx;
y = ny;
z = nz;
return (*this);
}
|
| Public Source Code |
|
The following are links to C++ snippets that we've released for various
algorithms and techniques pertinent to 3D game programming.
|
|
| Conference Slides and Articles |
|
Projection Matrix Tricks (2007)
(PowerPoint, 3.26 MB)
This presentation examines the inner workings of the perspective projection matrix and discusses several
techniques for modifying the properties of the projection matrix to solve specific rendering problems at zero cost.
|
|
|
Advanced Light and Shadow Culling Methods (2006)
(PowerPoint, 852 kB)
This presentation focuses primarily on portal systems and describes algorithms and optimizations
that can be applied to a graphics engine supporting completely dynamic lighting and shadows.
|
|
|
|
|
|
|