MobinMQL/Include/Canvas/DX/DXMath.mqh
2025-07-22 14:47:41 +03:00

3352 lines
148 KiB
MQL5

//+------------------------------------------------------------------+
//| DXMath.mqh |
//| Copyright 2000-2025, MetaQuotes Ltd. |
//| https://www.mql5.com |
//+------------------------------------------------------------------+
#property copyright "Copyright 2000-2025, MetaQuotes Ltd."
#property link "https://www.mql5.com"
//+------------------------------------------------------------------+
//| DirectX Math Routines |
//+------------------------------------------------------------------+
//| Ported from C++ code of ReactOS, written by David Adam |
//| and Tony Wasserka |
//| |
//| https://doxygen.reactos.org/de/d57/ |
//| dll_2directx_2wine_2d3dx9__36_2math_8c_source.html |
//| |
//| Copyright (C) 2007 David Adam |
//| Copyright (C) 2007 Tony Wasserka |
//+------------------------------------------------------------------+
#define DX_PI 3.1415926535897932384626f
#define DX_PI_DIV2 1.5707963267948966192313f
#define DX_PI_DIV3 1.0471975511965977461542f
#define DX_PI_DIV4 0.7853981633974483096156f
#define DX_PI_DIV6 0.5235987755982988730771f
#define DX_PI_MUL2 6.2831853071795864769253f
#define DXSH_MINORDER 2
#define DXSH_MAXORDER 6
//+------------------------------------------------------------------+
//| Preliminary declarations |
//+------------------------------------------------------------------+
//+------------------------------------------------------------------+
//| DXColor |
//+------------------------------------------------------------------+
struct DXColor;
struct DXPlane;
struct DXVector2;
struct DXVector3;
struct DXVector4;
struct DXMatrix;
struct DXQuaternion;
struct DViewport;
//+------------------------------------------------------------------+
//| DXColor |
//+------------------------------------------------------------------+
struct DXColor
{
float r;
float g;
float b;
float a;
//--- constructors
DXColor(void) { r=0.0; g=0.0; b=0.0; a=1.0; }
DXColor(float red,float green,float blue, float alpha) { r=red; g=green; b=blue; a=alpha; }
DXColor(const DXVector4 &v) { r=v.x; g=v.y; b=v.z; a=v.w; }
DXColor(const DXVector3 &v) { r=v.x; g=v.y; b=v.z; a=1.0; }
};
//+------------------------------------------------------------------+
//| DXPlane |
//+------------------------------------------------------------------+
struct DXPlane
{
float a;
float b;
float c;
float d;
};
//+------------------------------------------------------------------+
//| DXVector2 |
//+------------------------------------------------------------------+
struct DXVector2
{
float x;
float y;
//--- constructors
DXVector2(void) { x=0.0; y=0.0; }
DXVector2(float v) { x=v; y=v; }
DXVector2(float vx,float vy) { x=vx; y=vy; }
DXVector2(const DXVector3 &v) { x=v.x; y=v.y; }
DXVector2(const DXVector4 &v) { x=v.x; y=v.y; }
};
//+------------------------------------------------------------------+
//| DXVector3 |
//+------------------------------------------------------------------+
struct DXVector3
{
float x;
float y;
float z;
//--- constructors
DXVector3(void) { x=0.0; y=0.0; z=0.0; }
DXVector3(float v) { x=v; y=v; z=v; }
DXVector3(float vx,float vy,float vz) { x=vx; y=vy; z=vz; }
DXVector3(const DXVector2 &v) { x=v.x; y=v.y; z=0.0; }
DXVector3(const DXVector4 &v) { x=v.x; y=v.y; z=v.z; }
};
//+------------------------------------------------------------------+
//| DXVector4 |
//+------------------------------------------------------------------+
struct DXVector4
{
float x;
float y;
float z;
float w;
//--- constructors
DXVector4(void) { x=0.0; y=0.0; z=0.0; w=1.0; }
DXVector4(float v) { x=v; y=v; z=v; w=v; }
DXVector4(float vx,float vy,float vz,float vw) { x=vx; y=vy; z=vz; w=vw; }
DXVector4(const DXVector2 &v) { x=v.x; y=v.y; z=0.0; w=1.0; }
DXVector4(const DXVector3 &v) { x=v.x; y=v.y; z=v.z; w=1.0; }
};
//+------------------------------------------------------------------+
//| DXMatrix |
//+------------------------------------------------------------------+
struct DXMatrix
{
float m[4][4];
};
//+------------------------------------------------------------------+
//| DXQuaternion |
//+------------------------------------------------------------------+
struct DXQuaternion
{
float x;
float y;
float z;
float w;
};
//+------------------------------------------------------------------+
//| DViewport |
//+------------------------------------------------------------------+
struct DViewport
{
ulong x;
ulong y;
ulong width;
ulong height;
float minz;
float maxz;
};
/*
//--- DXColor functions
void DXColorAdd(DXColor &pout,const DXColor &pc1,const DXColor &pc2);
void DXColorAdjustContrast(DXColor &pout,const DXColor &pc,float s);
void DXColorAdjustSaturation(DXColor &pout,const DXColor &pc,float s);
void DXColorLerp(DXColor &pout,const DXColor &pc1,const DXColor &pc2,float s);
void DXColorModulate(DXColor &pout,const DXColor &pc1,const DXColor &pc2);
void DXColorNegative(DXColor &pout,const DXColor &pc);
void DXColorScale(DXColor &pout,const DXColor &pc,float s);
void DXColorSubtract(DXColor &pout,const DXColor &pc1,const DXColor &pc2);
float DXFresnelTerm(float costheta,float refractionindex);
//--- DXVector2 functions
void DXVec2Add(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2);
void DXVec2BaryCentric(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2,const DXVector2 &pv3,float f,float g);
void DXVec2CatmullRom(DXVector2 &pout,const DXVector2 &pv0,const DXVector2 &pv1,const DXVector2 &pv2,const DXVector2 &pv3,float s);
float DXVec2CCW(const DXVector2 &pv1,const DXVector2 &pv2);
float DXVec2Dot(const DXVector2 &pv1,const DXVector2 &pv2);
void DXVec2Hermite(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pt1,const DXVector2 &pv2,const DXVector2 &pt2,float s);
float DXVec2Length(const DXVector2 &v);
float DXVec2LengthSq(const DXVector2 &v);
void DXVec2Lerp(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2,float s);
void DXVec2Maximize(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2);
void DXVec2Minimize(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2);
void DXVec2Normalize(DXVector2 &pout,const DXVector2 &pv);
void DXVec2Scale(DXVector2 &pout,const DXVector2 &pv,float s);
void DXVec2Subtract(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2);
void DXVec2Transform(DXVector4 &pout,const DXVector2 &pv,const DXMatrix &pm);
void DXVec2TransformCoord(DXVector2 &pout,const DXVector2 &pv,const DXMatrix &pm);
void DXVec2TransformNormal(DXVector2 &pout,const DXVector2 &pv,const DXMatrix &pm);
//--- DXVector3 functions
void DXVec3Add(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2);
void DXVec3BaryCentric(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2,const DXVector3 &pv3,float f,float g);
void DXVec3CatmullRom(DXVector3 &pout,const DXVector3 &pv0,const DXVector3 &pv1,const DXVector3 &pv2,const DXVector3 &pv3,float s);
void DXVec3Cross(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2);
float DXVec3Dot(const DXVector3 &pv1,const DXVector3 &pv2);
void DXVec3Hermite(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pt1,const DXVector3 &pv2,const DXVector3 &pt2,float s);
float DXVec3Length(const DXVector3 &pv);
float DXVec3LengthSq(const DXVector3 &pv);
void DXVec3Lerp(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2,float s);
void DXVec3Maximize(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2);
void DXVec3Minimize(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2);
void DXVec3Normalize(DXVector3 &pout,const DXVector3 &pv);
void DXVec3Project(DXVector3 &pout,const DXVector3 &pv,const DViewport &pviewport,const DXMatrix &pprojection,const DXMatrix &pview,const DXMatrix &pworld);
void DXVec3Scale(DXVector3 &pout,const DXVector3 &pv,float s);
void DXVec3Subtract(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2);
void DXVec3Transform(DXVector4 &pout,const DXVector3 &pv,const DXMatrix &pm);
void DXVec3TransformCoord(DXVector3 &pout,const DXVector3 &pv,const DXMatrix &pm);
void DXVec3TransformNormal(DXVector3 &pout,const DXVector3 &pv,const DXMatrix &pm);
void DXVec3Unproject(DXVector3 &out,const DXVector3 &v,const DViewport &viewport,const DXMatrix &projection,const DXMatrix &view,const DXMatrix &world);
//--- DXVector4 vector functions
void DXVec4Add(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2);
void DXVec4BaryCentric(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2,const DXVector4 &pv3,float f,float g);
void DXVec4CatmullRom(DXVector4 &pout,const DXVector4 &pv0,const DXVector4 &pv1,const DXVector4 &pv2,const DXVector4 &pv3,float s);
void DXVec4Cross(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2,const DXVector4 &pv3);
float DXVec4Dot(const DXVector4 &pv1,const DXVector4 &pv2);
void DXVec4Hermite(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pt1,const DXVector4 &pv2,const DXVector4 &pt2,float s);
float DXVec4Length(const DXVector4 &pv);
float DXVec4LengthSq(const DXVector4 &pv);
void DXVec4Lerp(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2,float s);
void DXVec4Maximize(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2);
void DXVec4Minimize(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2);
void DXVec4Normalize(DXVector4 &pout,const DXVector4 &pv);
void DXVec4Scale(DXVector4 &pout,const DXVector4 &pv,float s);
void DXVec4Subtract(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2);
void DXVec4Transform(DXVector4 &pout,const DXVector4 &pv,const DXMatrix &pm);
//---DXQuaternion functions
void DXQuaternionBaryCentric(DXQuaternion &pout,DXQuaternion &pq1,DXQuaternion &pq2,DXQuaternion &pq3,float f,float g);
void DXQuaternionConjugate(DXQuaternion &pout,const DXQuaternion &pq);
float DXQuaternionDot(DXQuaternion &a,DXQuaternion &b);
void DXQuaternionExp(DXQuaternion &out,const DXQuaternion &q);
void DXQuaternionIdentity(DXQuaternion &out);
bool DXQuaternionIsIdentity(DXQuaternion &pq);
float DXQuaternionLength(const DXQuaternion &pq);
float DXQuaternionLengthSq(const DXQuaternion &pq);
void DXQuaternionInverse(DXQuaternion &pout,const DXQuaternion &pq);
void DXQuaternionLn(DXQuaternion &out,const DXQuaternion &q);
void DXQuaternionMultiply(DXQuaternion &pout,const DXQuaternion &pq1,const DXQuaternion &pq2);
void DXQuaternionNormalize(DXQuaternion &out,const DXQuaternion &q);
void DXQuaternionRotationAxis(DXQuaternion &out,const DXVector3 &v,float angle);
void DXQuaternionRotationMatrix(DXQuaternion &out,const DXMatrix &m);
void DXQuaternionRotationYawPitchRoll(DXQuaternion &out,float yaw,float pitch,float roll);
void DXQuaternionSlerp(DXQuaternion &out,DXQuaternion &q1,DXQuaternion &q2,float t);
void DXQuaternionSquad(DXQuaternion &pout,DXQuaternion &pq1,DXQuaternion &pq2,DXQuaternion &pq3,DXQuaternion &pq4,float t);
void DXQuaternionSquadSetup(DXQuaternion &paout,DXQuaternion &pbout,DXQuaternion &pcout,DXQuaternion &pq0,DXQuaternion &pq1,DXQuaternion &pq2,DXQuaternion &pq3);
void DXQuaternionToAxisAngle(const DXQuaternion &pq,DXVector3 &paxis,float &pangle);
DXQuaternion add_diff(const DXQuaternion &q1,const DXQuaternion &q2,const float add);
//--- DXMatrix functions
void DXMatrixIdentity(DXMatrix &out);
bool DXMatrixIsIdentity(DXMatrix &pm);
void DXMatrixAffineTransformation(DXMatrix &out,float scaling,const DXVector3 &rotationcenter,const DXQuaternion &rotation,const DXVector3 &translation);
void DXMatrixAffineTransformation2D(DXMatrix &out,float scaling,const DXVector2 &rotationcenter,float rotation,const DXVector2 &translation);
int DXMatrixDecompose(DXVector3 &poutscale,DXQuaternion &poutrotation,DXVector3 &pouttranslation,const DXMatrix &pm);
float DXMatrixDeterminant(const DXMatrix &pm);
void DXMatrixInverse(DXMatrix &pout,float &pdeterminant,const DXMatrix &pm);
void DXMatrixLookAtLH(DXMatrix &out,const DXVector3 &eye,const DXVector3 &at,const DXVector3 &up);
void DXMatrixLookAtRH(DXMatrix &out,const DXVector3 &eye,const DXVector3 &at,const DXVector3 &up);
void DXMatrixMultiply(DXMatrix &pout,const DXMatrix &pm1,const DXMatrix &pm2);
void DXMatrixMultiplyTranspose(DXMatrix &pout,const DXMatrix &pm1,const DXMatrix &pm2);
void DXMatrixOrthoLH(DXMatrix &pout,float w,float h,float zn,float zf);
void DXMatrixOrthoOffCenterLH(DXMatrix &pout,float l,float r,float b,float t,float zn,float zf);
void DXMatrixOrthoOffCenterRH(DXMatrix &pout,float l,float r,float b,float t,float zn,float zf);
void DXMatrixOrthoRH(DXMatrix &pout,float w,float h,float zn,float zf);
void DXMatrixPerspectiveFovLH(DXMatrix &pout,float fovy,float aspect,float zn,float zf);
void DXMatrixPerspectiveFovRH(DXMatrix &pout,float fovy,float aspect,float zn,float zf);
void DXMatrixPerspectiveLH(DXMatrix &pout,float w,float h,float zn,float zf);
void DXMatrixPerspectiveOffCenterLH(DXMatrix &pout,float l,float r,float b,float t,float zn,float zf);
void DXMatrixPerspectiveOffCenterRH(DXMatrix &pout,float l,float r,float b,float t,float zn,float zf);
void DXMatrixPerspectiveRH(DXMatrix &pout,float w,float h,float zn,float zf);
void DXMatrixReflect(DXMatrix &pout,const DXPlane &pplane);
void DXMatrixRotationAxis(DXMatrix &out,const DXVector3 &v,float angle);
void DXMatrixRotationQuaternion(DXMatrix &pout,const DXQuaternion &pq);
void DXMatrixRotationX(DXMatrix &pout,float angle);
void DXMatrixRotationY(DXMatrix &pout,float angle);
void DXMatrixRotationYawPitchRoll(DXMatrix &out,float yaw,float pitch,float roll);
void DXMatrixRotationZ(DXMatrix &pout,float angle);
void DXMatrixScaling(DXMatrix &pout,float sx,float sy,float sz);
void DXMatrixShadow(DXMatrix &pout,const DXVector4 &plight,const DXPlane &pplane);
void DXMatrixTransformation(DXMatrix &pout,const DXVector3 &pscalingcenter,const DXQuaternion &pscalingrotation,const DXVector3 &pscaling,const DXVector3 &protationcenter,const DXQuaternion &protation,const DXVector3 &ptranslation);
void DXMatrixTransformation2D(DXMatrix &pout,const DXVector2 &pscalingcenter,float scalingrotation,const DXVector2 &pscaling,const DXVector2 &protationcenter,float rotation,const DXVector2 &ptranslation);
void DXMatrixTranslation(DXMatrix &pout,float x,float y,float z);
void DXMatrixTranspose(DXMatrix &pout,const DXMatrix &pm);
//--- DXPlane functions |
float DXPlaneDot(const DXPlane &p1,const DXVector4 &p2);
float DXPlaneDotCoord(const DXPlane &pp,const DXVector4 &pv);
float DXPlaneDotNormal(const DXPlane &pp,const DXVector4 &pv);
void DXPlaneFromPointNormal(DXPlane &pout,const DXVector3 &pvpoint,const DXVector3 &pvnormal);
void DXPlaneFromPoints(DXPlane &pout,const DXVector3 &pv1,const DXVector3 &pv2,const DXVector3 &pv3);
void DXPlaneIntersectLine(DXVector3 &pout,const DXPlane &pp,const DXVector3 &pv1,const DXVector3 &pv2);
void DXPlaneNormalize(DXPlane &out,const DXPlane &p);
void DXPlaneScale(DXPlane &pout,const DXPlane &p,float s);
void DXPlaneTransform(DXPlane &pout,const DXPlane &pplane,const DXMatrix &pm);
//---- spherical harmonic functions
void DXSHAdd(float &out[],int order,const float &a[],const float &b[]);
float DXSHDot(int order,const float &a[],const float &b[]);
int DXSHEvalConeLight(int order,const DXVector3 &dir,float radius,float Rintensity,float Gintensity,float Bintensity,float &rout[],float &gout[],float &bout[]);
void DXSHEvalDirection(float &out[],int order,const DXVector3 &dir);
int DXSHEvalDirectionalLight(int order,const DXVector3 &dir,float Rintensity,float Gintensity,float Bintensity,float &rout[],float &gout[],float &bout[]);
int DXSHEvalHemisphereLight(int order,const DXVector3 &dir,DXColor &top,DXColor &bottom,float &rout[],float &gout[],float &bout[]);
int DXSHEvalSphericalLight(int order,const DXVector3 &dir,float radius,float Rintensity,float Gintensity,float Bintensity,float &rout[],float &gout[],float &bout[]);
void DXSHMultiply2(float &out[],const float &a[],const float &b[]);
void DXSHMultiply3(float &out[],const float &a[],const float &b[]);
void DXSHMultiply4(float &out[],const float &a[],const float &b[]);
void DXSHRotate(float &out[],int order,const DXMatrix &matrix,const float &in[]);
void DXSHRotateZ(float &out[],int order,float angle,const float &in[]);
void DXSHScale(float &out[],int order,const float &a[],const float scale);
//--- scalar functions
float DXScalarLerp(const float val1,const float val2,float s)
float DXScalarBiasScale(const float val,const float bias,const float scale)
*/
//+------------------------------------------------------------------+
//| Adds two color values together to create a new color value. |
//+------------------------------------------------------------------+
void DXColorAdd(DXColor &pout,const DXColor &pc1,const DXColor &pc2)
{
pout.r = pc1.r + pc2.r;
pout.g = pc1.g + pc2.g;
pout.b = pc1.b + pc2.b;
pout.a = pc1.a + pc2.a;
}
//+------------------------------------------------------------------+
//| Adjusts the contrast value of a color. |
//+------------------------------------------------------------------+
//| The input alpha channel is copied, unmodified, |
//| to the output alpha channel. |
//| |
//| This function interpolates the red,green,and blue color |
//| components of a DXColor structure between fifty percent gray |
//| and a specified contrast value,as shown in the following example.|
//| |
//| pout.r = 0.5f + s*(pc.r - 0.5f); |
//| |
//| If s is greater than 0 and less than 1,the contrast is decreased.|
//| If s is greater than 1, the contrast is increased. |
//+------------------------------------------------------------------+
void DXColorAdjustContrast(DXColor &pout,const DXColor &pc,float s)
{
pout.r = 0.5f + s*(pc.r - 0.5f);
pout.g = 0.5f + s*(pc.g - 0.5f);
pout.b = 0.5f + s*(pc.b - 0.5f);
pout.a = pc.a;
}
//+------------------------------------------------------------------+
//| Adjusts the saturation value of a color. |
//+------------------------------------------------------------------+
//| The input alpha channel is copied, unmodified, |
//| to the output alpha channel. |
//| |
//| This function interpolates the red, green, and blue color |
//| components of a DXColor structure between an unsaturated color |
//| and a color, as shown in the following example. |
//| |
//| Approximate values for each component's contribution to |
//| luminance. Based upon the NTSC standard described in |
//| ITU-R Recommendation BT.709. |
//| float grey = pc.r*0.2125f + pc.g*0.7154f + pc.b*0.0721f; |
//| |
//| pout.r = grey + s*(pc.r - grey); |
//| If s is greater than 0 and less than 1, the saturation is |
//| decreased. If s is greater than 1, the saturation is increased. |
//| |
//| The grayscale color is computed as: |
//| r = g = b = 0.2125*r + 0.7154*g + 0.0721*b |
//+------------------------------------------------------------------+
void DXColorAdjustSaturation(DXColor &pout,const DXColor &pc,float s)
{
float grey = pc.r*0.2125f + pc.g*0.7154f + pc.b*0.0721f;
pout.r = grey + s*(pc.r - grey);
pout.g = grey + s*(pc.g - grey);
pout.b = grey + s*(pc.b - grey);
pout.a = pc.a;
}
//+------------------------------------------------------------------+
//| Uses linear interpolation to create a color value. |
//+------------------------------------------------------------------+
//| This function interpolates the red, green, blue, and alpha |
//| components of a DXColor structure between two colors, as shown |
//| in the following example. |
//| |
//| pout.r = pC1.r + s * (pC2.r - pC1.r); |
//| |
//| If you are linearly interpolating between the colors A and B, |
//| and s is 0, the resulting color is A. |
//| If s is 1, the resulting color is color B. |
//+------------------------------------------------------------------+
void DXColorLerp(DXColor &pout,const DXColor &pc1,const DXColor &pc2,float s)
{
pout.r = (1-s)*pc1.r + s*pc2.r;
pout.g = (1-s)*pc1.g + s*pc2.g;
pout.b = (1-s)*pc1.b + s*pc2.b;
pout.a = (1-s)*pc1.a + s*pc2.a;
}
//+------------------------------------------------------------------+
//| Blends two colors. |
//+------------------------------------------------------------------+
//| This function blends together two colors by multiplying matching |
//| color components, as shown in the following example. |
//| pout.r = pC1.r * pC2.r; |
//+------------------------------------------------------------------+
void DXColorModulate(DXColor &pout,const DXColor &pc1,const DXColor &pc2)
{
pout.r = pc1.r*pc2.r;
pout.g = pc1.g*pc2.g;
pout.b = pc1.b*pc2.b;
pout.a = pc1.a*pc2.a;
}
//+------------------------------------------------------------------+
//| Creates the negative color value of a color value. |
//+------------------------------------------------------------------+
//| The input alpha channel is copied, unmodified, to the output |
//| alpha channel. |
//| This function returns the negative color value by subtracting 1.0|
//| from the color components of the DXColor structure, |
//| as shown in the following example. |
//| pout.r = 1.0f - pc.r; |
//+------------------------------------------------------------------+
void DXColorNegative(DXColor &pout,const DXColor &pc)
{
pout.r = 1.0f - pc.r;
pout.g = 1.0f - pc.g;
pout.b = 1.0f - pc.b;
pout.a = pc.a;
}
//+------------------------------------------------------------------+
//| Scales a color value. |
//+------------------------------------------------------------------+
//| This function computes the scaled color value by multiplying |
//| the color components of the DXColor structure by the specified |
//| scale factor, as shown in the following example. |
//| pOut.r = pC.r*s; |
//+------------------------------------------------------------------+
void DXColorScale(DXColor &pout,const DXColor &pc,float s)
{
pout.r = s*pc.r;
pout.g = s*pc.g;
pout.b = s*pc.b;
pout.a = s*pc.a;
}
//+------------------------------------------------------------------+
//| Subtracts two color values to create a new color value. |
//+------------------------------------------------------------------+
void DXColorSubtract(DXColor &pout,const DXColor &pc1,const DXColor &pc2)
{
pout.r = pc1.r - pc2.r;
pout.g = pc1.g - pc2.g;
pout.b = pc1.b - pc2.b;
pout.a = pc1.a - pc2.a;
}
//+------------------------------------------------------------------+
//| Calculate the Fresnel term. |
//+------------------------------------------------------------------+
//| To find the Fresnel term (F): |
//| If A is angle of incidence and B is the angle of refraction, |
//| then |
//| F = 0.5*[tan2(A - B)/tan2(A + B) + sin2(A - B)/sin2(A + B)] |
//| = 0.5*sin2(A - B)/sin2(A + B)*[cos2(A + B)/cos2(A - B) + 1] |
//| |
//| Let r = sina(A)/sin(B) (the relative refractive index) |
//| Let c = cos(A) |
//| Let g = (r2 + c2 - 1)1/2 |
//| |
//| Then,expanding using the trig identities and simplifying, |
//| you get: |
//| F = 0.5*(g + c)2/(g - c)2*([c(g + c)-1]2/[c(g - c) + 1]2 + 1) |
//+------------------------------------------------------------------+
float DXFresnelTerm(float costheta,float refractionindex)
{
float g = (float)sqrt(refractionindex*refractionindex + costheta*costheta - 1.0f);
float a = g + costheta;
float d = g - costheta;
float result = (costheta*a - 1.0f)*(costheta*a - 1.0f)/((costheta*d + 1.0f)*(costheta*d + 1.0f)) + 1.0f;
result *= 0.5f*d*d/(a*a);
//---
return(result);
}
//+------------------------------------------------------------------+
//| Adds two 2D vectors. |
//+------------------------------------------------------------------+
void DXVec2Add(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2)
{
pout.x = pv1.x + pv2.x;
pout.y = pv1.y + pv2.y;
}
//+------------------------------------------------------------------+
//| Returns a point in Barycentric coordinates, |
//| using the specified 2D vectors. |
//+------------------------------------------------------------------+
void DXVec2BaryCentric(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2,const DXVector2 &pv3,float f,float g)
{
pout.x = (1.0f-f-g)*(pv1.x) + f*(pv2.x) + g*(pv3.x);
pout.y = (1.0f-f-g)*(pv1.y) + f*(pv2.y) + g*(pv3.y);
}
//+------------------------------------------------------------------+
//| Performs a Catmull-Rom interpolation, |
//| using the specified 2D vectors. |
//+------------------------------------------------------------------+
void DXVec2CatmullRom(DXVector2 &pout,const DXVector2 &pv0,const DXVector2 &pv1,const DXVector2 &pv2,const DXVector2 &pv3,float s)
{
pout.x = 0.5f*(2.0f*pv1.x + (pv2.x-pv0.x)*s + (2.0f*pv0.x - 5.0f*pv1.x + 4.0f*pv2.x - pv3.x)*s*s + (pv3.x - 3.0f*pv2.x + 3.0f*pv1.x - pv0.x)*s*s*s);
pout.y = 0.5f*(2.0f*pv1.y + (pv2.y-pv0.y)*s + (2.0f*pv0.y - 5.0f*pv1.y + 4.0f*pv2.y - pv3.y)*s*s + (pv3.y - 3.0f*pv2.y + 3.0f*pv1.y - pv0.y)*s*s*s);
}
//+------------------------------------------------------------------+
//| Returns the z-component by taking the cross product |
//| of two 2D vectors. |
//+------------------------------------------------------------------+
float DXVec2CCW(const DXVector2 &pv1,const DXVector2 &pv2)
{
return(pv1.x*pv2.y - pv1.y*pv2.x);
}
//+------------------------------------------------------------------+
//| Determines the dot product of two 2D vectors. |
//+------------------------------------------------------------------+
float DXVec2Dot(const DXVector2 &pv1,const DXVector2 &pv2)
{
return(pv1.x*pv2.x + pv1.y*pv2.y);
}
//+------------------------------------------------------------------+
//| Performs a Hermite spline interpolation, |
//| using the specified 2D vectors. |
//+------------------------------------------------------------------+
void DXVec2Hermite(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pt1,const DXVector2 &pv2,const DXVector2 &pt2,float s)
{
//--- prepare coefficients
float h1 = 2.0f*s*s*s - 3.0f*s*s + 1.0f;
float h2 = s*s*s - 2.0f*s*s + s;
float h3 = -2.0f*s*s*s + 3.0f*s*s;
float h4 = s*s*s - s*s;
//--- calculate interpolated point
pout.x = h1*pv1.x + h2*pt1.x + h3*pv2.x + h4*pt2.x;
pout.y = h1*pv1.y + h2*pt1.y + h3*pv2.y + h4*pt2.y;
}
//+------------------------------------------------------------------+
//| Returns the length of a 2D vector. |
//+------------------------------------------------------------------+
float DXVec2Length(const DXVector2 &v)
{
return((float)sqrt(v.x*v.x + v.y*v.y));
}
//+------------------------------------------------------------------+
//| Returns the square of the length of a 2D vector. |
//+------------------------------------------------------------------+
float DXVec2LengthSq(const DXVector2 &v)
{
return((float)(v.x*v.x + v.y*v.y));
}
//+------------------------------------------------------------------+
//| Performs a linear interpolation between two 2D vectors. |
//+------------------------------------------------------------------+
void DXVec2Lerp(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2,float s)
{
pout.x = (1.0f-s)*pv1.x + s*pv2.x;
pout.y = (1.0f-s)*pv1.y + s*pv2.y;
}
//+------------------------------------------------------------------+
//| Returns a 2D vector that is made up of the largest components |
//| of two 2D vectors. |
//+------------------------------------------------------------------+
void DXVec2Maximize(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2)
{
pout.x = (float)fmax(pv1.x,pv2.x);
pout.y = (float)fmax(pv1.y,pv2.y);
}
//+------------------------------------------------------------------+
//| Returns a 2D vector that is made up of the smallest components |
//| of two 2D vectors. |
//+------------------------------------------------------------------+
void DXVec2Minimize(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2)
{
pout.x = (float)fmin(pv1.x,pv2.x);
pout.y = (float)fmin(pv1.y,pv2.y);
}
//+------------------------------------------------------------------+
//| Returns the normalized version of a 2D vector. |
//+------------------------------------------------------------------+
void DXVec2Normalize(DXVector2 &pout,const DXVector2 &pv)
{
//--- calculate length
float norm = DXVec2Length(pv);
if(!norm)
{
pout.x = 0.0f;
pout.y = 0.0f;
}
else
{
pout.x = pv.x/norm;
pout.y = pv.y/norm;
}
}
//+------------------------------------------------------------------+
//| Scales a 2D vector. |
//+------------------------------------------------------------------+
void DXVec2Scale(DXVector2 &pout,const DXVector2 &pv,float s)
{
pout.x = s*pv.x;
pout.y = s*pv.y;
}
//+------------------------------------------------------------------+
//| DXVec3Subtract |
//+------------------------------------------------------------------+
void DXVec2Subtract(DXVector2 &pout,const DXVector2 &pv1,const DXVector2 &pv2)
{
pout.x = pv1.x - pv2.x;
pout.y = pv1.y - pv2.y;
}
//+------------------------------------------------------------------+
//| Transforms a 2D vector by a given matrix. |
//| This function transforms the vector pv(x,y,0,1) by the matrix pm.|
//+------------------------------------------------------------------+
void DXVec2Transform(DXVector4 &pout,const DXVector2 &pv,const DXMatrix &pm)
{
DXVector4 out;
out.x = pm.m[0][0]*pv.x + pm.m[1][0]*pv.y + pm.m[3][0];
out.y = pm.m[0][1]*pv.x + pm.m[1][1]*pv.y + pm.m[3][1];
out.z = pm.m[0][2]*pv.x + pm.m[1][2]*pv.y + pm.m[3][2];
out.w = pm.m[0][3]*pv.x + pm.m[1][3]*pv.y + pm.m[3][3];
pout = out;
}
//+------------------------------------------------------------------+
//| Transforms a 2D vector by a given matrix, |
//| projecting the result back into w = 1. |
//| This function transforms the vector pv(x,y,0,1) by the matrix pm.|
//+------------------------------------------------------------------+
void DXVec2TransformCoord(DXVector2 &pout,const DXVector2 &pv,const DXMatrix &pm)
{
float norm = pm.m[0][3]*pv.x + pm.m[1][3]*pv.y + pm.m[3][3];
if(norm)
{
pout.x = (pm.m[0][0]*pv.x + pm.m[1][0]*pv.y + pm.m[3][0])/norm;
pout.y = (pm.m[0][1]*pv.x + pm.m[1][1]*pv.y + pm.m[3][1])/norm;
}
else
{
pout.x = 0.0f;
pout.y = 0.0f;
}
}
//+------------------------------------------------------------------+
//| Transforms the 2D vector normal by the given matrix. |
//+------------------------------------------------------------------+
void DXVec2TransformNormal(DXVector2 &pout,const DXVector2 &pv,const DXMatrix &pm)
{
pout.x = pm.m[0][0]*pv.x + pm.m[1][0]*pv.y;
pout.y = pm.m[0][1]*pv.x + pm.m[1][1]*pv.y;
}
//+------------------------------------------------------------------+
//| Adds two 3D vectors. |
//+------------------------------------------------------------------+
void DXVec3Add(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2)
{
pout.x = pv1.x + pv2.x;
pout.y = pv1.y + pv2.y;
pout.z = pv1.z + pv2.z;
}
//+------------------------------------------------------------------+
//| Returns a point in Barycentric coordinates, |
//| using the specified 3D vectors. |
//+------------------------------------------------------------------+
void DXVec3BaryCentric(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2,const DXVector3 &pv3,float f,float g)
{
pout.x = (1.0f-f-g)*pv1.x + f*pv2.x + g*pv3.x;
pout.y = (1.0f-f-g)*pv1.y + f*pv2.y + g*pv3.y;
pout.z = (1.0f-f-g)*pv1.z + f*pv2.z + g*pv3.z;
}
//+------------------------------------------------------------------+
//| Performs a Catmull-Rom interpolation, |
//| using the specified 3D vectors. |
//+------------------------------------------------------------------+
void DXVec3CatmullRom(DXVector3 &pout,const DXVector3 &pv0,const DXVector3 &pv1,const DXVector3 &pv2,const DXVector3 &pv3,float s)
{
pout.x = 0.5f*(2.0f*pv1.x + (pv2.x - pv0.x)*s + (2.0f*pv0.x - 5.0f*pv1.x + 4.0f*pv2.x - pv3.x)*s*s + (pv3.x - 3.0f*pv2.x + 3.0f*pv1.x - pv0.x)*s*s*s);
pout.y = 0.5f*(2.0f*pv1.y + (pv2.y - pv0.y)*s + (2.0f*pv0.y - 5.0f*pv1.y + 4.0f*pv2.y - pv3.y)*s*s + (pv3.y - 3.0f*pv2.y + 3.0f*pv1.y - pv0.y)*s*s*s);
pout.z = 0.5f*(2.0f*pv1.z + (pv2.z - pv0.z)*s + (2.0f*pv0.z - 5.0f*pv1.z + 4.0f*pv2.z - pv3.z)*s*s + (pv3.z - 3.0f*pv2.z + 3.0f*pv1.z - pv0.z)*s*s*s);
}
//+------------------------------------------------------------------+
//| Determines the cross-product of two 3D vectors. |
//+------------------------------------------------------------------+
void DXVec3Cross(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2)
{
pout.x = pv1.y*pv2.z - pv1.z*pv2.y;
pout.y = pv1.z*pv2.x - pv1.x*pv2.z;
pout.z = pv1.x*pv2.y - pv1.y*pv2.x;
}
//+------------------------------------------------------------------+
//| Determines the dot product of two 3D vectors. |
//+------------------------------------------------------------------+
float DXVec3Dot(const DXVector3 &pv1,const DXVector3 &pv2)
{
return(pv1.x*pv2.x + pv1.y*pv2.y + pv1.z*pv2.z);
}
//+------------------------------------------------------------------+
//| Performs a Hermite spline interpolation, |
//| using the specified 3D vectors. |
//+------------------------------------------------------------------+
void DXVec3Hermite(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pt1,const DXVector3 &pv2,const DXVector3 &pt2,float s)
{
float h1 = 2.0f*s*s*s - 3.0f*s*s + 1.0f;
float h2 = s*s*s - 2.0f*s*s + s;
float h3 = -2.0f*s*s*s + 3.0f*s*s;
float h4 = s*s*s - s*s;
//--- calculate interpolated coordinates
pout.x = h1*pv1.x + h2*pt1.x + h3*pv2.x + h4*pt2.x;
pout.y = h1*pv1.y + h2*pt1.y + h3*pv2.y + h4*pt2.y;
pout.z = h1*pv1.z + h2*pt1.z + h3*pv2.z + h4*pt2.z;
}
//+------------------------------------------------------------------+
//| Returns the length of a 3D vector. |
//+------------------------------------------------------------------+
float DXVec3Length(const DXVector3 &pv)
{
return((float)sqrt(pv.x*pv.x + pv.y*pv.y + pv.z*pv.z));
}
//+------------------------------------------------------------------+
//| Returns the square of the length of a 3D vector. |
//+------------------------------------------------------------------+
float DXVec3LengthSq(const DXVector3 &pv)
{
return((float)(pv.x*pv.x + pv.y*pv.y + pv.z*pv.z));
}
//+------------------------------------------------------------------+
//| Performs a linear interpolation between two 3D vectors. |
//+------------------------------------------------------------------+
void DXVec3Lerp(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2,float s)
{
pout.x = (1.0f-s)*pv1.x + s*pv2.x;
pout.y = (1.0f-s)*pv1.y + s*pv2.y;
pout.z = (1.0f-s)*pv1.z + s*pv2.z;
}
//+------------------------------------------------------------------+
//| Returns a 3D vector that is made up of the largest components |
//| of two 3D vectors. |
//+------------------------------------------------------------------+
void DXVec3Maximize(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2)
{
pout.x = (float)fmax(pv1.x,pv2.x);
pout.y = (float)fmax(pv1.y,pv2.y);
pout.z = (float)fmax(pv1.z,pv2.z);
}
//+------------------------------------------------------------------+
//| Returns a 3D vector that is made up of the smallest components |
//| of two 3D vectors. |
//+------------------------------------------------------------------+
void DXVec3Minimize(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2)
{
pout.x = (float)fmin(pv1.x,pv2.x);
pout.y = (float)fmin(pv1.y,pv2.y);
pout.z = (float)fmin(pv1.z,pv2.z);
}
//+------------------------------------------------------------------+
//| Returns the normalized version of a 3D vector. |
//+------------------------------------------------------------------+
void DXVec3Normalize(DXVector3 &pout,const DXVector3 &pv)
{
//--- calculate length
float norm = DXVec3Length(pv);
if(!norm)
{
pout.x = 0.0f;
pout.y = 0.0f;
pout.z = 0.0f;
}
else
{
pout.x = pv.x/norm;
pout.y = pv.y/norm;
pout.z = pv.z/norm;
}
}
//+------------------------------------------------------------------+
//| Projects a 3D vector from object space into screen space. |
//+------------------------------------------------------------------+
void DXVec3Project(DXVector3 &pout,const DXVector3 &pv,const DViewport &pviewport,const DXMatrix &pprojection,const DXMatrix &pview,const DXMatrix &pworld)
{
DXMatrix m;
DXMatrixIdentity(m);
//--- pworld
DXMatrixMultiply(m,m,pworld);
//--- pview
DXMatrixMultiply(m,m,pview);
//--- pprojection
DXMatrixMultiply(m,m,pprojection);
DXVec3TransformCoord(pout,pv,m);
//---pviewport
pout.x = pviewport.x + (1.0f + pout.x)*pviewport.width/2.0f;
pout.y = pviewport.y + (1.0f - pout.y)*pviewport.height/2.0f;
pout.z = pviewport.minz + pout.z*(pviewport.maxz - pviewport.minz);
}
//+------------------------------------------------------------------+
//| Scales a 3D vector. |
//+------------------------------------------------------------------+
void DXVec3Scale(DXVector3 &pout,const DXVector3 &pv,float s)
{
pout.x = s*pv.x;
pout.y = s*pv.y;
pout.z = s*pv.z;
}
//+------------------------------------------------------------------+
//| Subtracts two 3D vectors. |
//+------------------------------------------------------------------+
void DXVec3Subtract(DXVector3 &pout,const DXVector3 &pv1,const DXVector3 &pv2)
{
pout.x = pv1.x - pv2.x;
pout.y = pv1.y - pv2.y;
pout.z = pv1.z - pv2.z;
}
//+------------------------------------------------------------------+
//| Transforms vector (x,y,z,1) by a given matrix. |
//+------------------------------------------------------------------+
void DXVec3Transform(DXVector4 &pout,const DXVector3 &pv,const DXMatrix &pm)
{
DXVector4 out;
//---
out.x = pm.m[0][0]*pv.x + pm.m[1][0]*pv.y + pm.m[2][0]*pv.z + pm.m[3][0];
out.y = pm.m[0][1]*pv.x + pm.m[1][1]*pv.y + pm.m[2][1]*pv.z + pm.m[3][1];
out.z = pm.m[0][2]*pv.x + pm.m[1][2]*pv.y + pm.m[2][2]*pv.z + pm.m[3][2];
out.w = pm.m[0][3]*pv.x + pm.m[1][3]*pv.y + pm.m[2][3]*pv.z + pm.m[3][3];
pout = out;
}
//+------------------------------------------------------------------+
//| Transforms a 3D vector by a given matrix, |
//| projecting the result back into w = 1. |
//+------------------------------------------------------------------+
void DXVec3TransformCoord(DXVector3 &pout,const DXVector3 &pv,const DXMatrix &pm)
{
float norm = pm.m[0][3]*pv.x + pm.m[1][3]*pv.y + pm.m[2][3]*pv.z + pm.m[3][3];
//---
if(norm)
{
pout.x = (pm.m[0][0]*pv.x + pm.m[1][0]*pv.y + pm.m[2][0]*pv.z + pm.m[3][0])/norm;
pout.y = (pm.m[0][1]*pv.x + pm.m[1][1]*pv.y + pm.m[2][1]*pv.z + pm.m[3][1])/norm;
pout.z = (pm.m[0][2]*pv.x + pm.m[1][2]*pv.y + pm.m[2][2]*pv.z + pm.m[3][2])/norm;
}
else
{
pout.x = 0.0f;
pout.y = 0.0f;
pout.z = 0.0f;
}
}
//+------------------------------------------------------------------+
//| Transforms the 3D vector normal by the given matrix. |
//+------------------------------------------------------------------+
void DXVec3TransformNormal(DXVector3 &pout,const DXVector3 &pv,const DXMatrix &pm)
{
pout.x = pm.m[0][0]*pv.x + pm.m[1][0]*pv.y + pm.m[2][0]*pv.z;
pout.y = pm.m[0][1]*pv.x + pm.m[1][1]*pv.y + pm.m[2][1]*pv.z;
pout.z = pm.m[0][2]*pv.x + pm.m[1][2]*pv.y + pm.m[2][2]*pv.z;
}
//+------------------------------------------------------------------+
//| Projects a vector from screen space into object space. |
//+------------------------------------------------------------------+
void DXVec3Unproject(DXVector3 &out,const DXVector3 &v,const DViewport &viewport,const DXMatrix &projection,const DXMatrix &view,const DXMatrix &world)
{
DXMatrix m;
DXMatrixIdentity(m);
//--- world
DXMatrixMultiply(m,m,world);
//--- view
DXMatrixMultiply(m,m,view);
//--- projection
DXMatrixMultiply(m,m,projection);
//--- calculate inverse matrix
float det=0.0f;
DXMatrixInverse(m,det,m);
out = v;
//--- viewport
out.x = 2.0f*(out.x - viewport.x)/viewport.width - 1.0f;
out.y = 1.0f - 2.0f*(out.y - viewport.y)/viewport.height;
out.z = (out.z - viewport.minz)/(viewport.maxz - viewport.minz);
//---
DXVec3TransformCoord(out,out,m);
}
//+------------------------------------------------------------------+
//| Adds two 4D vectors. |
//+------------------------------------------------------------------+
void DXVec4Add(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2)
{
pout.x = pv1.x + pv2.x;
pout.y = pv1.y + pv2.y;
pout.z = pv1.z + pv2.z;
pout.w = pv1.w + pv2.w;
}
//+------------------------------------------------------------------+
//| Returns a point in Barycentric coordinates, |
//| using the specified 4D vectors. |
//+------------------------------------------------------------------+
void DXVec4BaryCentric(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2,const DXVector4 &pv3,float f,float g)
{
pout.x = (1.0f-f-g)*(pv1.x) + f*(pv2.x) + g*(pv3.x);
pout.y = (1.0f-f-g)*(pv1.y) + f*(pv2.y) + g*(pv3.y);
pout.z = (1.0f-f-g)*(pv1.z) + f*(pv2.z) + g*(pv3.z);
pout.w = (1.0f-f-g)*(pv1.w) + f*(pv2.w) + g*(pv3.w);
}
//+------------------------------------------------------------------+
//| Performs a Catmull-Rom interpolation, |
//| using the specified 4D vectors. |
//+------------------------------------------------------------------+
void DXVec4CatmullRom(DXVector4 &pout,const DXVector4 &pv0,const DXVector4 &pv1,const DXVector4 &pv2,const DXVector4 &pv3,float s)
{
pout.x = 0.5f*(2.0f*pv1.x + (pv2.x - pv0.x)*s + (2.0f*pv0.x - 5.0f*pv1.x + 4.0f*pv2.x - pv3.x)*s*s + (pv3.x -3.0f*pv2.x + 3.0f*pv1.x - pv0.x)*s*s*s);
pout.y = 0.5f*(2.0f*pv1.y + (pv2.y - pv0.y)*s + (2.0f*pv0.y - 5.0f*pv1.y + 4.0f*pv2.y - pv3.y)*s*s + (pv3.y -3.0f*pv2.y + 3.0f*pv1.y - pv0.y)*s*s*s);
pout.z = 0.5f*(2.0f*pv1.z + (pv2.z - pv0.z)*s + (2.0f*pv0.z - 5.0f*pv1.z + 4.0f*pv2.z - pv3.z)*s*s + (pv3.z -3.0f*pv2.z + 3.0f*pv1.z - pv0.z)*s*s*s);
pout.w = 0.5f*(2.0f*pv1.w + (pv2.w - pv0.w)*s + (2.0f*pv0.w - 5.0f*pv1.w + 4.0f*pv2.w - pv3.w)*s*s + (pv3.w -3.0f*pv2.w + 3.0f*pv1.w - pv0.w)*s*s*s);
}
//+------------------------------------------------------------------+
//| Determines the cross-product in four dimensions. |
//+------------------------------------------------------------------+
void DXVec4Cross(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2,const DXVector4 &pv3)
{
DXVector4 out;
out.x = pv1.y*(pv2.z*pv3.w - pv3.z*pv2.w) - pv1.z*(pv2.y*pv3.w - pv3.y*pv2.w) + pv1.w*(pv2.y*pv3.z - pv2.z*pv3.y);
out.y = -(pv1.x*(pv2.z*pv3.w - pv3.z*pv2.w) - pv1.z*(pv2.x*pv3.w - pv3.x*pv2.w) + pv1.w*(pv2.x*pv3.z - pv3.x*pv2.z));
out.z = pv1.x*(pv2.y*pv3.w - pv3.y*pv2.w) - pv1.y*(pv2.x*pv3.w - pv3.x*pv2.w) + pv1.w*(pv2.x*pv3.y - pv3.x*pv2.y);
out.w = -(pv1.x*(pv2.y*pv3.z - pv3.y*pv2.z) - pv1.y*(pv2.x*pv3.z - pv3.x*pv2.z) + pv1.z*(pv2.x*pv3.y - pv3.x*pv2.y));
pout = out;
}
//+------------------------------------------------------------------+
//| Determines the dot product of two 4D vectors. |
//+------------------------------------------------------------------+
float DXVec4Dot(const DXVector4 &pv1,const DXVector4 &pv2)
{
return(pv1.x*pv2.x + pv1.y*pv2.y + pv1.z*pv2.z+ pv1.w*pv2.w);
}
//+------------------------------------------------------------------+
//| Performs a Hermite spline interpolation, |
//| using the specified 4D vectors. |
//+------------------------------------------------------------------+
void DXVec4Hermite(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pt1,const DXVector4 &pv2,const DXVector4 &pt2,float s)
{
float h1 = 2.0f*s*s*s - 3.0f*s*s + 1.0f;
float h2 = s*s*s - 2.0f*s*s + s;
float h3 = -2.0f*s*s*s + 3.0f*s*s;
float h4 = s*s*s - s*s;
pout.x = h1*pv1.x + h2*pt1.x + h3*pv2.x + h4*pt2.x;
pout.y = h1*pv1.y + h2*pt1.y + h3*pv2.y + h4*pt2.y;
pout.z = h1*pv1.z + h2*pt1.z + h3*pv2.z + h4*pt2.z;
pout.w = h1*pv1.w + h2*pt1.w + h3*pv2.w + h4*pt2.w;
}
//+------------------------------------------------------------------+
//| Returns the length of a 4D vector. |
//+------------------------------------------------------------------+
float DXVec4Length(const DXVector4 &pv)
{
return((float)sqrt(pv.x*pv.x + pv.y*pv.y + pv.z*pv.z+ pv.w*pv.w));
}
//+------------------------------------------------------------------+
//| Returns the square of the length of a 4D vector. |
//+------------------------------------------------------------------+
float DXVec4LengthSq(const DXVector4 &pv)
{
return((float)(pv.x*pv.x + pv.y*pv.y + pv.z*pv.z));
}
//+------------------------------------------------------------------+
//| Performs a linear interpolation between two 4D vectors. |
//+------------------------------------------------------------------+
void DXVec4Lerp(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2,float s)
{
pout.x = (1.0f-s)*pv1.x + s*pv2.x;
pout.y = (1.0f-s)*pv1.y + s*pv2.y;
pout.z = (1.0f-s)*pv1.z + s*pv2.z;
pout.w = (1.0f-s)*pv1.w + s*pv2.w;
}
//+------------------------------------------------------------------+
//| Returns a 4D vector that is made up of the largest components |
//| of two 4D vectors. |
//+------------------------------------------------------------------+
void DXVec4Maximize(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2)
{
pout.x = (float)fmax(pv1.x,pv2.x);
pout.y = (float)fmax(pv1.y,pv2.y);
pout.z = (float)fmax(pv1.z,pv2.z);
pout.w = (float)fmax(pv1.w,pv2.w);
}
//+------------------------------------------------------------------+
//| Returns a 4D vector that is made up of the smallest components |
//| of two 4D vectors. |
//+------------------------------------------------------------------+
void DXVec4Minimize(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2)
{
pout.x = (float)fmin(pv1.x,pv2.x);
pout.y = (float)fmin(pv1.y,pv2.y);
pout.z = (float)fmin(pv1.z,pv2.z);
pout.w = (float)fmin(pv1.w,pv2.w);
}
//+------------------------------------------------------------------+
//| Returns the normalized version of a 4D vector. |
//+------------------------------------------------------------------+
void DXVec4Normalize(DXVector4 &pout,const DXVector4 &pv)
{
//--- calculate length
float norm = DXVec4Length(pv);
if(!norm)
{
pout.x = 0.0f;
pout.y = 0.0f;
pout.z = 0.0f;
pout.w = 0.0f;
}
else
{
pout.x = pv.x/norm;
pout.y = pv.y/norm;
pout.z = pv.z/norm;
pout.w = pv.w/norm;
}
}
//+------------------------------------------------------------------+
//| Scales a 4D vector. |
//+------------------------------------------------------------------+
void DXVec4Scale(DXVector4 &pout,const DXVector4 &pv,float s)
{
pout.x = s*pv.x;
pout.y = s*pv.y;
pout.z = s*pv.z;
pout.w = s*pv.w;
}
//+------------------------------------------------------------------+
//| Subtracts two 4D vectors. |
//+------------------------------------------------------------------+
void DXVec4Subtract(DXVector4 &pout,const DXVector4 &pv1,const DXVector4 &pv2)
{
pout.x = pv1.x - pv2.x;
pout.y = pv1.y - pv2.y;
pout.z = pv1.z - pv2.z;
pout.w = pv1.w - pv2.w;
}
//+------------------------------------------------------------------+
//| Transforms a 4D vector by a given matrix. |
//+------------------------------------------------------------------+
void DXVec4Transform(DXVector4 &pout,const DXVector4 &pv,const DXMatrix &pm)
{
DXVector4 temp;
temp.x = pm.m[0][0]*pv.x + pm.m[1][0]*pv.y + pm.m[2][0]*pv.z + pm.m[3][0]*pv.w;
temp.y = pm.m[0][1]*pv.x + pm.m[1][1]*pv.y + pm.m[2][1]*pv.z + pm.m[3][1]*pv.w;
temp.z = pm.m[0][2]*pv.x + pm.m[1][2]*pv.y + pm.m[2][2]*pv.z + pm.m[3][2]*pv.w;
temp.w = pm.m[0][3]*pv.x + pm.m[1][3]*pv.y + pm.m[2][3]*pv.z + pm.m[3][3]*pv.w;
pout=temp;
}
//+------------------------------------------------------------------+
//| Returns a quaternion in barycentric coordinates. |
//+------------------------------------------------------------------+
void DXQuaternionBaryCentric(DXQuaternion &pout,DXQuaternion &pq1,DXQuaternion &pq2,DXQuaternion &pq3,float f,float g)
{
DXQuaternion temp1,temp2;
DXQuaternionSlerp(temp1,pq1,pq2,f+g);
DXQuaternionSlerp(temp2,pq1,pq3,f+g);
DXQuaternionSlerp(pout,temp1,temp2,g/(f+g));
}
//+------------------------------------------------------------------+
//| Returns the conjugate of a quaternion. |
//+------------------------------------------------------------------+
void DXQuaternionConjugate(DXQuaternion &pout,const DXQuaternion &pq)
{
pout.x = -pq.x;
pout.y = -pq.y;
pout.z = -pq.z;
pout.w = pq.w;
}
//+------------------------------------------------------------------+
//| Returns the dot product of two quaternions. |
//+------------------------------------------------------------------+
float DXQuaternionDot(DXQuaternion &a,DXQuaternion &b)
{
return(a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w);
}
//+------------------------------------------------------------------+
//| Calculates the exponential. |
//| This method converts a pure quaternion to a unit quaternion. |
//| DXQuaternionExp expects a pure quaternion, where w is ignored |
//| in the calculation (w == 0). |
//+------------------------------------------------------------------+
void DXQuaternionExp(DXQuaternion &out,const DXQuaternion &q)
{
float norm = (float)sqrt(q.x*q.x + q.y*q.y + q.z*q.z);
if(norm)
{
out.x = (float)sin(norm)*q.x/norm;
out.y = (float)sin(norm)*q.y/norm;
out.z = (float)sin(norm)*q.z/norm;
out.w = (float)cos(norm);
}
else
{
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
out.w = 1.0f;
}
}
//+------------------------------------------------------------------+
//| Returns the identity quaternion. |
//+------------------------------------------------------------------+
void DXQuaternionIdentity(DXQuaternion &out)
{
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
out.w = 1.0f;
}
//+------------------------------------------------------------------+
//| Determines if a quaternion is an identity quaternion. |
//+------------------------------------------------------------------+
bool DXQuaternionIsIdentity(DXQuaternion &pq)
{
return ((pq.x == 0.0f) && (pq.y == 0.0f) && (pq.z == 0.0f) && (pq.w == 1.0f));
}
//+------------------------------------------------------------------+
//| Returns the length of a quaternion. |
//+------------------------------------------------------------------+
float DXQuaternionLength(const DXQuaternion &pq)
{
return((float)sqrt(pq.x*pq.x + pq.y*pq.y + pq.z*pq.z + pq.w*pq.w));
}
//+------------------------------------------------------------------+
//| Returns the square of the length of a quaternion. |
//+------------------------------------------------------------------+
float DXQuaternionLengthSq(const DXQuaternion &pq)
{
return((float)(pq.x*pq.x + pq.y*pq.y + pq.z*pq.z + pq.w*pq.w));
}
//+------------------------------------------------------------------+
//| Conjugates and renormalizes a quaternion. |
//+------------------------------------------------------------------+
void DXQuaternionInverse(DXQuaternion &pout,const DXQuaternion &pq)
{
float norm = DXQuaternionLengthSq(pq);
pout.x = -pq.x/norm;
pout.y = -pq.y/norm;
pout.z = -pq.z/norm;
pout.w = pq.w/norm;
}
//+------------------------------------------------------------------+
//| Calculates the natural logarithm. |
//| The DXQuaternionLn function works only for unit quaternions. |
//+------------------------------------------------------------------+
void DXQuaternionLn(DXQuaternion &out,const DXQuaternion &q)
{
float t;
if((q.w >= 1.0f) || (q.w == -1.0f))
t = 1.0f;
else
t = (float)(acos(q.w)/sqrt(1.0f - q.w*q.w));
out.x = t*q.x;
out.y = t*q.y;
out.z = t*q.z;
out.w = 0.0f;
}
//+------------------------------------------------------------------+
//| Multiplies two quaternions. |
//+------------------------------------------------------------------+
void DXQuaternionMultiply(DXQuaternion &pout,const DXQuaternion &pq1,const DXQuaternion &pq2)
{
DXQuaternion out;
out.x = pq2.w*pq1.x + pq2.x*pq1.w + pq2.y*pq1.z - pq2.z*pq1.y;
out.y = pq2.w*pq1.y - pq2.x*pq1.z + pq2.y*pq1.w + pq2.z*pq1.x;
out.z = pq2.w*pq1.z + pq2.x*pq1.y - pq2.y*pq1.x + pq2.z*pq1.w;
out.w = pq2.w*pq1.w - pq2.x*pq1.x - pq2.y*pq1.y - pq2.z*pq1.z;
pout = out;
}
//+------------------------------------------------------------------+
//| Computes a unit length quaternion. |
//+------------------------------------------------------------------+
void DXQuaternionNormalize(DXQuaternion &out,const DXQuaternion &q)
{
float norm = DXQuaternionLength(q);
if(!norm)
{
out.x = 0.0f;
out.y = 0.0f;
out.z = 0.0f;
out.w = 0.0f;
}
else
{
out.x = q.x/norm;
out.y = q.y/norm;
out.z = q.z/norm;
out.w = q.w/norm;
}
}
//+------------------------------------------------------------------+
//| Rotates a quaternion about an arbitrary axis. |
//+------------------------------------------------------------------+
void DXQuaternionRotationAxis(DXQuaternion &out,const DXVector3 &v,float angle)
{
DXVector3 temp;
DXVec3Normalize(temp,v);
out.x = (float)sin(angle/2.0f)*temp.x;
out.y = (float)sin(angle/2.0f)*temp.y;
out.z = (float)sin(angle/2.0f)*temp.z;
out.w = (float)cos(angle/2.0f);
}
//+------------------------------------------------------------------+
//| Builds a quaternion from a rotation matrix. |
//+------------------------------------------------------------------+
void DXQuaternionRotationMatrix(DXQuaternion &out,const DXMatrix &m)
{
float s;
float trace = m.m[0][0] + m.m[1][1] + m.m[2][2] + 1.0f;
if(trace>1.0f)
{
s = 2.0f*(float)sqrt(trace);
out.x = (m.m[1][2] - m.m[2][1])/s;
out.y = (m.m[2][0] - m.m[0][2])/s;
out.z = (m.m[0][1] - m.m[1][0])/s;
out.w = 0.25f*s;
}
else
{
int maxi = 0;
for(int i=1; i<3; i++)
{
if(m.m[i][i] > m.m[maxi][maxi])
maxi = i;
}
switch(maxi)
{
case 0:
s = 2.0f*(float)sqrt(1.0f + m.m[0][0] - m.m[1][1] - m.m[2][2]);
out.x = 0.25f*s;
out.y = (m.m[0][1] + m.m[1][0])/s;
out.z = (m.m[0][2] + m.m[2][0])/s;
out.w = (m.m[1][2] - m.m[2][1])/s;
break;
case 1:
s = 2.0f*(float)sqrt(1.0f + m.m[1][1] - m.m[0][0] - m.m[2][2]);
out.x = (m.m[0][1] + m.m[1][0])/s;
out.y = 0.25f*s;
out.z = (m.m[1][2] + m.m[2][1])/s;
out.w = (m.m[2][0] - m.m[0][2])/s;
break;
case 2:
s = 2.0f*(float)sqrt(1.0f + m.m[2][2] - m.m[0][0] - m.m[1][1]);
out.x = (m.m[0][2] + m.m[2][0])/s;
out.y = (m.m[1][2] + m.m[2][1])/s;
out.z = 0.25f*s;
out.w = (m.m[0][1] - m.m[1][0])/s;
break;
}
}
}
//+------------------------------------------------------------------+
//| Builds a quaternion with the given yaw, pitch, and roll. |
//+------------------------------------------------------------------+
void DXQuaternionRotationYawPitchRoll(DXQuaternion &out,float yaw,float pitch,float roll)
{
float syaw = (float)sin(yaw/2.0f);
float cyaw = (float)cos(yaw/2.0f);
float spitch = (float)sin(pitch/2.0f);
float cpitch = (float)cos(pitch/2.0f);
float sroll = (float)sin(roll/2.0f);
float croll = (float)cos(roll/2.0f);
//---
out.x = syaw*cpitch*sroll + cyaw*spitch*croll;
out.y = syaw*cpitch*croll - cyaw*spitch*sroll;
out.z = cyaw*cpitch*sroll - syaw*spitch*croll;
out.w = cyaw*cpitch*croll + syaw*spitch*sroll;
}
//+------------------------------------------------------------------+
//| Interpolates between two quaternions, using spherical linear |
//| interpolation. |
//+------------------------------------------------------------------+
void DXQuaternionSlerp(DXQuaternion &out,DXQuaternion &q1,DXQuaternion &q2,float t)
{
float temp = 1.0f - t;
float dot = DXQuaternionDot(q1,q2);
if(dot<0.0f)
{
t = -t;
dot = -dot;
}
if(1.0f-dot>0.001f)
{
float theta = (float)acos(dot);
temp = (float)sin(theta*temp)/(float)sin(theta);
t = (float)sin(theta*t)/(float)sin(theta);
}
out.x = temp*q1.x + t*q2.x;
out.y = temp*q1.y + t*q2.y;
out.z = temp*q1.z + t*q2.z;
out.w = temp*q1.w + t*q2.w;
}
//+------------------------------------------------------------------+
//| Interpolates between quaternions, using spherical quadrangle |
//| interpolation. |
//+------------------------------------------------------------------+
void DXQuaternionSquad(DXQuaternion &pout,DXQuaternion &pq1,DXQuaternion &pq2,DXQuaternion &pq3,DXQuaternion &pq4,float t)
{
DXQuaternion temp1,temp2;
DXQuaternionSlerp(temp1,pq1,pq4,t);
DXQuaternionSlerp(temp2,pq2,pq3,t);
DXQuaternionSlerp(pout,temp1,temp2,2.0f*t*(1.0f - t));
}
//+------------------------------------------------------------------+
//| add_diff |
//+------------------------------------------------------------------+
DXQuaternion add_diff(const DXQuaternion &q1,const DXQuaternion &q2,const float add)
{
DXQuaternion temp;
temp.x = q1.x + add * q2.x;
temp.y = q1.y + add * q2.y;
temp.z = q1.z + add * q2.z;
temp.w = q1.w + add * q2.w;
//---
return(temp);
}
//+------------------------------------------------------------------+
//| Sets up control points for spherical quadrangle interpolation. |
//+------------------------------------------------------------------+
void DXQuaternionSquadSetup(DXQuaternion &paout,DXQuaternion &pbout,DXQuaternion &pcout,DXQuaternion &pq0,DXQuaternion &pq1,DXQuaternion &pq2,DXQuaternion &pq3)
{
DXQuaternion q,temp1,temp2,temp3,zero;
DXQuaternion aout,cout;
zero.x = 0.0f;
zero.y = 0.0f;
zero.z = 0.0f;
zero.w = 0.0f;
//---
if(DXQuaternionDot(pq0,pq1) < 0.0f)
temp2 = add_diff(zero,pq0,-1.0f);
else
temp2 = pq0;
//---
if(DXQuaternionDot(pq1,pq2) < 0.0f)
cout = add_diff(zero,pq2,-1.0f);
else
cout = pq2;
//---
if(DXQuaternionDot(cout,pq3) < 0.0f)
temp3 = add_diff(zero,pq3,-1.0f);
else
temp3 = pq3;
//---
DXQuaternionInverse(temp1,pq1);
DXQuaternionMultiply(temp2,temp1,temp2);
DXQuaternionLn(temp2,temp2);
DXQuaternionMultiply(q,temp1,cout);
DXQuaternionLn(q,q);
temp1 = add_diff(temp2,q,1.0f);
temp1.x *= -0.25f;
temp1.y *= -0.25f;
temp1.z *= -0.25f;
temp1.w *= -0.25f;
DXQuaternionExp(temp1,temp1);
DXQuaternionMultiply(aout,pq1,temp1);
//---
DXQuaternionInverse(temp1,cout);
DXQuaternionMultiply(temp2,temp1,pq1);
DXQuaternionLn(temp2,temp2);
DXQuaternionMultiply(q,temp1,temp3);
DXQuaternionLn(q,q);
temp1 = add_diff(temp2,q,1.0f);
temp1.x *= -0.25f;
temp1.y *= -0.25f;
temp1.z *= -0.25f;
temp1.w *= -0.25f;
DXQuaternionExp(temp1,temp1);
DXQuaternionMultiply(pbout,cout,temp1);
paout = aout;
pcout = cout;
}
//+------------------------------------------------------------------+
//| Computes a quaternion's axis and angle of rotation. |
//+------------------------------------------------------------------+
void DXQuaternionToAxisAngle(const DXQuaternion &pq,DXVector3 &paxis,float &pangle)
{
//--- paxis
paxis.x = pq.x;
paxis.y = pq.y;
paxis.z = pq.z;
//--- pangle
pangle = 2.0f*(float)acos(pq.w);
}
//+------------------------------------------------------------------+
//| DXMatrixIdentity creates an identity matrix |
//+------------------------------------------------------------------+
void DXMatrixIdentity(DXMatrix &out)
{
for(int j=0; j<4; j++)
for(int i=0; i<4; i++)
{
if(i==j)
out.m[j,i]=1.0f;
else
out.m[j,i]=0.0f;
}
}
//+------------------------------------------------------------------+
//| Determines if a matrix is an identity matrix. |
//+------------------------------------------------------------------+
bool DXMatrixIsIdentity(DXMatrix &pm)
{
for(int j=0; j<4; j++)
for(int i=0; i<4; i++)
{
if(i==j)
{
if(fabs(pm.m[j,i]-1.0f)>1e-6f)
return(false);
}
else
if(fabs(pm.m[j,i])>1e-6f)
return(false);
}
//---
return(true);
}
//+------------------------------------------------------------------+
//| Builds a 3D affine transformation matrix. |
//+------------------------------------------------------------------+
//| This function calculates the affine transformation matrix |
//| with the following formula, with matrix concatenation |
//| evaluated in left-to-right order: |
//| Mout = Ms * (Mrc)-1 * Mr * Mrc * Mt |
//| where: |
//| Mout = output matrix (pOut) |
//| Ms = scaling matrix (Scaling) |
//| Mrc = center of rotation matrix (pRotationCenter) |
//| Mr = rotation matrix (pRotation) |
//| Mt = translation matrix (pTranslation) |
//+------------------------------------------------------------------+
void DXMatrixAffineTransformation(DXMatrix &out,float scaling,const DXVector3 &rotationcenter,const DXQuaternion &rotation,const DXVector3 &translation)
{
DXMatrixIdentity(out);
//--- rotation
float temp00 = 1.0f - 2.0f*(rotation.y*rotation.y + rotation.z*rotation.z);
float temp01 = 2.0f * (rotation.x*rotation.y + rotation.z*rotation.w);
float temp02 = 2.0f * (rotation.x*rotation.z - rotation.y*rotation.w);
float temp10 = 2.0f * (rotation.x*rotation.y - rotation.z*rotation.w);
float temp11 = 1.0f - 2.0f*(rotation.x*rotation.x + rotation.z*rotation.z);
float temp12 = 2.0f * (rotation.y*rotation.z + rotation.x*rotation.w);
float temp20 = 2.0f * (rotation.x*rotation.z + rotation.y*rotation.w);
float temp21 = 2.0f * (rotation.y*rotation.z - rotation.x*rotation.w);
float temp22 = 1.0f - 2.0f*(rotation.x*rotation.x + rotation.y*rotation.y);
//--- scaling
out.m[0][0] = scaling*temp00;
out.m[0][1] = scaling*temp01;
out.m[0][2] = scaling*temp02;
out.m[1][0] = scaling*temp10;
out.m[1][1] = scaling*temp11;
out.m[1][2] = scaling*temp12;
out.m[2][0] = scaling*temp20;
out.m[2][1] = scaling*temp21;
out.m[2][2] = scaling*temp22;
//--- rotationcenter
out.m[3][0] = rotationcenter.x*(1.0f - temp00) - rotationcenter.y*temp10 - rotationcenter.z*temp20;
out.m[3][1] = rotationcenter.y*(1.0f - temp11) - rotationcenter.x*temp01 - rotationcenter.z*temp21;
out.m[3][2] = rotationcenter.z*(1.0f - temp22) - rotationcenter.x*temp02 - rotationcenter.y*temp12;
//--- translation
out.m[3][0] += translation.x;
out.m[3][1] += translation.y;
out.m[3][2] += translation.z;
}
//+------------------------------------------------------------------+
//| Builds a 2D affine transformation matrix in the xy plane. |
//+------------------------------------------------------------------+
//| This function calculates the affine transformation matrix |
//| with the following formula, with matrix concatenation evaluated |
//| in left-to-right order: |
//| Mout = Ms * (Mrc)^(-1) * Mr * Mrc * Mt |
//| where: |
//| Mout = output matrix (pOut) |
//| Ms = scaling matrix (Scaling) |
//| Mrc = center of rotation matrix (pRotationCenter) |
//| Mr = rotation matrix (Rotation) |
//| Mt = translation matrix (pTranslation) |
//+------------------------------------------------------------------+
void DXMatrixAffineTransformation2D(DXMatrix &out,float scaling,const DXVector2 &rotationcenter,float rotation,const DXVector2 &translation)
{
float s = (float)sin(rotation/2.0f);
float tmp1 = 1.0f - 2.0f*s*s;
float tmp2 = 2.0f*s*(float)cos(rotation/2.0f);
//---
DXMatrixIdentity(out);
out.m[0][0] = scaling*tmp1;
out.m[0][1] = scaling*tmp2;
out.m[1][0] = -scaling*tmp2;
out.m[1][1] = scaling*tmp1;
//--- rotationcenter
float x = rotationcenter.x;
float y = rotationcenter.y;
out.m[3][0] = y*tmp2 - x*tmp1 + x;
out.m[3][1] = -x*tmp2 - y*tmp1 + y;
//--- translation
out.m[3][0] += translation.x;
out.m[3][1] += translation.y;
}
#define D3DERR_INVALIDCALL -2005530516
//#define S_OK 0;
//+------------------------------------------------------------------+
//| Breaks down a general 3D transformation matrix into its scalar, |
//| rotational, and translational components. |
//+------------------------------------------------------------------+
int DXMatrixDecompose(DXVector3 &poutscale,DXQuaternion &poutrotation,DXVector3 &pouttranslation,const DXMatrix &pm)
{
DXMatrix normalized;
DXVector3 vec;
//--- Compute the scaling part
vec.x=pm.m[0][0];
vec.y=pm.m[0][1];
vec.z=pm.m[0][2];
poutscale.x=DXVec3Length(vec);
vec.x=pm.m[1][0];
vec.y=pm.m[1][1];
vec.z=pm.m[1][2];
poutscale.y=DXVec3Length(vec);
vec.x=pm.m[2][0];
vec.y=pm.m[2][1];
vec.z=pm.m[2][2];
poutscale.z=DXVec3Length(vec);
//--- compute the translation part
pouttranslation.x=pm.m[3][0];
pouttranslation.y=pm.m[3][1];
pouttranslation.z=pm.m[3][2];
//--- let's calculate the rotation now
if((poutscale.x == 0.0f) || (poutscale.y == 0.0f) || (poutscale.z == 0.0f))
return(D3DERR_INVALIDCALL);
//---
normalized.m[0][0]=pm.m[0][0]/poutscale.x;
normalized.m[0][1]=pm.m[0][1]/poutscale.x;
normalized.m[0][2]=pm.m[0][2]/poutscale.x;
normalized.m[1][0]=pm.m[1][0]/poutscale.y;
normalized.m[1][1]=pm.m[1][1]/poutscale.y;
normalized.m[1][2]=pm.m[1][2]/poutscale.y;
normalized.m[2][0]=pm.m[2][0]/poutscale.z;
normalized.m[2][1]=pm.m[2][1]/poutscale.z;
normalized.m[2][2]=pm.m[2][2]/poutscale.z;
DXQuaternionRotationMatrix(poutrotation,normalized);
//---
return(0);
}
//+------------------------------------------------------------------+
//| Returns the determinant of a matrix. |
//+------------------------------------------------------------------+
float DXMatrixDeterminant(const DXMatrix &pm)
{
float t[3],v[4];
t[0] = pm.m[2][2]*pm.m[3][3] - pm.m[2][3]*pm.m[3][2];
t[1] = pm.m[1][2]*pm.m[3][3] - pm.m[1][3]*pm.m[3][2];
t[2] = pm.m[1][2]*pm.m[2][3] - pm.m[1][3]*pm.m[2][2];
v[0] = pm.m[1][1]*t[0] - pm.m[2][1] * t[1] + pm.m[3][1]*t[2];
v[1] = -pm.m[1][0]*t[0] + pm.m[2][0] * t[1] - pm.m[3][0]*t[2];
//---
t[0] = pm.m[1][0]*pm.m[2][1] - pm.m[2][0]*pm.m[1][1];
t[1] = pm.m[1][0]*pm.m[3][1] - pm.m[3][0]*pm.m[1][1];
t[2] = pm.m[2][0]*pm.m[3][1] - pm.m[3][0]*pm.m[2][1];
v[2] = pm.m[3][3]*t[0] - pm.m[2][3]*t[1] + pm.m[1][3]*t[2];
v[3] = -pm.m[3][2]*t[0] + pm.m[2][2]*t[1] - pm.m[1][2]*t[2];
//---
return(pm.m[0][0]*v[0] + pm.m[0][1]*v[1] + pm.m[0][2]*v[2] + pm.m[0][3]*v[3]);
}
//+------------------------------------------------------------------+
//| Calculates the inverse of a matrix. |
//+------------------------------------------------------------------+
void DXMatrixInverse(DXMatrix &pout,float &pdeterminant,const DXMatrix &pm)
{
float t[3],v[16];
t[0] = pm.m[2][2]*pm.m[3][3] - pm.m[2][3]*pm.m[3][2];
t[1] = pm.m[1][2]*pm.m[3][3] - pm.m[1][3]*pm.m[3][2];
t[2] = pm.m[1][2]*pm.m[2][3] - pm.m[1][3]*pm.m[2][2];
v[0] = pm.m[1][1]*t[0] - pm.m[2][1]*t[1] + pm.m[3][1]*t[2];
v[4] = -pm.m[1][0]*t[0] + pm.m[2][0]*t[1] - pm.m[3][0]*t[2];
//---
t[0] = pm.m[1][0]*pm.m[2][1] - pm.m[2][0]*pm.m[1][1];
t[1] = pm.m[1][0]*pm.m[3][1] - pm.m[3][0]*pm.m[1][1];
t[2] = pm.m[2][0]*pm.m[3][1] - pm.m[3][0]*pm.m[2][1];
v[8] = pm.m[3][3]*t[0] - pm.m[2][3]*t[1] + pm.m[1][3]*t[2];
v[12] = -pm.m[3][2]*t[0] + pm.m[2][2]*t[1] - pm.m[1][2]*t[2];
//---
float det = pm.m[0][0]*v[0] + pm.m[0][1]*v[4] + pm.m[0][2]*v[8] + pm.m[0][3]*v[12];
if(det == 0.0f)
{
for(int j=0; j<4; j++)
for(int i=0; i<4; i++)
{
pout.m[j,i]=0.0;
}
//---
return;
}
if(pdeterminant)
pdeterminant = det;
//---
t[0] = pm.m[2][2]*pm.m[3][3] - pm.m[2][3]*pm.m[3][2];
t[1] = pm.m[0][2]*pm.m[3][3] - pm.m[0][3]*pm.m[3][2];
t[2] = pm.m[0][2]*pm.m[2][3] - pm.m[0][3]*pm.m[2][2];
v[1] = -pm.m[0][1]*t[0] + pm.m[2][1]*t[1] - pm.m[3][1]*t[2];
v[5] = pm.m[0][0]*t[0] - pm.m[2][0]*t[1] + pm.m[3][0]*t[2];
//---
t[0] = pm.m[0][0]*pm.m[2][1] - pm.m[2][0] * pm.m[0][1];
t[1] = pm.m[3][0]*pm.m[0][1] - pm.m[0][0] * pm.m[3][1];
t[2] = pm.m[2][0]*pm.m[3][1] - pm.m[3][0] * pm.m[2][1];
v[9] = -pm.m[3][3]*t[0] - pm.m[2][3]*t[1]- pm.m[0][3]*t[2];
v[13] = pm.m[3][2]*t[0] + pm.m[2][2]*t[1] + pm.m[0][2]*t[2];
//---
t[0] = pm.m[1][2]*pm.m[3][3] - pm.m[1][3] * pm.m[3][2];
t[1] = pm.m[0][2]*pm.m[3][3] - pm.m[0][3] * pm.m[3][2];
t[2] = pm.m[0][2]*pm.m[1][3] - pm.m[0][3] * pm.m[1][2];
v[2] = pm.m[0][1]*t[0] - pm.m[1][1]*t[1] + pm.m[3][1]*t[2];
v[6] = -pm.m[0][0]*t[0] + pm.m[1][0]*t[1] - pm.m[3][0]*t[2];
//---
t[0] = pm.m[0][0]*pm.m[1][1] - pm.m[1][0] * pm.m[0][1];
t[1] = pm.m[3][0]*pm.m[0][1] - pm.m[0][0] * pm.m[3][1];
t[2] = pm.m[1][0]*pm.m[3][1] - pm.m[3][0] * pm.m[1][1];
v[10] = pm.m[3][3]*t[0] + pm.m[1][3]*t[1] + pm.m[0][3]*t[2];
v[14] = -pm.m[3][2]*t[0] - pm.m[1][2]*t[1] - pm.m[0][2]*t[2];
//---
t[0] = pm.m[1][2]*pm.m[2][3] - pm.m[1][3] * pm.m[2][2];
t[1] = pm.m[0][2]*pm.m[2][3] - pm.m[0][3] * pm.m[2][2];
t[2] = pm.m[0][2]*pm.m[1][3] - pm.m[0][3] * pm.m[1][2];
v[3] = -pm.m[0][1]*t[0] + pm.m[1][1]*t[1] - pm.m[2][1]*t[2];
v[7] = pm.m[0][0]*t[0] - pm.m[1][0]*t[1] + pm.m[2][0]*t[2];
//---
v[11] = -pm.m[0][0]*(pm.m[1][1]*pm.m[2][3] - pm.m[1][3]*pm.m[2][1]) +
pm.m[1][0]*(pm.m[0][1]*pm.m[2][3] - pm.m[0][3]*pm.m[2][1]) -
pm.m[2][0]*(pm.m[0][1]*pm.m[1][3] - pm.m[0][3]*pm.m[1][1]);
//---
v[15] = pm.m[0][0]*(pm.m[1][1]*pm.m[2][2] - pm.m[1][2]*pm.m[2][1]) -
pm.m[1][0]*(pm.m[0][1]*pm.m[2][2] - pm.m[0][2]*pm.m[2][1]) +
pm.m[2][0]*(pm.m[0][1]*pm.m[1][2] - pm.m[0][2]*pm.m[1][1]);
//---
det = 1.0f/det;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
pout.m[i][j] = v[4*i + j]*det;
}
//+------------------------------------------------------------------+
//| Builds a left-handed,look-at matrix. |
//| This function uses the following formula to compute |
//| the returned matrix. |
//| |
//| zaxis = normal(At - Eye) |
//| xaxis = normal(cross(Up,zaxis)) |
//| yaxis = cross(zaxis,xaxis) |
//| |
//| xaxis.x yaxis.x zaxis.x 0 |
//| xaxis.y yaxis.y zaxis.y 0 |
//| xaxis.z yaxis.z zaxis.z 0 |
//| -dot(xaxis,eye) -dot(yaxis,eye) -dot(zaxis,eye) 1 |
//+------------------------------------------------------------------+
void DXMatrixLookAtLH(DXMatrix &out,const DXVector3 &eye,const DXVector3 &at,const DXVector3 &up)
{
DXVector3 right,upn,vec;
DXVec3Subtract(vec,at,eye);
DXVec3Normalize(vec,vec);
DXVec3Cross(right,up,vec);
DXVec3Cross(upn,vec,right);
DXVec3Normalize(right,right);
DXVec3Normalize(upn,upn);
//---
out.m[0][0] = right.x;
out.m[1][0] = right.y;
out.m[2][0] = right.z;
out.m[3][0] = -DXVec3Dot(right,eye);
out.m[0][1] = upn.x;
out.m[1][1] = upn.y;
out.m[2][1] = upn.z;
out.m[3][1] = -DXVec3Dot(upn,eye);
out.m[0][2] = vec.x;
out.m[1][2] = vec.y;
out.m[2][2] = vec.z;
out.m[3][2] = -DXVec3Dot(vec,eye);
out.m[0][3] = 0.0f;
out.m[1][3] = 0.0f;
out.m[2][3] = 0.0f;
out.m[3][3] = 1.0f;
}
//+------------------------------------------------------------------+
//| Builds a right-handed, look-at matrix. |
//+------------------------------------------------------------------+
//| This function uses the following formula to compute |
//| the returned matrix. |
//| |
//| zaxis = normal(Eye - At) |
//| xaxis = normal(cross(Up,zaxis)) |
//| yaxis = cross(zaxis,xaxis) |
//| |
//| xaxis.x yaxis.x zaxis.x 0 |
//| xaxis.y yaxis.y zaxis.y 0 |
//| xaxis.z yaxis.z zaxis.z 0 |
//| dot(xaxis,eye) dot(yaxis,eye) dot(zaxis,eye) 1 |
//+------------------------------------------------------------------+
void DXMatrixLookAtRH(DXMatrix &out,const DXVector3 &eye,const DXVector3 &at,const DXVector3 &up)
{
DXVector3 right,upn,vec;
DXVec3Subtract(vec,at,eye);
DXVec3Normalize(vec,vec);
DXVec3Cross(right,up,vec);
DXVec3Cross(upn,vec,right);
DXVec3Normalize(right,right);
DXVec3Normalize(upn,upn);
//---
out.m[0][0] = -right.x;
out.m[1][0] = -right.y;
out.m[2][0] = -right.z;
out.m[3][0] = DXVec3Dot(right,eye);
out.m[0][1] = upn.x;
out.m[1][1] = upn.y;
out.m[2][1] = upn.z;
out.m[3][1] = -DXVec3Dot(upn,eye);
out.m[0][2] = -vec.x;
out.m[1][2] = -vec.y;
out.m[2][2] = -vec.z;
out.m[3][2] = DXVec3Dot(vec,eye);
out.m[0][3] = 0.0f;
out.m[1][3] = 0.0f;
out.m[2][3] = 0.0f;
out.m[3][3] = 1.0f;
}
//+------------------------------------------------------------------+
//| Determines the product of two matrices. |
//+------------------------------------------------------------------+
void DXMatrixMultiply(DXMatrix &pout,const DXMatrix &pm1,const DXMatrix &pm2)
{
DXMatrix out= {};
for(int i=0; i<4; i++)
{
for(int j=0; j<4; j++)
{
out.m[i][j] = pm1.m[i][0]*pm2.m[0][j] + pm1.m[i][1]*pm2.m[1][j] + pm1.m[i][2]*pm2.m[2][j] + pm1.m[i][3]*pm2.m[3][j];
}
}
pout = out;
}
//+------------------------------------------------------------------+
//| Calculates the transposed product of two matrices. |
//+------------------------------------------------------------------+
void DXMatrixMultiplyTranspose(DXMatrix &pout,const DXMatrix &pm1,const DXMatrix &pm2)
{
DXMatrix temp= {};
for(int i = 0; i < 4; i++)
for(int j = 0; j < 4; j++)
temp.m[j][i] = pm1.m[i][0]*pm2.m[0][j] + pm1.m[i][1]*pm2.m[1][j] + pm1.m[i][2]*pm2.m[2][j] + pm1.m[i][3]*pm2.m[3][j];
pout = temp;
}
//+------------------------------------------------------------------+
//| Builds a left-handed orthographic projection matrix. |
//+------------------------------------------------------------------+
void DXMatrixOrthoLH(DXMatrix &pout,float w,float h,float zn,float zf)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 2.0f/w;
pout.m[1][1] = 2.0f/h;
pout.m[2][2] = 1.0f/(zf - zn);
pout.m[3][2] = zn/(zn - zf);
}
//+------------------------------------------------------------------+
//| Builds a customized,left-handed orthographic projection matrix. |
//+------------------------------------------------------------------+
void DXMatrixOrthoOffCenterLH(DXMatrix &pout,float l,float r,float b,float t,float zn,float zf)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 2.0f/(r - l);
pout.m[1][1] = 2.0f/(t - b);
pout.m[2][2] = 1.0f/(zf -zn);
pout.m[3][0] = -1.0f -2.0f*l/(r - l);
pout.m[3][1] = 1.0f + 2.0f*t/(b - t);
pout.m[3][2] = zn/(zn -zf);
}
//+------------------------------------------------------------------+
//| Builds a customized,right-handed orthographic projection matrix. |
//+------------------------------------------------------------------+
void DXMatrixOrthoOffCenterRH(DXMatrix &pout,float l,float r,float b,float t,float zn,float zf)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 2.0f/(r - l);
pout.m[1][1] = 2.0f/(t - b);
pout.m[2][2] = 1.0f/(zn -zf);
pout.m[3][0] = -1.0f -2.0f*l/(r - l);
pout.m[3][1] = 1.0f + 2.0f*t/(b - t);
pout.m[3][2] = zn/(zn -zf);
}
//+------------------------------------------------------------------+
//| Builds a right-handed orthographic projection matrix. |
//+------------------------------------------------------------------+
//| All the parameters of the DXMatrixOrthoRH function |
//| are distances in camera space. The parameters describe |
//| the dimensions of the view volume. |
//| |
//| This function uses the following formula to compute |
//| the returned matrix: |
//| 2/w 0 0 0 |
//| 0 2/h 0 0 |
//| 0 0 1/(zn-zf) 0 |
//| 0 0 zn/(zn-zf) 1 |
//+------------------------------------------------------------------+
void DXMatrixOrthoRH(DXMatrix &pout,float w,float h,float zn,float zf)
{
DXMatrixIdentity(pout);
pout.m[0][0] = 2.0f/w;
pout.m[1][1] = 2.0f/h;
pout.m[2][2] = 1.0f/(zn - zf);
pout.m[3][2] = zn/(zn - zf);
}
//+------------------------------------------------------------------+
//| Builds a left-handed perspective projection matrix |
//| based on a field of view. |
//+------------------------------------------------------------------+
//| This function computes the returned matrix as shown: |
//| xScale 0 0 0 |
//| 0 yScale 0 0 |
//| 0 0 zf/(zf-zn) 1 |
//| 0 0 -zn*zf/(zf-zn) 0 |
//| where: |
//| yScale = cot(fovY/2) |
//| xScale = yScale / aspect ratio |
//+------------------------------------------------------------------+
void DXMatrixPerspectiveFovLH(DXMatrix &pout,float fovy,float aspect,float zn,float zf)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 1.0f/(aspect*(float)tan(fovy/2.0f));
pout.m[1][1] = 1.0f/(float)tan(fovy/2.0f);
pout.m[2][2] = zf/(zf - zn);
pout.m[2][3] = 1.0f;
pout.m[3][2] = (zf*zn)/(zn - zf);
pout.m[3][3] = 0.0f;
}
//+------------------------------------------------------------------+
//| Builds a right-handed perspective projection matrix |
//| based on a field of view. |
//+------------------------------------------------------------------+
//| This function computes the returned matrix as shown. |
//| xScale 0 0 0 |
//| 0 yScale 0 0 |
//| 0 0 zf/(zn-zf) -1 |
//| 0 0 zn*zf/(zn-zf) 0 |
//| where: |
//| yScale = cot(fovY/2) |
//| xScale = yScale / aspect ratio |
//+------------------------------------------------------------------+
void DXMatrixPerspectiveFovRH(DXMatrix &pout,float fovy,float aspect,float zn,float zf)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 1.0f/(aspect*(float)tan(fovy/2.0f));
pout.m[1][1] = 1.0f/(float)tan(fovy/2.0f);
pout.m[2][2] = zf/(zn - zf);
pout.m[2][3] = -1.0f;
pout.m[3][2] = (zf*zn)/(zn - zf);
pout.m[3][3] = 0.0f;
}
//+------------------------------------------------------------------+
//| Builds a left-handed perspective projection matrix |
//+------------------------------------------------------------------+
//| This function uses the following formula to compute |
//| the returned matrix. |
//| 2*zn/w 0 0 0 |
//| 0 2*zn/h 0 0 |
//| 0 0 zf/(zf-zn) 1 |
//| 0 0 zn*zf/(zn-zf) 0 |
//+------------------------------------------------------------------+
void DXMatrixPerspectiveLH(DXMatrix &pout,float w,float h,float zn,float zf)
{
DXMatrixIdentity(pout);
pout.m[0][0] = 2.0f*zn/w;
pout.m[1][1] = 2.0f*zn/h;
pout.m[2][2] = zf/(zf - zn);
pout.m[3][2] = (zn*zf)/(zn - zf);
pout.m[2][3] = 1.0f;
pout.m[3][3] = 0.0f;
}
//+------------------------------------------------------------------+
//| Builds a customized, left-handed perspective projection matrix. |
//+------------------------------------------------------------------+
//| All the parameters of the DXMatrixPerspectiveOffCenterLH |
//| function are distances in camera space. The parameters describe |
//| the dimensions of the view volume. |
//| |
//| This function uses the following formula to compute |
//| the returned matrix. |
//| 2*zn/(r-l) 0 0 0 |
//| 0 2*zn/(t-b) 0 0 |
//| (l+r)/(l-r) (t+b)/(b-t) zf/(zf-zn) 1 |
//| 0 0 zn*zf/(zn-zf) 0 |
//+------------------------------------------------------------------+
void DXMatrixPerspectiveOffCenterLH(DXMatrix &pout,float l,float r,float b,float t,float zn,float zf)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 2.0f*zn/(r - l);
pout.m[1][1] = -2.0f*zn/(b - t);
pout.m[2][0] = -1.0f - 2.0f*l/(r - l);
pout.m[2][1] = 1.0f + 2.0f*t/(b - t);
pout.m[2][2] = - zf/(zn - zf);
pout.m[3][2] = (zn*zf)/(zn -zf);
pout.m[2][3] = 1.0f;
pout.m[3][3] = 0.0f;
}
//+------------------------------------------------------------------+
//| Builds a customized, right-handed perspective projection matrix. |
//+------------------------------------------------------------------+
//| All the parameters of the DXMatrixPerspectiveOffCenterRH |
//| function are distances in camera space. The parameters describe |
//| the dimensions of the view volume. |
//| |
//| This function uses the following formula to compute |
//| the returned matrix. |
//| 2*zn/(r-l) 0 0 0 |
//| 0 2*zn/(t-b) 0 0 |
//| (l+r)/(r-l) (t+b)/(t-b) zf/(zn-zf) -1 |
//| 0 0 zn*zf/(zn-zf) 0 |
//+------------------------------------------------------------------+
void DXMatrixPerspectiveOffCenterRH(DXMatrix &pout,float l,float r,float b,float t,float zn,float zf)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 2.0f*zn/(r - l);
pout.m[1][1] = -2.0f*zn/(b - t);
pout.m[2][0] = 1.0f + 2.0f*l/(r - l);
pout.m[2][1] = -1.0f -2.0f*t/(b - t);
pout.m[2][2] = zf/(zn - zf);
pout.m[3][2] = (zn*zf)/(zn -zf);
pout.m[2][3] = -1.0f;
pout.m[3][3] = 0.0f;
}
//+------------------------------------------------------------------+
//| Builds a right-handed perspective projection matrix. |
//+------------------------------------------------------------------+
//| All the parameters of the DXMatrixPerspectiveRH function |
//| are distances in camera space. The parameters describe |
//| the dimensions of the view volume. |
//| |
//| This function uses the following formula to compute |
//| the returned matrix. |
//| 2*zn/w 0 0 0 |
//| 0 2*zn/h 0 0 |
//| 0 0 zf/(zn-zf) -1 |
//| 0 0 zn*zf/(zn-zf) 0 |
//+------------------------------------------------------------------+
void DXMatrixPerspectiveRH(DXMatrix &pout,float w,float h,float zn,float zf)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 2.0f*zn/w;
pout.m[1][1] = 2.0f*zn/h;
pout.m[2][2] = zf/(zn - zf);
pout.m[3][2] = (zn*zf)/(zn - zf);
pout.m[2][3] = -1.0f;
pout.m[3][3] = 0.0f;
}
//+------------------------------------------------------------------+
//| Builds a matrix that reflects the coordinate system about a plane|
//| This function normalizes the plane equation before it creates |
//| the reflected matrix. |
//| |
//| This function uses the following formula to compute |
//| the returned matrix. |
//| P = normalize(Plane); |
//| -2 * P.a * P.a + 1 -2 * P.b * P.a -2 * P.c * P.a 0 |
//| -2 * P.a * P.b -2 * P.b * P.b + 1 -2 * P.c * P.b 0 |
//| -2 * P.a * P.c -2 * P.b * P.c -2 * P.c * P.c + 1 0 |
//| -2 * P.a * P.d -2 * P.b * P.d -2 * P.c * P.d 1 |
//+------------------------------------------------------------------+
void DXMatrixReflect(DXMatrix &pout,const DXPlane &pplane)
{
DXPlane Nplane;
DXPlaneNormalize(Nplane,pplane);
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 1.0f - 2.0f*Nplane.a*Nplane.a;
pout.m[0][1] = -2.0f*Nplane.a*Nplane.b;
pout.m[0][2] = -2.0f*Nplane.a*Nplane.c;
pout.m[1][0] = -2.0f*Nplane.a*Nplane.b;
pout.m[1][1] = 1.0f - 2.0f*Nplane.b*Nplane.b;
pout.m[1][2] = -2.0f*Nplane.b*Nplane.c;
pout.m[2][0] = -2.0f*Nplane.c*Nplane.a;
pout.m[2][1] = -2.0f*Nplane.c*Nplane.b;
pout.m[2][2] = 1.0f - 2.0f*Nplane.c*Nplane.c;
pout.m[3][0] = -2.0f*Nplane.d*Nplane.a;
pout.m[3][1] = -2.0f*Nplane.d*Nplane.b;
pout.m[3][2] = -2.0f*Nplane.d*Nplane.c;
}
//+------------------------------------------------------------------+
//| Builds a matrix that rotates around an arbitrary axis. |
//+------------------------------------------------------------------+
void DXMatrixRotationAxis(DXMatrix &out,const DXVector3 &v,float angle)
{
DXVector3 nv;
DXVec3Normalize(nv,v);
//---
float sangle = (float)sin(angle);
float cangle = (float)cos(angle);
float cdiff = 1.0f - cangle;
//---
out.m[0][0] = cdiff*nv.x*nv.x + cangle;
out.m[1][0] = cdiff*nv.x*nv.y - sangle*nv.z;
out.m[2][0] = cdiff*nv.x*nv.z + sangle*nv.y;
out.m[3][0] = 0.0f;
out.m[0][1] = cdiff*nv.y*nv.x + sangle*nv.z;
out.m[1][1] = cdiff*nv.y*nv.y + cangle;
out.m[2][1] = cdiff*nv.y*nv.z - sangle*nv.x;
out.m[3][1] = 0.0f;
out.m[0][2] = cdiff*nv.z*nv.x - sangle*nv.y;
out.m[1][2] = cdiff*nv.z*nv.y + sangle*nv.x;
out.m[2][2] = cdiff*nv.z*nv.z + cangle;
out.m[3][2] = 0.0f;
out.m[0][3] = 0.0f;
out.m[1][3] = 0.0f;
out.m[2][3] = 0.0f;
out.m[3][3] = 1.0f;
}
//+------------------------------------------------------------------+
//| Builds a rotation matrix from a quaternion. |
//+------------------------------------------------------------------+
void DXMatrixRotationQuaternion(DXMatrix &pout,const DXQuaternion &pq)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = 1.0f - 2.0f*(pq.y*pq.y + pq.z*pq.z);
pout.m[0][1] = 2.0f*(pq.x*pq.y + pq.z*pq.w);
pout.m[0][2] = 2.0f*(pq.x*pq.z - pq.y*pq.w);
pout.m[1][0] = 2.0f*(pq.x*pq.y - pq.z*pq.w);
pout.m[1][1] = 1.0f - 2.0f * (pq.x*pq.x + pq.z*pq.z);
pout.m[1][2] = 2.0f*(pq.y*pq.z + pq.x*pq.w);
pout.m[2][0] = 2.0f*(pq.x*pq.z + pq.y*pq.w);
pout.m[2][1] = 2.0f*(pq.y*pq.z - pq.x*pq.w);
pout.m[2][2] = 1.0f - 2.0f*(pq.x*pq.x + pq.y*pq.y);
}
//+------------------------------------------------------------------+
//| Builds a matrix that rotates around the x-axis. |
//+------------------------------------------------------------------+
void DXMatrixRotationX(DXMatrix &pout,float angle)
{
DXMatrixIdentity(pout);
//---
pout.m[1][1] = (float)cos(angle);
pout.m[2][2] = (float)cos(angle);
pout.m[1][2] = (float)sin(angle);
pout.m[2][1] = -(float)sin(angle);
}
//+------------------------------------------------------------------+
//| Builds a matrix that rotates around the y-axis. |
//+------------------------------------------------------------------+
void DXMatrixRotationY(DXMatrix &pout,float angle)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = (float)cos(angle);
pout.m[2][2] = (float)cos(angle);
pout.m[0][2] = -(float)sin(angle);
pout.m[2][0] = (float)sin(angle);
}
//+------------------------------------------------------------------+
//| Builds a matrix with a specified yaw, pitch, and roll. |
//+------------------------------------------------------------------+
//| The order of transformations is roll first, then pitch, then yaw.|
//| Relative to the object's local coordinate axis, this is |
//| equivalent to rotation around the z-axis, followed by rotation |
//| around the x-axis, followed by rotation around the y-axis. |
//+------------------------------------------------------------------+
void DXMatrixRotationYawPitchRoll(DXMatrix &out,float yaw,float pitch,float roll)
{
float sroll = (float)sin(roll);
float croll = (float)cos(roll);
float spitch = (float)sin(pitch);
float cpitch = (float)cos(pitch);
float syaw = (float)sin(yaw);
float cyaw = (float)cos(yaw);
//---
out.m[0][0] = sroll * spitch * syaw + croll * cyaw;
out.m[0][1] = sroll * cpitch;
out.m[0][2] = sroll * spitch * cyaw - croll * syaw;
out.m[0][3] = 0.0f;
out.m[1][0] = croll * spitch * syaw - sroll * cyaw;
out.m[1][1] = croll * cpitch;
out.m[1][2] = croll * spitch * cyaw + sroll * syaw;
out.m[1][3] = 0.0f;
out.m[2][0] = cpitch * syaw;
out.m[2][1] = -spitch;
out.m[2][2] = cpitch * cyaw;
out.m[2][3] = 0.0f;
out.m[3][0] = 0.0f;
out.m[3][1] = 0.0f;
out.m[3][2] = 0.0f;
out.m[3][3] = 1.0f;
}
//+------------------------------------------------------------------+
//| Builds a matrix that rotates around the z-axis. |
//+------------------------------------------------------------------+
void DXMatrixRotationZ(DXMatrix &pout,float angle)
{
DXMatrixIdentity(pout);
//---
pout.m[0][0] = (float)cos(angle);
pout.m[1][1] = (float)cos(angle);
pout.m[0][1] = (float)sin(angle);
pout.m[1][0] = -(float)sin(angle);
}
//+------------------------------------------------------------------+
//| Builds a matrix that scales along the x-axis, |
//| the y-axis,and the z-axis. |
//+------------------------------------------------------------------+
void DXMatrixScaling(DXMatrix &pout,float sx,float sy,float sz)
{
DXMatrixIdentity(pout);
pout.m[0][0] = sx;
pout.m[1][1] = sy;
pout.m[2][2] = sz;
}
//+------------------------------------------------------------------+
//| Builds a matrix that flattens geometry into a plane. |
//+------------------------------------------------------------------+
//| The DXMatrixShadow function flattens geometry into a plane, as |
//| if casting a shadow from a light. |
//| This function uses the following formula to compute the returned |
//| matrix. |
//| |
//| P = normalize(Plane); |
//| L = Light; |
//| d = -dot(P,L) |
//| |
//| P.a * L.x + d P.a * L.y P.a * L.z P.a * L.w |
//| P.b * L.x P.b * L.y + d P.b * L.z P.b * L.w |
//| P.c * L.x P.c * L.y P.c * L.z + d P.c * L.w |
//| P.d * L.x P.d * L.y P.d * L.z P.d * L.w + d |
//| |
//| If the light's w-component is 0, the ray from the origin to the |
//| light represents a directional light. If it is 1,the light is |
//| a point light. |
//+------------------------------------------------------------------+
void DXMatrixShadow(DXMatrix &pout,const DXVector4 &plight,const DXPlane &pplane)
{
DXPlane Nplane;
DXPlaneNormalize(Nplane,pplane);
float dot = DXPlaneDot(Nplane,plight);
//---
pout.m[0][0] = dot - Nplane.a*plight.x;
pout.m[0][1] = -Nplane.a*plight.y;
pout.m[0][2] = -Nplane.a*plight.z;
pout.m[0][3] = -Nplane.a*plight.w;
pout.m[1][0] = -Nplane.b*plight.x;
pout.m[1][1] = dot - Nplane.b*plight.y;
pout.m[1][2] = -Nplane.b*plight.z;
pout.m[1][3] = -Nplane.b*plight.w;
pout.m[2][0] = -Nplane.c*plight.x;
pout.m[2][1] = -Nplane.c*plight.y;
pout.m[2][2] = dot - Nplane.c*plight.z;
pout.m[2][3] = -Nplane.c*plight.w;
pout.m[3][0] = -Nplane.d*plight.x;
pout.m[3][1] = -Nplane.d*plight.y;
pout.m[3][2] = -Nplane.d*plight.z;
pout.m[3][3] = dot - Nplane.d*plight.w;
}
//+------------------------------------------------------------------+
//| Builds a transformation matrix. |
//+------------------------------------------------------------------+
//| This function calculates the transformation matrix with the |
//| following formula, with matrix concatenation evaluated |
//| in left-to-right order: |
//| |
//| Mout = (Msc)^(-1)*(Msr)^(-1)*Ms*Msr*Msc*(Mrc)^(-1)*Mr*Mrc*Mt |
//| |
//| where: |
//| Mout = output matrix (pOut) |
//| Msc = scaling center matrix (pScalingCenter) |
//| Msr = scaling rotation matrix (pScalingRotation) |
//| Ms = scaling matrix (pScaling) |
//| Mrc = center of rotation matrix (pRotationCenter) |
//| Mr = rotation matrix (pRotation) |
//| Mt = translation matrix (pTranslation) |
//+------------------------------------------------------------------+
void DXMatrixTransformation(DXMatrix &pout,const DXVector3 &pscalingcenter,const DXQuaternion &pscalingrotation,const DXVector3 &pscaling,const DXVector3 &protationcenter,const DXQuaternion &protation,const DXVector3 &ptranslation)
{
DXMatrix m1,m2,m3,m4,m5,m6,m7;
DXQuaternion prc;
DXVector3 psc,pt;
//--- pscalingcenter
psc.x = pscalingcenter.x;
psc.y = pscalingcenter.y;
psc.z = pscalingcenter.z;
//--- protationcenter
prc.x = protationcenter.x;
prc.y = protationcenter.y;
prc.z = protationcenter.z;
//--- ptranslation
pt.x = ptranslation.x;
pt.y = ptranslation.y;
pt.z = ptranslation.z;
DXMatrixTranslation(m1,-psc.x,-psc.y,-psc.z);
//---
DXQuaternion temp;
DXMatrixRotationQuaternion(m4,pscalingrotation);
temp.w = pscalingrotation.w;
temp.x = -pscalingrotation.x;
temp.y = -pscalingrotation.y;
temp.z = -pscalingrotation.z;
DXMatrixRotationQuaternion(m2,temp);
//--- pscaling
DXMatrixScaling(m3,pscaling.x,pscaling.y,pscaling.z);
//--- protation
DXMatrixRotationQuaternion(m6,protation);
//---
DXMatrixTranslation(m5,psc.x - prc.x,psc.y - prc.y,psc.z - prc.z);
DXMatrixTranslation(m7,prc.x + pt.x,prc.y + pt.y,prc.z + pt.z);
DXMatrixMultiply(m1,m1,m2);
DXMatrixMultiply(m1,m1,m3);
DXMatrixMultiply(m1,m1,m4);
DXMatrixMultiply(m1,m1,m5);
DXMatrixMultiply(m1,m1,m6);
DXMatrixMultiply(pout,m1,m7);
}
//+------------------------------------------------------------------+
//| Builds a 2D transformation matrix that represents |
//| transformations in the xy plane. |
//+------------------------------------------------------------------+
//| This function calculates the transformation matrix with the |
//| following formula, with matrix concatenation evaluated |
//| in left-to-right order: |
//| |
//| Mout = (Msc)^(-1)*(Msr)^(-1)*Ms*Msr*Msc*(Mrc)^(-1)*Mr*Mrc*Mt |
//| |
//| where: |
//| Mout = output matrix (pOut) |
//| Msc = scaling center matrix (pScalingCenter) |
//| Msr = scaling rotation matrix (pScalingRotation) |
//| Ms = scaling matrix (pScaling) |
//| Mrc = center of rotation matrix (pRotationCenter) |
//| Mr = rotation matrix (Rotation) |
//| Mt = translation matrix (pTranslation) |
//+------------------------------------------------------------------+
void DXMatrixTransformation2D(DXMatrix &pout,const DXVector2 &pscalingcenter,float scalingrotation,const DXVector2 &pscaling,const DXVector2 &protationcenter,float rotation,const DXVector2 &ptranslation)
{
DXQuaternion rot,sca_rot;
DXVector3 rot_center,sca,sca_center,trans;
//--- pscalingcenter
sca_center.x=pscalingcenter.x;
sca_center.y=pscalingcenter.y;
sca_center.z=0.0f;
//--- pscaling
sca.x=pscaling.x;
sca.y=pscaling.y;
sca.z=1.0f;
//--- protationcenter
rot_center.x=protationcenter.x;
rot_center.y=protationcenter.y;
rot_center.z=0.0f;
//--- ptranslation
trans.x=ptranslation.x;
trans.y=ptranslation.y;
trans.z=0.0f;
//---
rot.w=(float)cos(rotation/2.0f);
rot.x=0.0f;
rot.y=0.0f;
rot.z=(float)sin(rotation/2.0f);
//---
sca_rot.w=(float)cos(scalingrotation/2.0f);
sca_rot.x=0.0f;
sca_rot.y=0.0f;
sca_rot.z=(float)sin(scalingrotation/2.0f);
DXMatrixTransformation(pout,sca_center,sca_rot,sca,rot_center,rot,trans);
}
//+------------------------------------------------------------------+
//| Builds a matrix using the specified offsets. |
//+------------------------------------------------------------------+
void DXMatrixTranslation(DXMatrix &pout,float x,float y,float z)
{
DXMatrixIdentity(pout);
//---
pout.m[3][0] = x;
pout.m[3][1] = y;
pout.m[3][2] = z;
}
//+------------------------------------------------------------------+
//| Returns the matrix transpose of a matrix. |
//+------------------------------------------------------------------+
void DXMatrixTranspose(DXMatrix &pout,const DXMatrix &pm)
{
const DXMatrix m = pm;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
pout.m[i][j] = m.m[j][i];
}
//+------------------------------------------------------------------+
//| Computes the dot product of a plane and a 4D vector. |
//+------------------------------------------------------------------+
float DXPlaneDot(const DXPlane &p1,const DXVector4 &p2)
{
return(p1.a*p2.x + p1.b*p2.y + p1.c*p2.z + p1.d*p2.w);
}
//+------------------------------------------------------------------+
//| Computes the dot product of a plane and a 3D vector. |
//| The w parameter of the vector is assumed to be 1. |
//+------------------------------------------------------------------+
float DXPlaneDotCoord(const DXPlane &pp,const DXVector4 &pv)
{
return(pp.a*pv.x + pp.b*pv.y + pp.c*pv.z + pp.d);
}
//+------------------------------------------------------------------+
//| Computes the dot product of a plane and a 3D vector. |
//| The w parameter of the vector is assumed to be 0. |
//+------------------------------------------------------------------+
float DXPlaneDotNormal(const DXPlane &pp,const DXVector4 &pv)
{
return(pp.a*pv.x + pp.b*pv.y + pp.c*pv.z);
}
//+------------------------------------------------------------------+
//| Constructs a plane from a point and a normal. |
//+------------------------------------------------------------------+
void DXPlaneFromPointNormal(DXPlane &pout,const DXVector3 &pvpoint,const DXVector3 &pvnormal)
{
pout.a = pvnormal.x;
pout.b = pvnormal.y;
pout.c = pvnormal.z;
pout.d = -DXVec3Dot(pvpoint,pvnormal);
}
//+------------------------------------------------------------------+
//| Constructs a plane from three points. |
//+------------------------------------------------------------------+
void DXPlaneFromPoints(DXPlane &pout,const DXVector3 &pv1,const DXVector3 &pv2,const DXVector3 &pv3)
{
DXVector3 edge1,edge2,normal,Nnormal;
//---
edge1.x = 0.0f;
edge1.y = 0.0f;
edge1.z = 0.0f;
edge2.x = 0.0f;
edge2.y = 0.0f;
edge2.z = 0.0f;
//---
DXVec3Subtract(edge1,pv2,pv1);
DXVec3Subtract(edge2,pv3,pv1);
DXVec3Cross(normal,edge1,edge2);
DXVec3Normalize(Nnormal,normal);
DXPlaneFromPointNormal(pout,pv1,Nnormal);
}
//+------------------------------------------------------------------+
//| Finds the intersection between a plane and a line. |
//| If the line is parallel to the plane, null vector is returned. |
//+------------------------------------------------------------------+
void DXPlaneIntersectLine(DXVector3 &pout,const DXPlane &pp,const DXVector3 &pv1,const DXVector3 &pv2)
{
DXVector3 direction,normal;
normal.x = pp.a;
normal.y = pp.b;
normal.z = pp.c;
direction.x = pv2.x - pv1.x;
direction.y = pv2.y - pv1.y;
direction.z = pv2.z - pv1.z;
//---
float dot = DXVec3Dot(normal,direction);
if(!dot)
{
pout.x=0.0f;
pout.y=0.0f;
pout.z=0.0f;
}
float temp = (pp.d + DXVec3Dot(normal,pv1))/dot;
pout.x = pv1.x - temp*direction.x;
pout.y = pv1.y - temp*direction.y;
pout.z = pv1.z - temp*direction.z;
}
//+------------------------------------------------------------------+
//| Normalizes the plane coefficients so that the plane normal |
//| has unit length. |
//| This function normalizes a plane so that |a,b,c| == 1. |
//+------------------------------------------------------------------+
void DXPlaneNormalize(DXPlane &out,const DXPlane &p)
{
float norm = (float)sqrt(p.a*p.a + p.b*p.b + p.c*p.c);
if(norm)
{
out.a = p.a/norm;
out.b = p.b/norm;
out.c = p.c/norm;
out.d = p.d/norm;
}
else
{
out.a = 0.0f;
out.b = 0.0f;
out.c = 0.0f;
out.d = 0.0f;
}
}
//+------------------------------------------------------------------+
//| Scale the plane with the given scaling factor. |
//+------------------------------------------------------------------+
void DXPlaneScale(DXPlane &pout,const DXPlane &p,float s)
{
pout.a = p.a*s;
pout.b = p.b*s;
pout.c = p.c*s;
pout.d = p.d*s;
};
//+------------------------------------------------------------------+
//| Transforms a plane by a matrix. |
//| The input matrix is the inverse transpose of the actual |
//| transformation. |
//+------------------------------------------------------------------+
void DXPlaneTransform(DXPlane &pout,const DXPlane &pplane,const DXMatrix &pm)
{
DXPlane plane = pplane;
//---
pout.a = pm.m[0][0]*plane.a + pm.m[1][0]*plane.b + pm.m[2][0]*plane.c + pm.m[3][0]*plane.d;
pout.b = pm.m[0][1]*plane.a + pm.m[1][1]*plane.b + pm.m[2][1]*plane.c + pm.m[3][1]*plane.d;
pout.c = pm.m[0][2]*plane.a + pm.m[1][2]*plane.b + pm.m[2][2]*plane.c + pm.m[3][2]*plane.d;
pout.d = pm.m[0][3]*plane.a + pm.m[1][3]*plane.b + pm.m[2][3]*plane.c + pm.m[3][3]*plane.d;
}
//+------------------------------------------------------------------+
//| Adds two spherical harmonic (SH) vectors; in other words, |
//| out[i] = a[i] + b[i]. |
//+------------------------------------------------------------------+
//| Each coefficient of the basis function Y(l,m) is stored |
//| at memory location l^2 + m + l,where: |
//| l is the degree of the basis function. |
//| m is the basis function index for the given l value |
//| and ranges from -l to l, inclusive. |
//+------------------------------------------------------------------+
void DXSHAdd(float &out[],int order,const float &a[],const float &b[])
{
for(int i = 0; i<order*order; i++)
out[i] = a[i] + b[i];
}
//+------------------------------------------------------------------+
//| Computes the dot product of two spherical harmonic (SH) vectors. |
//+------------------------------------------------------------------+
//| Each coefficient of the basis function Y(l,m) is stored |
//| at memory location l^2 + m + l,where: |
//| l is the degree of the basis function. |
//| m is the basis function index for the given l value |
//| and ranges from -l to l,inclusive. |
//+------------------------------------------------------------------+
float DXSHDot(int order,const float &a[],const float &b[])
{
float s = a[0]*b[0];
for(int i = 1; i < order*order; i++)
s += a[i]*b[i];
//---
return(s);
}
//+------------------------------------------------------------------+
//| weightedcapintegrale |
//+------------------------------------------------------------------+
void weightedcapintegrale(float &out[],uint order,float angle)
{
float coeff[3];
coeff[0] = (float)cos(angle);
out[0] = 2.0f*DX_PI*(1.0f - coeff[0]);
out[1] = DX_PI*(float)sin(angle)*(float)sin(angle);
if(order <= 2)
return;
out[2] = coeff[0]*out[1];
if(order == 3)
return;
coeff[1] = coeff[0]*coeff[0];
coeff[2] = coeff[1]*coeff[1];
out[3] = DX_PI*(-1.25f*coeff[2] + 1.5f*coeff[1] - 0.25f);
if(order == 4)
return;
out[4] = -0.25f*DX_PI*coeff[0]*(7.0f*coeff[2] - 10.0f*coeff[1] + 3.0f);
if(order == 5)
return;
out[5] = DX_PI*(-2.625f*coeff[2]*coeff[1] + 4.375f*coeff[2] - 1.875f*coeff[1] + 0.125f);
}
//+------------------------------------------------------------------+
//| Evaluates a light that is a cone of constant intensity |
//| and returns spectral spherical harmonic (SH) data. |
//+------------------------------------------------------------------+
//| Evaluates a light that is a cone of constant intensity and |
//| returns spectral SH data. |
//| The output vector is computed so that if the intensity ratio |
//| R/G/B is equal to 1, the exit radiance of a point |
//| directly under the light (oriented in the cone direction |
//| on a diffuse object with an albedo of 1) would be 1.0. |
//| This will compute three spectral samples; |
//| rout[], gout[] and bout[] will be computed. |
//+------------------------------------------------------------------+
int DXSHEvalConeLight(int order,const DXVector3 &dir,float radius,float Rintensity,float Gintensity,float Bintensity,float &rout[],float &gout[],float &bout[])
{
float cap[6];
//---
if(radius <= 0.0f)
return(DXSHEvalDirectionalLight(order,dir,Rintensity,Gintensity,Bintensity,rout,gout,bout));
//---
float clamped_angle = (radius > DX_PI/2.0f) ? (DX_PI/2.0f) : radius;
float norm = (float)sin(clamped_angle)*(float)sin(clamped_angle);
if(order > DXSH_MAXORDER)
{
//--- order clamped at DXSH_MAXORDER
order = DXSH_MAXORDER;
}
//---
weightedcapintegrale(cap,order,radius);
DXSHEvalDirection(rout,order,dir);
//---
for(int i = 0; i<order; i++)
{
float scale = cap[i]/norm;
for(int j = 0; j<2*i + 1; j++)
{
int index = i*i + j;
float temp = rout[index]*scale;
rout[index] = temp*Rintensity;
gout[index] = temp*Gintensity;
bout[index] = temp*Bintensity;
}
}
return(0);
}
//+------------------------------------------------------------------+
//| Evaluates the spherical harmonic (SH) basis functions |
//| from an input direction vector. |
//+------------------------------------------------------------------+
//| Each coefficient of the basis function Y(l,m) is stored |
//| at memory location l^2 + m + l, where: |
//| l is the degree of the basis function. |
//| m is the basis function index for the given l value |
//| and ranges from -l to l, inclusive. |
//+------------------------------------------------------------------+
void DXSHEvalDirection(float &out[],int order,const DXVector3 &dir)
{
const float dirxx = dir.x*dir.x;
const float dirxy = dir.x*dir.y;
const float dirxz = dir.x*dir.z;
const float diryy = dir.y*dir.y;
const float diryz = dir.y*dir.z;
const float dirzz = dir.z*dir.z;
const float dirxxxx = dirxx*dirxx;
const float diryyyy = diryy*diryy;
const float dirzzzz = dirzz*dirzz;
const float dirxyxy = dirxy*dirxy;
//---
if((order < DXSH_MINORDER) || (order > DXSH_MAXORDER))
return;
out[0] = 0.5f/(float)sqrt(DX_PI);
out[1] = -0.5f/(float)sqrt(DX_PI/3.0f)*dir.y;
out[2] = 0.5f/(float)sqrt(DX_PI/3.0f)*dir.z;
out[3] = -0.5f/(float)sqrt(DX_PI/3.0f)*dir.x;
if(order == 2)
return;
out[4] = 0.5f/(float)sqrt(DX_PI/15.0f)*dirxy;
out[5] = -0.5f/(float)sqrt(DX_PI/15.0f)*diryz;
out[6] = 0.25f/(float)sqrt(DX_PI/5.0f)*(3.0f*dirzz - 1.0f);
out[7] = -0.5f/(float)sqrt(DX_PI/15.0f)*dirxz;
out[8] = 0.25f/(float)sqrt(DX_PI/15.0f)*(dirxx - diryy);
if(order == 3)
return;
out[9] = -(float)sqrt(70.0f/DX_PI)/8.0f*dir.y*(3.0f*dirxx - diryy);
out[10] = (float)sqrt(105.0f/DX_PI)/2.0f*dirxy*dir.z;
out[11] = -(float)sqrt(42.0f/DX_PI)/8.0f*dir.y*(-1.0f + 5.0f*dirzz);
out[12] = (float)sqrt(7.0f/DX_PI)/4.0f*dir.z*(5.0f*dirzz - 3.0f);
out[13] = (float)sqrt(42.0f/DX_PI)/8.0f*dir.x*(1.0f - 5.0f*dirzz);
out[14] = (float)sqrt(105.0f/DX_PI)/4.0f*dir.z*(dirxx - diryy);
out[15] = -(float)sqrt(70.0f/DX_PI)/8.0f*dir.x*(dirxx - 3.0f*diryy);
if(order == 4)
return;
out[16] = 0.75f*float(sqrt(35.0f/DX_PI))*dirxy*(dirxx - diryy);
out[17] = 3.0f*dir.z*out[9];
out[18] = 0.75f*(float)sqrt(5.0f/DX_PI)*dirxy*(7.0f*dirzz - 1.0f);
out[19] = 0.375f*(float)sqrt(10.0f/DX_PI)*diryz*(3.0f - 7.0f*dirzz);
out[20] = 3.0f/(16.0f*(float)sqrt(DX_PI))*(35.0f*dirzzzz - 30.f*dirzz + 3.0f);
out[21] = 0.375f*(float)sqrt(10.0f/DX_PI)*dirxz*(3.0f - 7.0f*dirzz);
out[22] = 0.375f*(float)sqrt(5.0f/DX_PI)*(dirxx - diryy)*(7.0f*dirzz - 1.0f);
out[23] = 3.0f*dir.z*out[15];
out[24] = 3.0f / 16.0f*float(sqrt(35.0f/DX_PI))*(dirxxxx - 6.0f*dirxyxy + diryyyy);
if(order == 5)
return;
out[25] = -3.0f/32.0f*(float)sqrt(154.0f/DX_PI)*dir.y*(5.0f*dirxxxx - 10.0f*dirxyxy + diryyyy);
out[26] = 0.75f*(float)sqrt(385.0f/DX_PI)*dirxy*dir.z*(dirxx - diryy);
out[27] = (float)sqrt(770.0f/DX_PI)/32.0f*dir.y*(3.0f*dirxx - diryy)*(1.0f - 9.0f*dirzz);
out[28] = (float)sqrt(1155.0f/DX_PI)/4.0f*dirxy*dir.z*(3.0f*dirzz - 1.0f);
out[29] = (float)sqrt(165.0f/DX_PI)/16.0f*dir.y*(14.0f*dirzz - 21.0f*dirzzzz - 1.0f);
out[30] = (float)sqrt(11.0f/DX_PI)/16.0f*dir.z*(63.0f*dirzzzz - 70.0f*dirzz + 15.0f);
out[31] = (float)sqrt(165.0f/DX_PI)/16.0f*dir.x*(14.0f*dirzz - 21.0f*dirzzzz - 1.0f);
out[32] = (float)sqrt(1155.0f/DX_PI)/8.0f*dir.z*(dirxx - diryy)*(3.0f*dirzz - 1.0f);
out[33] = (float)sqrt(770.0f/DX_PI)/32.0f*dir.x*(dirxx - 3.0f*diryy)*(1.0f - 9.0f*dirzz);
out[34] = 3.0f/16.0f*(float)sqrt(385.0f/DX_PI)*dir.z*(dirxxxx - 6.0f*dirxyxy + diryyyy);
out[35] = -3.0f/32.0f*(float)sqrt(154.0f/DX_PI)*dir.x*(dirxxxx - 10.0f*dirxyxy + 5.0f*diryyyy);
}
//+------------------------------------------------------------------+
//| Evaluates a directional light and |
//| returns spectral spherical harmonic (SH) data. |
//+------------------------------------------------------------------+
//| The output vector is computed so that if the intensity ratio |
//| R/G/B is equal to 1 ,the resulting exit radiance of a point |
//| directly under the light on a diffuse object with an albedo |
//| of 1 would be 1.0. This will compute three spectral samples; |
//| rout[], gout[] and bout[] will be returned. |
//+------------------------------------------------------------------+
int DXSHEvalDirectionalLight(int order,const DXVector3 &dir,float Rintensity,float Gintensity,float Bintensity,float &rout[],float &gout[],float &bout[])
{
float s = 0.75f;
if(order > 2)
s += 5.0f/16.0f;
if(order > 4)
s -= 3.0f/32.0f;
s /= DX_PI;
DXSHEvalDirection(rout,order,dir);
for(int j=0; j<order*order; j++)
{
float temp = rout[j]/s;
rout[j] = Rintensity*temp;
gout[j] = Gintensity*temp;
bout[j] = Bintensity*temp;
}
//---
return(0);
}
//+------------------------------------------------------------------+
//| Evaluates a light that is a linear interpolation |
//| between two colors over the sphere. |
//+------------------------------------------------------------------+
//| The interpolation is done linearly between the two points, |
//| not over the surface of the sphere (that is, if the axis was |
//| (0,0,1) it is linear in Z, not in the azimuthal angle). |
//| The resulting spherical lighting function is normalized so that |
//| a point on a perfectly diffuse surface with no shadowing |
//| and a normal pointed in the direction pDir would result in exit |
//| radiance with a value of 1 (if the top color was white |
//| and the bottom color was black). This is a very simple model |
//| where Top represents the intensity of the "sky" |
//| and Bottom represents the intensity of the "ground". |
//+------------------------------------------------------------------+
int DXSHEvalHemisphereLight(int order,const DXVector3 &dir,DXColor &top,DXColor &bottom,float &rout[],float &gout[],float &bout[])
{
float a[2],temp[4];
DXSHEvalDirection(temp,2,dir);
//--- rout
a[0] = (top.r + bottom.r)*3.0f*DX_PI;
a[1] = (top.r - bottom.r)*DX_PI;
for(int i=0; i<order; i++)
for(int j=0; j<2*i + 1; j++)
if(i < 2)
rout[i*i + j] = temp[i*i + j]*a[i];
else
rout[i*i + j] = 0.0f;
//--- gout
a[0] = (top.g + bottom.g)*3.0f*DX_PI;
a[1] = (top.g - bottom.g)*DX_PI;
for(int i = 0; i < order; i++)
for(int j=0; j<2*i+1; j++)
if(i < 2)
gout[i*i + j] = temp[i*i + j]*a[i];
else
gout[i*i + j] = 0.0f;
//--- bout
a[0] = (top.b + bottom.b)*3.0f*DX_PI;
a[1] = (top.b - bottom.b)*DX_PI;
for(int i=0; i<order; i++)
for(int j=0; j<2*i + 1; j++)
if(i < 2)
bout[i*i + j] = temp[i*i + j]*a[i];
else
bout[i*i + j] = 0.0f;
//---
return(0);
}
//+------------------------------------------------------------------+
//| Evaluates a spherical light and returns |
//| spectral spherical harmonic (SH) data. |
//+------------------------------------------------------------------+
//| There is no normalization of the intensity of the light like |
//| there is for directional lights, so care has to be taken when |
//| specifying the intensities. |
//| This will compute three spectral samples; |
//| rout[], gout[], bout[] will be returned. |
//+------------------------------------------------------------------+
int DXSHEvalSphericalLight(int order,const DXVector3 &dir,float radius,float Rintensity,float Gintensity,float Bintensity,float &rout[],float &gout[],float &bout[])
{
DXVector3 normal;
float cap[6];
//--- check order
if(order > DXSH_MAXORDER)
order = DXSH_MAXORDER;
//--- check radius
if(radius < 0.0f)
radius = -radius;
float dist = DXVec3Length(dir);
float clamped_angle = (dist <= radius) ? DX_PI/2.0f : (float)asin(radius / dist);
weightedcapintegrale(cap,order,clamped_angle);
DXVec3Normalize(normal,dir);
DXSHEvalDirection(rout,order,normal);
for(int i=0; i<order; i++)
for(int j=0; j<2*i+1; j++)
{
int index = i*i + j;
float temp = rout[index]*cap[i];
rout[index] = temp*Rintensity;
gout[index] = temp*Gintensity;
bout[index] = temp*Bintensity;
}
//---
return(0);
}
//+------------------------------------------------------------------+
//| Computes the product of two functions represented |
//| using Spherical Harmonics (f and g). |
//+------------------------------------------------------------------+
//| The order is a number between 2 and 6 inclusive. |
//| So it's the same for the several functions: |
//| DXSHMultiply2, DXSHMultiply3, ... DXSHMultiply6. |
//| |
//| Computes the product of two functions represented |
//| using SH (f and g),where |
//| out[i] = int(y_i(s) * f(s) * g(s)), |
//| where |
//| y_i(s) is the ith SH basis function, |
//| f(s) and g(s) are SH functions (sum_i(y_i(s)*c_i)). |
//| The order determines the lengths of the arrays, where there |
//| should always be l^2 coefficients. |
//| |
//| In general the product of two SH functions of order l generates |
//| an SH function of order 2*l - 1, but the results are truncated. |
//| |
//| This means that the product commutes (f*g == g*f) |
//| but doesn't associate (f*(g*h) != (f*g)*h. |
//+------------------------------------------------------------------+
void DXSHMultiply2(float &out[],const float &a[],const float &b[])
{
float ta = 0.28209479f*a[0];
float tb = 0.28209479f*b[0];
out[0] = 0.28209479f*DXSHDot(2,a,b);
out[1] = ta*b[1] + tb*a[1];
out[2] = ta*b[2] + tb*a[2];
out[3] = ta*b[3] + tb*a[3];
}
//+------------------------------------------------------------------+
//| Computes the product of two functions represented using |
//| Spherical Harmonics (f and g). Both functions are of order N=3. |
//+------------------------------------------------------------------+
//| The order is a number between 2 and 6 inclusive. |
//| So it's the same for the several functions: |
//| DXSHMultiply2, DXSHMultiply3, ... DXSHMultiply6. |
//| |
//| Computes the product of two functions represented |
//| using SH (f and g),where |
//| out[i] = int(y_i(s) * f(s) * g(s)), |
//| where |
//| y_i(s) is the ith SH basis function, |
//| f(s) and g(s) are SH functions (sum_i(y_i(s)*c_i)). |
//| The order determines the lengths of the arrays,where there |
//| should always be l^2 coefficients. |
//| |
//| In general the product of two SH functions of order l generates |
//| an SH function of order 2*l - 1, but the results are truncated. |
//| |
//| This means that the product commutes (f*g == g*f) |
//| but doesn't associate (f*(g*h) != (f*g)*h. |
//+------------------------------------------------------------------+
void DXSHMultiply3(float &out[],const float &a[],const float &b[])
{
out[0] = 0.28209479f*a[0]*b[0];
float ta = 0.28209479f*a[0] - 0.12615663f*a[6] - 0.21850969f*a[8];
float tb = 0.28209479f*b[0] - 0.12615663f*b[6] - 0.21850969f*b[8];
out[1] = ta*b[1] + tb*a[1];
float t = a[1]*b[1];
out[0] += 0.28209479f*t;
out[6] = -0.12615663f*t;
out[8] = -0.21850969f*t;
ta = 0.21850969f*a[5];
tb = 0.21850969f*b[5];
out[1] += ta*b[2] + tb*a[2];
out[2] = ta*b[1] + tb*a[1];
t = a[1]*b[2] +a[2]*b[1];
out[5] = 0.21850969f*t;
ta = 0.21850969f*a[4];
tb = 0.21850969f*b[4];
out[1] += ta*b[3] + tb*a[3];
out[3] = ta*b[1] + tb*a[1];
t = a[1]*b[3] + a[3]*b[1];
out[4] = 0.21850969f*t;
ta = 0.28209480f*a[0] + 0.25231326f*a[6];
tb = 0.28209480f*b[0] + 0.25231326f*b[6];
out[2] += ta*b[2] + tb*a[2];
t = a[2]*b[2];
out[0] += 0.28209480f*t;
out[6] += 0.25231326f*t;
ta = 0.21850969f*a[7];
tb = 0.21850969f*b[7];
out[2] += ta*b[3] + tb*a[3];
out[3] += ta*b[2] + tb*a[2];
t = a[2]*b[3] + a[3]*b[2];
out[7] = 0.21850969f*t;
ta = 0.28209479f*a[0] - 0.12615663f*a[6] + 0.21850969f*a[8];
tb = 0.28209479f*b[0] - 0.12615663f*b[6] + 0.21850969f*b[8];
out[3] += ta*b[3] + tb*a[3];
t = a[3]*b[3];
out[0] += 0.28209479f*t;
out[6] -= 0.12615663f*t;
out[8] += 0.21850969f*t;
ta = 0.28209479f*a[0] - 0.18022375f*a[6];
tb = 0.28209479f*b[0] - 0.18022375f*b[6];
out[4] += ta*b[4] + tb*a[4];
t = a[4]*b[4];
out[0] += 0.28209479f*t;
out[6] -= 0.18022375f*t;
ta = 0.15607835f*a[7];
tb = 0.15607835f*b[7];
out[4] += ta*b[5] + tb*a[5];
out[5] += ta*b[4] + tb*a[4];
t = a[4]*b[5] + a[5]*b[4];
out[7] += 0.15607835f*t;
ta = 0.28209479f*a[0] + 0.09011188f*a[6] - 0.15607835f*a[8];
tb = 0.28209479f*b[0] + 0.09011188f*b[6] - 0.15607835f*b[8];
out[5] += ta*b[5] + tb*a[5];
t = a[5]*b[5];
out[0] += 0.28209479f*t;
out[6] += 0.09011188f*t;
out[8] -= 0.15607835f*t;
ta = 0.28209480f*a[0];
tb = 0.28209480f*b[0];
out[6] += ta*b[6] + tb*a[6];
t = a[6]*b[6];
out[0] += 0.28209480f*t;
out[6] += 0.18022376f*t;
ta = 0.28209479f*a[0] + 0.09011188f*a[6] + 0.15607835f*a[8];
tb = 0.28209479f*b[0] + 0.09011188f*b[6] + 0.15607835f*b[8];
out[7] += ta*b[7] + tb*a[7];
t = a[7]*b[7];
out[0] += 0.28209479f*t;
out[6] += 0.09011188f*t;
out[8] += 0.15607835f*t;
ta = 0.28209479f*a[0] - 0.18022375f*a[6];
tb = 0.28209479f*b[0] - 0.18022375f*b[6];
out[8] += ta*b[8] + tb*a[8];
t = a[8]*b[8];
out[0] += 0.28209479f*t;
out[6] -= 0.18022375f*t;
}
//+------------------------------------------------------------------+
//| Computes the product of two functions represented using |
//| Spherical Harmonics (f and g). Both functions are of order N=4. |
//+------------------------------------------------------------------+
//| The order is a number between 2 and 6 inclusive. |
//| So it's the same for the several functions: |
//| DXSHMultiply2, DXSHMultiply3, ... DXSHMultiply6. |
//| |
//| Computes the product of two functions represented |
//| using SH (f and g), where |
//| out[i] = int(y_i(s) * f(s) * g(s)), |
//| where |
//| y_i(s) is the ith SH basis function, |
//| f(s) and g(s) are SH functions (sum_i(y_i(s)*c_i)). |
//| The order determines the lengths of the arrays,where there |
//| should always be l^2 coefficients. |
//| |
//| In general the product of two SH functions of order l generates |
//| an SH function of order 2*l - 1, but the results are truncated. |
//| |
//| This means that the product commutes (f*g == g*f) |
//| but doesn't associate (f*(g*h) != (f*g)*h. |
//+------------------------------------------------------------------+
void DXSHMultiply4(float &out[],const float &a[],const float &b[])
{
out[0] = 0.28209479f*a[0]*b[0];
float ta = 0.28209479f*a[0] - 0.12615663f*a[6] - 0.21850969f*a[8];
float tb = 0.28209479f*b[0] - 0.12615663f*b[6] - 0.21850969f*b[8];
out[1] = ta*b[1] + tb*a[1];
float t = a[1]*b[1];
out[0] += 0.28209479f*t;
out[6] = -0.12615663f*t;
out[8] = -0.21850969f*t;
ta = 0.21850969f*a[3] - 0.05839917f*a[13] - 0.22617901f*a[15];
tb = 0.21850969f*b[3] - 0.05839917f*b[13] - 0.22617901f*b[15];
out[1] += ta*b[4] + tb*a[4];
out[4] = ta*b[1] + tb*a[1];
t = a[1]*b[4] + a[4]*b[1];
out[3] = 0.21850969f*t;
out[13] = -0.05839917f*t;
out[15] = -0.22617901f*t;
ta = 0.21850969f*a[2] - 0.14304817f*a[12] - 0.18467439f*a[14];
tb = 0.21850969f*b[2] - 0.14304817f*b[12] - 0.18467439f*b[14];
out[1] += ta*b[5] + tb*a[5];
out[5] = ta*b[1] + tb*a[1];
t = a[1]*b[5] + a[5]*b[1];
out[2] = 0.21850969f*t;
out[12] = -0.14304817f*t;
out[14] = -0.18467439f*t;
ta = 0.20230066f*a[11];
tb = 0.20230066f*b[11];
out[1] += ta*b[6] + tb*a[6];
out[6] += ta*b[1] + tb*a[1];
t = a[1]*b[6] + a[6]*b[1];
out[11] = 0.20230066f*t;
ta = 0.22617901f*a[9] + 0.05839917f*a[11];
tb = 0.22617901f*b[9] + 0.05839917f*b[11];
out[1] += ta*b[8] + tb*a[8];
out[8] += ta*b[1] + tb*a[1];
t = a[1]*b[8] + a[8]*b[1];
out[9] = 0.22617901f*t;
out[11] += 0.05839917f*t;
ta = 0.28209480f*a[0] + 0.25231326f*a[6];
tb = 0.28209480f*b[0] + 0.25231326f*b[6];
out[2] += ta*b[2] + tb*a[2];
t = a[2]*b[2];
out[0] += 0.28209480f*t;
out[6] += 0.25231326f*t;
ta = 0.24776671f*a[12];
tb = 0.24776671f*b[12];
out[2] += ta*b[6] + tb*a[6];
out[6] += ta*b[2] + tb*a[2];
t = a[2]*b[6] + a[6]*b[2];
out[12] += 0.24776671f*t;
ta = 0.28209480f*a[0] - 0.12615663f*a[6] + 0.21850969f*a[8];
tb = 0.28209480f*b[0] - 0.12615663f*b[6] + 0.21850969f*b[8];
out[3] += ta*b[3] + tb*a[3];
t = a[3]*b[3];
out[0] += 0.28209480f*t;
out[6] -= 0.12615663f*t;
out[8] += 0.21850969f*t;
ta = 0.20230066f*a[13];
tb = 0.20230066f*b[13];
out[3] += ta*b[6] + tb*a[6];
out[6] += ta*b[3] + tb*a[3];
t = a[3]*b[6] + a[6]*b[3];
out[13] += 0.20230066f*t;
ta = 0.21850969f*a[2] - 0.14304817f*a[12] + 0.18467439f*a[14];
tb = 0.21850969f*b[2] - 0.14304817f*b[12] + 0.18467439f*b[14];
out[3] += ta*b[7] + tb*a[7];
out[7] = ta*b[3] + tb*a[3];
t = a[3]*b[7] + a[7]*b[3];
out[2] += 0.21850969f*t;
out[12] -= 0.14304817f*t;
out[14] += 0.18467439f*t;
ta = -0.05839917f*a[13] + 0.22617901f*a[15];
tb = -0.05839917f*b[13] + 0.22617901f*b[15];
out[3] += ta*b[8] + tb*a[8];
out[8] += ta*b[3] + tb*a[3];
t = a[3]*b[8] + a[8]*b[3];
out[13] -= 0.05839917f*t;
out[15] += 0.22617901f*t;
ta = 0.28209479f*a[0] - 0.18022375f*a[6];
tb = 0.28209479f*b[0] - 0.18022375f*b[6];
out[4] += ta*b[4] + tb*a[4];
t = a[4]*b[4];
out[0] += 0.28209479f*t;
out[6] -= 0.18022375f*t;
ta = 0.15607835f*a[7];
tb = 0.15607835f*b[7];
out[4] += ta*b[5] + tb*a[5];
out[5] += ta*b[4] + tb*a[4];
t = a[4]*b[5] + a[5]*b[4];
out[7] += 0.15607835f*t;
ta = 0.22617901f*a[3] - 0.09403160f*a[13];
tb = 0.22617901f*b[3] - 0.09403160f*b[13];
out[4] += ta*b[9] + tb*a[9];
out[9] += ta*b[4] + tb*a[4];
t = a[4]*b[9] + a[9]*b[4];
out[3] += 0.22617901f*t;
out[13] -= 0.09403160f*t;
ta = 0.18467439f*a[2] - 0.18806319f*a[12];
tb = 0.18467439f*b[2] - 0.18806319f*b[12];
out[4] += ta*b[10] + tb*a [10];
out[10] = ta*b[4] + tb*a[4];
t = a[4]*b[10] + a[10]*b[4];
out[2] += 0.18467439f*t;
out[12] -= 0.18806319f*t;
ta = -0.05839917f*a[3] + 0.14567312f*a[13] + 0.09403160f*a[15];
tb = -0.05839917f*b[3] + 0.14567312f*b[13] + 0.09403160f*b[15];
out[4] += ta*b[11] + tb*a[11];
out[11] += ta*b[4] + tb*a[4];
t = a[4]*b[11] + a[11]*b[4];
out[3] -= 0.05839917f*t;
out[13] += 0.14567312f*t;
out[15] += 0.09403160f*t;
ta = 0.28209479f*a[0] + 0.09011186f*a[6] - 0.15607835f*a[8];
tb = 0.28209479f*b[0] + 0.09011186f*b[6] - 0.15607835f*b[8];
out[5] += ta*b[5] + tb*a[5];
t = a[5]*b[5];
out[0] += 0.28209479f*t;
out[6] += 0.09011186f*t;
out[8] -= 0.15607835f*t;
ta = 0.14867701f*a[14];
tb = 0.14867701f*b[14];
out[5] += ta*b[9] + tb*a[9];
out[9] += ta*b[5] + tb*a[5];
t = a[5]*b[9] + a[9]*b[5];
out[14] += 0.14867701f*t;
ta = 0.18467439f*a[3] + 0.11516472f*a[13] - 0.14867701f*a[15];
tb = 0.18467439f*b[3] + 0.11516472f*b[13] - 0.14867701f*b[15];
out[5] += ta*b[10] + tb*a[10];
out[10] += ta*b[5] + tb*a[5];
t = a[5]*b[10] + a[10]*b[5];
out[3] += 0.18467439f*t;
out[13] += 0.11516472f*t;
out[15] -= 0.14867701f*t;
ta = 0.23359668f*a[2] + 0.05947080f*a[12] - 0.11516472f*a[14];
tb = 0.23359668f*b[2] + 0.05947080f*b[12] - 0.11516472f*b[14];
out[5] += ta*b[11] + tb*a[11];
out[11] += ta*b[5] + tb*a[5];
t = a[5]*b[11] + a[11]*b[5];
out[2] += 0.23359668f*t;
out[12] += 0.05947080f*t;
out[14] -= 0.11516472f*t;
ta = 0.28209479f*a[0];
tb = 0.28209479f*b[0];
out[6] += ta*b[6] + tb*a[6];
t = a[6]*b[6];
out[0] += 0.28209479f*t;
out[6] += 0.18022376f*t;
ta = 0.09011186f*a[6] + 0.28209479f*a[0] + 0.15607835f*a[8];
tb = 0.09011186f*b[6] + 0.28209479f*b[0] + 0.15607835f*b[8];
out[7] += ta*b[7] + tb*a[7];
t = a[7]*b[7];
out[6] += 0.09011186f*t;
out[0] += 0.28209479f*t;
out[8] += 0.15607835f*t;
ta = 0.14867701f*a[9] + 0.18467439f*a[1] + 0.11516472f*a[11];
tb = 0.14867701f*b[9] + 0.18467439f*b[1] + 0.11516472f*b[11];
out[7] += ta*b[10] + tb*a[10];
out[10] += ta*b[7] + tb*a[7];
t = a[7]*b[10] + a[10]*b[7];
out[9] += 0.14867701f*t;
out[1] += 0.18467439f*t;
out[11] += 0.11516472f*t;
ta = 0.05947080f*a[12] + 0.23359668f*a[2] + 0.11516472f*a[14];
tb = 0.05947080f*b[12] + 0.23359668f*b[2] + 0.11516472f*b[14];
out[7] += ta*b[13] + tb*a[13];
out[13] += ta*b[7]+ tb*a[7];
t = a[7]*b[13] + a[13]*b[7];
out[12] += 0.05947080f*t;
out[2] += 0.23359668f*t;
out[14] += 0.11516472f*t;
ta = 0.14867701f*a[15];
tb = 0.14867701f*b[15];
out[7] += ta*b[14] + tb*a[14];
out[14] += ta*b[7] + tb*a[7];
t = a[7]*b[14] + a[14]*b[7];
out[15] += 0.14867701f*t;
ta = 0.28209479f*a[0] - 0.18022375f*a[6];
tb = 0.28209479f*b[0] - 0.18022375f*b[6];
out[8] += ta*b[8] + tb*a[8];
t = a[8]*b[8];
out[0] += 0.28209479f*t;
out[6] -= 0.18022375f*t;
ta = -0.09403160f*a[11];
tb = -0.09403160f*b[11];
out[8] += ta*b[9] + tb*a[9];
out[9] += ta*b[8] + tb*a[8];
t = a[8]*b[9] + a[9]*b[8];
out[11] -= 0.09403160f*t;
ta = -0.09403160f*a[15];
tb = -0.09403160f*b[15];
out[8] += ta*b[13] + tb*a[13];
out[13] += ta*b[8] + tb*a[8];
t = a[8]*b[13] + a[13]*b[8];
out[15] -= 0.09403160f*t;
ta = 0.18467439f*a[2] - 0.18806319f*a[12];
tb = 0.18467439f*b[2] - 0.18806319f*b[12];
out[8] += ta*b[14] + tb*a[14];
out[14] += ta*b[8] + tb*a[8];
t = a[8]*b[14] + a[14]*b[8];
out[2] += 0.18467439f*t;
out[12] -= 0.18806319f*t;
ta = -0.21026104f*a[6] + 0.28209479f*a[0];
tb = -0.21026104f*b[6] + 0.28209479f*b[0];
out[9] += ta*b[9] + tb*a[9];
t = a[9]*b[9];
out[6] -= 0.21026104f*t;
out[0] += 0.28209479f*t;
ta = 0.28209479f*a[0];
tb = 0.28209479f*b[0];
out[10] += ta*b[10] + tb*a[10];
t = a[10]*b[10];
out[0] += 0.28209479f*t;
ta = 0.28209479f*a[0] + 0.12615663f*a[6] - 0.14567312f*a[8];
tb = 0.28209479f*b[0] + 0.12615663f*b[6] - 0.14567312f*b[8];
out[11] += ta*b[11] + tb*a[11];
t = a[11]*b[11];
out[0] += 0.28209479f*t;
out[6] += 0.12615663f*t;
out[8] -= 0.14567312f*t;
ta = 0.28209479f*a[0] + 0.16820885f*a[6];
tb = 0.28209479f*b[0] + 0.16820885f*b[6];
out[12] += ta*b[12] + tb*a[12];
t = a[12]*b[12];
out[0] += 0.28209479f*t;
out[6] += 0.16820885f*t;
ta =0.28209479f*a[0] + 0.14567312f*a[8] + 0.12615663f*a[6];
tb =0.28209479f*b[0] + 0.14567312f*b[8] + 0.12615663f*b[6];
out[13] += ta*b[13] + tb*a[13];
t = a[13]*b[13];
out[0] += 0.28209479f*t;
out[8] += 0.14567312f*t;
out[6] += 0.12615663f*t;
ta = 0.28209479f*a[0];
tb = 0.28209479f*b[0];
out[14] += ta*b[14] + tb*a[14];
t = a[14]*b[14];
out[0] += 0.28209479f*t;
ta = 0.28209479f*a[0] - 0.21026104f*a[6];
tb = 0.28209479f*b[0] - 0.21026104f*b[6];
out[15] += ta*b[15] + tb*a[15];
t = a[15]*b[15];
out[0] += 0.28209479f*t;
out[6] -= 0.21026104f*t;
}
//+------------------------------------------------------------------+
//| rotate_X |
//+------------------------------------------------------------------+
void rotate_X(float &out[],uint order,float a,float &in[])
{
out[0] = in[0];
out[1] = a*in[2];
out[2] = -a*in[1];
out[3] = in[3];
out[4] = a*in[7];
out[5] = -in[5];
out[6] = -0.5f*in[6] - 0.8660253882f*in[8];
out[7] = -a*in[4];
out[8] = -0.8660253882f*in[6] + 0.5f*in[8];
out[9] = -a*0.7905694842f*in[12] + a*0.6123724580f*in[14];
out[10] = -in[10];
out[11] = -a*0.6123724580f*in[12] - a*0.7905694842f*in[14];
out[12] = a*0.7905694842f*in[9] + a*0.6123724580f*in[11];
out[13] = -0.25f*in[13] - 0.9682458639f*in[15];
out[14] = -a*0.6123724580f*in[9] + a*0.7905694842f*in[11];
out[15] = -0.9682458639f*in[13] + 0.25f*in[15];
if(order == 4)
return;
out[16] = -a*0.9354143739f*in[21] + a*0.3535533845f*in[23];
out[17] = -0.75f*in[17] + 0.6614378095f*in[19];
out[18] = -a*0.3535533845f*in[21] - a*0.9354143739f*in[23];
out[19] = 0.6614378095f*in[17] + 0.75f*in[19];
out[20] = 0.375f*in[20] + 0.5590170026f*in[22] + 0.7395099998f*in[24];
out[21] = a*0.9354143739f*in[16] + a*0.3535533845f*in[18];
out[22] = 0.5590170026f*in[20] + 0.5f*in[22] - 0.6614378691f*in[24];
out[23] = -a*0.3535533845f*in[16] + a*0.9354143739f*in[18];
out[24] = 0.7395099998f*in[20] - 0.6614378691f*in[22] + 0.125f*in[24];
if(order == 5)
return;
out[25] = a*0.7015607357f*in[30] - a*0.6846531630f*in[32] + a*0.1976423711f*in[34];
out[26] = -0.5f*in[26] + 0.8660253882f*in[28];
out[27] = a*0.5229125023f*in[30] + a*0.3061861992f*in[32] - a*0.7954951525f*in[34];
out[28] = 0.8660253882f*in[26] + 0.5f*in[28];
out[29] = a*0.4841229022f*in[30] + a*0.6614378691f*in[32] + a*0.5728219748f*in[34];
out[30] = -a*0.7015607357f*in[25] - a*0.5229125023f*in[27] - a*0.4841229022f*in[29];
out[31] = 0.125f*in[31] + 0.4050463140f*in[33] + 0.9057110548f*in[35];
out[32] = a*0.6846531630f*in[25] - a*0.3061861992f*in[27] - a*0.6614378691f*in[29];
out[33] = 0.4050463140f*in[31] + 0.8125f*in[33] - 0.4192627370f*in[35];
out[34] = -a*0.1976423711f*in[25] + a*0.7954951525f*in[27] - a*0.5728219748f*in[29];
out[35] = 0.9057110548f*in[31] - 0.4192627370f*in[33] + 0.0624999329f*in[35];
}
//+------------------------------------------------------------------+
//| Rotates the spherical harmonic (SH) vector by the given matrix. |
//+------------------------------------------------------------------+
//| Each coefficient of the basis function Y(l,m) |
//| is stored at memory location l^2 + m + l, where: |
//| l is the degree of the basis function. |
//| m is the basis function index for the given l value |
//| and ranges from -l to l, inclusive. |
//+------------------------------------------------------------------+
void DXSHRotate(float &out[],int order,const DXMatrix &mat,const float &in[])
{
float alpha,beta,gamma,sinb,temp[36],temp1[36];
out[0] = in[0];
if((order>DXSH_MAXORDER) || (order<DXSH_MINORDER))
return;
if(order <= 3)
{
out[1] = mat.m[1][1]*in[1] - mat.m[2][1]*in[2] + mat.m[0][1]*in[3];
out[2] = -mat.m[1][2]*in[1] + mat.m[2][2]*in[2] - mat.m[0][2]*in[3];
out[3] = mat.m[1][0]*in[1] - mat.m[2][0]*in[2] + mat.m[0][0]*in[3];
if(order == 3)
{
float coeff[12]= {};
coeff[0] = mat.m[1][0]*mat.m[0][0];
coeff[1] = mat.m[1][1]*mat.m[0][1];
coeff[2] = mat.m[1][1]*mat.m[2][1];
coeff[3] = mat.m[1][0]*mat.m[2][0];
coeff[4] = mat.m[2][0]*mat.m[2][0];
coeff[5] = mat.m[2][1]*mat.m[2][1];
coeff[6] = mat.m[0][0]*mat.m[2][0];
coeff[7] = mat.m[0][1]*mat.m[2][1];
coeff[8] = mat.m[0][1]*mat.m[0][1];
coeff[9] = mat.m[1][0]*mat.m[1][0];
coeff[10] = mat.m[1][1]*mat.m[1][1];
coeff[11] = mat.m[0][0]*mat.m[0][0];
out[4] = (mat.m[1][1]*mat.m[0][0] + mat.m[0][1]*mat.m[1][0])*in[4];
out[4] -= (mat.m[1][0]*mat.m[2][1] + mat.m[1][1]*mat.m[2][0])*in[5];
out[4] += 1.7320508076f*mat.m[2][0]*mat.m[2][1]*in[6];
out[4] -= (mat.m[0][1]*mat.m[2][0] + mat.m[0][0]*mat.m[2][1])*in[7];
out[4] += (mat.m[0][0]*mat.m[0][1] - mat.m[1][0]*mat.m[1][1])*in[8];
out[5] = (mat.m[1][1]*mat.m[2][2] + mat.m[1][2]*mat.m[2][1])*in[5];
out[5] -= (mat.m[1][1]*mat.m[0][2] + mat.m[1][2]*mat.m[0][1])*in[4];
out[5] -= 1.7320508076f*mat.m[2][2]*mat.m[2][1]*in[6];
out[5] += (mat.m[0][2]*mat.m[2][1] + mat.m[0][1]*mat.m[2][2])*in[7];
out[5] -= (mat.m[0][1]*mat.m[0][2] - mat.m[1][1]*mat.m[1][2])*in[8];
out[6] = (mat.m[2][2]*mat.m[2][2] - 0.5f*(coeff[4] + coeff[5]))*in[6];
out[6] -= (0.5773502692f*(coeff[0] + coeff[1]) - 1.1547005384f*mat.m[1][2]*mat.m[0][2])*in[4];
out[6] += (0.5773502692f*(coeff[2] + coeff[3]) - 1.1547005384f*mat.m[1][2]*mat.m[2][2])*in[5];
out[6] += (0.5773502692f*(coeff[6] + coeff[7]) - 1.1547005384f*mat.m[0][2]*mat.m[2][2])*in[7];
out[6] += (0.2886751347f*(coeff[9] - coeff[8] + coeff[10] - coeff[11]) - 0.5773502692f*
(mat.m[1][2]*mat.m[1][2] - mat.m[0][2]*mat.m[0][2]))*in[8];
out[7] = (mat.m[0][0]*mat.m[2][2] + mat.m[0][2]*mat.m[2][0])*in[7];
out[7] -= (mat.m[1][0]*mat.m[0][2] + mat.m[1][2]*mat.m[0][0])*in[4];
out[7] += (mat.m[1][0]*mat.m[2][2] + mat.m[1][2]*mat.m[2][0])*in[5];
out[7] -= 1.7320508076f*mat.m[2][2]*mat.m[2][0]*in[6];
out[7] -= (mat.m[0][0]*mat.m[0][2] - mat.m[1][0]*mat.m[1][2])*in[8];
out[8] = 0.5f*(coeff[11] - coeff[8] - coeff[9] + coeff[10])*in[8];
out[8] += (coeff[0] - coeff[1])*in[4];
out[8] += (coeff[2] - coeff[3])*in[5];
out[8] += 0.86602540f*(coeff[4] - coeff[5])*in[6];
out[8] += (coeff[7] - coeff[6])*in[7];
}
return;
}
if((float)fabs(mat.m[2][2]) != 1.0f)
{
sinb = (float)sqrt(1.0f - mat.m[2][2]*mat.m[2][2]);
alpha = (float)atan2(mat.m[2][1] / sinb,mat.m[2][0] / sinb);
beta = (float)atan2(sinb,mat.m[2][2]);
gamma = (float)atan2(mat.m[1][2] / sinb,-mat.m[0][2] / sinb);
}
else
{
alpha = (float)atan2(mat.m[0][1],mat.m[0][0]);
beta = 0.0f;
gamma = 0.0f;
}
//---
DXSHRotateZ(temp,order,gamma,in);
rotate_X(temp1,order,1.0f,temp);
DXSHRotateZ(temp,order,beta,temp1);
rotate_X(temp1,order,-1.0f,temp);
DXSHRotateZ(out,order,alpha,temp1);
}
//+------------------------------------------------------------------+
//| Rotates the spherical harmonic (SH) vector |
//| in the z-axis by the given angle. |
//+------------------------------------------------------------------+
//| Each coefficient of the basis function Y(l,m) |
//| is stored at memory location l^2 + m + l, where: |
//| l is the degree of the basis function. |
//| m is the basis function index for the given l value |
//| and ranges from -l to l, inclusive. |
//+------------------------------------------------------------------+
void DXSHRotateZ(float &out[],int order,float angle,const float &in[])
{
int sum = 0;
float c[5],s[5];
order = (int)fmin(fmax(order,DXSH_MINORDER),DXSH_MAXORDER);
out[0] = in[0];
//---
for(int i=1; i<order; i++)
{
c[i - 1] = (float)cos(i*angle);
s[i - 1] = (float)sin(i*angle);
sum += i*2;
//---
out[sum - i] = c[i - 1]*in[sum - i];
out[sum - i] += s[i - 1]*in[sum + i];
for(int j= i-1; j>0; j--)
{
out[sum - j] = 0.0f;
out[sum - j] = c[j - 1]*in[sum - j];
out[sum - j] += s[j - 1]*in[sum + j];
}
out[sum] = in[sum];
//---
for(int j=1; j<i; j++)
{
out[sum + j] = 0.0f;
out[sum + j] = -s[j - 1]*in[sum - j];
out[sum + j] += c[j - 1]*in[sum + j];
}
out[sum + i] = -s[i - 1]*in[sum - i];
out[sum + i] += c[i - 1]*in[sum + i];
}
}
//+------------------------------------------------------------------+
//| Scales a spherical harmonic (SH) vector; |
//| in other words, out[i] = a[i]*scale. |
//+------------------------------------------------------------------+
void DXSHScale(float &out[],int order,const float &a[],const float scale)
{
for(int i=0; i<order*order; i++)
out[i] = a[i]*scale;
}
//+---------------------------------------------------------------------+
//| Interpolates y0 to y1 according to value from 0.0 to 1.0 |
//+---------------------------------------------------------------------+
float DXScalarLerp(const float val1,const float val2,float s)
{
return((1-s)*val1 + s*val2);
}
//+---------------------------------------------------------------------+
//| Interpolates y0 to y1 according to value from 0.0 to 1.0 |
//+---------------------------------------------------------------------+
float DXScalarBiasScale(const float val,const float bias,const float scale)
{
return((val+bias)*scale);
}
//+------------------------------------------------------------------+