diff --git a/src/basics/Matrix4.cpp b/src/basics/Matrix4.cpp index ba65a7a..ac9a6f4 100644 --- a/src/basics/Matrix4.cpp +++ b/src/basics/Matrix4.cpp @@ -228,9 +228,9 @@ Matrix4 Matrix4::newRotateTripleAxis(const Vector3 &x, const Vector3 &y, const V Matrix4 Matrix4::newLookAt(const Vector3 &eye, const Vector3 &at, const Vector3 &up) { - Vector3 z = v3Normalize(v3Sub(at, eye)); - Vector3 x = v3Normalize(v3Cross(up, z)); - Vector3 y = v3Cross(z, x); + Vector3 z = at.sub(eye).normalize(); + Vector3 x = up.crossProduct(z).normalize(); + Vector3 y = z.crossProduct(x); Matrix4 result = Matrix4::newRotateTripleAxis(x, y, z); result.d = eye.x; result.h = eye.y; diff --git a/src/basics/Vector3.h b/src/basics/Vector3.h index b5a0ab7..797e8c1 100644 --- a/src/basics/Vector3.h +++ b/src/basics/Vector3.h @@ -88,63 +88,4 @@ BASICSSHARED_EXPORT extern const Vector3 VECTOR_WEST; #endif #endif -// Compat API - -static inline Vector3 v3(double x, double y, double z) -{ - return Vector3(x, y, z); -} -static inline void v3Save(PackStream* stream, Vector3* v) -{ - v->save(stream); -} -static inline void v3Load(PackStream* stream, Vector3* v) -{ - v->load(stream); -} -static inline Vector3 v3Translate(const Vector3 &v1, double x, double y, double z) -{ - return v1.add(x, y, z); -} -static inline Vector3 v3Add(const Vector3 &v1, const Vector3 &v2) -{ - return v1.add(v2); -} -static inline Vector3 v3Sub(const Vector3 &v1, const Vector3 &v2) -{ - return v1.sub(v2); -} -static inline Vector3 v3Neg(const Vector3 &v) -{ - return v.inverse(); -} -static inline Vector3 v3Scale(const Vector3 &v, double scale) -{ - return v.scale(scale); -} -static inline double v3Norm(const Vector3 &v) -{ - return v.getNorm(); -} -static inline Vector3 v3Normalize(const Vector3 &v) -{ - return v.normalize(); -} -static inline double v3Dot(const Vector3 &v1, const Vector3 &v2) -{ - return v1.dotProduct(v2); -} -static inline Vector3 v3Cross(const Vector3 &v1, const Vector3 &v2) -{ - return v1.crossProduct(v2); -} -static inline VectorSpherical v3ToSpherical(const Vector3 &v) -{ - return v.toSpherical(); -} -static inline Vector3 v3FromSpherical(const VectorSpherical &v) -{ - return Vector3(v); -} - #endif // VECTOR3_H diff --git a/src/definition/CameraDefinition.cpp b/src/definition/CameraDefinition.cpp index 049125b..b48a3e5 100644 --- a/src/definition/CameraDefinition.cpp +++ b/src/definition/CameraDefinition.cpp @@ -222,8 +222,8 @@ bool CameraDefinition::isBoxInView(const Vector3 ¢er, double xsize, double y { BoundingBox box; - box.pushPoint(v3Add(center, v3(-xsize, -ysize, -zsize))); - box.pushPoint(v3Add(center, v3(xsize, ysize, zsize))); + box.pushPoint(center.add(Vector3(-xsize, -ysize, -zsize))); + box.pushPoint(center.add(Vector3(xsize, ysize, zsize))); return isUnprojectedBoxInView(box); } diff --git a/src/interface/desktop/previewmaterial.cpp b/src/interface/desktop/previewmaterial.cpp index c3711c2..ac7c08e 100644 --- a/src/interface/desktop/previewmaterial.cpp +++ b/src/interface/desktop/previewmaterial.cpp @@ -20,7 +20,7 @@ MaterialPreviewRenderer::MaterialPreviewRenderer(SurfaceMaterial* material) _light->direction.x = -0.5; _light->direction.y = -0.5; _light->direction.z = -0.5; - _light->direction = v3Normalize(_light->direction); + _light->direction = _light->direction.normalize(); _light->altered = 0; _light->reflection = 1.0; @@ -66,7 +66,7 @@ Color MaterialPreviewRenderer::getColor2D(double x, double y, double) point.z = fabs(acos(dist)); } - point = v3Normalize(point); + point = point.normalize(); color = getLightingManager()->applyFinalComponent(*_light, getCameraLocation(point), point, point, *_material); if (dist > 0.95) { diff --git a/src/interface/desktop/terrain/widgetheightmap.cpp b/src/interface/desktop/terrain/widgetheightmap.cpp index b8fbf26..c388607 100644 --- a/src/interface/desktop/terrain/widgetheightmap.cpp +++ b/src/interface/desktop/terrain/widgetheightmap.cpp @@ -564,10 +564,10 @@ void WidgetHeightMap::updateVertexInfo() { Vector3 dx, dz; - dx = v3Sub((vertex + 1)->point, vertex->point); - dz = v3Sub((vertex + rx)->point, vertex->point); + dx = (vertex + 1)->point.sub(vertex->point); + dz = (vertex + rx)->point.sub(vertex->point); - vertex->normal = v3Cross(v3Normalize(dz), v3Normalize(dx)); + vertex->normal = dz.normalize().crossProduct(dx.normalize()); } } } diff --git a/src/render/opengl/ExplorerChunkSky.cpp b/src/render/opengl/ExplorerChunkSky.cpp index 43dfce8..3ebd5a9 100644 --- a/src/render/opengl/ExplorerChunkSky.cpp +++ b/src/render/opengl/ExplorerChunkSky.cpp @@ -139,7 +139,7 @@ Color ExplorerChunkSky::getTextureColor(double x, double y) location.z = y; break; } - location = v3Normalize(location); + location = location.normalize(); if (location.y < 0.0) { location.y = 0.0; diff --git a/src/render/opengl/ExplorerChunkTerrain.cpp b/src/render/opengl/ExplorerChunkTerrain.cpp index 37bac50..ed0d595 100644 --- a/src/render/opengl/ExplorerChunkTerrain.cpp +++ b/src/render/opengl/ExplorerChunkTerrain.cpp @@ -111,7 +111,7 @@ void ExplorerChunkTerrain::onCameraEvent(CameraDefinition* camera) askReset(); } - _distance_to_camera = v3Norm(v3Sub(getCenter(), camera_location)); + _distance_to_camera = getCenter().sub(camera_location).getNorm(); _lock_data.unlock(); } diff --git a/src/render/preview/AtmosphereColorPreviewRenderer.cpp b/src/render/preview/AtmosphereColorPreviewRenderer.cpp index 90cd9e0..c51ca01 100644 --- a/src/render/preview/AtmosphereColorPreviewRenderer.cpp +++ b/src/render/preview/AtmosphereColorPreviewRenderer.cpp @@ -64,11 +64,11 @@ static inline int _rayIntersectsTriangle(Vector3 p, Vector3 d, Vector3 v0, Vecto Vector3 e1, e2, h, s, q; double a, f, u, v, t; - e1 = v3Sub(v1, v0); - e2 = v3Sub(v2, v0); + e1 = v1.sub(v0); + e2 = v2.sub(v0); - h = v3Cross(d, e2); - a = v3Dot(e1, h); + h = d.crossProduct(e2); + a = e1.dotProduct(h); if (a > -0.00001 && a < 0.00001) { @@ -76,27 +76,27 @@ static inline int _rayIntersectsTriangle(Vector3 p, Vector3 d, Vector3 v0, Vecto } f = 1.0 / a; - s = v3Sub(p, v0); - u = f * v3Dot(s, h); + s = p.sub(v0); + u = f * s.dotProduct(h); if (u < 0.0 || u > 1.0) { return 0; } - q = v3Cross(s, e1); - v = f * v3Dot(d, q); + q = s.crossProduct(e1); + v = f * d.dotProduct(q); if (v < 0.0 || u + v > 1.0) { return 0; } - t = f * v3Dot(e2, q); + t = f * e2.dotProduct(q); if (t > 0.00001) { - *hit = v3Add(p, v3Scale(d, t)); + *hit = p.add(d.scale(t)); return 1; } else diff --git a/src/render/software/AtmosphereModelBruneton.cpp b/src/render/software/AtmosphereModelBruneton.cpp index a8e57d1..9eb28c9 100644 --- a/src/render/software/AtmosphereModelBruneton.cpp +++ b/src/render/software/AtmosphereModelBruneton.cpp @@ -580,8 +580,8 @@ static Color _inscatterS(double r, double mu, double muS, double nu, int first, double dw = dtheta * dphi * sin(theta); Vector3 w = vec3(cos(phi) * sin(theta), sin(phi) * sin(theta), ctheta); - double nu1 = v3Dot(s, w); - double nu2 = v3Dot(v, w); + double nu1 = s.dotProduct(w); + double nu2 = v.dotProduct(w); double pr2 = _phaseFunctionR(nu2); double pm2 = _phaseFunctionM(nu2); @@ -590,7 +590,7 @@ static Color _inscatterS(double r, double mu, double muS, double nu, int first, gnormal.x = dground * w.x / Rg; gnormal.y = dground * w.y / Rg; gnormal.z = (r + dground * w.z) / Rg; - Color girradiance = _irradiance(deltaE, Rg, v3Dot(gnormal, s)); + Color girradiance = _irradiance(deltaE, Rg, gnormal.dotProduct(s)); Color raymie1; /* light arriving at x from direction w */ @@ -695,7 +695,7 @@ void _irradianceNProg(Texture2D* destination, Texture4D* deltaSR, Texture4D* del double theta = ((double)(itheta) + 0.5) * dtheta; double dw = dtheta * dphi * sin(theta); Vector3 w = vec3(cos(phi) * sin(theta), sin(phi) * sin(theta), cos(theta)); - double nu = v3Dot(s, w); + double nu = s.dotProduct(w); if (first) { /* first iteration is special because Rayleigh and Mie were stored separately, @@ -840,8 +840,8 @@ static inline Color _applyInscatter(Color inscatter, Color attmod, Color samp) static Color _getInscatterColor(Vector3* _x, double* _t, Vector3 v, Vector3 s, double* _r, double* _mu, Vector3* attenuation) { Color result; - double r = v3Norm(*_x); - double mu = v3Dot(*_x, v) / r; + double r = _x->getNorm(); + double mu = _x->dotProduct(v) / r; double d = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rt * Rt); attenuation->x = attenuation->y = attenuation->z = 0.0; if (d > 0.0) @@ -860,18 +860,18 @@ static Color _getInscatterColor(Vector3* _x, double* _t, Vector3 v, Vector3 s, d if (r <= Rt) { /* if ray intersects atmosphere */ - double nu = v3Dot(v, s); - double muS = v3Dot(x, s) / r; + double nu = v.dotProduct(s); + double muS = x.dotProduct(s) / r; double phaseR = _phaseFunctionR(nu); double phaseM = _phaseFunctionM(nu); Color inscatter = vec4max(_texture4D(_inscatterTexture, r, mu, muS, nu), 0.0); if (t > 0.0) { - Vector3 x0 = v3Add(x, v3Scale(v, t)); - double r0 = v3Norm(x0); - double rMu0 = v3Dot(x0, v); + Vector3 x0 = x.add(v.scale(t)); + double r0 = x0.getNorm(); + double rMu0 = x0.dotProduct(v); double mu0 = rMu0 / r0; - double muS0 = v3Dot(x0, s) / r0; + double muS0 = x0.dotProduct(s) / r0; /* avoids imprecision problems in transmittance computations based on textures */ *attenuation = _analyticTransmittance(r, mu, t); if (r0 > Rg + 0.001) @@ -935,7 +935,7 @@ static Color _sunColor(Vector3 v, Vector3 s, double r, double mu, double radius) Color transmittance = r <= Rt ? _transmittanceWithShadow(r, mu) : COLOR_WHITE; /* T(x,xo) */ double d = _limit(r, mu); radius *= (1.0 + 10.0 * d / Rt); /* Inflating due to lens effect near horizon */ - double isun = step(cos(radius * M_PI / 180.0), v3Dot(v, s)) * ISun; /* Lsun */ + double isun = step(cos(radius * M_PI / 180.0), v.dotProduct(s)) * ISun; /* Lsun */ transmittance.r *= isun; transmittance.g *= isun; transmittance.b *= isun; @@ -1163,11 +1163,11 @@ AtmosphereResult AtmosphereModelBruneton::getSkyColor(Vector3 eye, const Vector3 eye.y = 0.0; } Vector3 x = {0.0, Rg + eye.y * WORLD_SCALING, 0.0}; - Vector3 v = v3Normalize(direction); - Vector3 s = v3Normalize(v3Sub(sun_position, x)); + Vector3 v = direction.normalize(); + Vector3 s = sun_position.sub(x).normalize(); - double r = v3Norm(x); - double mu = v3Dot(x, v) / r; + double r = x.getNorm(); + double mu = x.dotProduct(v) / r; double t = -r * mu - sqrt(r * r * (mu * mu - 1.0) + Rg * Rg); AtmosphereResult result; @@ -1190,7 +1190,7 @@ AtmosphereResult AtmosphereModelBruneton::getSkyColor(Vector3 eye, const Vector3 AtmosphereResult AtmosphereModelBruneton::applyAerialPerspective(Vector3 location, const Color &base) { Vector3 eye = parent->getCameraLocation(location); - Vector3 sun_position = v3Scale(parent->getAtmosphereRenderer()->getSunDirection(), SUN_DISTANCE); + Vector3 sun_position = parent->getAtmosphereRenderer()->getSunDirection().scale(SUN_DISTANCE); double yoffset = GROUND_OFFSET - parent->getWaterRenderer()->getHeightInfo().base_height; eye.y += yoffset; @@ -1203,20 +1203,20 @@ AtmosphereResult AtmosphereModelBruneton::applyAerialPerspective(Vector3 locatio { location.y = 0.0; } - Vector3 direction = v3Scale(v3Sub(location, eye), WORLD_SCALING); + Vector3 direction = location.sub(eye).scale(WORLD_SCALING); Vector3 x = {0.0, Rg + eye.y * WORLD_SCALING, 0.0}; - Vector3 v = v3Normalize(direction); - Vector3 s = v3Normalize(v3Sub(sun_position, x)); + Vector3 v = direction.normalize(); + Vector3 s = sun_position.sub(x).normalize(); if (v.y == 0.0) { v.y = -0.000001; } - double r = v3Norm(x); - double mu = v3Dot(x, v) / r; - double t = v3Norm(direction); + double r = x.getNorm(); + double mu = x.dotProduct(v) / r; + double t = direction.getNorm(); AtmosphereResult result; Vector3 attenuation; @@ -1249,13 +1249,13 @@ void AtmosphereModelBruneton::fillLightingStatus(LightStatus *status, const Vect double r0 = Rg + altitude * WORLD_SCALING; Vector3 up = {0.0, 1.0, 0.0}; - Vector3 sun_position = v3Scale(parent->getAtmosphereRenderer()->getSunDirection(), SUN_DISTANCE); + Vector3 sun_position = parent->getAtmosphereRenderer()->getSunDirection().scale(SUN_DISTANCE); Vector3 x = {0.0, r0, 0.0}; - Vector3 s = v3Normalize(v3Sub(sun_position, x)); + Vector3 s = sun_position.sub(x).normalize(); - muS = v3Dot(up, s); + muS = up.dotProduct(s); sun.color = _transmittanceWithShadow(r0, muS); - sun.direction = v3Scale(s, -1.0); + sun.direction = s.scale(-1.0); sun.reflection = ISun; sun.altered = 1; diff --git a/src/render/software/AtmosphereRenderer.cpp b/src/render/software/AtmosphereRenderer.cpp index a637ad6..6462021 100644 --- a/src/render/software/AtmosphereRenderer.cpp +++ b/src/render/software/AtmosphereRenderer.cpp @@ -173,8 +173,8 @@ AtmosphereResult SoftwareBrunetonAtmosphereRenderer::getSkyColor(Vector3 directi camera_location = parent->getCameraLocation(VECTOR_ZERO); sun_direction = getSunDirection(); - direction = v3Normalize(direction); - sun_position = v3Scale(sun_direction, SUN_DISTANCE_SCALED); + direction = direction.normalize(); + sun_position = sun_direction.scale(SUN_DISTANCE_SCALED); /* Get sun shape */ base = COLOR_BLACK; @@ -206,7 +206,7 @@ AtmosphereResult SoftwareBrunetonAtmosphereRenderer::getSkyColor(Vector3 directi /* Get scattering */ AtmosphereResult result; - Vector3 location = v3Add(camera_location, v3Scale(direction, 6421.0)); + Vector3 location = camera_location.add(direction.scale(6421.0)); switch (definition->model) { case AtmosphereDefinition::ATMOSPHERE_MODEL_BRUNETON: diff --git a/src/render/software/BaseCloudLayerRenderer.cpp b/src/render/software/BaseCloudLayerRenderer.cpp index 70a79d0..6443de2 100644 --- a/src/render/software/BaseCloudLayerRenderer.cpp +++ b/src/render/software/BaseCloudLayerRenderer.cpp @@ -38,11 +38,11 @@ bool BaseCloudLayerRenderer::optimizeSearchLimits(BaseCloudsModel *model, Vector } else { - diff = v3Sub(*end, *start); - *start = v3Add(*start, v3Scale(diff, (max_altitude - start->y) / diff.y)); + diff = end->sub(*start); + *start = start->add(diff.scale((max_altitude - start->y) / diff.y)); if (end->y < min_altitude) { - *end = v3Add(*end, v3Scale(diff, (min_altitude - end->y) / diff.y)); + *end = end->add(diff.scale((min_altitude - end->y) / diff.y)); } } } @@ -54,24 +54,24 @@ bool BaseCloudLayerRenderer::optimizeSearchLimits(BaseCloudsModel *model, Vector } else { - diff = v3Sub(*end, *start); - *start = v3Add(*start, v3Scale(diff, (min_altitude - start->y) / diff.y)); + diff = end->sub(*start); + *start = start->add(diff.scale((min_altitude - start->y) / diff.y)); if (end->y >= max_altitude) { - *end = v3Add(*end, v3Scale(diff, (max_altitude - end->y) / diff.y)); + *end = end->add(diff.scale((max_altitude - end->y) / diff.y)); } } } else /* start is inside layer */ { - diff = v3Sub(*end, *start); + diff = end->sub(*start); if (end->y > max_altitude) { - *end = v3Add(*start, v3Scale(diff, (max_altitude - start->y) / diff.y)); + *end = start->add(diff.scale((max_altitude - start->y) / diff.y)); } else if (end->y < min_altitude) { - *end = v3Add(*start, v3Scale(diff, (min_altitude - start->y) / diff.y)); + *end = start->add(diff.scale((min_altitude - start->y) / diff.y)); } } diff --git a/src/render/software/CloudBasicLayerRenderer.cpp b/src/render/software/CloudBasicLayerRenderer.cpp index bf8b505..85ca4be 100644 --- a/src/render/software/CloudBasicLayerRenderer.cpp +++ b/src/render/software/CloudBasicLayerRenderer.cpp @@ -76,12 +76,12 @@ static int _findSegments(BaseCloudsModel* model, SoftwareRenderer* renderer, Vec walker = start; noise_distance = _getDistanceToBorder(model, start) * render_precision; inside = (noise_distance > 0.0) ? 1 : 0; - step = v3Scale(direction, render_precision); + step = direction.scale(render_precision); do { - walker = v3Add(walker, step); - step_length = v3Norm(step); + walker = walker.add(step); + step_length = step.getNorm(); last_noise_distance = noise_distance; noise_distance = _getDistanceToBorder(model, walker) * render_precision; current_total_length += step_length; @@ -93,16 +93,16 @@ static int _findSegments(BaseCloudsModel* model, SoftwareRenderer* renderer, Vec // inside the cloud segment_length += step_length; current_inside_length += step_length; - step = v3Scale(direction, (noise_distance < render_precision) ? render_precision : noise_distance); + step = direction.scale((noise_distance < render_precision) ? render_precision : noise_distance); } else { // entering the cloud inside = 1; segment_length = step_length * noise_distance / (noise_distance - last_noise_distance); - segment_start = v3Add(walker, v3Scale(direction, -segment_length)); + segment_start = walker.add(direction.scale(-segment_length)); current_inside_length += segment_length; - step = v3Scale(direction, render_precision); + step = direction.scale(render_precision); } } else @@ -115,7 +115,7 @@ static int _findSegments(BaseCloudsModel* model, SoftwareRenderer* renderer, Vec current_inside_length += remaining_length; out_segments->start = segment_start; - out_segments->end = v3Add(walker, v3Scale(direction, remaining_length - step_length)); + out_segments->end = walker.add(direction.scale(remaining_length - step_length)); out_segments->length = segment_length; out_segments++; if (++segment_count >= max_segments) @@ -124,12 +124,12 @@ static int _findSegments(BaseCloudsModel* model, SoftwareRenderer* renderer, Vec } inside = 0; - step = v3Scale(direction, render_precision); + step = direction.scale(render_precision); } else { // searching for a cloud - step = v3Scale(direction, (noise_distance > -render_precision) ? render_precision : -noise_distance); + step = direction.scale((noise_distance > -render_precision) ? render_precision : -noise_distance); } } } while (inside || (walker.y >= layer->altitude - 0.001 && walker.y <= (layer->altitude + layer->scaling) + 0.001 && current_total_length < max_total_length && current_inside_length < max_inside_length)); diff --git a/src/render/software/LightingManager.cpp b/src/render/software/LightingManager.cpp index e15d2ff..7620a63 100644 --- a/src/render/software/LightingManager.cpp +++ b/src/render/software/LightingManager.cpp @@ -48,9 +48,9 @@ Color LightingManager::applyFinalComponent(const LightComponent &component, cons Vector3 direction_inv; light_color = component.color; - direction_inv = v3Scale(v3Normalize(component.direction), -1.0); + direction_inv = component.direction.normalize().scale(-1.0); - normal_norm = v3Norm(normal); + normal_norm = normal.getNorm(); if (normal_norm > 1.0) { normal_norm = 1.0; @@ -59,7 +59,7 @@ Color LightingManager::applyFinalComponent(const LightComponent &component, cons result = COLOR_BLACK; /* diffused light */ - double diffuse = v3Dot(direction_inv, normal.normalize()); + double diffuse = direction_inv.dotProduct(normal.normalize()); diffuse = (diffuse + (1.0 - normal_norm)) / (1.0 + (1.0 - normal_norm)); if (diffuse > 0.0) { @@ -71,9 +71,9 @@ Color LightingManager::applyFinalComponent(const LightComponent &component, cons /* specular reflection */ if (material.reflection > 0.0 && component.reflection > 0.0) { - Vector3 view = v3Normalize(v3Sub(location, eye)); - Vector3 reflect = v3Sub(direction_inv, v3Scale(normal, 2.0 * v3Dot(direction_inv, normal))); - double specular = v3Dot(reflect, view); + Vector3 view = location.sub(eye).normalize(); + Vector3 reflect = direction_inv.sub(normal.scale(2.0 * direction_inv.dotProduct(normal))); + double specular = reflect.dotProduct(view); if (specular > 0.0) { specular = pow(specular, material.shininess) * material.reflection * component.reflection * normal_norm; diff --git a/src/render/software/SkyRasterizer.cpp b/src/render/software/SkyRasterizer.cpp index 5b6682b..845d71f 100644 --- a/src/render/software/SkyRasterizer.cpp +++ b/src/render/software/SkyRasterizer.cpp @@ -20,11 +20,11 @@ static Color _postProcessFragment(SoftwareRenderer* renderer, Vector3 location, Color result; camera_location = renderer->getCameraLocation(location); - direction = v3Sub(location, camera_location); + direction = location.sub(camera_location); /* TODO Don't compute result->color if it's fully covered by clouds */ - result = renderer->getAtmosphereRenderer()->getSkyColor(v3Normalize(direction)).final; - result = renderer->getCloudsRenderer()->getColor(camera_location, v3Add(camera_location, v3Scale(direction, 10.0)), result); + result = renderer->getAtmosphereRenderer()->getSkyColor(direction.normalize()).final; + result = renderer->getCloudsRenderer()->getColor(camera_location, camera_location.add(direction.scale(10.0)), result); return result; } @@ -61,22 +61,22 @@ void SkyRasterizer::rasterize() direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j); direction.y = SPHERE_SIZE * sin(current_j); direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j); - vertex1 = v3Add(camera_location, direction); + vertex1 = camera_location.add(direction); direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j); direction.y = SPHERE_SIZE * sin(current_j); direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j); - vertex2 = v3Add(camera_location, direction); + vertex2 = camera_location.add(direction); direction.x = SPHERE_SIZE * cos(current_i + step_i) * cos(current_j + step_j); direction.y = SPHERE_SIZE * sin(current_j + step_j); direction.z = SPHERE_SIZE * sin(current_i + step_i) * cos(current_j + step_j); - vertex3 = v3Add(camera_location, direction); + vertex3 = camera_location.add(direction); direction.x = SPHERE_SIZE * cos(current_i) * cos(current_j + step_j); direction.y = SPHERE_SIZE * sin(current_j + step_j); direction.z = SPHERE_SIZE * sin(current_i) * cos(current_j + step_j); - vertex4 = v3Add(camera_location, direction); + vertex4 = camera_location.add(direction); /* TODO Triangles at poles */ renderer->pushQuad(vertex1, vertex4, vertex3, vertex2, _postProcessFragment, NULL); diff --git a/src/render/software/SoftwareRenderer.cpp b/src/render/software/SoftwareRenderer.cpp index f70d66f..aa7df35 100644 --- a/src/render/software/SoftwareRenderer.cpp +++ b/src/render/software/SoftwareRenderer.cpp @@ -209,7 +209,7 @@ RayCastingResult SoftwareRenderer::rayWalking(const Vector3 &location, const Vec sky_color = atmosphere_renderer->getSkyColor(direction).final; result.hit = 1; - result.hit_location = v3Add(location, v3Scale(direction, 1000.0)); + result.hit_location = location.add(direction.scale(1000.0)); result.hit_color = clouds_renderer->getColor(location, result.hit_location, sky_color); } @@ -239,7 +239,7 @@ double SoftwareRenderer::getPrecision(Vector3 location) projected.x += 1.0; //projected.y += 1.0; - return v3Norm(v3Sub(render_camera->unproject(projected), location)); // / (double)render_quality; + return render_camera->unproject(projected).sub(location).getNorm(); // / (double)render_quality; } Vector3 SoftwareRenderer::projectPoint(Vector3 point) diff --git a/src/render/software/TerrainRasterizer.cpp b/src/render/software/TerrainRasterizer.cpp index fa88ff4..e8f3a1a 100644 --- a/src/render/software/TerrainRasterizer.cpp +++ b/src/render/software/TerrainRasterizer.cpp @@ -107,14 +107,14 @@ static void _getChunk(SoftwareRenderer* renderer, TerrainRasterizer::TerrainChun BoundingBox box; if (displacement_power > 0.0) { - box.pushPoint(v3Add(chunk->point_nw, v3(-displacement_power, displacement_power, -displacement_power))); - box.pushPoint(v3Add(chunk->point_nw, v3(-displacement_power, -displacement_power, -displacement_power))); - box.pushPoint(v3Add(chunk->point_sw, v3(-displacement_power, displacement_power, displacement_power))); - box.pushPoint(v3Add(chunk->point_sw, v3(-displacement_power, -displacement_power, displacement_power))); - box.pushPoint(v3Add(chunk->point_se, v3(displacement_power, displacement_power, displacement_power))); - box.pushPoint(v3Add(chunk->point_se, v3(displacement_power, -displacement_power, displacement_power))); - box.pushPoint(v3Add(chunk->point_ne, v3(displacement_power, displacement_power, -displacement_power))); - box.pushPoint(v3Add(chunk->point_ne, v3(displacement_power, -displacement_power, -displacement_power))); + box.pushPoint(chunk->point_nw.add(Vector3(-displacement_power, displacement_power, -displacement_power))); + box.pushPoint(chunk->point_nw.add(Vector3(-displacement_power, -displacement_power, -displacement_power))); + box.pushPoint(chunk->point_sw.add(Vector3(-displacement_power, displacement_power, displacement_power))); + box.pushPoint(chunk->point_sw.add(Vector3(-displacement_power, -displacement_power, displacement_power))); + box.pushPoint(chunk->point_se.add(Vector3(displacement_power, displacement_power, displacement_power))); + box.pushPoint(chunk->point_se.add(Vector3(displacement_power, -displacement_power, displacement_power))); + box.pushPoint(chunk->point_ne.add(Vector3(displacement_power, displacement_power, -displacement_power))); + box.pushPoint(chunk->point_ne.add(Vector3(displacement_power, -displacement_power, -displacement_power))); } else { diff --git a/src/render/software/TerrainRenderer.cpp b/src/render/software/TerrainRenderer.cpp index 995c67b..184773f 100644 --- a/src/render/software/TerrainRenderer.cpp +++ b/src/render/software/TerrainRenderer.cpp @@ -24,22 +24,22 @@ static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, V { Vector3 dnorth, deast, dsouth, dwest, normal; - dnorth = v3Sub(north, center); - deast = v3Sub(east, center); - dsouth = v3Sub(south, center); - dwest = v3Sub(west, center); + dnorth = north.sub(center); + deast = east.sub(center); + dsouth = south.sub(center); + dwest = west.sub(center); - normal = v3Cross(deast, dnorth); - normal = v3Add(normal, v3Cross(dsouth, deast)); - normal = v3Add(normal, v3Cross(dwest, dsouth)); - normal = v3Add(normal, v3Cross(dnorth, dwest)); + normal = deast.crossProduct(dnorth); + normal = normal.add(dsouth.crossProduct(deast)); + normal = normal.add(dwest.crossProduct(dsouth)); + normal = normal.add(dnorth.crossProduct(dwest)); - return v3Normalize(normal); + return normal.normalize(); } static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) { - return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center))); + return south.sub(center).crossProduct(east.sub(center)).normalize(); } TerrainRenderer::TerrainResult TerrainRenderer::getResult(double x, double z, int with_painting, int with_textures) @@ -140,16 +140,16 @@ RayCastingResult TerrainRenderer::castRay(const Vector3 &start, const Vector3 &d length = 0.0; do { - inc_vector = v3Scale(direction_norm, inc_value); - length += v3Norm(inc_vector); - cursor = v3Add(cursor, inc_vector); + inc_vector = direction_norm.scale(inc_value); + length += inc_vector.getNorm(); + cursor = cursor.add(inc_vector); height = getHeight(cursor.x, cursor.z, 1); diff = cursor.y - height; if (diff < 0.0) { if (fabs(diff - lastdiff) > 0.00001) { - cursor = v3Add(cursor, v3Scale(inc_vector, -diff / (diff - lastdiff))); + cursor = cursor.add(inc_vector.scale(-diff / (diff - lastdiff))); cursor.y = getHeight(cursor.x, cursor.z, 1); } else @@ -188,7 +188,7 @@ int TerrainRenderer::alterLight(LightComponent *light, const Vector3 &location) Vector3 inc_vector, direction_to_light, cursor; double inc_value, inc_base, inc_factor, height, diff, light_factor, smoothing, length; - direction_to_light = v3Scale(light->direction, -1.0); + direction_to_light = light->direction.scale(-1.0); if (direction_to_light.y < -0.05) { light->color = COLOR_BLACK; @@ -212,16 +212,16 @@ int TerrainRenderer::alterLight(LightComponent *light, const Vector3 &location) diff = 0.0; do { - inc_vector = v3Scale(direction_to_light, inc_value); - length += v3Norm(inc_vector); - cursor = v3Add(cursor, inc_vector); + inc_vector = direction_to_light.scale(inc_value); + length += inc_vector.getNorm(); + cursor = cursor.add(inc_vector); height = parent->getTerrainRenderer()->getResult(location.x, location.z, 1, 1).location.y; diff = location.y - height; if (diff < 0.0) { if (length * smoothing > 0.000001) { - light_factor += diff * v3Norm(inc_vector) / (length * smoothing); + light_factor += diff * inc_vector.getNorm() / (length * smoothing); } else { diff --git a/src/render/software/TexturesRenderer.cpp b/src/render/software/TexturesRenderer.cpp index ac3f6a0..454cd64 100644 --- a/src/render/software/TexturesRenderer.cpp +++ b/src/render/software/TexturesRenderer.cpp @@ -66,23 +66,23 @@ static inline Vector3 _getNormal4(Vector3 center, Vector3 north, Vector3 east, V /* TODO This is duplicated in terrain/main.c */ Vector3 dnorth, deast, dsouth, dwest, normal; - dnorth = v3Sub(north, center); - deast = v3Sub(east, center); - dsouth = v3Sub(south, center); - dwest = v3Sub(west, center); + dnorth = north.sub(center); + deast = east.sub(center); + dsouth = south.sub(center); + dwest = west.sub(center); - normal = v3Cross(deast, dnorth); - normal = v3Add(normal, v3Cross(dsouth, deast)); - normal = v3Add(normal, v3Cross(dwest, dsouth)); - normal = v3Add(normal, v3Cross(dnorth, dwest)); + normal = deast.crossProduct(dnorth); + normal = normal.add(dsouth.crossProduct(deast)); + normal = normal.add(dwest.crossProduct(dsouth)); + normal = normal.add(dnorth.crossProduct(dwest)); - return v3Normalize(normal); + return normal.normalize(); } static inline Vector3 _getNormal2(Vector3 center, Vector3 east, Vector3 south) { /* TODO This is duplicated in terrain/main.c */ - return v3Normalize(v3Cross(v3Sub(south, center), v3Sub(east, center))); + return south.sub(center).crossProduct(east.sub(center)).normalize(); } static Vector3 _getDetailNormal(SoftwareRenderer* renderer, Vector3 base_location, Vector3 base_normal, TextureLayerDefinition* layer) @@ -102,27 +102,27 @@ static Vector3 _getDetailNormal(SoftwareRenderer* renderer, Vector3 base_locatio { pivot = VECTOR_UP; } - dx = v3Normalize(v3Cross(base_normal, pivot)); - dy = v3Cross(base_normal, dx); + dx = base_normal.crossProduct(pivot).normalize(); + dy = base_normal.crossProduct(dx); /* Apply detail noise locally */ Vector3 center, north, east, south, west; - center = v3Add(base_location, v3Scale(base_normal, textures->getTriplanarNoise(layer->_detail_noise, base_location, base_normal))); + center = base_location.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, base_location, base_normal))); - east = v3Add(base_location, v3Scale(dx, offset)); - east = v3Add(east, v3Scale(base_normal, textures->getTriplanarNoise(layer->_detail_noise, east, base_normal))); + east = base_location.add(dx.scale(offset)); + east = east.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, east, base_normal))); - south = v3Add(base_location, v3Scale(dy, offset)); - south = v3Add(south, v3Scale(base_normal, textures->getTriplanarNoise(layer->_detail_noise, south, base_normal))); + south = base_location.add(dy.scale(offset)); + south = south.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, south, base_normal))); if (renderer->render_quality > 6) { - west = v3Add(base_location, v3Scale(dx, -offset)); - west = v3Add(west, v3Scale(base_normal, textures->getTriplanarNoise(layer->_detail_noise, west, base_normal))); + west = base_location.add(dx.scale(-offset)); + west = west.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, west, base_normal))); - north = v3Add(base_location, v3Scale(dy, -offset)); - north = v3Add(north, v3Scale(base_normal, textures->getTriplanarNoise(layer->_detail_noise, north, base_normal))); + north = base_location.add(dy.scale(-offset)); + north = north.add(base_normal.scale(textures->getTriplanarNoise(layer->_detail_noise, north, base_normal))); result = _getNormal4(center, north, east, south, west); } @@ -131,9 +131,9 @@ static Vector3 _getDetailNormal(SoftwareRenderer* renderer, Vector3 base_locatio result = _getNormal2(center, east, south); } - if (v3Dot(result, base_normal) < 0.0) + if (result.dotProduct(base_normal) < 0.0) { - result = v3Scale(result, -1.0); + result = result.scale(-1.0); } return result; } @@ -157,7 +157,7 @@ Vector3 TexturesRenderer::displaceTerrain(const TerrainRenderer::TerrainResult & } } - return v3Add(terrain.location, v3Scale(v3Normalize(terrain.normal), offset)); + return terrain.location.add(terrain.normal.normalize().scale(offset)); } double TexturesRenderer::getBasePresence(int layer, const TerrainRenderer::TerrainResult &terrain) diff --git a/src/render/software/WaterRenderer.cpp b/src/render/software/WaterRenderer.cpp index 151cf3e..abfa86e 100644 --- a/src/render/software/WaterRenderer.cpp +++ b/src/render/software/WaterRenderer.cpp @@ -33,22 +33,22 @@ static inline Vector3 _getNormal(WaterDefinition* definition, double base_height back.x = x; back.y = _getHeight(definition, base_height, x, z + detail); back.z = z + detail; - back = v3Sub(back, base); + back = back.sub(base); right.x = x + detail; right.y = _getHeight(definition, base_height, x + detail, z); right.z = z; - right = v3Sub(right, base); + right = right.sub(base); - return v3Normalize(v3Cross(back, right)); + return back.crossProduct(right).normalize(); } static inline Vector3 _reflectRay(Vector3 incoming, Vector3 normal) { double c; - c = v3Dot(normal, v3Scale(incoming, -1.0)); - return v3Add(incoming, v3Scale(normal, 2.0 * c)); + c = normal.dotProduct(incoming.scale(-1.0)); + return incoming.add(normal.scale(2.0 * c)); } static inline Vector3 _refractRay(Vector3 incoming, Vector3 normal) @@ -56,15 +56,15 @@ static inline Vector3 _refractRay(Vector3 incoming, Vector3 normal) double c1, c2, f; f = 1.0 / 1.33; - c1 = v3Dot(normal, v3Scale(incoming, -1.0)); + c1 = normal.dotProduct(incoming.scale(-1.0)); c2 = sqrt(1.0 - pow(f, 2.0) * (1.0 - pow(c1, 2.0))); if (c1 >= 0.0) { - return v3Add(v3Scale(incoming, f), v3Scale(normal, f * c1 - c2)); + return incoming.scale(f).add(normal.scale(f * c1 - c2)); } else { - return v3Add(v3Scale(incoming, f), v3Scale(normal, c2 - f * c1)); + return incoming.scale(f).add(normal.scale(c2 - f * c1)); } } @@ -79,26 +79,26 @@ static inline Color _getFoamMask(SoftwareRenderer* renderer, WaterDefinition* de foam_factor = 0.0; location.x += location_offset; - normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, base_height, location, detail)); + normal_diff = 1.0 - normal.dotProduct(_getNormal(definition, base_height, location, detail)); if (normal_diff > foam_factor) { foam_factor = normal_diff; } location.x -= location_offset * 2.0; - normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, base_height, location, detail)); + normal_diff = 1.0 - normal.dotProduct(_getNormal(definition, base_height, location, detail)); if (normal_diff > foam_factor) { foam_factor = normal_diff; } location.x += location_offset; location.z -= location_offset; - normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, base_height, location, detail)); + normal_diff = 1.0 - normal.dotProduct(_getNormal(definition, base_height, location, detail)); if (normal_diff > foam_factor) { foam_factor = normal_diff; } location.z += location_offset * 2.0; - normal_diff = 1.0 - v3Dot(normal, _getNormal(definition, base_height, location, detail)); + normal_diff = 1.0 - normal.dotProduct(_getNormal(definition, base_height, location, detail)); if (normal_diff > foam_factor) { foam_factor = normal_diff; @@ -214,7 +214,7 @@ WaterRenderer::WaterResult WaterRenderer::getResult(double x, double z) } normal = _getNormal(definition, base_height, location, detail); - look_direction = v3Normalize(v3Sub(location, parent->getCameraLocation(location))); + look_direction = location.sub(parent->getCameraLocation(location)).normalize(); /* Reflection */ if (definition->reflection == 0.0) @@ -235,7 +235,7 @@ WaterRenderer::WaterResult WaterRenderer::getResult(double x, double z) { Color depth_color = *definition->depth_color; refracted = parent->rayWalking(location, _refractRay(look_direction, normal), 1, 0, 1, 1); - depth = v3Norm(v3Sub(location, refracted.hit_location)); + depth = location.sub(refracted.hit_location).getNorm(); depth_color.limitPower(refracted.hit_color.getPower()); if (depth > definition->transparency_depth) { diff --git a/src/tests/Bruneton_Test.cpp b/src/tests/Bruneton_Test.cpp index 514b69d..6e16f97 100644 --- a/src/tests/Bruneton_Test.cpp +++ b/src/tests/Bruneton_Test.cpp @@ -33,11 +33,11 @@ TEST(Bruneton, AerialPerspective1) renderer.render_area->setBackgroundColor(COLOR_BLACK); renderer.render_area->clear(); - renderer.pushQuad(v3(50.0, -10.0, -50.0), v3(1.0, -10.0, -50.0), v3(1.0, -10.0, 50.0), v3(50.0, -10.0, 50.0), _postProcessFragment, NULL); - renderer.pushQuad(v3(10.0, -10.0, -10.0), v3(10.0, -10.0, -5.0), v3(10.0, 50.0, -5.0), v3(10.0, 50.0, -10.0), _postProcessFragment, NULL); - renderer.pushQuad(v3(15.0, -10.0, -5.0), v3(15.0, -10.0, 0.0), v3(15.0, 50.0, 0.0), v3(15.0, 50.0, -5.0), _postProcessFragment, NULL); - renderer.pushQuad(v3(20.0, -10.0, 5.0), v3(20.0, -10.0, 10.0), v3(20.0, 50.0, 10.0), v3(20.0, 50.0, 5.0), _postProcessFragment, NULL); - renderer.pushQuad(v3(30.0, -10.0, 25.0), v3(30.0, -10.0, 30.0), v3(30.0, 50.0, 30.0), v3(30.0, 50.0, 25.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(50.0, -10.0, -50.0), Vector3(1.0, -10.0, -50.0), Vector3(1.0, -10.0, 50.0), Vector3(50.0, -10.0, 50.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(10.0, -10.0, -10.0), Vector3(10.0, -10.0, -5.0), Vector3(10.0, 50.0, -5.0), Vector3(10.0, 50.0, -10.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(15.0, -10.0, -5.0), Vector3(15.0, -10.0, 0.0), Vector3(15.0, 50.0, 0.0), Vector3(15.0, 50.0, -5.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(20.0, -10.0, 5.0), Vector3(20.0, -10.0, 10.0), Vector3(20.0, 50.0, 10.0), Vector3(20.0, 50.0, 5.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(30.0, -10.0, 25.0), Vector3(30.0, -10.0, 30.0), Vector3(30.0, 50.0, 30.0), Vector3(30.0, 50.0, 25.0), _postProcessFragment, NULL); renderer.render_area->postProcess(System::getCoreCount()); renderer.render_area->saveToFile("./output/test_bruneton_perspective.png"); @@ -66,11 +66,11 @@ TEST(Bruneton, AerialPerspective2) renderer.render_area->setBackgroundColor(COLOR_BLACK); renderer.render_area->clear(); - renderer.pushQuad(v3(50.0, -10.0, -50.0), v3(1.0, -10.0, -50.0), v3(1.0, -10.0, 50.0), v3(50.0, -10.0, 50.0), _postProcessFragment, NULL); - renderer.pushQuad(v3(10.0, -10.0, -10.0), v3(10.0, -10.0, -5.0), v3(10.0, 50.0, -5.0), v3(10.0, 50.0, -10.0), _postProcessFragment, NULL); - renderer.pushQuad(v3(15.0, -10.0, -5.0), v3(15.0, -10.0, 0.0), v3(15.0, 50.0, 0.0), v3(15.0, 50.0, -5.0), _postProcessFragment, NULL); - renderer.pushQuad(v3(20.0, -10.0, 5.0), v3(20.0, -10.0, 10.0), v3(20.0, 50.0, 10.0), v3(20.0, 50.0, 5.0), _postProcessFragment, NULL); - renderer.pushQuad(v3(30.0, -10.0, 25.0), v3(30.0, -10.0, 30.0), v3(30.0, 50.0, 30.0), v3(30.0, 50.0, 25.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(50.0, -10.0, -50.0), Vector3(1.0, -10.0, -50.0), Vector3(1.0, -10.0, 50.0), Vector3(50.0, -10.0, 50.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(10.0, -10.0, -10.0), Vector3(10.0, -10.0, -5.0), Vector3(10.0, 50.0, -5.0), Vector3(10.0, 50.0, -10.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(15.0, -10.0, -5.0), Vector3(15.0, -10.0, 0.0), Vector3(15.0, 50.0, 0.0), Vector3(15.0, 50.0, -5.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(20.0, -10.0, 5.0), Vector3(20.0, -10.0, 10.0), Vector3(20.0, 50.0, 10.0), Vector3(20.0, 50.0, 5.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(30.0, -10.0, 25.0), Vector3(30.0, -10.0, 30.0), Vector3(30.0, 50.0, 30.0), Vector3(30.0, 50.0, 25.0), _postProcessFragment, NULL); renderer.render_area->postProcess(System::getCoreCount()); renderer.render_area->saveToFile("./output/test_bruneton_perspective1.png"); diff --git a/src/tests/Euclid_Test.cpp b/src/tests/Euclid_Test.cpp index 9e48c02..52a4cc8 100644 --- a/src/tests/Euclid_Test.cpp +++ b/src/tests/Euclid_Test.cpp @@ -68,7 +68,7 @@ TEST(Euclid, VectorSpherical) v1.x = 0.0; v1.y = 0.0; v1.z = 0.0; - v2 = v3ToSpherical(v1); + v2 = v1.toSpherical(); EXPECT_DOUBLE_EQ(v2.r, 0.0); EXPECT_DOUBLE_EQ(v2.phi, 0.0); EXPECT_DOUBLE_EQ(v2.theta, 0.0); @@ -76,7 +76,7 @@ TEST(Euclid, VectorSpherical) v1.x = 1.0; v1.y = 0.0; v1.z = 0.0; - v2 = v3ToSpherical(v1); + v2 = v1.toSpherical(); EXPECT_DOUBLE_EQ(v2.r, 1.0); EXPECT_DOUBLE_EQ(v2.phi, 0.0); EXPECT_DOUBLE_EQ(v2.theta, 0.0); @@ -84,7 +84,7 @@ TEST(Euclid, VectorSpherical) v1.x = -1.0; v1.y = 0.0; v1.z = 0.0; - v2 = v3ToSpherical(v1); + v2 = v1.toSpherical(); EXPECT_DOUBLE_EQ(v2.r, 1.0); EXPECT_DOUBLE_EQ(v2.phi, M_PI); EXPECT_DOUBLE_EQ(v2.theta, 0.0); @@ -92,7 +92,7 @@ TEST(Euclid, VectorSpherical) v1.x = 0.0; v1.y = 1.0; v1.z = 0.0; - v2 = v3ToSpherical(v1); + v2 = v1.toSpherical(); EXPECT_DOUBLE_EQ(v2.r, 1.0); EXPECT_DOUBLE_EQ(v2.phi, 0.0); EXPECT_DOUBLE_EQ(v2.theta, M_PI_2); @@ -100,7 +100,7 @@ TEST(Euclid, VectorSpherical) v1.x = 0.0; v1.y = -1.0; v1.z = 0.0; - v2 = v3ToSpherical(v1); + v2 = v1.toSpherical(); EXPECT_DOUBLE_EQ(v2.r, 1.0); EXPECT_DOUBLE_EQ(v2.phi, 0.0); EXPECT_DOUBLE_EQ(v2.theta, -M_PI_2); @@ -108,7 +108,7 @@ TEST(Euclid, VectorSpherical) v1.x = 0.0; v1.y = 0.0; v1.z = 1.0; - v2 = v3ToSpherical(v1); + v2 = v1.toSpherical(); EXPECT_DOUBLE_EQ(v2.r, 1.0); EXPECT_DOUBLE_EQ(v2.phi, 3.0 * M_PI_2); EXPECT_DOUBLE_EQ(v2.theta, 0.0); @@ -116,13 +116,13 @@ TEST(Euclid, VectorSpherical) v1.x = 0.0; v1.y = 0.0; v1.z = -1.0; - v2 = v3ToSpherical(v1); + v2 = v1.toSpherical(); EXPECT_DOUBLE_EQ(v2.r, 1.0); EXPECT_DOUBLE_EQ(v2.phi, M_PI_2); EXPECT_DOUBLE_EQ(v2.theta, 0.0); v1.x = v1.y = v1.z = 0.5; - v2 = v3ToSpherical(v1); + v2 = v1.toSpherical(); EXPECT_DOUBLE_EQ(v2.r, sqrt(0.5 * 0.5 + 0.5 * 0.5 + 0.5 * 0.5)); EXPECT_DOUBLE_EQ(v2.phi, 7.0 * M_PI_4); EXPECT_DOUBLE_EQ(v2.theta, M_PI_2 - 0.955316618125); diff --git a/src/tests/Render_Test.cpp b/src/tests/Render_Test.cpp index 84879c5..b1e326c 100644 --- a/src/tests/Render_Test.cpp +++ b/src/tests/Render_Test.cpp @@ -49,7 +49,7 @@ TEST(Render, quad) renderer.render_area->setBackgroundColor(COLOR_BLUE); renderer.render_area->clear(); - renderer.pushQuad(v3(-1.0, 0.0, 1.0), v3(-1.0, 0.0, -1.0), v3(1.0, 0.0, -1.0), v3(1.0, 0.0, 1.0), _postProcessFragment, NULL); + renderer.pushQuad(Vector3(-1.0, 0.0, 1.0), Vector3(-1.0, 0.0, -1.0), Vector3(1.0, 0.0, -1.0), Vector3(1.0, 0.0, 1.0), _postProcessFragment, NULL); renderer.render_area->postProcess(System::getCoreCount()); col = renderer.render_area->getPixel(399, 599 - 435);