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[sml3d] Diff of /trunk/sml3d/src/sml3d/base/vec3f.sml
 [sml3d] / trunk / sml3d / src / sml3d / base / vec3f.sml

# Diff of /trunk/sml3d/src/sml3d/base/vec3f.sml

revision 1259, Mon Jan 16 16:01:49 2012 UTC revision 1260, Tue Jan 17 14:01:50 2012 UTC
# Line 1  Line 1
1  (* vec3f.sml  (* vec3f.sml
2   *   *
3   * COPYRIGHT (c) 2006 John Reppy (http://www.cs.uchicago.edu/~jhr)   * COPYRIGHT (c) 2012 The SML3d Project (http://sml3d.cs.uchicago.edu)
5   *   *
6   * Operations on vectors in R^3 (float version).   * Operations on vectors in R^3 (float version).
# Line 22  Line 22
22      open Vec3      open Vec3
23
24    (* lift a 3D vector into homogeneous space *)    (* lift a 3D vector into homogeneous space *)
25      fun vector {x, y, z} : vec4 = {x=x, y=y, z=z, w=0.0}      fun vector (x, y, z) : vec4 = (x, y, z, 0.0)
26      fun point {x, y, z} : vec4 = {x=x, y=y, z=z, w=1.0}      fun point (x, y, z) : vec4 = (x, y, z, 1.0)
27
28      val zero : vec3 = {x=0.0, y = 0.0, z = 0.0}      val zero : vec3 = (0.0, 0.0, 0.0)
29
30      val e1 : vec3 = {x = 1.0, y = 0.0, z = 0.0}      val e1 : vec3 = (1.0, 0.0, 0.0)
31      val e2 : vec3 = {x = 0.0, y = 1.0, z = 0.0}      val e2 : vec3 = (0.0, 1.0, 0.0)
32      val e3 : vec3 = {x = 0.0, y = 0.0, z = 1.0}      val e3 : vec3 = (0.0, 0.0, 1.0)
33
34      fun toString ({x, y, z} : vec3) = concat[      fun toString ((x, y, z) : vec3) = concat[
35              "<", Flt.toString x, ",", Flt.toString y, ",", Flt.toString z, ">"              "<", Flt.toString x, ",", Flt.toString y, ",", Flt.toString z, ">"
36            ]            ]
37
38      fun neg ({x, y, z} : vec3) = {x = ~x, y = ~y, z = ~z}      fun neg ((x, y, z) : vec3) = (~x, ~y, ~z)
39
40      fun add ({x=x1, y=y1, z=z1} : vec3, {x=x2, y=y2, z=z2}) =      fun add ((x1, y1, z1) : vec3, (x2, y2, z2)) = (x1+x2, y1+y2, z1+z2)
{x=x1+x2, y=y1+y2, z=z1+z2}
41
42      fun sub ({x=x1, y=y1, z=z1} : vec3, {x=x2, y=y2, z=z2}) =      fun sub ((x1, y1, z1) : vec3, (x2, y2, z2)) = (x1-x2, y1-y2, z1-z2)
{x=x1-x2, y=y1-y2, z=z1-z2}
43
44      fun mul ({x=x1, y=y1, z=z1} : vec3, {x=x2, y=y2, z=z2}) =      fun mul ((x1, y1, z1) : vec3, (x2, y2, z2)) = (x1*x2, y1*y2, z1*z2)
{x=x1*x2, y=y1*y2, z=z1*z2}
45
46      fun scale (s, {x, y, z} : vec3) = {x = s*x, y = s*y, z = s*z}      fun scale (s, (x, y, z) : vec3) = (s*x, s*y, s*z)
47
48      fun adds (v1, s, v2) = add(v1, scale(s, v2))      fun adds (v1, s, v2) = add(v1, scale(s, v2))
49
50      fun abs {x, y, z} = {x = Flt.abs x, y = Flt.abs y, z = Flt.abs z}      fun abs (x, y, z) = (Flt.abs x, Flt.abs y, Flt.abs z)
51      fun min ({x=x1, y=y1, z=z1}, {x=x2, y=y2, z=z2}) =      fun min ((x1, y1, z1), (x2, y2, z2)) = (Flt.min(x1, x2), Flt.min(y1, y2), Flt.min(z1, z2))
52            {x = Flt.min(x1, x2), y = Flt.min(y1, y2), z = Flt.min(z1, z2)}      fun max ((x1, y1, z1), (x2, y2, z2)) = (Flt.max(x1, x2), Flt.max(y1, y2), Flt.max(z1, z2))
fun max ({x=x1, y=y1, z=z1}, {x=x2, y=y2, z=z2}) =
{x = Flt.max(x1, x2), y = Flt.max(y1, y2), z = Flt.max(z1, z2)}
53
54      fun dot ({x=x1, y=y1, z=z1} : vec3, {x=x2, y=y2, z=z2}) =      fun dot ((x1, y1, z1) : vec3, (x2, y2, z2)) = (x1*x2 + y1*y2 +z1*z2)
(x1*x2 + y1*y2 +z1*z2)
55
56      fun lerp (v1, t, v2) = adds (scale(1.0-t, v1), t, v2)      fun lerp (v1, t, v2) = adds (scale(1.0-t, v1), t, v2)
57
# Line 77  Line 71
71                else lerp(v1, t, v2)                else lerp(v1, t, v2)
72            end            end
73
74      fun cross ({x=x1, y=y1, z=z1} : vec3, {x=x2, y=y2, z=z2}) = {      fun cross ((x1, y1, z1) : vec3, (x2, y2, z2)) = (
75              x = y1*z2 - z1*y2,              y1*z2 - z1*y2,
76              y = z1*x2 - x1*z2,              z1*x2 - x1*z2,
77              z = x1*y2 - y1*x2              x1*y2 - y1*x2
78            }            )
79
80      fun lengthSq v = dot(v, v)      fun lengthSq v = dot(v, v)
81      fun length v = Flt.sqrt(lengthSq v)      fun length v = Flt.sqrt(lengthSq v)
# Line 111  Line 105
105
106      fun perpendicularComponent {basis, v} = sub(v, parallelComponent {basis=basis, v=v})      fun perpendicularComponent {basis, v} = sub(v, parallelComponent {basis=basis, v=v})
107
(* rays *)
type ray = {orig : vec3, dir : vec3}

fun rayToPoint ({orig, dir}, s) = adds(orig, s, dir)

108    end    end

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