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flightgear/src/FDM/YASim/Math.cpp
andy ce91286e19 First cut at a turbulence model for YASim. It's a
perlin/scale-invariant vector field implemented as a 2D lookup table.
Seems to work OK, but needs testing and feedback.
2004-01-09 17:05:26 +00:00

259 lines
4.6 KiB
C++

#include <math.h>
#include "Math.hpp"
namespace yasim {
float Math::clamp(float val, float min, float max)
{
if(val < min) return min;
if(val > max) return max;
return val;
}
float Math::abs(float f)
{
return (float)::fabs(f);
}
float Math::sqrt(float f)
{
return (float)::sqrt(f);
}
float Math::ceil(float f)
{
return (float)::ceil(f);
}
float Math::acos(float f)
{
return (float)::acos(f);
}
float Math::asin(float f)
{
return (float)::asin(f);
}
float Math::cos(float f)
{
return (float)::cos(f);
}
float Math::sin(float f)
{
return (float)::sin(f);
}
float Math::tan(float f)
{
return (float)::tan(f);
}
float Math::atan(float f)
{
return (float)::atan(f);
}
float Math::atan2(float y, float x)
{
return (float)::atan2(y, x);
}
double Math::floor(double x)
{
return ::floor(x);
}
double Math::abs(double f)
{
return ::fabs(f);
}
double Math::sqrt(double f)
{
return ::sqrt(f);
}
float Math::pow(double base, double exp)
{
return (float)::pow(base, exp);
}
double Math::ceil(double f)
{
return ::ceil(f);
}
double Math::cos(double f)
{
return ::cos(f);
}
double Math::sin(double f)
{
return ::sin(f);
}
double Math::tan(double f)
{
return ::tan(f);
}
double Math::atan2(double y, double x)
{
return ::atan2(y, x);
}
void Math::set3(float* v, float* out)
{
out[0] = v[0];
out[1] = v[1];
out[2] = v[2];
}
float Math::dot3(float* a, float* b)
{
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
}
void Math::mul3(float scalar, float* v, float* out)
{
out[0] = scalar * v[0];
out[1] = scalar * v[1];
out[2] = scalar * v[2];
}
void Math::add3(float* a, float* b, float* out)
{
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
}
void Math::sub3(float* a, float* b, float* out)
{
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
}
float Math::mag3(float* v)
{
return sqrt(dot3(v, v));
}
void Math::unit3(float* v, float* out)
{
float imag = 1/mag3(v);
mul3(imag, v, out);
}
void Math::cross3(float* a, float* b, float* out)
{
float ax=a[0], ay=a[1], az=a[2];
float bx=b[0], by=b[1], bz=b[2];
out[0] = ay*bz - by*az;
out[1] = az*bx - bz*ax;
out[2] = ax*by - bx*ay;
}
void Math::mmul33(float* a, float* b, float* out)
{
float tmp[9];
tmp[0] = a[0]*b[0] + a[1]*b[3] + a[2]*b[6];
tmp[3] = a[3]*b[0] + a[4]*b[3] + a[5]*b[6];
tmp[6] = a[6]*b[0] + a[7]*b[3] + a[8]*b[6];
tmp[1] = a[0]*b[1] + a[1]*b[4] + a[2]*b[7];
tmp[4] = a[3]*b[1] + a[4]*b[4] + a[5]*b[7];
tmp[7] = a[6]*b[1] + a[7]*b[4] + a[8]*b[7];
tmp[2] = a[0]*b[2] + a[1]*b[5] + a[2]*b[8];
tmp[5] = a[3]*b[2] + a[4]*b[5] + a[5]*b[8];
tmp[8] = a[6]*b[2] + a[7]*b[5] + a[8]*b[8];
int i;
for(i=0; i<9; i++)
out[i] = tmp[i];
}
void Math::vmul33(float* m, float* v, float* out)
{
float x = v[0], y = v[1], z = v[2];
out[0] = x*m[0] + y*m[1] + z*m[2];
out[1] = x*m[3] + y*m[4] + z*m[5];
out[2] = x*m[6] + y*m[7] + z*m[8];
}
void Math::tmul33(float* m, float* v, float* out)
{
float x = v[0], y = v[1], z = v[2];
out[0] = x*m[0] + y*m[3] + z*m[6];
out[1] = x*m[1] + y*m[4] + z*m[7];
out[2] = x*m[2] + y*m[5] + z*m[8];
}
void Math::invert33(float* m, float* out)
{
// Compute the inverse as the adjoint matrix times 1/(det M).
// A, B ... I are the cofactors of a b c
// d e f
// g h i
float a=m[0], b=m[1], c=m[2];
float d=m[3], e=m[4], f=m[5];
float g=m[6], h=m[7], i=m[8];
float A = (e*i - h*f);
float B = -(d*i - g*f);
float C = (d*h - g*e);
float D = -(b*i - h*c);
float E = (a*i - g*c);
float F = -(a*h - g*b);
float G = (b*f - e*c);
float H = -(a*f - d*c);
float I = (a*e - d*b);
float id = 1/(a*A + b*B + c*C);
out[0] = id*A; out[1] = id*D; out[2] = id*G;
out[3] = id*B; out[4] = id*E; out[5] = id*H;
out[6] = id*C; out[7] = id*F; out[8] = id*I;
}
void Math::trans33(float* m, float* out)
{
// 0 1 2 Elements 0, 4, and 8 are the same
// 3 4 5 Swap elements 1/3, 2/6, and 5/7
// 6 7 8
out[0] = m[0];
out[4] = m[4];
out[8] = m[8];
float tmp = m[1];
out[1] = m[3];
out[3] = tmp;
tmp = m[2];
out[2] = m[6];
out[6] = tmp;
tmp = m[5];
out[5] = m[7];
out[7] = tmp;
}
void Math::ortho33(float* x, float* y,
float* xOut, float* yOut, float* zOut)
{
float x0[3], y0[3];
set3(x, x0);
set3(y, y0);
unit3(x0, xOut);
cross3(xOut, y0, zOut);
unit3(zOut, zOut);
cross3(zOut, xOut, yOut);
}
}; // namespace yasim