#include <msp/linal/squarematrix.h>
#include "angle.h"
+#include "boundingbox.h"
+#include "ray.h"
namespace Msp {
namespace Geometry {
LinAl::Vector<T, D> transform(const LinAl::Vector<T, D> &) const;
LinAl::Vector<T, D> transform_linear(const LinAl::Vector<T, D> &) const;
+ Ray<T, D> transform(const Ray<T, D> &) const;
+ BoundingBox<T, D> transform(const BoundingBox<T, D> &) const;
};
template<typename T, unsigned D>
return r.invert();
}
-
-template<typename T, unsigned N>
-inline LinAl::Vector<T, N+1> augment_vector(const LinAl::Vector<T, N> &v, T s)
-{
- LinAl::Vector<T, N+1> r;
- for(unsigned i=0; i<N; ++i)
- r[i] = v[i];
- r[N] = s;
- return r;
-}
-
-template<typename T, unsigned N>
-inline LinAl::Vector<T, N-1> reduce_vector(const LinAl::Vector<T, N> &v)
+template<typename T, unsigned D>
+inline LinAl::Vector<T, D> AffineTransformation<T, D>::transform(const LinAl::Vector<T, D> &v) const
{
- LinAl::Vector<T, N-1> r;
- for(unsigned i=0; i<N-1; ++i)
- r[i] = v[i];
- return r;
+ return LinAl::Vector<T, D>(matrix*LinAl::Vector<T, D+1>(v, T(1)));
}
-template<typename T, unsigned N>
-inline LinAl::Vector<T, N-1> divide_vector(const LinAl::Vector<T, N> &v)
+template<typename T, unsigned D>
+inline LinAl::Vector<T, D> AffineTransformation<T, D>::transform_linear(const LinAl::Vector<T, D> &v) const
{
- LinAl::Vector<T, N-1> r;
- for(unsigned i=0; i<N-1; ++i)
- r[i] = v[i]/v[N-1];
- return r;
+ return LinAl::Vector<T, D>(matrix*LinAl::Vector<T, D+1>(v, T(0)));
}
-
template<typename T, unsigned D>
-inline LinAl::Vector<T, D> AffineTransformation<T, D>::transform(const LinAl::Vector<T, D> &v) const
+inline Ray<T, D> AffineTransformation<T, D>::transform(const Ray<T, D> &ray) const
{
- return reduce_vector(matrix*augment_vector(v, T(1)));
+ LinAl::Vector<T, D> dir = transform_linear(ray.get_direction());
+ return Ray<T, D>(transform(ray.get_start()), dir, ray.get_limit()*dir.norm());
}
template<typename T, unsigned D>
-inline LinAl::Vector<T, D> AffineTransformation<T, D>::transform_linear(const LinAl::Vector<T, D> &v) const
+inline BoundingBox<T, D> AffineTransformation<T, D>::transform(const BoundingBox<T, D> &bbox) const
{
- return reduce_vector(matrix*augment_vector(v, T(0)));
+ LinAl::Vector<T, D> min_pt;
+ LinAl::Vector<T, D> max_pt;
+ for(unsigned i=0; i<(1<<D); ++i)
+ {
+ LinAl::Vector<T, D> point;
+ for(unsigned j=0; j<D; ++j)
+ point[j] = ((i>>j)&1 ? bbox.get_maximum_coordinate(j) : bbox.get_minimum_coordinate(j));
+
+ point = transform(point);
+
+ if(i==0)
+ {
+ min_pt = point;
+ max_pt = point;
+ }
+ else
+ {
+ for(unsigned j=0; j<D; ++j)
+ {
+ min_pt[j] = std::min(min_pt[j], point[j]);
+ max_pt[j] = std::max(max_pt[j], point[j]);
+ }
+ }
+ }
+
+ return BoundingBox<T, D>(min_pt, max_pt);
}
} // namespace Geometry