git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@53 92aac97c-a6ce-11dd-a772-7fcde58d38e6

This commit is contained in:
chappuis.daniel 2009-02-04 14:28:41 +00:00
parent cd7a8d1a58
commit 0157f498cb
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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Camera.h"
// Initialization of static variables
double Camera::speed=0.5;
// Constructor of the camera
Camera::Camera() {
}
// Destructor of the camera
Camera::~Camera() {
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef CAMERA_H
#define CAMERA_H
// Libraries
#include "../reactphysics3d/reactphysics3d.h" // We want the mathematics stuff of reactphysics3d
// Namespaces
using namespace reactphysics3d;
// Class Camera (abstract class)
// In the project we will use two different camera. This is the superclass of the two
// cameras. We will use a OutSideCamera that move arround the scene and an OnBoardCamera
// that will simulate the deplacement of a viewer inside the scene
class Camera {
protected :
Vector3D position; // Position of the camera
Vector3D lookAtPoint; // Point where the camera is looking
Vector3D viewVector; // Vector from the camera position to the view point
static double speed; // Speed movement of the camera
public :
Camera(); // Constructor
Camera(const Camera& camera); // Copy-constructor
virtual ~Camera(); // Destructor
virtual Vector3D getPosition() const; // Get the position of the camera
virtual void setPosition(const Vector3D& pos); // Set the position of the camera
virtual Vector3D getLookAtPoint() const; // Return the point where the camera is looking
virtual Vector3D getViewVector() const; // Return the view vector of the camera
virtual void updateViewVector()=0; // Update the view vector of the camera
static void increaseSpeed(); // Increase the speed of camera movement
static void decreaseSpeed(); // Decrease the speed of camera movement
};
// Get the position of the camera (inline function)
inline Vector3D Camera::getPosition() const {
// Return the position of the camera
return position;
}
// Set the position of the camera (inline function)
inline void Camera::setPosition(const Vector3D& pos) {
// Set the position of the camera
position = pos;
}
// Return the point where the camera is looking (inline function)
inline Vector3D Camera::getLookAtPoint() const {
return lookAtPoint;
}
// Return the view vector of the camera (inline function)
inline Vector3D Camera::getViewVector() const {
return viewVector;
}
// Increase the speed movement of the camera (inline function)
inline void Camera::increaseSpeed()
{
speed= speed+0.05;
if(speed>1)
speed=1;
}
// Decrease the speep movement of the camera (inline function)
inline void Camera::decreaseSpeed()
{
speed = speed-0.05;
if(speed<=0)
speed=0.005;
}
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Context.h"
#include <iostream>
#include <vector>
// Constructor of the class Context
Context::Context() {
// We add some objects in the context at the beginning ---> THESE THINGS WILL BE STORE IN A TEXT FILE
Cube* cube1 = new Cube(Object::Position(-2.0, 1.0, -6.0), 2.0);
Cube* cube2 = new Cube(Object::Position(0.0, 1.5, 6.0), 3.0);
Cube* cube3 = new Cube(Object::Position(4.0, 4.0, -2.0), 2.0);
Plane* plane1 = new Plane(Object::Position(0.0, 0.0, 0.0), 20.0, 30.0, Vector3D(-1.0, 0.0, 0.0), Vector3D(0.0, 0.0, 1.0));
addObject(cube1);
addObject(cube2);
addObject(cube3);
addObject(plane1);
}
// Destructor of the class Context
Context::~Context() {
// Delete all the objects in vectObjects
for(int i=0; i<vectObjects.size(); ++i) {
delete vectObjects[0];
}
}
// Method to get an object from the context
Object& Context::getObject(int objectIndex) const {
// WE HAVE TO ADD HERE AN EXCEPTION IMPLEMENTATION
// Return the object from the context
return (*vectObjects.at(objectIndex)); // THROWN AN EXCEPTION IF INDEX IS OUT OF THE BOUNDS
}
// Method for adding an object into the context
void Context::addObject(Object* object) {
if (object != NULL) {
// Add the object into the context
vectObjects.push_back(object);
}
}
// Method to remove an object from the context
void Context::removeObject(int objectIndex) {
// WE HAVE TO ADD HERE AN EXCEPTION IMPLEMENTATION
// Restore the memory of the element
delete vectObjects[objectIndex];
// Erase the element in the vector
vectObjects.erase(vectObjects.begin()+objectIndex);
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef CONTEXT_H
#define CONTEXT_H
// Libraries
#include "Objects.h"
#include <vector>
// Class Context
class Context {
private :
std::vector<Object*> vectObjects; // Vector of Objects in the simulation
public :
Context(); // Constructor of the class
~Context(); // Destructor of the class
int getNbObjects() const; // Return the number of objects in the context
Object& getObject(int objectIndex) const; // Get an object from the context
void addObject(Object* object); // Add an object into the context
void removeObject(int objectIndex); // Remove an object from the context
};
// Method (inline) to get the number of objects in the context
inline int Context::getNbObjects() const {
return vectObjects.size();
}
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Objects.h"
//#include <windows.h> // To avoid an error due to the #include <GL/glut.h>
#include <GL/freeglut.h>
#include <math.h>
// ----- Class Object ----- //
// Constructor of the class Object
Object::Object(const Position& position) {
this->position = position;
}
// Destructor of the class Object
Object::~Object() {
}
// ----- Structure Position ----- //
// Constructor without arguments of the structure Position
Object::Position::Position() {
x = 0.0;
y = 0.0;
z = 0.0;
}
// Constructor of the structure Position
Object::Position::Position(double x, double y, double z) {
this->x = x;
this->y = y;
this->z = z;
};
// ----- Class Cube ----- //
// Constructor of the class Cube
Cube::Cube(const Position& position, float size)
:Object(position) {
this->size = size;
}
// Destructor of the classe Cube
Cube::~Cube() {
}
// Method to draw the cube
void Cube::draw() const {
// Translation of the cube to its position
glTranslatef(position.x, position.y, position.z);
// Draw the cube
glutSolidCube(size);
}
// ----- Class Plane ----- //
// Constructor of the class Plane
Plane::Plane(const Position& position, float width, float height, const Vector3D& d1, const Vector3D& d2)
:Object(position) {
this->width = width;
this->height = height;
this->d1 = d1;
this->d2 = d2;
// Compute the unit normal vector of the plane by a cross product
normalVector = d1.crossProduct(d2).getUnit();
}
// Destructor of the class Plane
Plane::~Plane() {
}
// Method used to draw the plane
void Plane::draw() const {
// Translation of the cube to its position
glTranslatef(position.x, position.y, position.z);
float halfWidth = width / 2.0;
float halfHeight = height / 2.0;
// Draw the plane
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex3f(position.x + d1.getX() * halfWidth + d2.getX() * halfHeight , position.y + d1.getY() * halfWidth + d2.getY() * halfHeight
, position.z + d1.getZ() * halfWidth + d2.getZ() * halfHeight);
glNormal3f(normalVector.getX(), normalVector.getY(), normalVector.getZ());
glVertex3f(position.x + d1.getX() * halfWidth - d2.getX() * halfHeight , position.y + d1.getY() * halfWidth - d2.getY() * halfHeight
, position.z + d1.getZ() * halfWidth - d2.getZ() * halfHeight);
glNormal3f(normalVector.getX(), normalVector.getY(), normalVector.getZ());
glVertex3f(position.x - d1.getX() * halfWidth - d2.getX() * halfHeight , position.y - d1.getY() * halfWidth - d2.getY() * halfHeight
, position.z - d1.getZ() * halfWidth - d2.getZ() * halfHeight);
glNormal3f(normalVector.getX(), normalVector.getY(), normalVector.getZ());
glVertex3f(position.x - d1.getX() * halfWidth + d2.getX() * halfHeight , position.y - d1.getY() * halfWidth + d2.getY() * halfHeight
, position.z - d1.getZ() * halfWidth + d2.getZ() * halfHeight);
glEnd();
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef OBJECTS_H
#define OBJECTS_H
// Libraries
#include "../reactphysics3d/reactphysics3d.h"
// Namespaces
using namespace reactphysics3d;
/*
Here we define all the objects that can appear in the simulation like cube, sphere, plane, ...
*/
// ----- Class Object (abstract) ----- //
// Represent an object of the simulation
class Object {
public :
// Structure Object::Position
struct Position {
double x; // x coordinate
double y; // y coordinate
double z; // z coordinate
// Methods
Position(); // Constructor without arguments of the structure Position
Position(double x, double y, double z); // Constructor of the structure Position
} position; // Position of the object
Object(const Position& position); // Constructor of the class Object
virtual ~Object(); // Destructor of the class Object
virtual void draw() const =0; // pure virtual method to draw the object
};
// ----- Class Cube ----- //
// Represente a Cube in the simulation
class Cube : public Object {
private :
float size; // Size of a side in the cube
public :
Cube(const Position& position, float size); // Constructor of the class cube
virtual ~Cube(); // Destructor of the class cube
virtual void draw() const; // Method to draw the cube
};
// ----- Class Plane ---- //
// Represent a plane in the simulation
class Plane : public Object {
public :
float width; // Width of the plane
float height; // Height of the plane
Vector3D d1; // Unit vector in the plane
Vector3D d2; // Unit vector in the plane
Vector3D normalVector; // Unit normal vector of the plane
Plane(const Position& position, float width, float height, const Vector3D& d1, const Vector3D& d2); // Constructor of the class Plane
virtual ~Plane(); // Destructor of the class Plane
virtual void draw() const; // Method to draw the plane
};
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "OutSideCamera.h"
#include <cmath>
// Constants
const double PI = 3.141592;
// Constructor
OutSideCamera::OutSideCamera() {
// Initialize the attributes
heightFromFloor = 20.0;
horizontalAngleRotation = 0;
verticalAngleRotation = 45;
distanceFromOrigin = 10.0;
lookAtPoint.setAllValues(0.0, 0.0, 0.0);
// Update the position of the camera
updatePosition();
// Update the view vector of the camera
updateViewVector();
}
// Destructor
OutSideCamera::~OutSideCamera() {
}
// Compute the new position of the camera
void OutSideCamera::updatePosition() {
// Compute the floor distance from origin
double floorDistance = distanceFromOrigin * cos(PI/180.0 * verticalAngleRotation);
// Update the position of the camera
position.setAllValues(floorDistance*cos(PI/180.0 * horizontalAngleRotation), distanceFromOrigin*sin(PI/180*verticalAngleRotation),
floorDistance*sin(PI/180.0 * horizontalAngleRotation));
}
// Set the camera rotation angle and update the position of the camera
void OutSideCamera::modifyHorizontalAngleRotation(int screenDistance, float fps) {
// Update the horizontal rotation angle of the camera
horizontalAngleRotation = (horizontalAngleRotation + int(screenDistance * 60.0 / fps)) % 360;
// Update the position and the view vector of the camera
updatePosition();
updateViewVector();
}
// Set the vertical camera rotation angle
void OutSideCamera::modifyVerticalAngleRotation(int screenDistance, float fps) {
// Update the vertical rotation angle of the camera
verticalAngleRotation = verticalAngleRotation + (screenDistance * 60.0 / fps);
// Vertical angle limits
if (verticalAngleRotation > 89) {
verticalAngleRotation = 89;
}
if (verticalAngleRotation < 1) {
verticalAngleRotation = 1;
}
// Update the position and the view vector of the camera
updatePosition();
updateViewVector();
}
// Increase the distance from origine of the camera (used for the zoom)
void OutSideCamera::increaseDistance(float fps) {
// Increase the distance from origin
distanceFromOrigin = distanceFromOrigin + (speed * 60 / fps);
// Update the position and the view vector of the camera
updatePosition();
updateViewVector();
}
// Decrease the distance from origine of the camera (used for the zoom)
void OutSideCamera::decreaseDistance(float fps) {
// Decrease the distance from origin
distanceFromOrigin = distanceFromOrigin - (speed * 60 / fps);
// Limit condition
if(distanceFromOrigin < 1) {
distanceFromOrigin=1;
}
// Update the position and the view vector of the camera
updatePosition();
updateViewVector();
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef OUTSIDE_CAMERA_H
#define OUTSIDE_CAMERA_H
// Libraries
#include "Camera.h"
// ---- Class OutSideCamera ----
// This camera can be move everywhere around the scene to obtain a outside view of the house
class OutSideCamera : public Camera {
private :
double heightFromFloor; // Height from the floor
int horizontalAngleRotation; // Horizontal rotation angle (in degree)
int verticalAngleRotation; // Vertical rotation angle (in degree)
double distanceFromOrigin; // Distance of the camera from the origin (used to zoom)
public :
OutSideCamera(); // Constructor
OutSideCamera(const OutSideCamera& camera); // Copy-constructor
virtual ~OutSideCamera(); // Destructor
void updatePosition(); // Compute the new position of the camera
void updateViewVector(); // Update the view vector of the camera
double getHeightFromFloor() const; // Get the height of the camera from the floor
void setHeightFromFloor(double height); // Set the height of the camera from the floor
void modifyHorizontalAngleRotation(int screenDistance, float fps); // Modify the horizontal camera rotation angle
void modifyVerticalAngleRotation(int screenDistance, float fps); // Modify the vertical camera rotation angle
void increaseDistance(float fps); // Increase the distance of the camera from the origin
void decreaseDistance(float fps); // Decrease the distance of the camera from the origin
};
// Compute the new view vector of the camera (inline function)
inline void OutSideCamera::updateViewVector() {
viewVector = Vector3D(0.0, 0.0, 0.0) - position;
}
// Get the height of the camera from the floor (inline function)
inline double OutSideCamera::getHeightFromFloor() const {
return heightFromFloor;
}
// Set the height of the camera from the floor (inline function)
inline void OutSideCamera::setHeightFromFloor(double height) {
heightFromFloor = height;
}
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef REACT_DEMO_H
#define REACT_DEMO_H
// Constants
const int WINWIDTH = 640; // Width of the OpenGL windows
const int WINHEIGHT = 480; // Height of the OpenGL windows
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Librairies
#include "Scene.h"
#include "Objects.h"
// Constructor of the class Scene
Scene::Scene() {
// Initialise the material specular color
mat_specular[0] = 1.0;
mat_specular[1] = 1.0;
mat_specular[2] = 1.0;
mat_specular[3] = 1.0;
// Initialize the material shininess
mat_shininess[0] = 50.0;
// Initialise the light source position
light_position[0] = 20.0;
light_position[1] = 9.0;
light_position[2] = 15.0;
light_position[3] = 0.0;
// Initialise the ambient color of the light
ambient_color[0] = 1.0;
ambient_color[1] = 1.0;
ambient_color[2] = 1.0;
ambient_color[3] = 0.7;
// Initialise the diffuse light color
white_light[0] = 1.0;
white_light[1] = 1.0;
white_light[2] = 1.0;
white_light[3] = 1.0;
}
// Destructor of the class Scene
Scene::~Scene() {
}
// Init method
void Scene::init() {
glClearColor(0.0, 0.0, 0.0, 0.0); // Select the color for the background
glShadeModel(GL_SMOOTH);
glClearDepth(1.0);
// Lighting settings
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); // Specular color of the material
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); // Shininess of the material
glLightfv(GL_LIGHT0, GL_POSITION, light_position); // Position of the light source
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color); // Ambient color of the light
glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light); // Diffuse color of the light
glLightfv(GL_LIGHT0, GL_SPECULAR, white_light); // Specular color of the light
glEnable(GL_LIGHTING); // Activate the lighting
glEnable(GL_LIGHT0); // Activate a light source
glEnable(GL_DEPTH_TEST); // Activate the Depth buffer
//glEnable(GL_CULL_FACE);
}
// Display method
void Scene::display(const Context& context) const {
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Define the position and the direction of the camera
//gluLookAt(30,10,0,0,0,0,0,1,0);
double x = outsideCamera.getPosition().getX();
double y = outsideCamera.getPosition().getY();
double z = outsideCamera.getPosition().getZ();
gluLookAt(x,y,z,0,0,0,0,1,0);
// Draw all objects in the context
for(int i=0; i<context.getNbObjects(); ++i)
{
// Copy the active matrix on the matrix stack
glPushMatrix();
// Draw the object
context.getObject(i).draw();
// Remove the matrix on the top of the matrix stack
glPopMatrix();
}
// Change the buffers
SDL_GL_SwapBuffers();
}
// Reshape the window
void Scene::reshape(int width, int height) {
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION); // Specify the matrix that will be modified
glLoadIdentity(); // Load the identity matrix before the transformations
gluPerspective(45.0, (float) width/height, 0.1f, 150.0f);
glMatrixMode(GL_MODELVIEW); // Specify the matrix that will be modified
glLoadIdentity(); // Load the identity matrix before the transformations
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef SCENE_H
#define SCENE_H
// Libraries
#include "Context.h"
#include "OutSideCamera.h"
#include <SDL/SDL.h>
#include <GL/freeglut.h> // Used only to draw cubes
#include <GL/gl.h>
#include <GL/glu.h>
// Scene class
class Scene {
private :
GLfloat mat_specular[4]; // Material specular light color
GLfloat mat_shininess[1]; // Material shininess
GLfloat light_position[4]; // Position of the light source
GLfloat ambient_color[4]; // Ambient color of the light
GLfloat white_light[4]; // White light color
OutSideCamera outsideCamera; // OutSide camera (Camera that can move around the scene)
public :
Scene(); // constructor of the class
~Scene(); // Destructor of the class
void init(); // Initialize the values of OpenGL
void display(const Context& context) const; // display the scene
void reshape(int width, int height); // Reshape the window
OutSideCamera& getOutSideCamera() ; // Return a reference to the outside camera
float getCameraAngle1() const; // Return the angle of the camera
float getCameraAngle2() const; // Return the angle of the camera
void setCameraAngle1(float angle); // Set the angle of the camera
void setCameraAngle2(float angle); // Set the angle of the camera
};
// Return a reference to the camera
inline OutSideCamera& Scene::getOutSideCamera() {
return outsideCamera;
}
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Simulation.h"
#include "ReactDemo.h"
#include <iostream>
// Constructor of the class Simulation
Simulation::Simulation() {
simRunning = false;
mouseButtonPressed = false;
fps = 0.0;
}
// Destructor of the class Simulation
Simulation::~Simulation() {
}
// Method to start the simulation
void Simulation::start() {
// Initialisation of the OpenGL settings for the scene
scene.init();
// Reshape the windows for the first time
scene.reshape(WINWIDTH, WINHEIGHT);
// Activation of the simulation
simRunning = true;
// Get the current time
currentFrameTime = SDL_GetTicks();
// Main loop of the simulation
while(simRunning) {
// Check if an SDL event occured and make the apropriate actions
checkEvents();
// Display the actual scene
scene.display(context);
// Compute the fps (framerate)
computeFps();
//std::cout << fps << std::endl;
}
}
// This method checks if an events occur and call the apropriate method
void Simulation::checkEvents() {
SDL_Event event; // An SDL event
// Zoom of the outside camera
if (SDL_GetKeyState(NULL)[SDLK_UP]) {
scene.getOutSideCamera().decreaseDistance(fps);
}
else if(SDL_GetKeyState(NULL)[SDLK_DOWN]) {
scene.getOutSideCamera().increaseDistance(fps);
}
// Check in the stack of events
while(SDL_PollEvent(&event)) {
// Check an event
switch(event.type) {
// An QUIT event occur
case SDL_QUIT: simRunning = false;
break;
// A keyboard key has been pushed
case SDL_KEYDOWN: // The Esc key has been pushed then we end the simulation
if (event.key.keysym.sym == SDLK_ESCAPE)
simRunning = false;
break;
// The size of the windows changed then we reshape the windows
case SDL_VIDEORESIZE: scene.reshape(event.resize.w, event.resize.h);
break;
// If the mouse moved
case SDL_MOUSEMOTION: if (SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)) {
// Rotation of the outSideCamera
// TODO : Problem here when we try to implement fps indepence (if we try to
// replace 60 by the variable fps
scene.getOutSideCamera().modifyHorizontalAngleRotation(event.motion.xrel, 30);
scene.getOutSideCamera().modifyVerticalAngleRotation(event.motion.yrel, 30);
}
}
}
}
// Compute the framerate (fps) of the application
void Simulation::computeFps() {
double lastFrameTime = currentFrameTime;
// Get the current time
currentFrameTime = SDL_GetTicks();
// Compute the new framerate
fps = 1000 / double(currentFrameTime - lastFrameTime);
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef SIMULATION_H
#define SIMULATION_H
// Librairies
#include "Context.h"
#include "Scene.h"
// Class Simulation
class Simulation {
private :
Scene scene; // Scene object for displaying the simulation
Context context; // Context of the simulation
bool simRunning; // True if the simulation is running and false otherwise
bool mouseButtonPressed; // True if the left mouse button is pressed
double currentFrameTime; // Current frame time
double fps; // Framerate of the application
void computeFps(); // Compute the framerate of the application
public :
Simulation(); // Constructor of the class
~Simulation(); // Destructor of the class
void start(); // Start the simulation
void checkEvents(); // Check if SDL events occured and make the apropriate actions
};
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "../reactphysics3d/reactphysics3d.h"
#include "Simulation.h"
#include "ReactDemo.h"
#include <iostream>
#include <SDL/SDL.h>
// Prototypes
int initSDL();
// global variables
SDL_Surface * pScreen; // Pointer to the SDL windows
// Main function
int main(int argc, char** argv) {
if(initSDL() > 0) {
// If initSDL return an error then we exit the program
return EXIT_FAILURE;
}
// Initialize the glut library. We will use glut only to display shapes like cube or sphere
glutInit(&argc, argv);
// Create a Simulation object used to simulate a physic world
Simulation simulation;
// Start the simulation
simulation.start();
std::cerr << "Fin normale du programme" << std::endl;
// To avoid warnings notifying that argc et argv aren't used
(argc);
(argv);
return (EXIT_SUCCESS);
return 0;
}
// Methode to initialise the SDL and the windows
int initSDL() {
// Initialisation of SDL
if( SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "Echec SDL_Init : " << SDL_GetError() << std::endl;
return 1;
}
// Select the method to exit
atexit( SDL_Quit );
// Active double buffer mode
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Select the Depth Buffer size
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16);
// Activation of displaying in windows mode
SDL_Surface* pScreen = SDL_SetVideoMode(WINWIDTH, WINHEIGHT, 32, SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_RESIZABLE | SDL_SWSURFACE);
// Check that displaying is activated
if( !pScreen ) {
std::cerr << "Echec de creation de la fenetre en 640x480 : " << SDL_GetError() << std::endl;
return 1;
}
// Define the window title and the window icon
SDL_WM_SetCaption("React Demo 0.01", NULL);
// Get the state of the Double Buffer parameter
int nValue;
if( SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &nValue) < 0) {
std::cerr << "Echec de recuperation du parametre SDL_GL_DOUBLEBUFFER : " << SDL_GetError() << std::endl;
return 1;
}
// Check that Double Buffer mode is activated
if(nValue != 1) {
std::cerr << "Erreur : SDL_GL_DOUBLEBUFFER inactif" << std::endl;
return 1;
}
return 0;
}

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@ -1,415 +0,0 @@
/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include <cassert>
#include "Matrix.h"
// Namespaces
using namespace reactphysics3d;
// Constructor of the class Matrix
Matrix::Matrix(int nbRow, int nbColumn) throw(std::invalid_argument)
:nbRow(nbRow),nbColumn(nbColumn) {
// Check the arguments
if (nbRow>0 && nbColumn>0) {
// Create the two dimensional dynamic array
array = new double*[nbRow];
assert(array != 0); // Array pointer musn't be null
for(int i=0; i<nbRow; ++i) {
array[i] = new double[nbColumn];
}
// Fill the matrix with zero's
for (int i=0; i<nbRow; ++i) {
for(int j=0; j<nbColumn; ++j) {
setValue(i,j, 0.0);
}
}
}
else {
// Throw an exception
throw std::invalid_argument("Exception : The size of the matrix has to be positive !");
}
}
// Copy-constructor of the class Matrix
Matrix::Matrix(const Matrix& matrix)
:nbRow(matrix.nbRow), nbColumn(matrix.nbColumn) {
// Create the two dimensional dynamic array
array = new double*[nbRow];
assert(array != 0); // Array pointer musn't be null
for(int i=0; i<nbRow; ++i) {
array[i] = new double[nbColumn];
}
// Copy the matrix
for (int i=0; i<nbRow; ++i) {
for(int j=0; j<nbColumn; ++j) {
setValue(i,j, matrix.getValue(i,j));
}
}
}
// Destructor of the class Matrix
Matrix::~Matrix() {
// Destruction of the dynamic array
for(int i=0; i<nbRow; ++i) {
delete array[i];
}
delete this->array;
}
// Function that return the cofactor matrix by removing row i and column j
Matrix Matrix::getCofactor(int i, int j) const throw(std::invalid_argument) {
// If i and j are in the matrix
if (0<= i && i < nbRow && 0<= j && j<nbColumn) {
// Create the cofactor matrix
Matrix cofactor(nbRow-1,nbColumn-1);
int u=0; // Row coordinate in the cofactor matrix
int v=0; // Column coordinate in the cofactor matrix
// For every element in the matrix
for (int s=0; s<nbColumn; ++s) {
for(int r=0; r<nbRow; ++r) {
// If the element is not in row i or in column j
if (r!=i && s!=j) {
// Add the element in the cofactor matrix
cofactor.setValue(u,v, getValue(r,s));
++u;
if (u==cofactor.nbRow) {
u = 0;
++v;
}
}
}
}
// Return the cofactor matrix
return cofactor;
}
else {
// We Throw an out_of_range exception
throw std::invalid_argument("Exception : The index i or j is outside the matrix size !");
}
}
// This function return the transposed matrix
Matrix Matrix::getTranspose() const {
// Create the new matrix
Matrix transposedMatrix(nbColumn, nbRow);
// Transposition of the matrix
for (int i=0; i<nbRow; ++i) {
for(int j=0; j<nbColumn; ++j) {
transposedMatrix.setValue(j,i, array[i][j]);
}
}
// Return the transposed matrix
return transposedMatrix;
}
// Function that return the inverse of the matrix if there exists
Matrix Matrix::getInverse() const throw(MathematicsException) {
// Check if the matrix is a square-matrix
if (nbRow==nbColumn) {
// Compute the determinant of the matrix
double determinant = getDeterminant();
// Check if the matrix is invertible
if (determinant != 0.0) {
// Create a temp matrix
Matrix tempMatrix(nbRow, nbColumn);
double k=1.0;
// Compute the inverse matrix
for(int i=0; i<nbRow; ++i) {
for(int j=0; j<nbColumn; ++j) {
if ( (i+j) % 2 == 0) {
k=1.0;
}
else {
k=-1.0;
}
tempMatrix.setValue(i,j, k * getCofactor(i,j).getDeterminant());
}
}
// Create the inverse matrix
Matrix inverseMatrix = tempMatrix.getTranspose() * (1.0 / determinant);
// Return the inverse matrix
return inverseMatrix;
}
else {
// We throw a MathematicsException
throw MathematicsException("MathematicsException : Inverse of the matrix can't be computed because the determinant is zero !");
}
}
else {
// We throw an Matrix Exception
throw MathematicsException("MathematicsException : Inverse can't be computed for a non-square matrix !");
}
}
// Function that return the determinant of the matrix
double Matrix::getDeterminant() const throw(MathematicsException) {
// If the matrix is a square matrix
if (nbRow == nbColumn) {
if(nbRow == 1) {
return getValue(0,0);
}
else if (nbRow == 2) {
return (getValue(0,0) * getValue(1,1) - getValue(1,0) * getValue(0,1));
}
else {
double determinant = 0.0;
double k=1.0;
// For every element in the first row
for(int j=0; j<nbColumn; ++j) {
determinant = determinant + k * getValue(0,j) * getCofactor(0,j).getDeterminant();
if (k==1.0) {
k=-1.0;
}
else {
k=1.0;
}
}
// Return the determinant value
return determinant;
}
}
else {
// Throw a MathematicsException
throw MathematicsException("MathematicsException : The determinant of a non-square matrix isn't computable !");
}
}
// Return the trace of the matrix
double Matrix::getTrace() const throw(MathematicsException) {
// Check if the matrix is a square-matrix
if (nbRow == nbColumn) {
double sum = 0.0;
// Compute the trace of the matrix
for(int i=0; i<nbRow; ++i) {
sum = sum + array[i][i];
}
// Return the trace
return sum;
}
else {
// We throw an exception because the matrix is non-square
throw MathematicsException("MathematicsException : Impossible to compute the trace for a non-square matrix");
}
}
// Static function that return a identity matrix of size nxn
Matrix Matrix::identity(int dimension) throw(std::invalid_argument) {
// Argument verification
if (dimension > 0) {
// Create a new matrix
Matrix identityMatrix(dimension,dimension);
// Fill in the identity matrix
for(int i=0; i<dimension; ++i) {
for(int j=0; j<dimension; ++j) {
if (i==j) {
identityMatrix.setValue(i, j, 1.0);
}
else {
identityMatrix.setValue(i, j, 0.0);
}
}
}
// Return the identity matrix
return identityMatrix;
}
else {
// Throw an exception
throw std::invalid_argument("Exception : The argument of identity() has to be positive !");
}
}
// Definition of the operator + for the sum of two matrices with references
Matrix Matrix::operator+(const Matrix& matrix2) const throw(MathematicsException) {
if (nbRow == matrix2.nbRow && nbColumn == matrix2.nbColumn) {
// Create a new matrix
Matrix sumMatrix(nbRow,nbColumn);
// Sum the two matrices
for(int i=0; i<nbRow; ++i) {
for(int j=0; j<nbColumn; ++j) {
sumMatrix.setValue(i, j, this->getValue(i,j) + matrix2.getValue(i,j));
}
}
// Return the sum matrix
return sumMatrix;
}
else {
// We throw an MathematicsException
throw MathematicsException("MathematicsException : Addition of the matrices isn't possible beacause the size of the matrices aren't the same");
}
}
// Definition of the operator - for the substraction of two matrices with references
Matrix Matrix::operator-(const Matrix& matrix2) const throw(MathematicsException) {
if (nbRow == matrix2.nbRow && nbColumn == matrix2.nbColumn) {
// Create a new matrix
Matrix sumMatrix(nbRow, nbColumn);
// Substract the two matrices
for(int i=0; i<nbRow; ++i) {
for(int j=0; j<this->nbColumn; ++j) {
sumMatrix.setValue(i, j, this->getValue(i,j) - matrix2.getValue(i,j));
}
}
// Return the sum matrix
return sumMatrix;
}
else {
// We throw a MathematicsException
throw MathematicsException("MathematicsException : Substraction of the matrices isn't possible beacause the size of the matrices aren't the same");
}
}
// Overloaded operator * for the multiplication of the matrix with a number
Matrix Matrix::operator*(double nb) const {
// Creation of the result matrix
Matrix result(nbRow,nbColumn);
// Multiplication of the matrix with the number
for(int i=0; i<nbRow; ++i) {
for(int j=0; j<nbColumn; ++j) {
result.setValue(i,j, getValue(i,j) * nb);
}
}
// Return the result matrix
return result;
}
// Overloaded operator for multiplication with a matrix
Matrix Matrix::operator*(const Matrix& matrix2) const throw(MathematicsException) {
// Check the sizes of the matrices
if (nbColumn == matrix2.nbRow) {
// Compute the result of the multiplication
Matrix result(nbRow, matrix2.nbColumn);
double sum;
for(int i=0; i<nbRow; ++i) {
for(int j=0; j<matrix2.nbColumn; ++j) {
sum = 0.0;
for(int k=0; k<nbColumn; ++k) {
sum = sum + array[i][k] * matrix2.array[k][j];
}
result.array[i][j] = sum;
}
}
// Return the result matrix
return result;
}
else {
// Throw an exception because the multiplication is impossible
throw MathematicsException("MathematicsException : The sizes of the matrices aren't compatible for the multiplication");
}
}
// Overloaded operator = for the assignment
Matrix& Matrix::operator=(const Matrix& matrix2) throw(MathematicsException) {
// Check for self-assignement
if(this == &matrix2) {
return *this;
}
// Check the size of the matrix
if (nbRow==matrix2.nbRow && nbColumn==matrix2.nbColumn) {
// Check for self-assignment
if (this != &matrix2) {
for(int i=0; i<nbRow; ++i) {
for(int j=0; j<nbColumn; ++j) {
this->setValue(i,j, matrix2.getValue(i,j));
}
}
}
// Return a reference to the matrix
return *this;
}
else {
// Throw a MathematicsException
throw MathematicsException("MathematicsException : Assignment impossible because the size of the matrices aren't the same !");
}
}
// Overloaded operator for equality condition
bool Matrix::operator==(const Matrix& matrix2) const throw(MathematicsException) {
// Check if the matrices dimensions are compatible
if (nbRow == matrix2.nbRow && nbColumn == matrix2.nbColumn) {
for (int i=0; i<nbRow; ++i) {
for(int j=0; j<nbColumn; ++j) {
if (array[i][j] != matrix2.array[i][j]) {
return false;
}
}
}
return true;
}
else {
// Throw an exception because the matrices dimensions aren't the same
throw MathematicsException("MathematicsException : Impossible to check if the matrices are equal because they don't have the same dimension");
}
}
// TO DELETE, THIS IS JUST FOR TESTING MATRICES
void Matrix::display() const {
for(int i=0; i<nbRow; ++i) {
for(int j=0; j<nbColumn; ++j) {
std::cout << array[i][j] << " ";
}
std::cout << std::endl;
}
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef MATRIX_H
#define MATRIX_H
// Libraries
#include "exceptions.h"
#include <stdexcept>
#include <iostream>
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Matrix :
This class represents a matrix.
-------------------------------------------------------------------
*/
class Matrix {
private :
int nbRow; // Number of row in the matrix
int nbColumn; // Number of colum in the matrix
double** array; // Dynamic array that contains the values of the matrix
public :
Matrix(int nbRow, int nbColum) throw(std::invalid_argument); // Constructor of the class Matrix
Matrix(const Matrix& matrix); // Copy constructor of the class Matrix
virtual ~Matrix(); // Destructor of the class Matrix
double getValue(int i, int j) const throw(std::invalid_argument); // Return a value in the matrix
void setValue(int i, int j, double value) throw(std::invalid_argument); // Set a value in the matrix
int getNbRow() const; // Return the number of row of the matrix
int getNbColumn() const; // Return the number of column of the matrix
Matrix getCofactor(int i, int j) const throw(std::invalid_argument); // Return the cofactor matrix by removing row i and column j
Matrix getTranspose() const; // Return the transposed matrixs
Matrix getInverse() const throw(MathematicsException); // Return the inverse of the matrix if there exists
double getDeterminant() const throw(MathematicsException); // Return the determinant of the matrix
double getTrace() const throw(MathematicsException); // Return the trace of a square matrix
static Matrix identity(int dimension) throw(std::invalid_argument); // Return the identity matrix I of the given dimension
void display() const; // TO DELETE
// --- Overloaded operators --- //
Matrix operator+(const Matrix& matrix2) const throw(MathematicsException); // Overloaded operator for addition
Matrix operator-(const Matrix& matrix2) const throw(MathematicsException); // Overloaded operator for substraction
Matrix operator*(double nb) const; // Overloaded operator for multiplication with a number
Matrix operator*(const Matrix& matrix2) const throw(MathematicsException); // Overloaded operator for multiplication with a matrix
Matrix& operator=(const Matrix& matrix2) throw(MathematicsException); // Overloaded operator for assignment
bool operator==(const Matrix& matrix2) const throw(MathematicsException); // Overloaded operator for equality condition
};
// Function to get a value in the matrix (inline)
inline double Matrix::getValue(int i, int j) const throw(std::invalid_argument) {
if (0 <= i && i < nbRow && 0 <= j && j < nbColumn) {
// get the value in the matrix
return array[i][j];
}
else {
// We Throw an out_of_range exception
throw std::invalid_argument("Exception : The index i or j is outside the matrix size !");
}
}
// Function to set a value in the matrix (inline)
inline void Matrix::setValue(int i, int j, double value) throw(std::invalid_argument) {
if (0 <= i && i < nbRow && 0 <= j && j < nbColumn) {
// Set the value in the matrix
this->array[i][j] = value;
}
else {
// We Throw an out_of_range exception
throw std::invalid_argument("Exception : The index i or j is outside the matrix size !");
}
}
// Function that return the number of row of the matrix (inline)
inline int Matrix::getNbRow() const {
return nbRow;
}
// Function that return the number of colum of the matrix (inline)
inline int Matrix::getNbColumn() const {
return nbColumn;
}
// Overloaded operator for multiplication between a number and a Matrix (inline)
inline Matrix operator*(double number, const Matrix& matrix) {
// Return the result matrix
return matrix * number;
}
} // End of the ReactPhysics3D namespace
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include <iostream>
#include "Matrix3x3.h"
// Namespaces
using namespace reactphysics3d;
// Constructor of the class Matrix3x3
Matrix3x3::Matrix3x3() {
// Initialize all values in the matrix to zero
setAllValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
}
// Constructor with arguments
Matrix3x3::Matrix3x3(double a1, double a2, double a3, double b1, double b2, double b3, double c1, double c2, double c3) {
// Initialize the matrix with the values
setAllValues(a1, a2, a3, b1, b2, b3, c1, c2, c3);
}
// Copy-constructor
Matrix3x3::Matrix3x3(const Matrix3x3& matrix2) {
// Copy the values in the matrix
setAllValues(matrix2.array[0][0], matrix2.array[0][1], matrix2.array[0][2],
matrix2.array[1][0], matrix2.array[1][1], matrix2.array[1][2],
matrix2.array[2][0], matrix2.array[2][1], matrix2.array[2][2]);
}
// Create a Matrix3x3 from a quaternion (the quaternion can be non-unit)
Matrix3x3::Matrix3x3(const Quaternion& quaternion) {
double x = quaternion.getX();
double y = quaternion.getY();
double z = quaternion.getZ();
double w = quaternion.getW();
double nQ = x*x + y*y + z*z + w*w;
double s = 0.0;
if (nQ > 0.0) {
s = 2.0/nQ;
}
// Computations used for optimization (less multiplications)
double xs = x*s;
double ys = y*s;
double zs = z*s;
double wxs = w*xs;
double wys = w*ys;
double wzs = w*zs;
double xxs = x*xs;
double xys = x*ys;
double xzs = x*zs;
double yys = y*ys;
double yzs = y*zs;
double zzs = z*zs;
// Create the matrix corresponding to the quaternion
setAllValues(1.0-yys-zzs, xys-wzs, xzs + wys,
xys + wzs, 1.0-xxs-zzs, yzs-wxs,
xzs-wys, yzs + wxs, 1.0-xxs-yys);
}
// Destructor
Matrix3x3::~Matrix3x3() {
}
// Return the inverse matrix
Matrix3x3 Matrix3x3::getInverse() const throw(MathematicsException) {
// Compute the determinant of the matrix
double determinant = getDeterminant();
// Check if the determinant is equal to zero
if (determinant != 0) {
double invDeterminant = 1.0 / determinant;
Matrix3x3 tempMatrix;
// Compute the inverse of the matrix
tempMatrix.setAllValues((array[1][1]*array[2][2]-array[2][1]*array[1][2]), -(array[1][0]*array[2][2]-array[2][0]*array[1][2]), (array[1][0]*array[2][1]-array[2][0]*array[1][1]),
-(array[0][1]*array[2][2]-array[2][1]*array[0][2]), (array[0][0]*array[2][2]-array[2][0]*array[0][2]), -(array[0][0]*array[2][1]-array[2][0]*array[0][1]),
(array[0][1]*array[1][2]-array[0][2]*array[1][1]), -(array[0][0]*array[1][2]-array[1][0]*array[0][2]), (array[0][0]*array[1][1]-array[0][1]*array[1][0]));
// Return the inverse matrix
return (invDeterminant * tempMatrix.getTranspose());
}
else {
// Throw an exception because the inverse of the matrix doesn't exist if the determinant is equal to zero
throw MathematicsException("MathematicsException : Impossible to compute the inverse of the matrix because the determinant is equal to zero");
}
}
// Return the quaternion corresponding to the matrix (it returns a unit quaternion)
Quaternion Matrix3x3::getQuaternion() const {
// Get the trace of the matrix
double trace = getTrace();
double r;
double s;
if (trace < 0.0) {
if (array[1][1] > array[0][0]) {
if(array[2][2] > array[1][1]) {
r = sqrt(array[2][2] - array[0][0] - array[1][1] + 1.0);
s = 0.5 / r;
return Quaternion((array[2][0] + array[0][2])*s, (array[1][2] + array[2][1])*s, 0.5*r, (array[1][0] - array[0][1])*s);
}
else {
r = sqrt(array[1][1] - array[2][2] - array[0][0] + 1.0);
s = 0.5 / r;
return Quaternion((array[0][1] + array[1][0])*s, 0.5 * r, (array[1][2] + array[2][1])*s, (array[0][2] - array[2][0])*s);
}
}
else if (array[2][2] > array[0][0]) {
r = sqrt(array[2][2] - array[0][0] - array[1][1] + 1.0);
s = 0.5 / r;
return Quaternion((array[2][0] + array[0][2])*s, (array[1][2] + array[2][1])*s, 0.5 * r, (array[1][0] - array[0][1])*s);
}
else {
r = sqrt(array[0][0] - array[1][1] - array[2][2] + 1.0);
s = 0.5 / r;
return Quaternion(0.5 * r, (array[0][1] + array[1][0])*s, (array[2][0] - array[0][2])*s, (array[2][1] - array[1][2])*s);
}
}
else {
r = sqrt(trace + 1.0);
s = 0.5/r;
return Quaternion((array[2][1]-array[1][2])*s, (array[0][2]-array[2][0])*s, (array[1][0]-array[0][1])*s, 0.5 * r);
}
}
// Return the 3x3 identity matrix
Matrix3x3 Matrix3x3::identity() {
// Return the isdentity matrix
return Matrix3x3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
}
// TO DELETE, THIS IS JUST FOR TESTING MATRICES
void Matrix3x3::display() const {
for(int i=0; i<3; ++i) {
for(int j=0; j<3; ++j) {
std::cout << array[i][j] << " ";
}
std::cout << std::endl;
}
}
// Overloaded operator for addition
Matrix3x3 Matrix3x3::operator+(const Matrix3x3& matrix2) const {
// Return the sum matrix
return Matrix3x3(array[0][0] + matrix2.array[0][0], array[0][1] + matrix2.array[0][1], array[0][2] + matrix2.array[0][2],
array[1][0] + matrix2.array[1][0], array[1][1] + matrix2.array[1][1], array[1][2] + matrix2.array[1][2],
array[2][0] + matrix2.array[2][0], array[2][1] + matrix2.array[2][1], array[2][2] + matrix2.array[2][2]);
}
// Overloaded operator for substraction
Matrix3x3 Matrix3x3::operator-(const Matrix3x3& matrix2) const {
// Return the substraction matrix
return Matrix3x3(array[0][0] - matrix2.array[0][0], array[0][1] - matrix2.array[0][1], array[0][2] - matrix2.array[0][2],
array[1][0] - matrix2.array[1][0], array[1][1] - matrix2.array[1][1], array[1][2] - matrix2.array[1][2],
array[2][0] - matrix2.array[2][0], array[2][1] - matrix2.array[2][1], array[2][2] - matrix2.array[2][2]);
}
// Overloaded operator for multiplication with a number
Matrix3x3 Matrix3x3::operator*(double nb) const {
// Return multiplied matrix
return Matrix3x3(array[0][0] * nb, array[0][1] * nb, array[0][2] * nb,
array[1][0] * nb, array[1][1] * nb, array[1][2] * nb,
array[2][0] * nb, array[2][1] * nb, array[2][2] * nb);
}
// Overloaded operator for multiplication with a matrix
Matrix3x3 Matrix3x3::operator*(const Matrix3x3& matrix2) const {
// Compute and return the multiplication of the matrices
return Matrix3x3(array[0][0]*matrix2.array[0][0] + array[0][1]*matrix2.array[1][0] + array[0][2]*matrix2.array[2][0],
array[0][0]*matrix2.array[0][1] + array[0][1]*matrix2.array[1][1] + array[0][2]*matrix2.array[2][1],
array[0][0]*matrix2.array[0][2] + array[0][1]*matrix2.array[1][2] + array[0][2]*matrix2.array[2][2],
array[1][0]*matrix2.array[0][0] + array[1][1]*matrix2.array[1][0] + array[1][2]*matrix2.array[2][0],
array[1][0]*matrix2.array[0][1] + array[1][1]*matrix2.array[1][1] + array[1][2]*matrix2.array[2][1],
array[1][0]*matrix2.array[0][2] + array[1][1]*matrix2.array[1][2] + array[1][2]*matrix2.array[2][2],
array[2][0]*matrix2.array[0][0] + array[2][1]*matrix2.array[1][0] + array[2][2]*matrix2.array[2][0],
array[2][0]*matrix2.array[0][1] + array[2][1]*matrix2.array[1][1] + array[2][2]*matrix2.array[2][1],
array[2][0]*matrix2.array[0][2] + array[2][1]*matrix2.array[1][2] + array[2][2]*matrix2.array[2][2]);
}
// Overloaded operator for assignment
Matrix3x3& Matrix3x3::operator=(const Matrix3x3& matrix2) {
// Check for self-assignment
if (this != &matrix2) {
setAllValues(matrix2.array[0][0], matrix2.array[0][1], matrix2.array[0][2],
matrix2.array[1][0], matrix2.array[1][1], matrix2.array[1][2],
matrix2.array[2][0], matrix2.array[2][1], matrix2.array[2][2]);
}
// Return a reference to the matrix
return *this;
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef MATRIX3X3_H
#define MATRIX3X3_H
// Libraries
#include "exceptions.h"
#include "Quaternion.h"
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Matrix3x3 :
This class represents a 3x3 matrix.
-------------------------------------------------------------------
*/
class Matrix3x3 {
private :
double array[3][3]; // Array with the values of the matrix
public :
Matrix3x3(); // Constructor of the class Matrix3x3
Matrix3x3(double a1, double a2, double a3, double b1, double b2, double b3,
double c1, double c2, double c3); // Constructor with arguments
Matrix3x3(const Matrix3x3& matrix); // Copy-constructor
Matrix3x3(const Quaternion& quaternion); // Create a Matrix3x3 from a Quaternion
virtual ~Matrix3x3(); // Destructor
double getValue(int i, int j) const throw(std::invalid_argument); // Get a value in the matrix
void setValue(int i, int j, double value) throw(std::invalid_argument); // Set a value in the matrix
void setAllValues(double a1, double a2, double a3, double b1, double b2, double b3,
double c1, double c2, double c3); // Set all the values in the matrix
Matrix3x3 getTranspose() const; // Return the transpose matrix
double getDeterminant() const; // Return the determinant of the matrix
double getTrace() const; // Return the trace of the matrix
Matrix3x3 getInverse() const throw(MathematicsException); // Return the inverse matrix
Quaternion getQuaternion() const; // Return the unit quaternion corresponding to the matrix
static Matrix3x3 identity(); // Return the 3x3 identity matrix
void display() const; // TO DELETE
// --- Overloaded operators --- //
Matrix3x3 operator+(const Matrix3x3& matrix2) const; // Overloaded operator for addition
Matrix3x3 operator-(const Matrix3x3& matrix2) const ; // Overloaded operator for substraction
Matrix3x3 operator*(double nb) const; // Overloaded operator for multiplication with a number
Matrix3x3 operator*(const Matrix3x3& matrix2) const; // Overloaded operator for multiplication with a matrix
Matrix3x3& operator=(const Matrix3x3& matrix2); // Overloaded operator for assignment
bool operator==(const Matrix3x3& matrix2) const; // Overloaded operator for equality condition
};
// Method to get a value in the matrix (inline)
inline double Matrix3x3::getValue(int i, int j) const throw(std::invalid_argument) {
// Check the argument
if (i>=0 && i<3 && j>=0 && j<3) {
// Return the value
return array[i][j];
}
else {
// Throw an exception because of the wrong argument
throw std::invalid_argument("Exception : The argument isn't in the bounds of the 3x3 matrix");
}
}
// Method to set a value in the matrix (inline)
inline void Matrix3x3::setValue(int i, int j, double value) throw(std::invalid_argument) {
// Check the argument
if (i>=0 && i<3 && j>=0 && j<3) {
// Set the value
array[i][j] = value;
}
else {
// Throw an exception because of the wrong argument
throw std::invalid_argument("Exception : The argument isn't in the bounds of the 3x3 matrix");
}
} // End of the dcmaths namespace
// Method to set all the values in the matrix
inline void Matrix3x3::setAllValues(double a1, double a2, double a3, double b1, double b2, double b3,
double c1, double c2, double c3) {
// Set all the values of the matrix
array[0][0] = a1;
array[0][1] = a2;
array[0][2] = a3;
array[1][0] = b1;
array[1][1] = b2;
array[1][2] = b3;
array[2][0] = c1;
array[2][1] = c2;
array[2][2] = c3;
}
// Return the transpose matrix
inline Matrix3x3 Matrix3x3::getTranspose() const {
// Return the transpose matrix
return Matrix3x3(array[0][0], array[1][0], array[2][0],
array[0][1], array[1][1], array[2][1],
array[0][2], array[1][2], array[2][2]);
}
// Return the determinant of the matrix
inline double Matrix3x3::getDeterminant() const {
// Compute and return the determinant of the matrix
return (array[0][0]*(array[1][1]*array[2][2]-array[2][1]*array[1][2]) - array[0][1]*(array[1][0]*array[2][2]-array[2][0]*array[1][2]) +
array[0][2]*(array[1][0]*array[2][1]-array[2][0]*array[1][1]));
}
// Return the trace of the matrix
inline double Matrix3x3::getTrace() const {
// Compute and return the trace
return (array[0][0] + array[1][1] + array[2][2]);
}
// Overloaded operator for multiplication between a number and a Matrix3x3 (inline)
inline Matrix3x3 operator*(double number, const Matrix3x3& matrix) {
// Return the multiplied matrix
return matrix * number;
}
// Overloaded operator for equality condition
inline bool Matrix3x3::operator==(const Matrix3x3& matrix2) const {
return (array[0][0] == matrix2.array[0][0] && array[0][1] == matrix2.array[0][1] && array[0][2] == matrix2.array[0][2] &&
array[1][0] == matrix2.array[1][0] && array[1][1] == matrix2.array[1][1] && array[1][2] == matrix2.array[1][2] &&
array[2][0] == matrix2.array[2][0] && array[2][1] == matrix2.array[2][1] && array[2][2] == matrix2.array[2][2]);
}
} // End of the ReactPhysics3D namespace
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Quaternion.h"
// Namespaces
using namespace reactphysics3d;
// Constructor of the class
Quaternion::Quaternion()
:x(0.0), y(0.0), z(0.0), w(0.0) {
}
// Constructor with arguments
Quaternion::Quaternion(double x, double y, double z, double w)
:x(x), y(y), z(z), w(w) {
}
// Constructor with the component w and the vector v=(x y z)
Quaternion::Quaternion(double w, const Vector3D& v)
:x(v.getX()), y(v.getY()), z(v.getZ()), w(w) {
}
// Copy-constructor
Quaternion::Quaternion(const Quaternion& quaternion)
:x(quaternion.x), y(quaternion.y), z(quaternion.z), w(quaternion.w) {
}
// Destructor
Quaternion::~Quaternion() {
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef QUATERNION_H
#define QUATERNION_H
// Libraries
#include <cmath>
#include "Vector3D.h"
#include "exceptions.h"
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Quaternion :
This class represents a quaternion. We use the notation :
q = (x*i, y*j, z*k, w) to represent a quaternion.
-------------------------------------------------------------------
*/
class Quaternion
{
private :
double x; // Component x of the quaternion
double y; // Component y of the quaternion
double z; // Component z of the quaternion
double w; // Component w of the quaternion
public :
Quaternion(); // Constructor
Quaternion(double x, double y, double z, double w); // Constructor with arguments
Quaternion(double w, const Vector3D& v); // Constructor with the component w and the vector v=(x y z)
Quaternion(const Quaternion& quaternion); // Copy-constructor
~Quaternion(); // Destructor
double getX() const; // Return the component x of the quaternion
double getY() const; // Return the component y of the quaternion
double getZ() const; // Return the component z of the quaternion
double getW() const; // Return the component w of the quaternion
void setX(double x); // Set the value x
void setY(double y); // Set the value y
void setZ(double z); // Set the value z
void setW(double w); // Set the value w
Vector3D vectorV() const; // Return the vector v=(x y z) of the quaternion
double length() const; // Return the length of the quaternion
Quaternion getUnit() const throw (MathematicsException); // Return the unit quaternion
Quaternion getConjugate() const; // Return the conjugate quaternion
Quaternion getInverse() const throw (MathematicsException); // Return the inverse of the quaternion
// --- Overloaded operators --- //
Quaternion operator+(const Quaternion& quaternion) const; // Overloaded operator for the addition
Quaternion operator-(const Quaternion& quaternion) const; // Overloaded operator for the substraction
Quaternion operator*(double nb) const; // Overloaded operator for the multiplication with a constant
Quaternion operator*(const Quaternion& quaternion) const; // Overloaded operator for the multiplication
Quaternion& operator=(const Quaternion& quaternion); // Overloaded operator for assignment
bool operator==(const Quaternion& quaternion) const; // Overloaded operator for equality condition
};
// Get the value x (inline)
inline double Quaternion::getX() const {
return x;
}
// Get the value y (inline)
inline double Quaternion::getY() const {
return y;
}
// Get the value z (inline)
inline double Quaternion::getZ() const {
return z;
}
// Get the value w (inline)
inline double Quaternion::getW() const {
return w;
}
// Set the value x (inline)
inline void Quaternion::setX(double x) {
this->x = x;
}
// Set the value y (inline)
inline void Quaternion::setY(double y) {
this->y = y;
}
// Set the value z (inline)
inline void Quaternion::setZ(double z) {
this->z = z;
}
// Set the value w (inline)
inline void Quaternion::setW(double w) {
this->w = w;
}
// Return the vector v=(x y z) of the quaternion
inline Vector3D Quaternion::vectorV() const {
// Return the vector v
return Vector3D(x, y, z);
}
// Return the length of the quaternion (inline)
inline double Quaternion::length() const {
return sqrt(x*x + y*y + z*z + w*w);
}
// Return the unit quaternion
inline Quaternion Quaternion::getUnit() const throw(MathematicsException) {
double lengthQuaternion = length();
// Check if the length is not equal to zero
if (lengthQuaternion != 0.0) {
// Compute and return the unit quaternion
return Quaternion(x/lengthQuaternion, y/lengthQuaternion, z/lengthQuaternion, w/lengthQuaternion);
}
else {
// Throw an exception because it's impossible to compute a unit quaternion if its length is equal to zero
throw MathematicsException("MathematicsException : Impossible to compute the unit quaternion if the length of the quaternion is zero");
}
}
// Return the conjugate of the quaternion (inline)
inline Quaternion Quaternion::getConjugate() const {
return Quaternion(-x, -y, -z, w);
}
// Return the inverse of the quaternion (inline)
inline Quaternion Quaternion::getInverse() const throw(MathematicsException) {
double lengthQuaternion = length();
lengthQuaternion = lengthQuaternion * lengthQuaternion;
// Check if the length is not equal to zero
if (lengthQuaternion != 0.0) {
// Compute and return the inverse quaternion
return Quaternion(-x/lengthQuaternion, -y/lengthQuaternion, -z/lengthQuaternion, w/lengthQuaternion);
}
else {
// Throw an exception because the inverse cannot be computed
throw MathematicsException("MathematicsException : Impossible to compute the inverse of the quaternion because it's length is zero");
}
}
// Overloaded operator for the addition of two quaternions
inline Quaternion Quaternion::operator+(const Quaternion& quaternion) const {
// Return the result quaternion
return Quaternion(x + quaternion.x, y + quaternion.y, z + quaternion.z, w + quaternion.w);
}
// Overloaded operator for the substraction of two quaternions
inline Quaternion Quaternion::operator-(const Quaternion& quaternion) const {
// Return the result of the substraction
return Quaternion(x-quaternion.x, y - quaternion.y, z - quaternion.z, w - quaternion.w);
}
// Overloaded operator for the multiplication with a constant
inline Quaternion Quaternion::operator*(double nb) const {
// Return the result
return Quaternion(nb*x, nb*y, nb*z, nb*w);
}
// Overloaded operator for the multiplication of two quaternions
inline Quaternion Quaternion::operator*(const Quaternion& quaternion) const {
// Return the result of the multiplication
return Quaternion(w*quaternion.w - vectorV().scalarProduct(quaternion.vectorV()), w*quaternion.vectorV()+quaternion.w*vectorV() + vectorV().crossProduct(quaternion.vectorV()));
}
// Overloaded operator for the assignment
inline Quaternion& Quaternion::operator=(const Quaternion& quaternion) {
// Check for self-assignment
if (this != &quaternion) {
x = quaternion.x;
y = quaternion.y;
z = quaternion.z;
w = quaternion.w;
}
// Return this quaternion
return *this;
}
// Overloaded operator for equality condition
inline bool Quaternion::operator==(const Quaternion& quaternion) const {
return (x == quaternion.x && y == quaternion.y && z == quaternion.z && w == quaternion.w);
}
} // End of the ReactPhysics3D namespace
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Vector.h"
// Namespaces
using namespace reactphysics3d;
// Constructor of the class Vector
Vector::Vector(int n) throw(std::invalid_argument) {
// Check the argument
if (n > 0) {
// Create the array that contains the values of the vector
nbComponent = n;
tab = new double[nbComponent];
// Fill the array with zero's value
for(int i=0; i<nbComponent; ++i) {
tab[i] = 0.0;
}
}
else {
// Throw an exception because of the wrong argument
throw std::invalid_argument("Exception : The size of the vector has to be positive !");
}
}
// Copy-constructor of the class Vector
Vector::Vector(const Vector& vector) {
nbComponent = vector.nbComponent;
tab = new double[nbComponent];
// Fill the array with the value of the vector
for (int i=0; i<nbComponent; ++i) {
tab[i] = vector.tab[i];
}
}
// Destructor of the class Vector
Vector::~Vector() {
// Erase the array with the values of the vector
delete [] tab;
}
// Return the corresponding unit vector
Vector Vector::getUnit() const throw(MathematicsException) {
double lengthVector = length();
// Check if the length of the vector is equal to zero
if (lengthVector!= 0) {
double lengthInv = 1.0 / lengthVector;
Vector unitVector(nbComponent);
// Compute the unit vector
for(int i=0; i<nbComponent; ++i) {
unitVector.setValue(i, getValue(i) * lengthInv);
}
// Return the unit vector
return unitVector;
}
else {
// Throw an exception because the length of the vector is zero
throw MathematicsException("MathematicsException : Impossible to compute the unit vector because the length of the vector is zero");
}
}
// Method to compute the scalar product of two vectors
double Vector::scalarProduct(const Vector& vector) const throw(MathematicsException) {
// Check the sizes of the two vectors
if (nbComponent == vector.nbComponent) {
double result = 0.0;
// Compute the scalar product
for (int i=0; i<nbComponent; ++i) {
result = result + vector.tab[i] * tab[i];
}
// Return the result of the scalar product
return result;
}
else {
// Throw an exception because the two vectors haven't the same size
throw MathematicsException("MathematicsException : Impossible to compute the scalar product because the vectors haven't the same size");
}
}
// Method to compute the cross product of two vectors
Vector Vector::crossProduct(const Vector& vector) const throw(MathematicsException) {
// Check if the vectors have 3 components
if (nbComponent == 3 && vector.nbComponent == 3) {
Vector result(3);
// Compute the cross product
result.tab[0] = tab[1] * vector.tab[2] - tab[2] * vector.tab[1];
result.tab[1] = tab[2] * vector.tab[0] - tab[0] * vector.tab[2];
result.tab[2] = tab[0] * vector.tab[1] - tab[1] * vector.tab[0];
// Return the result of the cross product
return result;
}
else {
// Throw an exception because the vectors haven't three components
throw MathematicsException("MathematicsException : Impossible to compute the cross product because the vectors haven't 3 components");
}
}
// Overloaded operator for addition
Vector Vector::operator+(const Vector& vector) const throw(MathematicsException) {
// Check the size of the two vectors
if (nbComponent == vector.nbComponent) {
Vector sum(nbComponent);
// Compute the sum of the two vectors
for (int i=0; i<nbComponent; ++i) {
sum.setValue(i, vector.tab[i] + tab[i]);
}
// Return the sum vector
return sum;
}
else {
// Throw an exception because the sizes of the two vectors aren't the same
throw MathematicsException("MathematicsException : Impossible two sum the two vectors because the sizes aren't the same !");
}
}
// Overloaded operator for substraction
Vector Vector::operator-(const Vector& vector) const throw(MathematicsException) {
// Check the size of the two vectors
if (nbComponent == vector.nbComponent) {
Vector substraction(nbComponent);
// Compute the subraction of the two vectors
for (int i=0; i<nbComponent; ++i) {
substraction.setValue(i, tab[i] - vector.tab[i]);
}
// Return the subraction vector
return substraction;
}
else {
// Throw an exception because the sizes of the two vectors aren't the same
throw MathematicsException("MathematicsException : Impossible two substract the two vectors because the sizes aren't the same !");
}
}
// Overloaded operator for multiplication with a number
Vector Vector::operator*(double number) const {
Vector result(nbComponent);
// Compute the multiplication
for (int i=0; i<nbComponent; ++i) {
result.setValue(i, number * tab[i]);
}
// Return the result vector
return result;
}
// Overloaded operator for assigment to a Vector
Vector& Vector::operator=(const Vector& vector) throw(MathematicsException) {
// Check for self-assignment
if (this == &vector) {
return *this;
}
// Check the size of the vectors
if (nbComponent == vector.nbComponent) {
// Check for self-assignment
if (this != &vector) {
for (int i=0; i<nbComponent; ++i) {
tab[i] = vector.tab[i];
}
}
// Return a reference to the vector
return *this;
}
else {
// Throw an exception because the sizes of the vectors aren't the same
throw MathematicsException("MathematicsException : The assigment to a Vector is impossible because the size of the vectors aren't the same");
}
}
// Overloaded operator for the equality condition
bool Vector::operator==(const Vector& vector) const throw(MathematicsException) {
// Check if the sizes of the vectors are compatible
if (nbComponent == vector.nbComponent) {
for (int i=0; i<nbComponent; ++i) {
if (tab[i] != vector.tab[i]) {
return false;
}
}
return true;
}
else {
// Throw an exception because the sizes of the vectors aren't the same
throw MathematicsException("MathematicsException : Impossible to check if the vectors are equal because they don't have the same size");
}
}

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@ -1,116 +0,0 @@
/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef VECTOR_H
#define VECTOR_H
// Libraries
#include "exceptions.h"
#include <cmath>
#include <iostream>
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Vector :
This class represents a Vector.
-------------------------------------------------------------------
*/
class Vector {
private :
double* tab; // Array of the vector's components
int nbComponent; // number of components in the vector
public :
Vector(int n) throw(std::invalid_argument); // Constructor of the class Vector
Vector(const Vector& vector); // Copy-constructor of the class Vector
virtual ~Vector(); // Destructor of the class Vector
double getValue(int n) const throw(std::invalid_argument); // Get a component of the vector
void setValue(int n, double value) throw(std::invalid_argument); // Set the value of a component of the vector
int getNbComponent() const; // Get the number of components in the vector
double length() const; // Get the length of the vector
Vector getUnit() const throw(MathematicsException); // Return the corresponding unit vector
double scalarProduct(const Vector& vector) const throw(MathematicsException); // Scalar product of two vectors
Vector crossProduct(const Vector& vector) const throw(MathematicsException); // Cross product of two vectors (in 3D only)
// --- Overloaded operators --- //
Vector operator+(const Vector& vector) const throw(MathematicsException); // Overloaded operator for addition
Vector operator-(const Vector& vector) const throw(MathematicsException); // Overloaded operator for substraction
Vector operator*(double number) const; // Overloaded operator for multiplication with a number
Vector& operator=(const Vector& vector) throw(MathematicsException); // Overloaded operator for the assignement to a Vector
bool operator==(const Vector& vector) const throw(MathematicsException); // Overloaded operator for the equality condition
};
// ------ Definition of inlines functions ------ //
// Method to get the value of a component of the vector (inline)
inline double Vector::getValue(int n) const throw(std::invalid_argument) {
// Check the argument
if (n>=0 && n<nbComponent) {
// Return the value of the component
return tab[n];
}
else {
// Throw an exception because of the wrong argument
throw std::invalid_argument("The argument is outside the bounds of the Vector");
}
}
// Method to set the value of a component of the vector
inline void Vector::setValue(int n, double value) throw(std::invalid_argument) {
// Check the argument
if (n >= 0 && n<nbComponent) {
// Set the value
tab[n] = value;
}
else {
// Throw an exception because of the wrong argument
throw std::invalid_argument("Exception : The argument is outside the bounds of the Vector");
}
}
// Method to get the number of components in the vector (inline)
inline int Vector::getNbComponent() const {
// Return the number of components in the vector
return nbComponent;
}
// Method to get the length of the vector
inline double Vector::length() const {
// Compute the length of the vector
double sum = 0.0;
for(int i=0; i<nbComponent; ++i) {
sum = sum + tab[i] * tab[i];
}
// Return the length of the vector
return sqrt(sum);
}
// Overloaded operator for multiplication between a number and a Vector (inline)
inline Vector operator*(double number, const Vector& vector) {
// Compute and return the result
return vector * number;
}
} // End of the ReactPhysics3D namespace
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "Vector3D.h"
#include <iostream>
// Namespaces
using namespace reactphysics3d;
// Constructor of the class Vector3D
Vector3D::Vector3D()
:x(0.0), y(0.0), z(0.0) {
}
// Constructor with arguments
Vector3D::Vector3D(double x, double y, double z)
:x(x), y(y), z(z) {
}
// Copy-constructor
Vector3D::Vector3D(const Vector3D& vector)
:x(vector.x), y(vector.y), z(vector.z) {
}
// Destructor
Vector3D::~Vector3D() {
}
// Return the corresponding unit vector
Vector3D Vector3D::getUnit() const throw(MathematicsException) {
double lengthVector = length();
// Check if the length is equal to zero
if (lengthVector != 0) {
// Compute and return the unit vector
double lengthInv = 1.0 / lengthVector;
return Vector3D(x * lengthInv, y * lengthInv, z*lengthInv);
}
else {
// Throw an exception because the length of the vector is zero
throw MathematicsException("MathematicsException : Impossible to compute the unit vector because the length of the vector is zero");
}
}
// Overloaded operator for addition
Vector3D Vector3D::operator+(const Vector3D& vector) const {
// Compute and return the sum of the two vectors
return Vector3D(x + vector.x, y + vector.y, z + vector.z);
}
// Overloaded operator for substraction
Vector3D Vector3D::operator-(const Vector3D& vector) const {
// Compute and return the substraction of the two vectors
return Vector3D(x - vector.x, y - vector.y, z - vector.z);
}
// Overloaded operator for multiplication with a number
Vector3D Vector3D::operator*(double number) const {
// Compute and return the result
return Vector3D(x * number, y * number, z * number);
}
// Overloaded operator for the assignement to a Vector
Vector3D& Vector3D::operator=(const Vector3D& vector) {
// Check for self-assignment
if (this != &vector) {
// Copy the vector
x = vector.x;
y = vector.y;
z = vector.z;
}
// Return a reference to the vector
return *this;
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef VECTOR3D_H
#define VECTOR3D_H
// Libraries
#include <cmath>
#include "exceptions.h"
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Class Vector3D :
This classrepresents 3 dimensionnal vector in space.
-------------------------------------------------------------------
*/
class Vector3D {
private :
double x; // X component of the vector
double y; // Y component of the vector
double z; // Z component of the vector
public :
Vector3D(); // Constructor of the class Vector3D
Vector3D(double x, double y, double z); // Constructor with arguments
Vector3D(const Vector3D& vector); // Copy-constructor
virtual ~Vector3D(); // Destructor
double getX() const; // Get the x component of the vector
double getY() const; // Get the y component of the vector
double getZ() const; // Get the z component of the vector
void setX(double x); // Set the x component of the vector
void setY(double y); // Set the y component of the vector
void setZ(double z); // Set the z component of the vector
void setAllValues(double x, double y, double z); // Set all the values of the vector
double length() const; // Return the lenght of the vector
Vector3D getUnit() const throw(MathematicsException); // Return the corresponding unit vector
double scalarProduct(const Vector3D& vector) const; // Scalar product of two vectors
Vector3D crossProduct(const Vector3D& vector) const; // Cross product of two vectors
// --- Overloaded operators --- //
Vector3D operator+(const Vector3D& vector) const; // Overloaded operator for addition
Vector3D operator-(const Vector3D& vector) const ; // Overloaded operator for substraction
Vector3D operator*(double number) const; // Overloaded operator for multiplication with a number
Vector3D& operator=(const Vector3D& vector); // Overloaded operator for the assignement to a Vector
bool operator==(const Vector3D& vector) const; // Overloaded operator for the equality condition
};
// Get the x component of the vector (inline)
inline double Vector3D::getX() const {
return x;
}
// Get the y component of the vector (inline)
inline double Vector3D::getY() const {
return y;
}
// Get the z component of the vector (inline)
inline double Vector3D::getZ() const {
return z;
}
// Set the x component of the vector (inline)
inline void Vector3D::setX(double x) {
this->x = x;
}
// Set the y component of the vector (inline)
inline void Vector3D::setY(double y) {
this->y = y;
}
// Set the z component of the vector (inline)
inline void Vector3D::setZ(double z) {
this->z = z;
}
// Set all the values of the vector (inline)
inline void Vector3D::setAllValues(double x, double y, double z) {
this->x = x;
this->y = y;
this->z = z;
}
// Return the length of the vector (inline)
inline double Vector3D::length() const {
// Compute and return the length of the vector
return sqrt(x*x + y*y + z*z);
}
// Scalar product of two vectors (inline)
inline double Vector3D::scalarProduct(const Vector3D& vector) const {
// Compute and return the result of the scalar product
return (x * vector.x + y * vector.y + z * vector.z);
}
// Cross product of two vectors (inline)
inline Vector3D Vector3D::crossProduct(const Vector3D& vector) const {
// Compute and return the cross product
return Vector3D(y * vector.z - z * vector.y, z * vector.x - x * vector.z , x * vector.y - y * vector.x);
}
// Overloaded operator for multiplication between a number and a Vector3D (inline)
inline Vector3D operator * (double number, const Vector3D& vector) {
// Compute and return the result vector
return vector * number;
}
// Overloaded operator for the equality condition
inline bool Vector3D::operator == (const Vector3D& vector) const {
return (x == vector.x && y == vector.y && z == vector.z);
}
} // End of the ReactPhysics3D namespace
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include "exceptions.h"
// Namespaces
using namespace reactphysics3d;
// Constructor of the MathematicsException class
MathematicsException::MathematicsException(const std::string& msg)
:std::runtime_error(msg) {
}
// Destructor of the MathException class
MathematicsException::~MathematicsException() throw() {
}
// Overriden exception base class method
const char* MathematicsException::what() const throw() {
return std::runtime_error::what();
}
// Constructor of the DivisionByZeroException class
DivisionByZeroException::DivisionByZeroException(const std::string& msg)
:MathematicsException(msg) {
}
// Destructor of the DivisionByZeroException class
DivisionByZeroException::~DivisionByZeroException() throw() {
}
// Overriden exception base class method
const char* DivisionByZeroException::what() const throw() {
return MathematicsException::what();
}

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef EXCEPTIONS_H
#define EXCEPTIONS_H
// Libraries
#include <stdexcept>
// ReactPhysics3D namespace
namespace reactphysics3d {
/* -------------------------------------------------------------------
Exception class for the mathematics library
-------------------------------------------------------------------
*/
// Class MathematicsException
class MathematicsException : public std::runtime_error {
public:
MathematicsException(const std::string& msg="MathException"); // Constructor
virtual ~MathematicsException() throw(); // Destructor
virtual const char* what() const throw(); // Overriding the base exception method
};
// Class DivisionByZeroException
class DivisionByZeroException : public MathematicsException {
public:
DivisionByZeroException(const std::string& msg="DivisionByZeroException : Division by zero !"); // Constructor
virtual ~DivisionByZeroException() throw(); // Destructor
virtual const char* what() const throw(); // Overriding the base exception method
};
} // End of the ReactPhysics3D namespace
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// TODO : Mathematics library : We have to use assert to debug
// TODO : Mathematics library : Check everywhere that in member methods we use attributes access instead of getter and setter.
#ifndef DCMATHS_H
#define DCMATHS_H
// Libraries
#include "Matrix.h"
#include "Matrix3x3.h"
#include "Quaternion.h"
#include "Vector.h"
#include "Vector3D.h"
#include "exceptions.h"
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
#ifndef REACTPHYSICS3D_H
#define REACTPHYSICS3D_H
// ReactPhysics3D namespace
//namespace reactphysics3d {
// Libraries
#include "mathematics/mathematics.h"
//} // End of the reactphysics3d namespace
#endif

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/****************************************************************************
* Copyright (C) 2009 Daniel Chappuis *
****************************************************************************
* This file is part of ReactPhysics3D. *
* *
* ReactPhysics3D is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* ReactPhysics3D is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* *
* You should have received a copy of the GNU General Public License *
* along with ReactPhysics3D. If not, see <http://www.gnu.org/licenses/>. *
***************************************************************************/
// Libraries
#include <iostream>
#include "TestSuite/Suite.h"
#include "mathematics/VectorTest.h"
#include "mathematics/Vector3DTest.h"
#include "mathematics/MatrixTest.h"
#include "mathematics/Matrix3x3Test.h"
#include "mathematics/QuaternionTest.h"
// Namespaces
using namespace std;
using namespace TestSuite;
// Main function
int main() {
// ReactPhysics3D TestSuite
Suite reactphysics3DTestSuite("ReactPhysics3D TestSuite");
// Mathematics Tests
reactphysics3DTestSuite.addTest(new VectorTest);
reactphysics3DTestSuite.addTest(new Vector3DTest);
reactphysics3DTestSuite.addTest(new MatrixTest);
reactphysics3DTestSuite.addTest(new Matrix3x3Test);
reactphysics3DTestSuite.addTest(new QuaternionTest);
// Run the ReactPhysics3D TestSuite and display the report
reactphysics3DTestSuite.run();
long nbFailures = reactphysics3DTestSuite.report();
reactphysics3DTestSuite.free();
return nbFailures;
double inPause;
cin >> inPause;
}