1 | //Copyright and Disclaimer:
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2 | //This code is copyright Vienna University of Technology, 2004.
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3 |
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4 | #include <memory.h>
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5 | #include <math.h>
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6 | #include <float.h>
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7 | #include <stdlib.h>
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8 | #include <malloc.h>
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9 | #include <stdio.h>
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10 | #include "MathStuff.h"
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11 |
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12 | #ifndef M_PI
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13 | #define M_PI (double)3.14159265358979323846
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14 | #endif
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15 |
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16 | const double DOUBLE_MAX = DBL_MAX;
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17 | const double PI = M_PI;
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18 | const double PI_2 = M_PI/2;
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19 | const double PI_180 = M_PI/180;
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20 | const Vector3 ZERO = {0.0, 0.0, 0.0};
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21 | const Vector3 UNIT_X = {1.0, 0.0, 0.0};
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22 | const Vector3 UNIT_Y = {0.0, 1.0, 0.0};
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23 | const Vector3 UNIT_Z = {0.0, 0.0, 1.0};
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24 |
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25 | const Matrix4x4 IDENTITY = {1.0, 0.0, 0.0, 0.0,
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26 | 0.0, 1.0, 0.0, 0.0,
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27 | 0.0, 0.0, 1.0, 0.0,
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28 | 0.0, 0.0, 0.0, 1.0};
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29 |
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30 | double maximum(const double a, const double b) {
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31 | return ( (a > b)? (a):(b) );
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32 |
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33 | }
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34 |
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35 | void clamp(double* value, const double min, const double max) {
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36 | if( (*value) > max) {
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37 | (*value) = max;
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38 | }
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39 | else {
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40 | if( (*value) < min) {
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41 | (*value) = min;
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42 | }
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43 | }
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44 | }
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45 |
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46 | double absDouble(const double a) {
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47 | return ( (a < 0.0)? (-a):(a) );
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48 | }
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49 |
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50 | double signDouble(const double a) {
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51 | return ( (a < 0.0)? (-1.0f): ( (a == 0.0)? (0.0f):(1.0f) ) );
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52 | }
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53 |
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54 | double coTan(const double vIn) {
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55 | return (double)-tan(vIn+PI_2);
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56 | }
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57 |
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58 | double relativeEpsilon(const double a, const double epsilon) {
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59 | double relEpsilon = maximum(absDouble(a*epsilon),epsilon);
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60 | return relEpsilon;
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61 | }
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62 |
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63 | int alike(const double a, const double b, const double epsilon) {
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64 | if(a == b) {
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65 | return 1;
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66 | }
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67 | {
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68 | double relEps = relativeEpsilon(a,epsilon);
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69 | return (a-relEps <= b) && (b <= a+relEps);
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70 | }
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71 | }
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72 |
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73 |
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74 |
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75 | int alikeVector3(const Vector3 a, const Vector3 b, const double epsilon) {
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76 | return
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77 | alike(a[0],b[0],epsilon) &&
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78 | alike(a[1],b[1],epsilon) &&
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79 | alike(a[2],b[2],epsilon);
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80 | }
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81 |
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82 | void linCombVector3(Vector3 result, const Vector3 pos, const Vector3 dir, const double t) {
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83 | int i;
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84 | for(i = 0; i < 3; i++) {
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85 | result[i] = pos[i]+t*dir[i];
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86 | }
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87 | }
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88 |
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89 | double squaredLength(const Vector3 vec) {
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90 | int i;
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91 | double tmp = 0.0;
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92 | for(i = 0; i < 3; i++) {
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93 | tmp += vec[i]*vec[i];
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94 | }
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95 | return tmp;
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96 | }
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97 |
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98 | void normalize(Vector3 vec) {
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99 | int i;
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100 | const double len = (double)(1.0/sqrt(squaredLength(vec)));
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101 | for(i = 0; i < 3; i++) {
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102 | vec[i] *= len;
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103 | }
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104 | }
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105 |
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106 | void copyNormalize(Vector3 vec, const Vector3 input) {
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107 | copyVector3(vec,input),
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108 | normalize(vec);
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109 | }
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110 |
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111 | /* | a1 a2 |
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112 | | b1 b2 | calculate the determinent of a 2x2 matrix*/
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113 | double det2x2(const double a1, const double a2,
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114 | const double b1, const double b2) {
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115 | return a1*b2 - b1*a2;
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116 | }
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117 |
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118 | /* | a1 a2 a3 |
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119 | | b1 b2 b3 |
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120 | | c1 c2 c3 | calculate the determinent of a 3x3 matrix*/
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121 | double det3x3(const double a1, const double a2, const double a3,
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122 | const double b1, const double b2, const double b3,
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123 | const double c1, const double c2, const double c3) {
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124 | return a1*det2x2(b2,b3,c2,c3) - b1*det2x2(a2,a3,c2,c3) +
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125 | c1*det2x2(a2,a3,b2,b3);
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126 | }
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127 | void cross(Vector3 result, const Vector3 a, const Vector3 b) {
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128 | result[0] = det2x2(a[1],b[1],a[2],b[2]);
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129 | result[1] = -det2x2(a[0],b[0],a[2],b[2]);
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130 | result[2] = det2x2(a[0],b[0],a[1],b[1]);
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131 | }
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132 |
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133 | double dot(const Vector3 a, const Vector3 b) {
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134 | return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];
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135 | }
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136 |
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137 | void look(Matrix4x4 output, const Vector3 pos, const Vector3 dir, const Vector3 up) {
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138 | Vector3 dirN;
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139 | Vector3 upN;
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140 | Vector3 lftN;
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141 |
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142 | cross(lftN,dir,up);
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143 | normalize(lftN);
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144 |
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145 | cross(upN,lftN,dir);
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146 | normalize(upN);
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147 | copyNormalize(dirN,dir);
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148 |
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149 | output[ 0] = lftN[0];
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150 | output[ 1] = upN[0];
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151 | output[ 2] = -dirN[0];
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152 | output[ 3] = 0.0;
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153 |
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154 | output[ 4] = lftN[1];
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155 | output[ 5] = upN[1];
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156 | output[ 6] = -dirN[1];
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157 | output[ 7] = 0.0;
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158 |
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159 | output[ 8] = lftN[2];
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160 | output[ 9] = upN[2];
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161 | output[10] = -dirN[2];
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162 | output[11] = 0.0;
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163 |
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164 | output[12] = -dot(lftN,pos);
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165 | output[13] = -dot(upN,pos);
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166 | output[14] = dot(dirN,pos);
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167 | output[15] = 1.0;
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168 | }
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169 |
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170 | void makeScaleMtx(Matrix4x4 output, const double x, const double y, const double z) {
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171 | output[ 0] = x;
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172 | output[ 1] = 0.0;
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173 | output[ 2] = 0.0;
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174 | output[ 3] = 0.0;
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175 |
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176 | output[ 4] = 0.0;
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177 | output[ 5] = y;
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178 | output[ 6] = 0.0;
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179 | output[ 7] = 0.0;
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180 |
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181 | output[ 8] = 0.0;
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182 | output[ 9] = 0.0;
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183 | output[10] = z;
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184 | output[11] = 0.0;
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185 |
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186 | output[12] = 0.0;
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187 | output[13] = 0.0;
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188 | output[14] = 0.0;
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189 | output[15] = 1.0;
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190 | }
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191 |
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192 | void makeTranslationMtx(Matrix4x4 output, Vector3 translation) {
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193 | output[ 0] = 1.0;
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194 | output[ 1] = 0.0;
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195 | output[ 2] = 0.0;
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196 | output[ 3] = 0;//translation[0];
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197 |
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198 | output[ 4] = 0.0;
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199 | output[ 5] = 1.0;
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200 | output[ 6] = 0.0;
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201 | output[ 7] = 0;//translation[1];
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202 |
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203 | output[ 8] = 0.0;
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204 | output[ 9] = 0.0;
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205 | output[10] = 1.0;
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206 | output[11] = 0;//translation[2];
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207 |
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208 | output[12] = translation[0];//0.0;
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209 | output[13] = translation[1];//0.0;
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210 | output[14] = translation[2];//0.0;
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211 | output[15] = 1.0;
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212 | }
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213 |
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214 | void makeRotationZMtx(Matrix4x4 output, const double rad)
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215 | {
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216 | output[ 0] = cos(rad);
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217 | output[ 1] = sin(rad);
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218 | output[ 2] = 0.0;
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219 | output[ 3] = 0.0;
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220 |
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221 | output[ 4] = -sin(rad);
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222 | output[ 5] = cos(rad);
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223 | output[ 6] = 0.0;
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224 | output[ 7] = 0.0;
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225 |
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226 | output[ 8] = 0.0;
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227 | output[ 9] = 0.0;
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228 | output[10] = 1.0;
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229 | output[11] = 0.0;
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230 |
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231 | output[12] = 0.0;
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232 | output[13] = 0.0;
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233 | output[14] = 0.0;
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234 | output[15] = 1.0;
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235 | }
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236 |
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237 | void makeRotationXMtx(Matrix4x4 output, const double rad)
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238 | {
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239 | output[ 0] = 1.0;
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240 | output[ 1] = 0.0;
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241 | output[ 2] = 0.0;
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242 | output[ 3] = 0.0;
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243 |
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244 | output[ 4] = 0.0;
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245 | output[ 5] = cos(rad);
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246 | output[ 6] = sin(rad);
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247 | output[ 7] = 0.0;
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248 |
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249 | output[ 8] = 0.0;
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250 | output[ 9] = -sin(rad);
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251 | output[10] = cos(rad);
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252 | output[11] = 0.0;
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253 |
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254 | output[12] = 0.0;
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255 | output[13] = 0.0;
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256 | output[14] = 0.0;
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257 | output[15] = 1.0;
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258 | }
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259 |
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260 | void makeRotationYMtx(Matrix4x4 output, const double rad)
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261 | {
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262 | output[ 0] = cos(rad);
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263 | output[ 1] = 0.0;
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264 | output[ 2] = -sin(rad);
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265 | output[ 3] = 0.0;
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266 |
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267 | output[ 4] = 0.0;
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268 | output[ 5] = 1.0;
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269 | output[ 6] = 0.0;
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270 | output[ 7] = 0.0;
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271 |
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272 | output[ 8] = sin(rad);
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273 | output[ 9] = 0.0;
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274 | output[10] = cos(rad);
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275 | output[11] = 0.0;
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276 |
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277 | output[12] = 0.0;
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278 | output[13] = 0.0;
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279 | output[14] = 0.0;
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280 | output[15] = 1.0;
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281 | }
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282 |
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283 | void scaleTranslateToFit(Matrix4x4 output, const Vector3 vMin, const Vector3 vMax) {
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284 | output[ 0] = 2/(vMax[0]-vMin[0]);
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285 | output[ 4] = 0;
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286 | output[ 8] = 0;
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287 | output[12] = -(vMax[0]+vMin[0])/(vMax[0]-vMin[0]);
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288 |
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289 | output[ 1] = 0;
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290 | output[ 5] = 2/(vMax[1]-vMin[1]);
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291 | output[ 9] = 0;
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292 | output[13] = -(vMax[1]+vMin[1])/(vMax[1]-vMin[1]);
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293 |
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294 | output[ 2] = 0;
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295 | output[ 6] = 0;
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296 | output[10] = 2/(vMax[2]-vMin[2]);
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297 | output[14] = -(vMax[2]+vMin[2])/(vMax[2]-vMin[2]);
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298 |
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299 | output[ 3] = 0;
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300 | output[ 7] = 0;
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301 | output[11] = 0;
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302 | output[15] = 1;
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303 | }
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304 |
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305 | void perspectiveRad(Matrix4x4 output, const double vFovy, const double vAspect,
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306 | const double vNearDis, const double vFarDis) {
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307 | const double f = coTan(vFovy/2);
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308 | const double dif = 1/(vNearDis-vFarDis);
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309 |
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310 | output[ 0] = f/vAspect;
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311 | output[ 4] = 0;
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312 | output[ 8] = 0;
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313 | output[12] = 0;
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314 |
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315 | output[ 1] = 0;
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316 | output[ 5] = f;
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317 | output[ 9] = 0;
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318 | output[13] = 0;
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319 |
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320 | output[ 2] = 0;
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321 | output[ 6] = 0;
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322 | output[10] = (vFarDis+vNearDis)*dif;
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323 | output[14] = 2*vFarDis*vNearDis*dif;
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324 |
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325 | output[ 3] = 0;
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326 | output[ 7] = 0;
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327 | output[11] = -1;
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328 | output[15] = 0;
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329 | }
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330 |
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331 | void perspectiveDeg(Matrix4x4 output, const double vFovy, const double vAspect,
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332 | const double vNearDis, const double vFarDis) {
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333 | perspectiveRad(output,vFovy*PI_180,vAspect,vNearDis,vFarDis);
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334 | }
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335 |
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336 | void invert(Matrix4x4 output, const Matrix4x4 i) {
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337 | double a11 = det3x3(i[5],i[6],i[7],i[9],i[10],i[11],i[13],i[14],i[15]);
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338 | double a21 = -det3x3(i[1],i[2],i[3],i[9],i[10],i[11],i[13],i[14],i[15]);
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339 | double a31 = det3x3(i[1],i[2],i[3],i[5],i[6],i[7],i[13],i[14],i[15]);
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340 | double a41 = -det3x3(i[1],i[2],i[3],i[5],i[6],i[7],i[9],i[10],i[11]);
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341 |
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342 | double a12 = -det3x3(i[4],i[6],i[7],i[8],i[10],i[11],i[12],i[14],i[15]);
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343 | double a22 = det3x3(i[0],i[2],i[3],i[8],i[10],i[11],i[12],i[14],i[15]);
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344 | double a32 = -det3x3(i[0],i[2],i[3],i[4],i[6],i[7],i[12],i[14],i[15]);
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345 | double a42 = det3x3(i[0],i[2],i[3],i[4],i[6],i[7],i[8],i[10],i[11]);
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346 |
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347 | double a13 = det3x3(i[4],i[5],i[7],i[8],i[9],i[11],i[12],i[13],i[15]);
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348 | double a23 = -det3x3(i[0],i[1],i[3],i[8],i[9],i[11],i[12],i[13],i[15]);
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349 | double a33 = det3x3(i[0],i[1],i[3],i[4],i[5],i[7],i[12],i[13],i[15]);
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350 | double a43 = -det3x3(i[0],i[1],i[3],i[4],i[5],i[7],i[8],i[9],i[11]);
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351 |
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352 | double a14 = -det3x3(i[4],i[5],i[6],i[8],i[9],i[10],i[12],i[13],i[14]);
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353 | double a24 = det3x3(i[0],i[1],i[2],i[8],i[9],i[10],i[12],i[13],i[14]);
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354 | double a34 = -det3x3(i[0],i[1],i[2],i[4],i[5],i[6],i[12],i[13],i[14]);
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355 | double a44 = det3x3(i[0],i[1],i[2],i[4],i[5],i[6],i[8],i[9],i[10]);
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356 |
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357 | double det = (i[0]*a11) + (i[4]*a21) + (i[8]*a31) + (i[12]*a41);
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358 | double oodet = 1/det;
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359 |
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360 | output[ 0] = a11*oodet;
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361 | output[ 1] = a21*oodet;
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362 | output[ 2] = a31*oodet;
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363 | output[ 3] = a41*oodet;
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364 |
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365 | output[ 4] = a12*oodet;
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366 | output[ 5] = a22*oodet;
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367 | output[ 6] = a32*oodet;
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368 | output[ 7] = a42*oodet;
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369 |
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370 | output[ 8] = a13*oodet;
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371 | output[ 9] = a23*oodet;
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372 | output[10] = a33*oodet;
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373 | output[11] = a43*oodet;
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374 |
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375 | output[12] = a14*oodet;
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376 | output[13] = a24*oodet;
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377 | output[14] = a34*oodet;
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378 | output[15] = a44*oodet;
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379 | }
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380 |
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381 | void multUnSave(Matrix4x4 output, const Matrix4x4 a, const Matrix4x4 b) {
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382 | const int SIZE = 4;
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383 | int iCol;
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384 | for(iCol = 0; iCol < SIZE; iCol++) {
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385 | const int cID = iCol*SIZE;
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386 | int iRow;
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387 | for(iRow = 0; iRow < SIZE; iRow++) {
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388 | const int id = iRow+cID;
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389 | int k;
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390 | output[id] = a[iRow]*b[cID];
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391 | for(k = 1; k < SIZE; k++) {
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392 | output[id] += a[iRow+k*SIZE]*b[k+cID];
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393 | }
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394 | }
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395 | }
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396 | }
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397 |
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398 | void mult(Matrix4x4 output, const Matrix4x4 a, const Matrix4x4 b) {
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399 | if(a == output) {
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400 | Matrix4x4 tmpA;
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401 | copyMatrix(tmpA,a);
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402 | if(b == output) {
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403 | multUnSave(output,tmpA,tmpA);
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404 | }
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405 | else {
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406 | multUnSave(output,tmpA,b);
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407 | }
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408 | }
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409 | else {
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410 | if(b == output) {
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411 | Matrix4x4 tmpB;
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412 | copyMatrix(tmpB,b);
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413 | multUnSave(output,a,tmpB);
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414 | }
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415 | else {
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416 | multUnSave(output,a,b);
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417 | }
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418 | }
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419 | }
|
---|
420 |
|
---|
421 | void mulHomogenPoint(Vector3 output, const Matrix4x4 m, const Vector3 v) {
|
---|
422 | //if v == output -> overwriting problems -> so store in temp
|
---|
423 | double x = m[0]*v[0] + m[4]*v[1] + m[ 8]*v[2] + m[12];
|
---|
424 | double y = m[1]*v[0] + m[5]*v[1] + m[ 9]*v[2] + m[13];
|
---|
425 | double z = m[2]*v[0] + m[6]*v[1] + m[10]*v[2] + m[14];
|
---|
426 | double w = m[3]*v[0] + m[7]*v[1] + m[11]*v[2] + m[15];
|
---|
427 |
|
---|
428 | output[0] = x/w;
|
---|
429 | output[1] = y/w;
|
---|
430 | output[2] = z/w;
|
---|
431 | }
|
---|
432 |
|
---|
433 | void appendToCubicHull(Vector3 min, Vector3 max, const Vector3 v) {
|
---|
434 | int j;
|
---|
435 | for(j = 0; j < 3; j++) {
|
---|
436 | if(v[j] < min[j]) {
|
---|
437 | min[j] = v[j];
|
---|
438 | }
|
---|
439 | else if(v[j] > max[j]) {
|
---|
440 | max[j] = v[j];
|
---|
441 | }
|
---|
442 | }
|
---|
443 | }
|
---|
444 |
|
---|
445 | void calcCubicHull(Vector3 min, Vector3 max, const Vector3* ps, const int size) {
|
---|
446 | if(size > 0) {
|
---|
447 | int i;
|
---|
448 | copyVector3(min,ps[0]);
|
---|
449 | copyVector3(max,ps[0]);
|
---|
450 | for(i = 1; i < size; i++) {
|
---|
451 | appendToCubicHull(min,max,ps[i]);
|
---|
452 | }
|
---|
453 | }
|
---|
454 | }
|
---|
455 |
|
---|
456 | void calcViewFrustumWorldCoord(Vector3x8 points, const Matrix4x4 invEyeProjView) {
|
---|
457 | const struct AABox box = {
|
---|
458 | {-1, -1, -1},
|
---|
459 | {1, 1, 1}
|
---|
460 | };
|
---|
461 | int i;
|
---|
462 | calcAABoxPoints(points,box); //calc unit cube corner points
|
---|
463 | for(i = 0; i < 8; i++) {
|
---|
464 | mulHomogenPoint(points[i],invEyeProjView,points[i]); //camera to world frame
|
---|
465 | }
|
---|
466 | //viewFrustumWorldCoord[0] == near-bottom-left
|
---|
467 | //viewFrustumWorldCoord[1] == near-bottom-right
|
---|
468 | //viewFrustumWorldCoord[2] == near-top-right
|
---|
469 | //viewFrustumWorldCoord[3] == near-top-left
|
---|
470 | //viewFrustumWorldCoord[4] == far-bottom-left
|
---|
471 | //viewFrustumWorldCoord[5] == far-bottom-right
|
---|
472 | //viewFrustumWorldCoord[6] == far-top-right
|
---|
473 | //viewFrustumWorldCoord[7] == far-top-left
|
---|
474 | }
|
---|
475 |
|
---|
476 | void calcViewFrustObject(struct Object* obj, const Vector3x8 p) {
|
---|
477 | int i;
|
---|
478 | Vector3* ps;
|
---|
479 | objectSetSize(obj,6);
|
---|
480 | for(i = 0; i < 6; i++) {
|
---|
481 | vecPointSetSize(&obj->poly[i],4);
|
---|
482 | }
|
---|
483 | //near poly ccw
|
---|
484 | ps = obj->poly[0].points;
|
---|
485 | for(i = 0; i < 4; i++) {
|
---|
486 | copyVector3(ps[i],p[i]);
|
---|
487 | }
|
---|
488 | //far poly ccw
|
---|
489 | ps = obj->poly[1].points;
|
---|
490 | for(i = 4; i < 8; i++) {
|
---|
491 | copyVector3(ps[i-4],p[11-i]);
|
---|
492 | }
|
---|
493 | //left poly ccw
|
---|
494 | ps = obj->poly[2].points;
|
---|
495 | copyVector3(ps[0],p[0]);
|
---|
496 | copyVector3(ps[1],p[3]);
|
---|
497 | copyVector3(ps[2],p[7]);
|
---|
498 | copyVector3(ps[3],p[4]);
|
---|
499 | //right poly ccw
|
---|
500 | ps = obj->poly[3].points;
|
---|
501 | copyVector3(ps[0],p[1]);
|
---|
502 | copyVector3(ps[1],p[5]);
|
---|
503 | copyVector3(ps[2],p[6]);
|
---|
504 | copyVector3(ps[3],p[2]);
|
---|
505 | //bottom poly ccw
|
---|
506 | ps = obj->poly[4].points;
|
---|
507 | copyVector3(ps[0],p[4]);
|
---|
508 | copyVector3(ps[1],p[5]);
|
---|
509 | copyVector3(ps[2],p[1]);
|
---|
510 | copyVector3(ps[3],p[0]);
|
---|
511 | //top poly ccw
|
---|
512 | ps = obj->poly[5].points;
|
---|
513 | copyVector3(ps[0],p[6]);
|
---|
514 | copyVector3(ps[1],p[7]);
|
---|
515 | copyVector3(ps[2],p[3]);
|
---|
516 | copyVector3(ps[3],p[2]);
|
---|
517 | }
|
---|
518 |
|
---|
519 | void transformVecPoint(struct VecPoint* poly, const Matrix4x4 xForm) {
|
---|
520 | if(0 != poly) {
|
---|
521 | int i;
|
---|
522 | for(i = 0; i < poly->size; i++) {
|
---|
523 | mulHomogenPoint(poly->points[i],xForm,poly->points[i]);
|
---|
524 | }
|
---|
525 | }
|
---|
526 | }
|
---|
527 |
|
---|
528 | void transformObject(struct Object* obj, const Matrix4x4 xForm) {
|
---|
529 | if(0 != obj) {
|
---|
530 | int i;
|
---|
531 | for(i = 0; i < obj->size; i++) {
|
---|
532 | transformVecPoint( &(obj->poly[i]) ,xForm);
|
---|
533 | }
|
---|
534 | }
|
---|
535 | }
|
---|
536 |
|
---|
537 | void calcObjectCubicHull(Vector3 min, Vector3 max, const struct Object obj) {
|
---|
538 | if(0 < obj.size) {
|
---|
539 | int i;
|
---|
540 | calcCubicHull(min,max,obj.poly[0].points,obj.poly[0].size);
|
---|
541 | for(i = 1; i < obj.size; i++) {
|
---|
542 | struct VecPoint* p = &(obj.poly[i]);
|
---|
543 | int j;
|
---|
544 | for(j = 0; j < p->size; j++) {
|
---|
545 | appendToCubicHull(min,max,p->points[j]);
|
---|
546 | }
|
---|
547 | }
|
---|
548 | }
|
---|
549 | }
|
---|
550 |
|
---|
551 | int findSamePointInVecPoint(const struct VecPoint poly, const Vector3 p) {
|
---|
552 | int i;
|
---|
553 | for(i = 0; i < poly.size; i++) {
|
---|
554 | if(alikeVector3(poly.points[i],p,(double)0.001)) {
|
---|
555 | return i;
|
---|
556 | }
|
---|
557 | }
|
---|
558 | return -1;
|
---|
559 | }
|
---|
560 |
|
---|
561 | int findSamePointInObjectAndSwapWithLast(struct Object *inter, const Vector3 p) {
|
---|
562 | int i;
|
---|
563 | if(0 == inter) {
|
---|
564 | return -1;
|
---|
565 | }
|
---|
566 | if(1 > inter->size) {
|
---|
567 | return -1;
|
---|
568 | }
|
---|
569 | for(i = inter->size; i > 0; i--) {
|
---|
570 | struct VecPoint* poly = &(inter->poly[i-1]);
|
---|
571 | if(2 == poly->size) {
|
---|
572 | const int nr = findSamePointInVecPoint(*poly,p);
|
---|
573 | if(0 <= nr) {
|
---|
574 | //swap with last
|
---|
575 | swapVecPoint(poly, &(inter->poly[inter->size-1]) );
|
---|
576 | return nr;
|
---|
577 | }
|
---|
578 | }
|
---|
579 | }
|
---|
580 | return -1;
|
---|
581 | }
|
---|
582 |
|
---|
583 | void appendIntersectionVecPoint(struct Object* obj, struct Object* inter) {
|
---|
584 | struct VecPoint *polyOut;
|
---|
585 | struct VecPoint *polyIn;
|
---|
586 | int size = obj->size;
|
---|
587 | int i;
|
---|
588 | //you need at least 3 sides for a polygon
|
---|
589 | if(3 > inter->size) {
|
---|
590 | return;
|
---|
591 | }
|
---|
592 | //compact inter: remove poly.size != 2 from end on forward
|
---|
593 | for(i = inter->size; 0 < i; i--) {
|
---|
594 | if(2 == inter->poly[i-1].size) {
|
---|
595 | break;
|
---|
596 | }
|
---|
597 | }
|
---|
598 | objectSetSize(inter,i);
|
---|
599 | //you need at least 3 sides for a polygon
|
---|
600 | if(3 > inter->size) {
|
---|
601 | return;
|
---|
602 | }
|
---|
603 | //make place for one additional polygon in obj
|
---|
604 | objectSetSize(obj,size+1);
|
---|
605 | polyOut = &(obj->poly[size]);
|
---|
606 | //we have line segments in each poly of inter
|
---|
607 | //take last linesegment as first and second point
|
---|
608 | polyIn = &(inter->poly[inter->size-1]);
|
---|
609 | append2VecPoint(polyOut,polyIn->points[0]);
|
---|
610 | append2VecPoint(polyOut,polyIn->points[1]);
|
---|
611 | //remove last poly from inter, because it is already saved
|
---|
612 | objectSetSize(inter,inter->size-1);
|
---|
613 |
|
---|
614 | //iterate over inter until their is no line segment left
|
---|
615 | while(0 < inter->size) {
|
---|
616 | //pointer on last point to compare
|
---|
617 | Vector3 *lastPt = &(polyOut->points[polyOut->size-1]);
|
---|
618 | //find same point in inter to continue polygon
|
---|
619 | const int nr = findSamePointInObjectAndSwapWithLast(inter,*lastPt);
|
---|
620 | if(0 <= nr) {
|
---|
621 | //last line segment
|
---|
622 | polyIn = &(inter->poly[inter->size-1]);
|
---|
623 | //get the other point in this polygon and save into polyOut
|
---|
624 | append2VecPoint(polyOut,polyIn->points[(nr+1)%2]);
|
---|
625 | }
|
---|
626 | //remove last poly from inter, because it is already saved or degenerated
|
---|
627 | objectSetSize(inter,inter->size-1);
|
---|
628 | }
|
---|
629 | //last point can be deleted, because he is the same as the first (closes polygon)
|
---|
630 | vecPointSetSize(polyOut,polyOut->size-1);
|
---|
631 | }
|
---|
632 |
|
---|
633 | double pointPlaneDistance(const struct Plane A, const Vector3 p) {
|
---|
634 | return dot(A.n,p)+(A.d);
|
---|
635 | }
|
---|
636 |
|
---|
637 | int pointBeforePlane(const struct Plane A, const Vector3 p) {
|
---|
638 | return pointPlaneDistance(A,p) > 0.0;
|
---|
639 | }
|
---|
640 |
|
---|
641 | int intersectPlaneEdge(Vector3 output, const struct Plane A, const Vector3 a, const Vector3 b) {
|
---|
642 | Vector3 diff;
|
---|
643 | double t;
|
---|
644 | diffVector3(diff,b,a);
|
---|
645 | t = dot(A.n,diff);
|
---|
646 | if(0.0 == t)
|
---|
647 | return 0;
|
---|
648 | t = (A.d-dot(A.n,a))/t;
|
---|
649 | if(t < 0.0 || 1.0 < t)
|
---|
650 | return 0;
|
---|
651 | linCombVector3(output,a,diff,t);
|
---|
652 | return 1;
|
---|
653 | }
|
---|
654 |
|
---|
655 | void clipVecPointByPlane(const struct VecPoint poly, const struct Plane A, struct VecPoint* polyOut, struct VecPoint* interPts) {
|
---|
656 | int i;
|
---|
657 | int *outside = 0;
|
---|
658 | if(poly.size < 3 || 0 == polyOut) {
|
---|
659 | return;
|
---|
660 | }
|
---|
661 | outside = (int*)realloc(outside,sizeof(int)*poly.size);
|
---|
662 | //for each point
|
---|
663 | for(i = 0; i < poly.size; i++) {
|
---|
664 | outside[i] = pointBeforePlane(A,poly.points[i]);
|
---|
665 | }
|
---|
666 | for(i = 0; i < poly.size; i++) {
|
---|
667 | int idNext = (i+1) % poly.size;
|
---|
668 | //both outside -> save none
|
---|
669 | if(outside[i] && outside[idNext]) {
|
---|
670 | continue;
|
---|
671 | }
|
---|
672 | //outside to inside -> calc intersection save intersection and save i+1
|
---|
673 | if(outside[i]) {
|
---|
674 | Vector3 inter;
|
---|
675 | if(intersectPlaneEdge(inter,A,poly.points[i],poly.points[idNext])) {
|
---|
676 | append2VecPoint(polyOut,inter);
|
---|
677 | if(0 != interPts) {
|
---|
678 | append2VecPoint(interPts,inter);
|
---|
679 | }
|
---|
680 | }
|
---|
681 | append2VecPoint(polyOut,poly.points[idNext]);
|
---|
682 | continue;
|
---|
683 | }
|
---|
684 | //inside to outside -> calc intersection save intersection
|
---|
685 | if(outside[idNext]) {
|
---|
686 | Vector3 inter;
|
---|
687 | if(intersectPlaneEdge(inter,A,poly.points[i],poly.points[idNext])) {
|
---|
688 | append2VecPoint(polyOut,inter);
|
---|
689 | if(0 != interPts) {
|
---|
690 | append2VecPoint(interPts,inter);
|
---|
691 | }
|
---|
692 | }
|
---|
693 | continue;
|
---|
694 | }
|
---|
695 | //both inside -> save point i+1
|
---|
696 | append2VecPoint(polyOut,poly.points[idNext]);
|
---|
697 | }
|
---|
698 | outside = (int*)realloc(outside,0);
|
---|
699 | }
|
---|
700 |
|
---|
701 | void clipObjectByPlane(const struct Object obj, const struct Plane A, struct Object* objOut) {
|
---|
702 | int i;
|
---|
703 | struct Object inter = OBJECT_NULL;
|
---|
704 | struct Object objIn = OBJECT_NULL;
|
---|
705 | if(0 == obj.size || 0 == objOut)
|
---|
706 | return;
|
---|
707 | if(obj.poly == objOut->poly) {
|
---|
708 | //need to copy object if input and output are the same
|
---|
709 | copyObject(&objIn,obj);
|
---|
710 | }
|
---|
711 | else {
|
---|
712 | objIn = obj;
|
---|
713 | }
|
---|
714 | emptyObject(objOut);
|
---|
715 |
|
---|
716 | for(i = 0; i < objIn.size; i++)
|
---|
717 | {
|
---|
718 | int size = objOut->size;
|
---|
719 | objectSetSize(objOut,size+1);
|
---|
720 | objectSetSize(&inter,size+1);
|
---|
721 | clipVecPointByPlane(objIn.poly[i],A, &(objOut->poly[size]) , &(inter.poly[size]));
|
---|
722 | //if whole poly was clipped away -> delete empty poly
|
---|
723 | if(0 == objOut->poly[size].size) {
|
---|
724 | objectSetSize(objOut,size);
|
---|
725 | objectSetSize(&inter,size);
|
---|
726 | }
|
---|
727 | }
|
---|
728 | //add a polygon of all intersection points with plane to close the object
|
---|
729 | appendIntersectionVecPoint(objOut,&inter);
|
---|
730 | emptyObject(&inter);
|
---|
731 | emptyObject(&objIn);
|
---|
732 | }
|
---|
733 |
|
---|
734 |
|
---|
735 | void clipObjectByAABox(struct Object* obj, const struct AABox box) {
|
---|
736 | struct VecPlane planes = VECPLANE_NULL;
|
---|
737 | int i;
|
---|
738 | if(0 == obj) {
|
---|
739 | return;
|
---|
740 | }
|
---|
741 |
|
---|
742 | calcAABoxPlanes(&planes,box);
|
---|
743 | for(i = 0; i < planes.size; i++) {
|
---|
744 | clipObjectByPlane(*obj,planes.plane[i],obj);
|
---|
745 | }
|
---|
746 |
|
---|
747 | emptyVecPlane(&planes);
|
---|
748 | }
|
---|
749 |
|
---|
750 | int clipTest(const double p, const double q, double* u1, double* u2) {
|
---|
751 | // Return value is 'true' if line segment intersects the current test
|
---|
752 | // plane. Otherwise 'false' is returned in which case the line segment
|
---|
753 | // is entirely clipped.
|
---|
754 | if(0 == u1 || 0 == u2) {
|
---|
755 | return 0;
|
---|
756 | }
|
---|
757 | if(p < 0.0) {
|
---|
758 | double r = q/p;
|
---|
759 | if(r > (*u2)) {
|
---|
760 | return 0;
|
---|
761 | }
|
---|
762 | else {
|
---|
763 | if(r > (*u1)) {
|
---|
764 | (*u1) = r;
|
---|
765 | }
|
---|
766 | return 1;
|
---|
767 | }
|
---|
768 | }
|
---|
769 | else {
|
---|
770 | if(p > 0.0) {
|
---|
771 | double r = q/p;
|
---|
772 | if(r < (*u1)) {
|
---|
773 | return 0;
|
---|
774 | }
|
---|
775 | else {
|
---|
776 | if(r < (*u2)) {
|
---|
777 | (*u2) = r;
|
---|
778 | }
|
---|
779 | return 1;
|
---|
780 | }
|
---|
781 | }
|
---|
782 | else {
|
---|
783 | return q >= 0.0;
|
---|
784 | }
|
---|
785 | }
|
---|
786 | }
|
---|
787 |
|
---|
788 | int intersectionLineAABox(Vector3 v, const Vector3 p, const Vector3 dir, const struct AABox b) {
|
---|
789 | double t1 = 0.0;
|
---|
790 | double t2 = DOUBLE_MAX;
|
---|
791 | int intersect =
|
---|
792 | clipTest(-dir[2],p[2]-b.min[2],&t1,&t2) && clipTest(dir[2],b.max[2]-p[2],&t1,&t2) &&
|
---|
793 | clipTest(-dir[1],p[1]-b.min[1],&t1,&t2) && clipTest(dir[1],b.max[1]-p[1],&t1,&t2) &&
|
---|
794 | clipTest(-dir[0],p[0]-b.min[0],&t1,&t2) && clipTest(dir[0],b.max[0]-p[0],&t1,&t2);
|
---|
795 | if(!intersect) {
|
---|
796 | return 0;
|
---|
797 | }
|
---|
798 | intersect = 0;
|
---|
799 | if(0 <= t1) {
|
---|
800 | linCombVector3(v,p,dir,t1);
|
---|
801 | intersect = 1;
|
---|
802 | }
|
---|
803 | if(0 <= t2) {
|
---|
804 | linCombVector3(v,p,dir,t2);
|
---|
805 | intersect = 1;
|
---|
806 | }
|
---|
807 | return intersect;
|
---|
808 | }
|
---|
809 |
|
---|
810 |
|
---|
811 | void includeObjectLightVolume(struct VecPoint* points, const struct Object obj,
|
---|
812 | const Vector3 lightDir, const struct AABox sceneAABox) {
|
---|
813 | if(0 != points) {
|
---|
814 | int i, size;
|
---|
815 | Vector3 ld;
|
---|
816 | copyVector3Values(ld,-lightDir[0],-lightDir[1],-lightDir[2]);
|
---|
817 | convObject2VecPoint(points,obj);
|
---|
818 | size = points->size;
|
---|
819 | //for each point add the point on the ray in -lightDir
|
---|
820 | //intersected with the sceneAABox
|
---|
821 | for(i = 0; i < size; i++) {
|
---|
822 | Vector3 pt;
|
---|
823 | if(intersectionLineAABox(pt,points->points[i],ld,sceneAABox) ) {
|
---|
824 | append2VecPoint(points,pt);
|
---|
825 | }
|
---|
826 | }
|
---|
827 | }
|
---|
828 | }
|
---|
829 |
|
---|
830 | void calcFocusedLightVolumePoints(struct VecPoint* points, const Matrix4x4 invEyeProjView,
|
---|
831 | const Vector3 lightDir,const struct AABox sceneAABox) {
|
---|
832 | Vector3x8 pts;
|
---|
833 | struct Object obj = OBJECT_NULL;
|
---|
834 |
|
---|
835 | calcViewFrustumWorldCoord(pts,invEyeProjView);
|
---|
836 | calcViewFrustObject(&obj, pts);
|
---|
837 | clipObjectByAABox(&obj,sceneAABox);
|
---|
838 | includeObjectLightVolume(points,obj,lightDir,sceneAABox);
|
---|
839 | emptyObject(&obj);
|
---|
840 | }
|
---|
841 |
|
---|
842 | void calcViewFrustumPlanes(struct VecPlane* planes, const Matrix4x4 eyeProjView) {
|
---|
843 | if(0 != planes) {
|
---|
844 | int i;
|
---|
845 |
|
---|
846 | planesSetSize(planes, 6);
|
---|
847 |
|
---|
848 | //---- extract the plane equations
|
---|
849 | for (i = 0; i < 4; i++) {
|
---|
850 | setPlaneCoeff(eyeProjView[i * 4 + 3] - eyeProjView[i * 4 + 0], planes->plane + 0, i); // right plane
|
---|
851 | setPlaneCoeff(eyeProjView[i * 4 + 3] + eyeProjView[i * 4 + 0], planes->plane + 1, i); // left plane
|
---|
852 | setPlaneCoeff(eyeProjView[i * 4 + 3] + eyeProjView[i * 4 + 1], planes->plane + 2, i); // bottom plane
|
---|
853 | setPlaneCoeff(eyeProjView[i * 4 + 3] - eyeProjView[i * 4 + 1], planes->plane + 3, i); // top plane
|
---|
854 | setPlaneCoeff(eyeProjView[i * 4 + 3] - eyeProjView[i * 4 + 2], planes->plane + 4, i); // far plane
|
---|
855 | setPlaneCoeff(eyeProjView[i * 4 + 3] + eyeProjView[i * 4 + 2], planes->plane + 5, i); // near plane
|
---|
856 | }
|
---|
857 |
|
---|
858 | //---- normalize the coefficients
|
---|
859 | for (i = 0; i < 6; i++) {
|
---|
860 | float invLength = 1;
|
---|
861 | float length = (float)sqrt(squaredLength(planes->plane[i].n));
|
---|
862 |
|
---|
863 | if(length) invLength = 1.0f / length;
|
---|
864 |
|
---|
865 | planes->plane[i].n[0] *= invLength;
|
---|
866 | planes->plane[i].n[1] *= invLength;
|
---|
867 | planes->plane[i].n[2] *= invLength;
|
---|
868 |
|
---|
869 | planes->plane[i].d *= invLength;
|
---|
870 | }
|
---|
871 | }
|
---|
872 | }
|
---|
873 |
|
---|
874 | int calcAABNearestVertexIdx(Vector3 clipPlaneNormal) {
|
---|
875 | int index;
|
---|
876 |
|
---|
877 | // 7+------+6
|
---|
878 | // /| /|
|
---|
879 | // / | / |
|
---|
880 | // / 4+---/--+5
|
---|
881 | // 3+------+2 / y z
|
---|
882 | // | / | / | /
|
---|
883 | // |/ |/ |/
|
---|
884 | // 0+------+1 *---x
|
---|
885 | if (clipPlaneNormal[0] <= 0.0f) {
|
---|
886 | index = (clipPlaneNormal[1] <= 0.0f) ? 0 : 3;
|
---|
887 | }
|
---|
888 | else {
|
---|
889 | index = (clipPlaneNormal[1] <= 0.0f) ? 1 : 2;
|
---|
890 | }
|
---|
891 |
|
---|
892 | return (clipPlaneNormal[2] <= 0.0f) ? index : 4 + index;
|
---|
893 | }
|
---|
894 |
|
---|
895 | int calcAABFarthestVertexIdx(Vector3 clipPlaneNormal) {
|
---|
896 | int index;
|
---|
897 |
|
---|
898 | if (clipPlaneNormal[0] > 0.0f) {
|
---|
899 | index = (clipPlaneNormal[1] > 0.0f) ? 0 : 3;
|
---|
900 | }
|
---|
901 | else {
|
---|
902 | index = (clipPlaneNormal[1] > 0.0f) ? 1 : 2;
|
---|
903 | }
|
---|
904 |
|
---|
905 | return (clipPlaneNormal[2] > 0.0f) ? index : 4 + index;
|
---|
906 | }
|
---|
907 |
|
---|
908 | void calcAABNPVertexIndices(int *vertexIndices, const struct VecPlane planes) {
|
---|
909 | int i;
|
---|
910 | for (i = 0; i < 6; i++)
|
---|
911 | {
|
---|
912 | vertexIndices[i * 2 + 0] = calcAABNearestVertexIdx(planes.plane[i].n); // n-vertex
|
---|
913 | vertexIndices[i * 2 + 1] = calcAABFarthestVertexIdx(planes.plane[i].n); // p-vertex
|
---|
914 | }
|
---|
915 | }
|
---|
916 |
|
---|
917 | void combineAABoxes(struct AABox *a, const struct AABox b) {
|
---|
918 | appendToCubicHull(a->min, a->max, b.min);
|
---|
919 | appendToCubicHull(a->min, a->max, b.max);
|
---|
920 | }
|
---|
921 |
|
---|
922 | double calcAABoxVolume(const struct AABox aab)
|
---|
923 | {
|
---|
924 | return (aab.max[0] - aab.min[0]) *
|
---|
925 | (aab.max[1] - aab.min[1]) *
|
---|
926 | (aab.max[2] - aab.min[2]);
|
---|
927 | }
|
---|
928 |
|
---|
929 |
|
---|
930 | void calcAABoxCenter(Vector3 vec, const struct AABox aab)
|
---|
931 | {
|
---|
932 | diffVector3(vec, aab.max, aab.min);
|
---|
933 | vec[0] *= 0.5f; vec[1] *= 0.5f; vec[2] *= 0.5f;
|
---|
934 |
|
---|
935 | addVector3(vec, aab.min, vec);
|
---|
936 | }
|
---|
937 |
|
---|
938 |
|
---|
939 | double calcAABoxSurface(const struct AABox aab)
|
---|
940 | {
|
---|
941 | return 2 * (aab.max[0] - aab.min[0]) * (aab.max[1] - aab.min[1]) +
|
---|
942 | 2 * (aab.max[0] - aab.min[0]) * (aab.max[2] - aab.min[2]) +
|
---|
943 | 2 * (aab.max[1] - aab.min[1]) * (aab.max[2] - aab.min[2]);
|
---|
944 | }
|
---|
945 |
|
---|
946 | void clipAABoxByAABox(struct AABox *aab, const struct AABox enclosed)
|
---|
947 | {
|
---|
948 | int i;
|
---|
949 | for(i=0; i < 3; i++)
|
---|
950 | {
|
---|
951 | if(aab->min[i] < enclosed.min[i])
|
---|
952 | aab->min[i] = enclosed.min[i];
|
---|
953 | if(aab->max[i] > enclosed.max[i])
|
---|
954 | aab->max[i] = enclosed.max[i];
|
---|
955 | }
|
---|
956 | }
|
---|
957 |
|
---|
958 |
|
---|
959 | void rotateVectorZ(Vector3 v, double rad)
|
---|
960 | {
|
---|
961 | Vector3 temp;
|
---|
962 |
|
---|
963 | temp[0] = v[0]*cos(rad) - v[1]*sin(rad);
|
---|
964 | temp[1] = v[0]*sin(rad) + v[1]*cos(rad);
|
---|
965 | temp[2] = v[2];
|
---|
966 |
|
---|
967 | copyVector3(v, temp);
|
---|
968 | }
|
---|
969 |
|
---|
970 |
|
---|
971 | void rotateVectorX(Vector3 v, double rad)
|
---|
972 | {
|
---|
973 | Vector3 temp;
|
---|
974 |
|
---|
975 | temp[0] = v[0];
|
---|
976 | temp[1] = v[1]*cos(rad) - v[2]*sin(rad);
|
---|
977 | temp[2] = v[1]*sin(rad) + v[2]*cos(rad);
|
---|
978 |
|
---|
979 | copyVector3(v, temp);
|
---|
980 | }
|
---|
981 |
|
---|
982 |
|
---|
983 | void rotateVectorY(Vector3 v, double rad)
|
---|
984 | {
|
---|
985 | Vector3 temp;
|
---|
986 |
|
---|
987 | temp[0] = v[2]*sin(rad) + v[0]*cos(rad);
|
---|
988 | temp[1] = v[1];
|
---|
989 | temp[2] = v[2]*cos(rad) - v[0]*sin(rad);
|
---|
990 |
|
---|
991 | copyVector3(v, temp);
|
---|
992 | }
|
---|
993 |
|
---|
994 |
|
---|
995 |
|
---|
996 | void rotateVector(Vector3 result, const Vector3 input, const float rad, const Vector3 axis)
|
---|
997 | {
|
---|
998 | // using quaternions (vector and scalar part)
|
---|
999 | float s = (float)cos(rad * 0.5);
|
---|
1000 | float h = (float)sin(rad * 0.5);
|
---|
1001 | float p_v_dot;
|
---|
1002 |
|
---|
1003 | Vector3 hvec = {axis[0] * h, axis[1]* h, axis[2] * h};
|
---|
1004 | Vector3 hvec2;
|
---|
1005 | Vector3 hvec3;
|
---|
1006 |
|
---|
1007 | cross(hvec2, hvec, input);
|
---|
1008 | cross(hvec3, hvec, hvec2);
|
---|
1009 |
|
---|
1010 | p_v_dot = (float)dot(input, hvec);
|
---|
1011 |
|
---|
1012 | result[0] = s * s * input[0] + hvec[0] * p_v_dot +
|
---|
1013 | 2.0f * s * hvec2[0] + hvec3[0];
|
---|
1014 |
|
---|
1015 | result[1] = s * s * input[1] + hvec[1] * p_v_dot +
|
---|
1016 | 2.0f * s *hvec2[1] + hvec3[1];
|
---|
1017 |
|
---|
1018 | result[2] = s * s * input[2] + hvec[2] * p_v_dot +
|
---|
1019 | 2.0f * s *hvec2[2] + hvec3[2];
|
---|
1020 |
|
---|
1021 | }
|
---|
1022 |
|
---|
1023 |
|
---|
1024 | void vectorNormal(Vector3 result, const Vector3 vec)
|
---|
1025 | {
|
---|
1026 | result[0] = 0.0f;
|
---|
1027 | result[1] = 0.0f;
|
---|
1028 | result[2] = 0.0f;
|
---|
1029 |
|
---|
1030 | // to avoid 0-vector: look if at least one component is not 0)
|
---|
1031 | if((vec[0] != 0.0f) || (vec[1] != 0.0f))
|
---|
1032 | {
|
---|
1033 | result[0] = -vec[1];
|
---|
1034 | result[1] = vec[0];
|
---|
1035 | }
|
---|
1036 | else
|
---|
1037 | {
|
---|
1038 | result[0] = -vec[2];
|
---|
1039 | result[1] = vec[0];
|
---|
1040 | }
|
---|
1041 | } |
---|