| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437 | //-----------------------------------------------------------------------------// Copyright (c) 2012 GarageGames, LLC//// Permission is hereby granted, free of charge, to any person obtaining a copy// of this software and associated documentation files (the "Software"), to// deal in the Software without restriction, including without limitation the// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or// sell copies of the Software, and to permit persons to whom the Software is// furnished to do so, subject to the following conditions://// The above copyright notice and this permission notice shall be included in// all copies or substantial portions of the Software.//// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS// IN THE SOFTWARE.//-----------------------------------------------------------------------------#ifndef _MATHUTILS_H_#define _MATHUTILS_H_#ifndef _MPOINT3_H_#include "math/mPoint3.h"#endif#ifndef _MMATRIX_H_#include "math/mMatrix.h"#endif#ifndef _MRECT_H_#include "math/mRect.h"#endif#ifndef _TVECTOR_H_#include "core/util/tVector.h"#endif#ifndef _MATHUTIL_FRUSTUM_H_#include "math/util/frustum.h"#endifclass Box3F;class RectI;class Frustum;/// Miscellaneous math utility functions.namespace MathUtils{   /// A simple helper struct to define a line.   struct Line   {      Point3F origin;      VectorF direction;   };   /// A ray is also a line.   typedef Line Ray;   /// A simple helper struct to define a line segment.   struct LineSegment   {      Point3F p0;      Point3F p1;   };      /// A simple helper struct to define a clockwise    /// winding quad.   struct Quad   {      Point3F p00;      Point3F p01;      Point3F p10;      Point3F p11;   };   /// Used by mTriangleDistance() to pass along collision info   struct IntersectInfo   {      LineSegment    segment;    // Starts at given point, ends at collision      Point3F        bary;       // Barycentric coords for collision   };   /// Rotate the passed vector around the world-z axis by the passed radians.   void vectorRotateZAxis( Point3F &vector, F32 radians );    void vectorRotateZAxis( F32 radians, Point3F *vectors, U32 count );    /// Generates a projection matrix with the near plane   /// moved forward by the bias amount.  This function is a helper primarily   /// for working around z-fighting issues.   ///   /// @param bias      The amount to move the near plane forward.   /// @param frustum   The frustum to generate the new projection matrix from.   /// @param outMat    The resulting z-biased projection matrix.  Note: It must be initialized before the call.   /// @param rotate    Optional parameter specifying whether to rotate the projection matrix similarly to GFXDevice.   ///   void getZBiasProjectionMatrix( F32 bias, const Frustum &frustum, MatrixF *outMat, bool rotate = true );   /// Creates orientation matrix from a direction vector.  Assumes ( 0 0 1 ) is up.   MatrixF createOrientFromDir( const Point3F &direction );   /// Creates an orthonormal basis matrix with the unit length   /// input vector in column 2 (up vector).   ///   /// @param up     The non-zero unit length up vector.   /// @param outMat The output matrix which must be initialized prior to the call.   ///   void getMatrixFromUpVector( const VectorF &up, MatrixF *outMat );      /// Creates an orthonormal basis matrix with the unit length   /// input vector in column 1 (forward vector).   ///   /// @param forward   The non-zero unit length forward vector.   /// @param outMat    The output matrix which must be initialized prior to the call.   ///   void getMatrixFromForwardVector( const VectorF &forward, MatrixF *outMat );      /// Creates random direction given angle parameters similar to the particle system.   ///   /// The angles are relative to the specified axis. Both phi and theta are in degrees.   Point3F randomDir( const Point3F &axis, F32 thetaAngleMin, F32 thetaAngleMax, F32 phiAngleMin = 0.0, F32 phiAngleMax = 360.0 );   /// Returns a random 3D point within a sphere of the specified radius   /// centered at the origin.   Point3F randomPointInSphere( F32 radius );      /// Returns a random 2D point within a circle of the specified radius   /// centered at the origin.   Point2F randomPointInCircle( F32 radius );   /// Returns yaw and pitch angles from a given vector.   ///   /// Angles are in RADIANS.   ///   /// Assumes north is (0.0, 1.0, 0.0), the degrees move upwards clockwise.   ///   /// The range of yaw is 0 - 2PI.  The range of pitch is -PI/2 - PI/2.   ///   /// <b>ASSUMES Z AXIS IS UP</b>   void getAnglesFromVector( const VectorF &vec, F32 &yawAng, F32 &pitchAng );   /// Returns vector from given yaw and pitch angles.   ///   /// Angles are in RADIANS.   ///   /// Assumes north is (0.0, 1.0, 0.0), the degrees move upwards clockwise.   ///   /// The range of yaw is 0 - 2PI.  The range of pitch is -PI/2 - PI/2.   ///   /// <b>ASSUMES Z AXIS IS UP</b>   void getVectorFromAngles( VectorF &vec, F32 yawAng, F32 pitchAng );   /// Returns the angle between two given vectors   ///    /// Angles is in RADIANS   ///   F32 getAngleBetweenVectors(VectorF vecA, VectorF vecB);   /// Returns the angle between two given vectors, utilizing a normal vector to discertain the angle's sign   ///    /// Angles is in RADIANS   ///   F32 getSignedAngleBetweenVectors(VectorF vecA, VectorF vecB, VectorF norm);   /// Simple reflection equation - pass in a vector and a normal to reflect off of   inline Point3F reflect( Point3F &inVec, Point3F &norm )   {      return inVec - norm * ( mDot( inVec, norm ) * 2.0f );   }   /// Collide two capsules (sphere swept lines) against each other, reporting only if they intersect or not.   /// Based on routine from "Real Time Collision Detection" by Christer Ericson pp 114.   bool capsuleCapsuleOverlap(const Point3F & a1, const Point3F & b1, F32 radius1, const Point3F & a2, const Point3F & b2, F32 radius2);      /// Return capsule-sphere overlap.  Returns time of first overlap, where time   /// is viewed as a sphere of radius radA moving from point A0 to A1.   bool capsuleSphereNearestOverlap(const Point3F & A0, const Point3F A1, F32 radA, const Point3F & B, F32 radB, F32 & t);   /// Intersect two line segments (p1,q1) and (p2,q2), returning points on lines (c1 & c2) and line parameters (s,t).   /// Based on routine from "Real Time Collision Detection" by Christer Ericson pp 149.   F32 segmentSegmentNearest(const Point3F & p1, const Point3F & q1, const Point3F & p2, const Point3F & q2, F32 & s, F32 & t, Point3F & c1, Point3F & c2);   /// Transform bounding box making sure to keep original box entirely contained.   void transformBoundingBox(const Box3F &sbox, const MatrixF &mat, const Point3F scale, Box3F &dbox);   bool mProjectWorldToScreen(   const Point3F &in,                                  Point3F *out,                                 const RectI &view,                                 const MatrixF &world,                                  const MatrixF &projection );   bool mProjectWorldToScreen(   const Point3F &in,                                  Point3F *out,                                 const RectI &view,                                 const MatrixF &worldProjection );   void mProjectScreenToWorld(   const Point3F &in,                                  Point3F *out,                                  const RectI &view,                                  const MatrixF &world,                                  const MatrixF &projection,                                  F32 far,                                  F32 near);   /// Clip @a inFrustum by the given polygon.   ///   /// @note The input polygon is limited to 58 vertices.   ///   /// @param points Polygon vertices.   /// @param numPoints Number of vertices in @a points.   /// @param viewport Screen viewport.  Note that this corresponds to the root frustum and not necessarily to @a inFrustum.   /// @param world World->view transform.   /// @param projection Projection matrix.   /// @param inFrustum Frustum to clip.   /// @param rootFrustum Frustum corresponding to @a viewport.   /// @param outFrustum Resulting clipped frustum.   ///   /// @return True if the frustum was successfully clipped and @a outFrustum is valid, false otherwise   ///   (if, for example, the input polygon is completely outside @a inFrustum).   bool clipFrustumByPolygon(    const Point3F* points,                                 U32 numPoints,                                 const RectI& viewport,                                 const MatrixF& world,                                 const MatrixF& projection,                                 const Frustum& inFrustum,                                 const Frustum& rootFrustum,                                 Frustum& outFrustum );   /// Returns true if the test point is within the polygon.   /// @param verts  The array of points which forms the polygon.   /// @param vertCount The number of points in the polygon.   /// @param testPt The point to test.   bool pointInPolygon( const Point2F *verts, U32 vertCount, const Point2F &testPt );   /// Remove all edges from the given polygon that have a total length shorter   /// than @a epsilon.   ///   U32 removeShortPolygonEdges( const Point3F* verts, U32 vertCount, F32 epsilon );   /// Calculates the shortest line segment between two lines.   ///    /// @param outSegment   The result where .p0 is the point on line0 and .p1 is the point on line1.   ///   void mShortestSegmentBetweenLines( const Line &line0, const Line &line1, LineSegment *outSegment );      /// Returns the greatest common divisor of two positive integers.   U32 greatestCommonDivisor( U32 u, U32 v );      /// Returns the barycentric coordinates and time of intersection between   /// a line segment and a triangle.   ///   /// @param p1 The first point of the line segment.   /// @param p2 The second point of the line segment.   /// @param t1 The first point of the triangle.   /// @param t2 The second point of the triangle.   /// @param t2 The third point of the triangle.   /// @param outUVW The optional output barycentric coords.   /// @param outT The optional output time of intersection.   ///   /// @return Returns true if a collision occurs.   ///   bool mLineTriangleCollide( const Point3F &p1, const Point3F &p2,                               const Point3F &t1, const Point3F &t2, const Point3F &t3,                              Point3F *outUVW = NULL,                              F32 *outT = NULL );   /// Returns the uv coords and time of intersection between    /// a ray and a quad.   ///   /// @param quad The quad.   /// @param ray The ray.   /// @param outUV The optional output UV coords of the intersection.   /// @param outT The optional output time of intersection.   ///   /// @return Returns true if a collision occurs.   ///   bool mRayQuadCollide(   const Quad &quad,                            const Ray &ray,                            Point2F *outUV = NULL,                           F32 *outT = NULL );   /// Returns the distance between a point and triangle 'abc'.   F32 mTriangleDistance( const Point3F &a, const Point3F &b, const Point3F &c, const Point3F &p, IntersectInfo* info=NULL );      /// Returns the normal of the passed triangle 'abc'.   ///    /// If we assume counter-clockwise triangle culling, normal will point   /// out from the 'solid' side of the triangle.   ///   Point3F mTriangleNormal( const Point3F &a, const Point3F &b, const Point3F &c );   /// Returns the closest point on the segment defined by   /// points a, b to the point p.      Point3F mClosestPointOnSegment(  const Point3F &a,                                     const Point3F &b,                                     const Point3F &p );  	/// Sort the passed verts ( Point3F ) in a clockwise or counter-clockwise winding order.	/// Verts must be co-planar and non-collinear.	///	/// @param quadMat	Transform matrix from vert space to quad space.	/// @param clockwise	Sort clockwise or counter-clockwise	/// @param verts		Array of Point3F verts.	/// @param vertMap	Output - Array of vert element ids sorted by winding order.	/// @param count		Element count of the verts and vertMap arrays which must be allocated prior to this call.					///	void sortQuadWindingOrder( const MatrixF &quadMat, bool clockwise, const Point3F *verts, U32 *vertMap, U32 count );   /// Same as above except we assume that the passed verts ( Point3F ) are already   /// transformed into 'quad space'. If this was done correctly and the points   /// are coplanar this means their z components will all be zero.   void sortQuadWindingOrder( bool clockwise, const Point3F *verts, U32 *vertMap, U32 count );   ///   /// WORK IN PROGRESS   ///   /// Creates an orthonormal basis matrix from one, two, or three unit length   /// input vectors. If more than one input vector is provided they must be    /// mutually perpendicular.   ///   /// @param rvec   Optional unit length right vector.   /// @param fvec   Optional unit length forward vector.   /// @param uvec   Optional unit length up vector.   /// @param pos    Optional position to initialize the matrix.   /// @param outMat The output matrix which must be initialized prior to the call.   ///   void buildMatrix( const VectorF *rvec, const VectorF *fvec, const VectorF *uvec, const VectorF *pos, MatrixF *outMat );   ///   bool reduceFrustum( const Frustum& frustum, const RectI& viewport, const RectF& area, Frustum& outFrustum );   /// Build the frustum near plane dimensions from the parameters.   void makeFrustum( F32 *outLeft,                     F32 *outRight,                     F32 *outTop,                     F32 *outBottom,                     F32 fovYInRadians,                      F32 aspectRatio,                      F32 nearPlane );   void makeFovPortFrustum( Frustum *outFrustum,                             bool isOrtho,                             F32 nearDist,                             F32 farDist,                             const FovPort &inPort,                             const MatrixF &transform = MatrixF(1) );   /// Build a GFX projection matrix from the frustum parameters   /// including the optional rotation required by GFX.   void makeProjection( MatrixF *outMatrix,                         F32 fovYInRadians,                         F32 aspectRatio,                         F32 nearPlane,                         F32 farPlane,                        bool gfxRotate );   /// Build a projection matrix from the frustum near plane dimensions   /// including the optional rotation required by GFX.   void makeProjection( MatrixF *outMatrix,                         F32 left,                         F32 right,                         F32 top,                         F32 bottom,                         F32 nearPlane,                         F32 farPlane,                        bool gfxRotate );   /// Build an orthographic projection matrix from the frustum near   /// plane dimensions including the optional rotation required by GFX.   void makeOrthoProjection(  MatrixF *outMatrix,                               F32 left,                               F32 right,                               F32 top,                               F32 bottom,                               F32 nearPlane,                               F32 farPlane,                              bool gfxRotate );   /// Find the intersection of the line going from @a edgeA to @a edgeB with the triangle   /// given by @a faceA, @a faceB, and @a faceC.   /// @param edgeA Starting point of edge.   /// @param edgeB End point of edge.   /// @param faceA First vertex of triangle.   /// @param faceB Second vertex of triangle.   /// @param faceC Third vertex of triangle.   /// @param intersection If there is an intersection, the point of intersection on the triangle's   ///   face is stored here.   /// @param True if there is an intersection, false otherwise.   bool edgeFaceIntersect( const Point3F &edgeA, const Point3F &edgeB,       const Point3F &faceA, const Point3F &faceB, const Point3F &faceC, const Point3F &faceD, Point3F *intersection );   /// Find out whether the given polygon is planar.   /// @param vertices Array of vertices of the polygon.   /// @param numVertices Number of vertices in @a vertices.   /// @return True if the polygon is planar, false otherwise.   bool isPlanarPolygon( const Point3F* vertices, U32 numVertices );   /// Find out whether the given polygon is convex.   /// @param vertices Array of vertices of the polygon.   /// @param numVertices Number of vertices in @a vertices.   /// @return True if the polygon is convex, false otherwise.   bool isConvexPolygon( const Point3F* vertices, U32 numVertices );   /// Extrude the given polygon along the given direction.   U32 extrudePolygonEdges( const Point3F* vertices, U32 numVertices, const Point3F& direction, PlaneF* outPlanes );   /// Extrude the edges of the given polygon away from @a fromPoint by constructing a set of planes   /// that each go through @a fromPoint and a pair of vertices.   ///   /// The resulting planes are in the same order as the vertices and have their normals facing *inwards*,   /// i.e. the resulting volume will enclose the polygon's interior space.   ///   /// @param vertices Vertices of the polygon in CCW or CW order (both are acceptable).   /// @param numVertices Number of vertices in @a vertices.   /// @param fromPoint   /// @param outPlanes Array in which the resulting planes are stored.  Must have room for at least as many   ///   planes are there are edges in the polygon.   ///   /// @return   ///   /// @note The input polygon does not necessarily need to be planar but it must be convex.   U32 extrudePolygonEdgesFromPoint( const Point3F* vertices, U32 numVertices,                                     const Point3F& fromPoint,                                     PlaneF* outPlanes );   //void findFarthestPoint( const Point3F* points, U32 numPoints, const Point3F& fromPoint, )   /// Build a convex hull from a cloud of 2D points, first and last hull point are the same.   void mBuildHull2D(const Vector<Point2F> inPoints, Vector<Point2F> &hullPoints);} // namespace MathUtils#endif // _MATHUTILS_H_
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