mathUtils.cpp 53 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "math/util/frustum.h"
  24. #include "math/mathUtils.h"
  25. #include "math/mMath.h"
  26. #include "math/mRandom.h"
  27. #include "math/util/frustum.h"
  28. #include "platform/profiler.h"
  29. #include "core/tAlgorithm.h"
  30. namespace MathUtils
  31. {
  32. MRandomLCG sgRandom(0xdeadbeef); ///< Our random number generator.
  33. //-----------------------------------------------------------------------------
  34. bool capsuleCapsuleOverlap(const Point3F & a1, const Point3F & b1, F32 rad1, const Point3F & a2, const Point3F & b2, F32 rad2)
  35. {
  36. F32 s,t;
  37. Point3F c1,c2;
  38. F32 dist = segmentSegmentNearest(a1,b1,a2,b2,s,t,c1,c2);
  39. return dist <= (rad1+rad2)*(rad1+rad2);
  40. }
  41. //-----------------------------------------------------------------------------
  42. F32 segmentSegmentNearest(const Point3F & p1, const Point3F & q1, const Point3F & p2, const Point3F & q2, F32 & s, F32 & t, Point3F & c1, Point3F & c2)
  43. {
  44. Point3F d1 = q1-p1;
  45. Point3F d2 = q2-p2;
  46. Point3F r = p1-p2;
  47. F32 a = mDot(d1,d1);
  48. F32 e = mDot(d2,d2);
  49. F32 f = mDot(d2,r);
  50. const F32 EPSILON = 0.001f;
  51. if (a <= EPSILON && e <= EPSILON)
  52. {
  53. s = t = 0.0f;
  54. c1 = p1;
  55. c2 = p2;
  56. return mDot(c1-c2,c1-c2);
  57. }
  58. if (a <= EPSILON)
  59. {
  60. s = 0.0f;
  61. t = mClampF(f/e,0.0f,1.0f);
  62. }
  63. else
  64. {
  65. F32 c = mDot(d1,r);
  66. if (e <= EPSILON)
  67. {
  68. t = 0.0f;
  69. s = mClampF(-c/a,0.0f,1.0f);
  70. }
  71. else
  72. {
  73. F32 b = mDot(d1,d2);
  74. F32 denom = a*e-b*b;
  75. if (denom != 0.0f)
  76. s = mClampF((b*f-c*e)/denom,0.0f,1.0f);
  77. else
  78. s = 0.0f;
  79. F32 tnom = b*s+f;
  80. if (tnom < 0.0f)
  81. {
  82. t = 0.0f;
  83. s = mClampF(-c/a,0.0f,1.0f);
  84. }
  85. else if (tnom>e)
  86. {
  87. t = 1.0f;
  88. s = mClampF((b-c)/a,0.0f,1.0f);
  89. }
  90. else
  91. t = tnom/e;
  92. }
  93. }
  94. c1 = p1 + d1*s;
  95. c2 = p2 + d2*t;
  96. return mDot(c1-c2,c1-c2);
  97. }
  98. //-----------------------------------------------------------------------------
  99. bool capsuleSphereNearestOverlap(const Point3F & A0, const Point3F A1, F32 radA, const Point3F & B, F32 radB, F32 & t)
  100. {
  101. Point3F V = A1-A0;
  102. Point3F A0B = A0-B;
  103. F32 d1 = mDot(A0B,V);
  104. F32 d2 = mDot(A0B,A0B);
  105. F32 d3 = mDot(V,V);
  106. F32 R2 = (radA+radB)*(radA+radB);
  107. if (d2<R2)
  108. {
  109. // starting in collision state
  110. t=0;
  111. return true;
  112. }
  113. if (d3<0.01f)
  114. // no movement, and don't start in collision state, so no collision
  115. return false;
  116. F32 b24ac = mSqrt(d1*d1-d2*d3+d3*R2);
  117. F32 t1 = (-d1-b24ac)/d3;
  118. if (t1>0 && t1<1.0f)
  119. {
  120. t=t1;
  121. return true;
  122. }
  123. F32 t2 = (-d1+b24ac)/d3;
  124. if (t2>0 && t2<1.0f)
  125. {
  126. t=t2;
  127. return true;
  128. }
  129. if (t1<0 && t2>0)
  130. {
  131. t=0;
  132. return true;
  133. }
  134. return false;
  135. }
  136. //-----------------------------------------------------------------------------
  137. void vectorRotateZAxis( Point3F &vector, F32 radians )
  138. {
  139. F32 sin, cos;
  140. mSinCos(radians, sin, cos);
  141. F32 x = cos * vector.x - sin * vector.y;
  142. F32 y = sin * vector.x + cos * vector.y;
  143. vector.x = x;
  144. vector.y = y;
  145. }
  146. void vectorRotateZAxis( F32 radians, Point3F *vectors, U32 count )
  147. {
  148. F32 sin, cos;
  149. mSinCos(radians, sin, cos);
  150. F32 x, y;
  151. const Point3F *end = vectors + count;
  152. for ( ; vectors != end; vectors++ )
  153. {
  154. x = cos * vectors->x - sin * vectors->y;
  155. y = sin * vectors->x + cos * vectors->y;
  156. vectors->x = x;
  157. vectors->y = y;
  158. }
  159. }
  160. //-----------------------------------------------------------------------------
  161. void getZBiasProjectionMatrix( F32 bias, const Frustum &frustum, MatrixF *outMat, bool rotate )
  162. {
  163. Frustum temp(frustum);
  164. temp.setNearDist(frustum.getNearDist() + bias);
  165. temp.getProjectionMatrix(outMat, rotate);
  166. }
  167. //-----------------------------------------------------------------------------
  168. MatrixF createOrientFromDir( const Point3F &direction )
  169. {
  170. Point3F j = direction;
  171. Point3F k(0.0f, 0.0f, 1.0f);
  172. Point3F i;
  173. mCross( j, k, &i );
  174. if( i.magnitudeSafe() == 0.0f )
  175. {
  176. i.set( 0.0f, -1.0f, 0.0f );
  177. }
  178. i.normalizeSafe();
  179. mCross( i, j, &k );
  180. MatrixF mat( true );
  181. mat.setColumn( 0, i );
  182. mat.setColumn( 1, j );
  183. mat.setColumn( 2, k );
  184. return mat;
  185. }
  186. //-----------------------------------------------------------------------------
  187. void getMatrixFromUpVector( const VectorF &up, MatrixF *outMat )
  188. {
  189. AssertFatal( up.isUnitLength(), "MathUtils::getMatrixFromUpVector() - Up vector was not normalized!" );
  190. AssertFatal( outMat, "MathUtils::getMatrixFromUpVector() - Got null output matrix!" );
  191. AssertFatal( outMat->isAffine(), "MathUtils::getMatrixFromUpVector() - Got uninitialized matrix!" );
  192. VectorF forward = mPerp( up );
  193. VectorF right = mCross( forward, up );
  194. right.normalize();
  195. forward = mCross( up, right );
  196. forward.normalize();
  197. outMat->setColumn( 0, right );
  198. outMat->setColumn( 1, forward );
  199. outMat->setColumn( 2, up );
  200. }
  201. //-----------------------------------------------------------------------------
  202. void getMatrixFromForwardVector( const VectorF &forward, MatrixF *outMat )
  203. {
  204. AssertFatal( forward.isUnitLength(), "MathUtils::getMatrixFromForwardVector() - Forward vector was not normalized!" );
  205. AssertFatal( outMat, "MathUtils::getMatrixFromForwardVector() - Got null output matrix!" );
  206. AssertFatal( outMat->isAffine(), "MathUtils::getMatrixFromForwardVector() - Got uninitialized matrix!" );
  207. VectorF up = mPerp( forward );
  208. VectorF right = mCross( forward, up );
  209. right.normalize();
  210. up = mCross( right, forward );
  211. up.normalize();
  212. outMat->setColumn( 0, right );
  213. outMat->setColumn( 1, forward );
  214. outMat->setColumn( 2, up );
  215. }
  216. //-----------------------------------------------------------------------------
  217. Point3F randomDir( const Point3F &axis, F32 thetaAngleMin, F32 thetaAngleMax,
  218. F32 phiAngleMin, F32 phiAngleMax )
  219. {
  220. MatrixF orient = createOrientFromDir( axis );
  221. Point3F axisx;
  222. orient.getColumn( 0, &axisx );
  223. F32 theta = (thetaAngleMax - thetaAngleMin) * sgRandom.randF() + thetaAngleMin;
  224. F32 phi = (phiAngleMax - phiAngleMin) * sgRandom.randF() + phiAngleMin;
  225. // Both phi and theta are in degs. Create axis angles out of them, and create the
  226. // appropriate rotation matrix...
  227. AngAxisF thetaRot(axisx, theta * (M_PI_F / 180.0f));
  228. AngAxisF phiRot(axis, phi * (M_PI_F / 180.0f));
  229. Point3F ejectionAxis = axis;
  230. MatrixF temp(true);
  231. thetaRot.setMatrix(&temp);
  232. temp.mulP(ejectionAxis);
  233. phiRot.setMatrix(&temp);
  234. temp.mulP(ejectionAxis);
  235. return ejectionAxis;
  236. }
  237. //-----------------------------------------------------------------------------
  238. Point3F randomPointInSphere( F32 radius )
  239. {
  240. AssertFatal( radius > 0.0f, "MathUtils::randomPointInRadius - radius must be positive" );
  241. #define MAX_TRIES 20
  242. Point3F out;
  243. F32 radiusSq = radius * radius;
  244. for ( S32 i = 0; i < MAX_TRIES; i++ )
  245. {
  246. out.x = sgRandom.randF(-radius,radius);
  247. out.y = sgRandom.randF(-radius,radius);
  248. out.z = sgRandom.randF(-radius,radius);
  249. if ( out.lenSquared() < radiusSq )
  250. return out;
  251. }
  252. AssertFatal( false, "MathUtils::randomPointInRadius - something is wrong, should not fail this many times." );
  253. return Point3F::Zero;
  254. }
  255. //-----------------------------------------------------------------------------
  256. Point2F randomPointInCircle( F32 radius )
  257. {
  258. AssertFatal( radius > 0.0f, "MathUtils::randomPointInRadius - radius must be positive" );
  259. #define MAX_TRIES 20
  260. Point2F out;
  261. F32 radiusSq = radius * radius;
  262. for ( S32 i = 0; i < MAX_TRIES; i++ )
  263. {
  264. out.x = sgRandom.randF(-radius,radius);
  265. out.y = sgRandom.randF(-radius,radius);
  266. if ( out.lenSquared() < radiusSq )
  267. return out;
  268. }
  269. AssertFatal( false, "MathUtils::randomPointInRadius - something is wrong, should not fail this many times." );
  270. return Point2F::Zero;
  271. }
  272. //-----------------------------------------------------------------------------
  273. void getAnglesFromVector( const VectorF &vec, F32 &yawAng, F32 &pitchAng )
  274. {
  275. yawAng = mAtan2( vec.x, vec.y );
  276. if( yawAng < 0.0f )
  277. yawAng += M_2PI_F;
  278. if( mFabs(vec.x) > mFabs(vec.y) )
  279. pitchAng = mAtan2( mFabs(vec.z), mFabs(vec.x) );
  280. else
  281. pitchAng = mAtan2( mFabs(vec.z), mFabs(vec.y) );
  282. if( vec.z < 0.0f )
  283. pitchAng = -pitchAng;
  284. }
  285. //-----------------------------------------------------------------------------
  286. void getVectorFromAngles( VectorF &vec, F32 yawAng, F32 pitchAng )
  287. {
  288. VectorF pnt( 0.0f, 1.0f, 0.0f );
  289. EulerF rot( -pitchAng, 0.0f, 0.0f );
  290. MatrixF mat( rot );
  291. rot.set( 0.0f, 0.0f, yawAng );
  292. MatrixF mat2( rot );
  293. mat.mulV( pnt );
  294. mat2.mulV( pnt );
  295. vec = pnt;
  296. }
  297. F32 getAngleBetweenVectors(VectorF vecA, VectorF vecB)
  298. {
  299. F32 dot = mDot(vecA, vecB);
  300. F32 lenSq1 = vecA.lenSquared();
  301. F32 lenSq2 = vecB.lenSquared();
  302. F32 angle = mAcos(dot / mSqrt(lenSq1 * lenSq2));
  303. return angle;
  304. }
  305. F32 getSignedAngleBetweenVectors(VectorF vecA, VectorF vecB, VectorF norm)
  306. {
  307. // angle in 0-180
  308. F32 angle = getAngleBetweenVectors(vecA, vecB);
  309. F32 sign = mSign(mDot(norm, mCross(vecA, vecB)));
  310. // angle in -179-180
  311. F32 signed_angle = angle * sign;
  312. return signed_angle;
  313. }
  314. //-----------------------------------------------------------------------------
  315. void transformBoundingBox(const Box3F &sbox, const MatrixF &mat, const Point3F scale, Box3F &dbox)
  316. {
  317. Point3F center;
  318. // set transformed center...
  319. sbox.getCenter(&center);
  320. center.convolve(scale);
  321. mat.mulP(center);
  322. dbox.minExtents = center;
  323. dbox.maxExtents = center;
  324. Point3F val;
  325. for(U32 ix=0; ix<2; ix++)
  326. {
  327. if(ix & 0x1)
  328. val.x = sbox.minExtents.x;
  329. else
  330. val.x = sbox.maxExtents.x;
  331. for(U32 iy=0; iy<2; iy++)
  332. {
  333. if(iy & 0x1)
  334. val.y = sbox.minExtents.y;
  335. else
  336. val.y = sbox.maxExtents.y;
  337. for(U32 iz=0; iz<2; iz++)
  338. {
  339. if(iz & 0x1)
  340. val.z = sbox.minExtents.z;
  341. else
  342. val.z = sbox.maxExtents.z;
  343. Point3F v1, v2;
  344. v1 = val;
  345. v1.convolve(scale);
  346. mat.mulP(v1, &v2);
  347. dbox.minExtents.setMin(v2);
  348. dbox.maxExtents.setMax(v2);
  349. }
  350. }
  351. }
  352. }
  353. //-----------------------------------------------------------------------------
  354. bool mProjectWorldToScreen( const Point3F &in,
  355. Point3F *out,
  356. const RectI &view,
  357. const MatrixF &world,
  358. const MatrixF &projection )
  359. {
  360. MatrixF worldProjection = projection;
  361. worldProjection.mul(world);
  362. return mProjectWorldToScreen( in, out, view, worldProjection );
  363. }
  364. //-----------------------------------------------------------------------------
  365. bool mProjectWorldToScreen( const Point3F &in,
  366. Point3F *out,
  367. const RectI &view,
  368. const MatrixF &worldProjection )
  369. {
  370. Point4F temp(in.x,in.y,in.z,1.0f);
  371. worldProjection.mul(temp);
  372. // Perform the perspective division. For orthographic
  373. // projections, temp.w will be 1.
  374. temp.x /= temp.w;
  375. temp.y /= temp.w;
  376. temp.z /= temp.w;
  377. // Take the normalized device coordinates (NDC) and transform them
  378. // into device coordinates.
  379. out->x = (temp.x + 1.0f) / 2.0f * view.extent.x + view.point.x;
  380. out->y = (1.0f - temp.y) / 2.0f * view.extent.y + view.point.y;
  381. out->z = temp.z;
  382. if ( out->z < 0.0f || out->z > 1.0f ||
  383. out->x < (F32)view.point.x || out->x > (F32)view.point.x + (F32)view.extent.x ||
  384. out->y < (F32)view.point.y || out->y > (F32)view.point.y + (F32)view.extent.y )
  385. return false;
  386. return true;
  387. }
  388. //-----------------------------------------------------------------------------
  389. void mProjectScreenToWorld( const Point3F &in,
  390. Point3F *out,
  391. const RectI &view,
  392. const MatrixF &world,
  393. const MatrixF &projection,
  394. F32 zfar,
  395. F32 znear )
  396. {
  397. MatrixF invWorldProjection = projection;
  398. invWorldProjection.mul(world);
  399. invWorldProjection.inverse();
  400. Point3F vec;
  401. vec.x = (in.x - view.point.x) * 2.0f / view.extent.x - 1.0f;
  402. vec.y = -(in.y - view.point.y) * 2.0f / view.extent.y + 1.0f;
  403. vec.z = (znear + in.z * (zfar - znear))/zfar;
  404. invWorldProjection.mulV(vec);
  405. vec *= 1.0f + in.z * zfar;
  406. invWorldProjection.getColumn(3, out);
  407. (*out) += vec;
  408. }
  409. //-----------------------------------------------------------------------------
  410. bool pointInPolygon( const Point2F *verts, U32 vertCount, const Point2F &testPt )
  411. {
  412. U32 i, j, c = 0;
  413. for ( i = 0, j = vertCount-1; i < vertCount; j = i++ )
  414. {
  415. if ( ( ( verts[i].y > testPt.y ) != ( verts[j].y > testPt.y ) ) &&
  416. ( testPt.x < ( verts[j].x - verts[i].x ) *
  417. ( testPt.y - verts[i].y ) /
  418. ( verts[j].y - verts[i].y ) + verts[i].x ) )
  419. c = !c;
  420. }
  421. return c != 0;
  422. }
  423. //-----------------------------------------------------------------------------
  424. F32 mTriangleDistance( const Point3F &A, const Point3F &B, const Point3F &C, const Point3F &P, IntersectInfo* info )
  425. {
  426. Point3F diff = A - P;
  427. Point3F edge0 = B - A;
  428. Point3F edge1 = C - A;
  429. F32 a00 = edge0.lenSquared();
  430. F32 a01 = mDot( edge0, edge1 );
  431. F32 a11 = edge1.lenSquared();
  432. F32 b0 = mDot( diff, edge0 );
  433. F32 b1 = mDot( diff, edge1 );
  434. F32 c = diff.lenSquared();
  435. F32 det = mFabs(a00*a11-a01*a01);
  436. F32 s = a01*b1-a11*b0;
  437. F32 t = a01*b0-a00*b1;
  438. F32 sqrDistance;
  439. if (s + t <= det)
  440. {
  441. if (s < 0.0f)
  442. {
  443. if (t < 0.0f) // region 4
  444. {
  445. if (b0 < 0.0f)
  446. {
  447. t = 0.0f;
  448. if (-b0 >= a00)
  449. {
  450. s = 1.0f;
  451. sqrDistance = a00 + (2.0f)*b0 + c;
  452. }
  453. else
  454. {
  455. s = -b0/a00;
  456. sqrDistance = b0*s + c;
  457. }
  458. }
  459. else
  460. {
  461. s = 0.0f;
  462. if (b1 >= 0.0f)
  463. {
  464. t = 0.0f;
  465. sqrDistance = c;
  466. }
  467. else if (-b1 >= a11)
  468. {
  469. t = 1.0f;
  470. sqrDistance = a11 + 2.0f*b1 + c;
  471. }
  472. else
  473. {
  474. t = -b1/a11;
  475. sqrDistance = b1*t + c;
  476. }
  477. }
  478. }
  479. else // region 3
  480. {
  481. s = 0.0f;
  482. if (b1 >= 0.0f)
  483. {
  484. t = 0.0f;
  485. sqrDistance = c;
  486. }
  487. else if (-b1 >= a11)
  488. {
  489. t = 1.0f;
  490. sqrDistance = a11 + 2.0f*b1 + c;
  491. }
  492. else
  493. {
  494. t = -b1/a11;
  495. sqrDistance = b1*t + c;
  496. }
  497. }
  498. }
  499. else if (t < 0.0f) // region 5
  500. {
  501. t = 0.0f;
  502. if (b0 >= 0.0f)
  503. {
  504. s = 0.0f;
  505. sqrDistance = c;
  506. }
  507. else if (-b0 >= a00)
  508. {
  509. s = 1.0f;
  510. sqrDistance = a00 + 2.0f*b0 + c;
  511. }
  512. else
  513. {
  514. s = -b0/a00;
  515. sqrDistance = b0*s + c;
  516. }
  517. }
  518. else // region 0
  519. {
  520. // minimum at interior point
  521. F32 invDet = 1.0f / det;
  522. s *= invDet;
  523. t *= invDet;
  524. sqrDistance = s * (a00*s + a01*t + 2.0f*b0) +
  525. t * (a01*s + a11*t + 2.0f*b1) + c;
  526. }
  527. }
  528. else
  529. {
  530. F32 tmp0, tmp1, numer, denom;
  531. if (s < 0.0f) // region 2
  532. {
  533. tmp0 = a01 + b0;
  534. tmp1 = a11 + b1;
  535. if (tmp1 > tmp0)
  536. {
  537. numer = tmp1 - tmp0;
  538. denom = a00 - 2.0f*a01 + a11;
  539. if (numer >= denom)
  540. {
  541. s = 1.0f;
  542. t = 0.0f;
  543. sqrDistance = a00 + 2.0f*b0 + c;
  544. }
  545. else
  546. {
  547. s = numer/denom;
  548. t = 1.0f - s;
  549. sqrDistance = s * (a00*s + a01*t + 2.0f*b0) +
  550. t * (a01*s + a11*t + 2.0f*b1) + c;
  551. }
  552. }
  553. else
  554. {
  555. s = 0.0f;
  556. if (tmp1 <= 0.0f)
  557. {
  558. t = 1.0f;
  559. sqrDistance = a11 + 2.0f*b1 + c;
  560. }
  561. else if (b1 >= 0.0f)
  562. {
  563. t = 0.0f;
  564. sqrDistance = c;
  565. }
  566. else
  567. {
  568. t = -b1/a11;
  569. sqrDistance = b1*t + c;
  570. }
  571. }
  572. }
  573. else if (t < 0.0f) // region 6
  574. {
  575. tmp0 = a01 + b1;
  576. tmp1 = a00 + b0;
  577. if (tmp1 > tmp0)
  578. {
  579. numer = tmp1 - tmp0;
  580. denom = a00 - 2.0f*a01 + a11;
  581. if (numer >= denom)
  582. {
  583. t = 1.0f;
  584. s = 0.0f;
  585. sqrDistance = a11 + 2.0f*b1 + c;
  586. }
  587. else
  588. {
  589. t = numer/denom;
  590. s = 1.0f - t;
  591. sqrDistance = s * (a00*s + a01*t + 2.0f*b0) +
  592. t * (a01*s + a11*t + 2.0f*b1) + c;
  593. }
  594. }
  595. else
  596. {
  597. t = 0.0f;
  598. if (tmp1 <= 0.0f)
  599. {
  600. s = 1.0f;
  601. sqrDistance = a00 + 2.0f*b0 + c;
  602. }
  603. else if (b0 >= 0.0f)
  604. {
  605. s = 0.0f;
  606. sqrDistance = c;
  607. }
  608. else
  609. {
  610. s = -b0/a00;
  611. sqrDistance = b0*s + c;
  612. }
  613. }
  614. }
  615. else // region 1
  616. {
  617. numer = a11 + b1 - a01 - b0;
  618. if (numer <= 0.0f)
  619. {
  620. s = 0.0f;
  621. t = 1.0f;
  622. sqrDistance = a11 + 2.0f*b1 + c;
  623. }
  624. else
  625. {
  626. denom = a00 - 2.0f*a01 + a11;
  627. if (numer >= denom)
  628. {
  629. s = 1.0f;
  630. t = 0.0f;
  631. sqrDistance = a00 + 2.0f*b0 + c;
  632. }
  633. else
  634. {
  635. s = numer/denom;
  636. t = 1.0f - s;
  637. sqrDistance = s * (a00*s + a01*t + 2.0f*b0) +
  638. t * (a01*s + a11*t + 2.0f*b1) + c;
  639. }
  640. }
  641. }
  642. }
  643. // account for numerical round-off error
  644. if (sqrDistance < 0.0f)
  645. sqrDistance = 0.0f;
  646. // This also calculates the barycentric coordinates and the closest point!
  647. //m_kClosestPoint0 = P;
  648. //m_kClosestPoint1 = A + s*edge0 + t*edge1;
  649. //m_afTriangleBary[1] = s;
  650. //m_afTriangleBary[2] = t;
  651. //m_afTriangleBary[0] = (Real)1.0 - fS - fT;
  652. if(info)
  653. {
  654. info->segment.p0 = P;
  655. info->segment.p1 = A + s*edge0 + t*edge1;
  656. info->bary.x = s;
  657. info->bary.y = t;
  658. info->bary.z = 1.0f - s - t;
  659. }
  660. return sqrDistance;
  661. }
  662. //-----------------------------------------------------------------------------
  663. Point3F mTriangleNormal( const Point3F &a, const Point3F &b, const Point3F &c )
  664. {
  665. // Vector from b to a.
  666. const F32 ax = a.x-b.x;
  667. const F32 ay = a.y-b.y;
  668. const F32 az = a.z-b.z;
  669. // Vector from b to c.
  670. const F32 cx = c.x-b.x;
  671. const F32 cy = c.y-b.y;
  672. const F32 cz = c.z-b.z;
  673. Point3F n;
  674. // This is an in-line cross product.
  675. n.x = ay*cz - az*cy;
  676. n.y = az*cx - ax*cz;
  677. n.z = ax*cy - ay*cx;
  678. m_point3F_normalize( (F32*)(&n) );
  679. return n;
  680. }
  681. //-----------------------------------------------------------------------------
  682. Point3F mClosestPointOnSegment( const Point3F &a, const Point3F &b, const Point3F &p )
  683. {
  684. Point3F c = p - a; // Vector from a to Point
  685. Point3F v = (b - a);
  686. F32 d = v.len(); // Length of the line segment
  687. v.normalize(); // Unit Vector from a to b
  688. F32 t = mDot( v, c ); // Intersection point Distance from a
  689. // Check to see if the point is on the line
  690. // if not then return the endpoint
  691. if(t < 0) return a;
  692. if(t > d) return b;
  693. // get the distance to move from point a
  694. v *= t;
  695. // move from point a to the nearest point on the segment
  696. return a + v;
  697. }
  698. //-----------------------------------------------------------------------------
  699. void mShortestSegmentBetweenLines( const Line &line0, const Line &line1, LineSegment *outSegment )
  700. {
  701. // compute intermediate parameters
  702. Point3F w0 = line0.origin - line1.origin;
  703. F32 a = mDot( line0.direction, line0.direction );
  704. F32 b = mDot( line0.direction, line1.direction );
  705. F32 c = mDot( line1.direction, line1.direction );
  706. F32 d = mDot( line0.direction, w0 );
  707. F32 e = mDot( line1.direction, w0 );
  708. F32 denom = a*c - b*b;
  709. if ( denom > -0.001f && denom < 0.001f )
  710. {
  711. outSegment->p0 = line0.origin;
  712. outSegment->p1 = line1.origin + (e/c)*line1.direction;
  713. }
  714. else
  715. {
  716. outSegment->p0 = line0.origin + ((b*e - c*d)/denom)*line0.direction;
  717. outSegment->p1 = line1.origin + ((a*e - b*d)/denom)*line1.direction;
  718. }
  719. }
  720. //-----------------------------------------------------------------------------
  721. U32 greatestCommonDivisor( U32 u, U32 v )
  722. {
  723. // http://en.wikipedia.org/wiki/Binary_GCD_algorithm
  724. S32 shift;
  725. /* GCD(0,x) := x */
  726. if (u == 0 || v == 0)
  727. return u | v;
  728. /* Left shift := lg K, where K is the greatest power of 2
  729. dividing both u and v. */
  730. for (shift = 0; ((u | v) & 1) == 0; ++shift) {
  731. u >>= 1;
  732. v >>= 1;
  733. }
  734. while ((u & 1) == 0)
  735. u >>= 1;
  736. /* From here on, u is always odd. */
  737. do {
  738. while ((v & 1) == 0) /* Loop X */
  739. v >>= 1;
  740. /* Now u and v are both odd, so diff(u, v) is even.
  741. Let u = min(u, v), v = diff(u, v)/2. */
  742. if (u < v) {
  743. v -= u;
  744. } else {
  745. U32 diff = u - v;
  746. u = v;
  747. v = diff;
  748. }
  749. v >>= 1;
  750. } while (v != 0);
  751. return u << shift;
  752. }
  753. //-----------------------------------------------------------------------------
  754. bool mLineTriangleCollide( const Point3F &p1, const Point3F &p2,
  755. const Point3F &t1, const Point3F &t2, const Point3F &t3,
  756. Point3F *outUVW, F32 *outT )
  757. {
  758. VectorF ab = t2 - t1;
  759. VectorF ac = t3 - t1;
  760. VectorF qp = p1 - p2;
  761. // Compute triangle normal. Can be precalculated or cached if
  762. // intersecting multiple segments against the same triangle
  763. VectorF n = mCross( ab, ac );
  764. // Compute denominator d. If d <= 0, segment is parallel to or points
  765. // away from triangle, so exit early
  766. F32 d = mDot( qp, n );
  767. if ( d <= 0.0f )
  768. return false;
  769. // Compute intersection t value of pq with plane of triangle. A ray
  770. // intersects if 0 <= t. Segment intersects iff 0 <= t <= 1. Delay
  771. // dividing by d until intersection has been found to pierce triangle
  772. VectorF ap = p1 - t1;
  773. F32 t = mDot( ap, n );
  774. if ( t < 0.0f )
  775. return false;
  776. if ( t > d )
  777. return false; // For segment; exclude this code line for a ray test
  778. // Compute barycentric coordinate components and test if within bounds
  779. VectorF e = mCross( qp, ap );
  780. F32 v = mDot( ac, e );
  781. if ( v < 0.0f || v > d )
  782. return false;
  783. F32 w = -mDot( ab, e );
  784. if ( w < 0.0f || v + w > d )
  785. return false;
  786. // Segment/ray intersects triangle. Perform delayed division and
  787. // compute the last barycentric coordinate component
  788. const F32 ood = 1.0f / d;
  789. if ( outT )
  790. *outT = t * ood;
  791. if ( outUVW )
  792. {
  793. v *= ood;
  794. w *= ood;
  795. outUVW->set( 1.0f - v - w, v, w );
  796. }
  797. return true;
  798. }
  799. //-----------------------------------------------------------------------------
  800. bool mRayQuadCollide( const Quad &quad,
  801. const Ray &ray,
  802. Point2F *outUV,
  803. F32 *outT )
  804. {
  805. static const F32 eps = F32(10e-6);
  806. // Rejects rays that are parallel to Q, and rays that intersect the plane of
  807. // Q either on the left of the line V00V01 or on the right of the line V00V10.
  808. // p01-----eXX-----p11
  809. // ^ . ^ |
  810. // | . |
  811. // e03 e02 eXX
  812. // | . |
  813. // | . |
  814. // p00-----e01---->p10
  815. VectorF e01 = quad.p10 - quad.p00;
  816. VectorF e03 = quad.p01 - quad.p00;
  817. // If the ray is perfectly perpendicular to e03, which
  818. // represents the entire planes tangent, then the
  819. // result of this cross product (P) will equal e01
  820. // If it is parallel it will result in a vector opposite e01.
  821. // If the ray is heading DOWN the cross product will point to the RIGHT
  822. // If the ray is heading UP the cross product will point to the LEFT
  823. // We do not reject based on this though...
  824. //
  825. // In either case cross product will be more parallel to e01 the more
  826. // perpendicular the ray is to e03, and it will be more perpendicular to
  827. // e01 the more parallel it is to e03.
  828. VectorF P = mCross(ray.direction, e03);
  829. // det can be seen as 'the amount of vector e01 in the direction P'
  830. F32 det = mDot(e01, P);
  831. // Take a Abs of the dot because we do not care if the ray is heading up or down,
  832. // but if it is perfectly parallel to the quad we want to reject it.
  833. if ( mFabs(det) < eps )
  834. return false;
  835. F32 inv_det = 1.0f / det;
  836. VectorF T = ray.origin - quad.p00;
  837. // alpha can be seen as 'the amount of vector T in the direction P'
  838. // T is a vector up from the quads corner point 00 to the ray's origin.
  839. // P is the cross product of the ray and e01, which should be "roughly"
  840. // parallel with e03 but might be of either positive or negative magnitude.
  841. F32 alpha = mDot(T, P) * inv_det;
  842. if ( alpha < 0.0f )
  843. return false;
  844. // if (alpha > real(1.0)) return false; // Uncomment if VR is used.
  845. // The cross product of T and e01 should be roughly parallel to e03
  846. // and of either positive or negative magnitude.
  847. VectorF Q = mCross(T, e01);
  848. F32 beta = mDot(ray.direction, Q) * inv_det;
  849. if ( beta < 0.0f )
  850. return false;
  851. // if (beta > real(1.0)) return false; // Uncomment if VR is used.
  852. if ( alpha + beta > 1.0f )
  853. //if ( false )
  854. {
  855. // Rejects rays that intersect the plane of Q either on the
  856. // left of the line V11V10 or on the right of the line V11V01.
  857. VectorF e23 = quad.p01 - quad.p11;
  858. VectorF e21 = quad.p10 - quad.p11;
  859. VectorF P_prime = mCross(ray.direction, e21);
  860. F32 det_prime = mDot(e23, P_prime);
  861. if ( mFabs(det_prime) < eps)
  862. return false;
  863. F32 inv_det_prime = 1.0f / det_prime;
  864. VectorF T_prime = ray.origin - quad.p11;
  865. F32 alpha_prime = mDot(T_prime, P_prime) * inv_det_prime;
  866. if (alpha_prime < 0.0f)
  867. return false;
  868. VectorF Q_prime = mCross(T_prime, e23);
  869. F32 beta_prime = mDot(ray.direction, Q_prime) * inv_det_prime;
  870. if (beta_prime < 0.0f)
  871. return false;
  872. }
  873. // Compute the ray parameter of the intersection point, and
  874. // reject the ray if it does not hit Q.
  875. F32 t = mDot(e03, Q) * inv_det;
  876. if ( t < 0.0f )
  877. return false;
  878. // Compute the barycentric coordinates of the fourth vertex.
  879. // These do not depend on the ray, and can be precomputed
  880. // and stored with the quadrilateral.
  881. F32 alpha_11, beta_11;
  882. VectorF e02 = quad.p11 - quad.p00;
  883. VectorF n = mCross(e01, e03);
  884. if ( mFabs(n.x) >= mFabs(n.y) &&
  885. mFabs(n.x) >= mFabs(n.z) )
  886. {
  887. alpha_11 = ( e02.y * e03.z - e02.z * e03.y ) / n.x;
  888. beta_11 = ( e01.y * e02.z - e01.z * e02.y ) / n.x;
  889. }
  890. else if ( mFabs(n.y) >= mFabs(n.x) &&
  891. mFabs(n.y) >= mFabs(n.z) )
  892. {
  893. alpha_11 = ((e02.z * e03.x) - (e02.x * e03.z)) / n.y;
  894. beta_11 = ((e01.z * e02.x) - (e01.x * e02.z)) / n.y;
  895. }
  896. else
  897. {
  898. alpha_11 = ((e02.x * e03.y) - (e02.y * e03.x)) / n.z;
  899. beta_11 = ((e01.x * e02.y) - (e01.y * e02.x)) / n.z;
  900. }
  901. // Compute the bilinear coordinates of the intersection point.
  902. F32 u,v;
  903. if ( mFabs(alpha_11 - 1.0f) < eps)
  904. {
  905. // Q is a trapezium.
  906. u = alpha;
  907. if ( mFabs(beta_11 - 1.0f) < eps)
  908. v = beta; // Q is a parallelogram.
  909. else
  910. v = beta / ((u * (beta_11 - 1.0f)) + 1.0f); // Q is a trapezium.
  911. }
  912. else if ( mFabs(beta_11 - 1.0f) < eps)
  913. {
  914. // Q is a trapezium.
  915. v = beta;
  916. u = alpha / ((v * (alpha_11 - 1.0f)) + 1.0f);
  917. }
  918. else
  919. {
  920. F32 A = 1.0f - beta_11;
  921. F32 B = (alpha * (beta_11 - 1.0f))
  922. - (beta * (alpha_11 - 1.0f)) - 1.0f;
  923. F32 C = alpha;
  924. F32 D = (B * B) - (4.0f * A * C);
  925. F32 Q = -0.5f * (B + (B < 0.0f ? -1.0f : 1.0f) ) * mSqrt(D);
  926. u = Q / A;
  927. if ((u < 0.0f) || (u > 1.0f)) u = C / Q;
  928. v = beta / ((u * (beta_11 - 1.0f)) + 1.0f);
  929. }
  930. if ( outUV )
  931. outUV->set( u, v );
  932. if ( outT )
  933. *outT = t;
  934. return true;
  935. }
  936. //-----------------------------------------------------------------------------
  937. // Used by sortQuadWindingOrder.
  938. struct QuadSortPoint
  939. {
  940. U32 id;
  941. F32 theta;
  942. };
  943. // Used by sortQuadWindingOrder.
  944. S32 QSORT_CALLBACK cmpAngleAscending( const void *a, const void *b )
  945. {
  946. const QuadSortPoint *p0 = (const QuadSortPoint*)a;
  947. const QuadSortPoint *p1 = (const QuadSortPoint*)b;
  948. F32 diff = p1->theta - p0->theta;
  949. if ( diff > 0.0f )
  950. return -1;
  951. else if ( diff < 0.0f )
  952. return 1;
  953. else
  954. return 0;
  955. }
  956. // Used by sortQuadWindingOrder.
  957. S32 QSORT_CALLBACK cmpAngleDescending( const void *a, const void *b )
  958. {
  959. const QuadSortPoint *p0 = (const QuadSortPoint*)a;
  960. const QuadSortPoint *p1 = (const QuadSortPoint*)b;
  961. F32 diff = p1->theta - p0->theta;
  962. if ( diff > 0.0f )
  963. return 1;
  964. else if ( diff < 0.0f )
  965. return -1;
  966. else
  967. return 0;
  968. }
  969. void sortQuadWindingOrder( const MatrixF &quadMat, bool clockwise, const Point3F *verts, U32 *vertMap, U32 count )
  970. {
  971. PROFILE_SCOPE( MathUtils_sortQuadWindingOrder );
  972. if ( count == 0 )
  973. return;
  974. Point3F *quadPoints = new Point3F[count];
  975. for ( S32 i = 0; i < count; i++ )
  976. {
  977. quadMat.mulP( verts[i], &quadPoints[i] );
  978. quadPoints[i].normalizeSafe();
  979. }
  980. sortQuadWindingOrder( clockwise, quadPoints, vertMap, count );
  981. delete [] quadPoints;
  982. }
  983. void sortQuadWindingOrder( bool clockwise, const Point3F *verts, U32 *vertMap, U32 count )
  984. {
  985. QuadSortPoint *sortPoints = new QuadSortPoint[count];
  986. for ( S32 i = 0; i < count; i++ )
  987. {
  988. QuadSortPoint &sortPnt = sortPoints[i];
  989. const Point3F &vec = verts[i];
  990. sortPnt.id = i;
  991. F32 theta = mAtan2( vec.y, vec.x );
  992. if ( vec.y < 0.0f )
  993. theta = M_2PI_F + theta;
  994. sortPnt.theta = theta;
  995. }
  996. dQsort( sortPoints, count, sizeof( QuadSortPoint ), clockwise ? cmpAngleDescending : cmpAngleAscending );
  997. for ( S32 i = 0; i < count; i++ )
  998. vertMap[i] = sortPoints[i].id;
  999. delete [] sortPoints;
  1000. }
  1001. //-----------------------------------------------------------------------------
  1002. void buildMatrix( const VectorF *rvec, const VectorF *fvec, const VectorF *uvec, const VectorF *pos, MatrixF *outMat )
  1003. {
  1004. /// Work in Progress
  1005. /*
  1006. AssertFatal( !rvec || rvec->isUnitLength(), "MathUtils::buildMatrix() - Right vector was not normalized!" );
  1007. AssertFatal( !fvec || fvec->isUnitLength(), "MathUtils::buildMatrix() - Forward vector was not normalized!" );
  1008. AssertFatal( !uvec || uvec->isUnitLength(), "MathUtils::buildMatrix() - Up vector was not normalized!" );
  1009. // Note this relationship:
  1010. //
  1011. // Column0 Column1 Column2
  1012. // Axis X Axis Y Axis Z
  1013. // Rvec Fvec Uvec
  1014. //
  1015. enum
  1016. {
  1017. RVEC = 1,
  1018. FVEC = 1 << 1,
  1019. UVEC = 1 << 2,
  1020. ALL = RVEC | FVEC | UVEC
  1021. };
  1022. U8 mask = 0;
  1023. U8 count = 0;
  1024. U8 axis0, axis1;
  1025. if ( rvec )
  1026. {
  1027. mask |= RVEC;
  1028. axis0 == 0;
  1029. count++;
  1030. }
  1031. if ( fvec )
  1032. {
  1033. mask |= FVEC;
  1034. if ( count == 0 )
  1035. axis0 = 1;
  1036. else
  1037. axis1 = 1;
  1038. count++;
  1039. }
  1040. if ( uvec )
  1041. {
  1042. mask |= UVEC;
  1043. count++;
  1044. }
  1045. U8 bR = 1;
  1046. U8 bF = 1 << 1;
  1047. U8 bU = 1 << 2;
  1048. U8 bRF = bR | bF;
  1049. U8 bRU = bR | bU;
  1050. U8 bFU = bF | bU;
  1051. U8 bRFU = bR | bF | bU;
  1052. // Cross product map.
  1053. U8 cpdMap[3][2] =
  1054. {
  1055. { 1, 2 },
  1056. { 2, 0 },
  1057. { 0, 1 },
  1058. }
  1059. if ( count == 1 )
  1060. {
  1061. if ( mask == bR )
  1062. {
  1063. }
  1064. else if ( mask == bF )
  1065. {
  1066. }
  1067. else if ( mask == bU )
  1068. {
  1069. }
  1070. }
  1071. else if ( count == 2 )
  1072. {
  1073. if ( mask == bRF )
  1074. {
  1075. }
  1076. else if ( mask == bRU )
  1077. {
  1078. }
  1079. else if ( mask == bFU )
  1080. {
  1081. }
  1082. }
  1083. else // bRFU
  1084. {
  1085. }
  1086. if ( rvec )
  1087. {
  1088. outMat->setColumn( 0, *rvec );
  1089. if ( fvec )
  1090. {
  1091. outMat->setColumn( 1, *fvec );
  1092. if ( uvec )
  1093. outMat->setColumn( 2, *uvec );
  1094. else
  1095. {
  1096. // Set uvec from rvec/fvec
  1097. tmp = mCross( rvec, fvec );
  1098. tmp.normalizeSafe();
  1099. outMat->setColumn( 2, tmp );
  1100. }
  1101. }
  1102. else if ( uvec )
  1103. {
  1104. // Set fvec from uvec/rvec
  1105. tmp = mCross( uvec, rvec );
  1106. tmp.normalizeSafe();
  1107. outMat->setColumn( 1, tmp );
  1108. }
  1109. else
  1110. {
  1111. // Set fvec and uvec from rvec
  1112. Point3F tempFvec = mPerp( rvec );
  1113. Point3F tempUvec = mCross( )
  1114. }
  1115. }
  1116. AssertFatal( rvec->isUnitLength(), "MathUtils::buildMatrix() - Right vector was not normalized!" );
  1117. AssertFatal( fvec->isUnitLength(), "MathUtils::buildMatrix() - Forward vector was not normalized!" );
  1118. AssertFatal( uvec->isUnitLength(), "MathUtils::buildMatrix() - UpVector vector was not normalized!" );
  1119. AssertFatal( outMat, "MathUtils::buildMatrix() - Got null output matrix!" );
  1120. AssertFatal( outMat->isAffine(), "MathUtils::buildMatrix() - Got uninitialized matrix!" );
  1121. */
  1122. }
  1123. //-----------------------------------------------------------------------------
  1124. bool reduceFrustum( const Frustum& frustum, const RectI& viewport, const RectF& area, Frustum& outFrustum )
  1125. {
  1126. // Just to be safe, clamp the area to the viewport.
  1127. Point2F clampedMin;
  1128. Point2F clampedMax;
  1129. clampedMin.x = mClampF( area.extent.x, ( F32 ) viewport.point.x, ( F32 ) viewport.point.x + viewport.extent.x );
  1130. clampedMin.y = mClampF( area.extent.y, ( F32 ) viewport.point.y, ( F32 ) viewport.point.y + viewport.extent.y );
  1131. clampedMax.x = mClampF( area.extent.x, ( F32 ) viewport.point.x, ( F32 ) viewport.point.x + viewport.extent.x );
  1132. clampedMax.y = mClampF( area.extent.y, ( F32 ) viewport.point.y, ( F32 ) viewport.point.y + viewport.extent.y );
  1133. // If we have ended up without a visible region on the screen,
  1134. // terminate now.
  1135. if( mFloor( clampedMin.x ) == mFloor( clampedMax.x ) ||
  1136. mFloor( clampedMin.y ) == mFloor( clampedMax.y ) )
  1137. return false;
  1138. // Get the extents of the frustum.
  1139. const F32 frustumXExtent = mFabs( frustum.getNearRight() - frustum.getNearLeft() );
  1140. const F32 frustumYExtent = mFabs( frustum.getNearTop() - frustum.getNearBottom() );
  1141. // Now, normalize the screen-space pixel coordinates to lie within the screen-centered
  1142. // -1 to 1 coordinate space that is used for the frustum planes.
  1143. Point2F normalizedMin;
  1144. Point2F normalizedMax;
  1145. normalizedMin.x = ( ( clampedMin.x / viewport.extent.x ) * frustumXExtent ) - ( frustumXExtent / 2.f );
  1146. normalizedMin.y = ( ( clampedMin.y / viewport.extent.y ) * frustumYExtent ) - ( frustumYExtent / 2.f );
  1147. normalizedMax.x = ( ( clampedMax.x / viewport.extent.x ) * frustumXExtent ) - ( frustumXExtent / 2.f );
  1148. normalizedMax.y = ( ( clampedMax.y / viewport.extent.y ) * frustumYExtent ) - ( frustumYExtent / 2.f );
  1149. // Make sure the generated frustum metrics are somewhat sane.
  1150. if( normalizedMax.x - normalizedMin.x < 0.001f ||
  1151. normalizedMax.y - normalizedMin.y < 0.001f )
  1152. return false;
  1153. // Finally, create the new frustum using the original's frustum
  1154. // information except its left/right/top/bottom planes.
  1155. //
  1156. // Note that screen-space coordinates go upside down on Y whereas
  1157. // camera-space frustum coordinates go downside up on Y which is
  1158. // why we are inverting Y here.
  1159. outFrustum.set(
  1160. frustum.isOrtho(),
  1161. normalizedMin.x,
  1162. normalizedMax.x,
  1163. - normalizedMin.y,
  1164. - normalizedMax.y,
  1165. frustum.getNearDist(),
  1166. frustum.getFarDist(),
  1167. frustum.getTransform()
  1168. );
  1169. return true;
  1170. }
  1171. //-----------------------------------------------------------------------------
  1172. void makeFrustum( F32 *outLeft,
  1173. F32 *outRight,
  1174. F32 *outTop,
  1175. F32 *outBottom,
  1176. F32 fovYInRadians,
  1177. F32 aspectRatio,
  1178. F32 nearPlane )
  1179. {
  1180. F32 top = nearPlane * mTan( fovYInRadians / 2.0 );
  1181. if ( outTop ) *outTop = top;
  1182. if ( outBottom ) *outBottom = -top;
  1183. F32 left = top * aspectRatio;
  1184. if ( outLeft ) *outLeft = -left;
  1185. if ( outRight ) *outRight = left;
  1186. }
  1187. //-----------------------------------------------------------------------------
  1188. void makeProjection( MatrixF *outMatrix,
  1189. F32 fovYInRadians,
  1190. F32 aspectRatio,
  1191. F32 nearPlane,
  1192. F32 farPlane,
  1193. bool gfxRotate )
  1194. {
  1195. F32 left, right, top, bottom;
  1196. makeFrustum( &left, &right, &top, &bottom, fovYInRadians, aspectRatio, nearPlane );
  1197. makeProjection( outMatrix, left, right, top, bottom, nearPlane, farPlane, gfxRotate );
  1198. }
  1199. //-----------------------------------------------------------------------------
  1200. void makeFovPortFrustum(
  1201. Frustum *outFrustum,
  1202. bool isOrtho,
  1203. F32 nearDist,
  1204. F32 farDist,
  1205. const FovPort &inPort,
  1206. const MatrixF &transform)
  1207. {
  1208. F32 leftSize = nearDist * inPort.leftTan;
  1209. F32 rightSize = nearDist * inPort.rightTan;
  1210. F32 upSize = nearDist * inPort.upTan;
  1211. F32 downSize = nearDist * inPort.downTan;
  1212. F32 left = -leftSize;
  1213. F32 right = rightSize;
  1214. F32 top = upSize;
  1215. F32 bottom = -downSize;
  1216. outFrustum->set(isOrtho, left, right, top, bottom, nearDist, farDist, transform);
  1217. }
  1218. //-----------------------------------------------------------------------------
  1219. /// This is the special rotation matrix applied to
  1220. /// projection matricies for GFX.
  1221. ///
  1222. /// It is a wart of the OGL to DX change over.
  1223. ///
  1224. static const MatrixF sGFXProjRotMatrix( EulerF( (M_PI_F / 2.0f), 0.0f, 0.0f ) );
  1225. void makeProjection( MatrixF *outMatrix,
  1226. F32 left,
  1227. F32 right,
  1228. F32 top,
  1229. F32 bottom,
  1230. F32 nearPlane,
  1231. F32 farPlane,
  1232. bool gfxRotate )
  1233. {
  1234. Point4F row;
  1235. row.x = 2.0*nearPlane / (right-left);
  1236. row.y = 0.0;
  1237. row.z = 0.0;
  1238. row.w = 0.0;
  1239. outMatrix->setRow( 0, row );
  1240. row.x = 0.0;
  1241. row.y = 2.0 * nearPlane / (top-bottom);
  1242. row.z = 0.0;
  1243. row.w = 0.0;
  1244. outMatrix->setRow( 1, row );
  1245. row.x = (left+right) / (right-left);
  1246. row.y = (top+bottom) / (top-bottom);
  1247. row.z = farPlane / (nearPlane - farPlane);
  1248. row.w = -1.0;
  1249. outMatrix->setRow( 2, row );
  1250. row.x = 0.0;
  1251. row.y = 0.0;
  1252. row.z = nearPlane * farPlane / (nearPlane - farPlane);
  1253. row.w = 0.0;
  1254. outMatrix->setRow( 3, row );
  1255. outMatrix->transpose();
  1256. if ( gfxRotate )
  1257. outMatrix->mul( sGFXProjRotMatrix );
  1258. }
  1259. //-----------------------------------------------------------------------------
  1260. void makeOrthoProjection( MatrixF *outMatrix,
  1261. F32 left,
  1262. F32 right,
  1263. F32 top,
  1264. F32 bottom,
  1265. F32 nearPlane,
  1266. F32 farPlane,
  1267. bool gfxRotate )
  1268. {
  1269. Point4F row;
  1270. row.x = 2.0f / (right - left);
  1271. row.y = 0.0f;
  1272. row.z = 0.0f;
  1273. row.w = 0.0f;
  1274. outMatrix->setRow( 0, row );
  1275. row.x = 0.0f;
  1276. row.y = 2.0f / (top - bottom);
  1277. row.z = 0.0f;
  1278. row.w = 0.0f;
  1279. outMatrix->setRow( 1, row );
  1280. row.x = 0.0f;
  1281. row.y = 0.0f;
  1282. row.w = 0.0f;
  1283. //Unlike D3D, which has a 0-1 range, OpenGL uses a -1-1 range.
  1284. //However, epoxy internally handles the swap, so the math here is the same for both APIs
  1285. row.z = 1.0f / (nearPlane - farPlane);
  1286. outMatrix->setRow( 2, row );
  1287. row.x = (left + right) / (left - right);
  1288. row.y = (top + bottom) / (bottom - top);
  1289. row.z = nearPlane / (nearPlane - farPlane);
  1290. row.w = 1.0f;
  1291. outMatrix->setRow( 3, row );
  1292. outMatrix->transpose();
  1293. if ( gfxRotate )
  1294. outMatrix->mul( sGFXProjRotMatrix );
  1295. }
  1296. //-----------------------------------------------------------------------------
  1297. bool edgeFaceIntersect( const Point3F &edgeA, const Point3F &edgeB,
  1298. const Point3F &faceA, const Point3F &faceB, const Point3F &faceC, const Point3F &faceD, Point3F *intersection )
  1299. {
  1300. VectorF edgeAB = edgeB - edgeA;
  1301. VectorF edgeAFaceA = faceA - edgeA;
  1302. VectorF edgeAFaceB = faceB - edgeA;
  1303. VectorF edgeAFaceC = faceC - edgeA;
  1304. VectorF m = mCross( edgeAFaceC, edgeAB );
  1305. F32 v = mDot( edgeAFaceA, m );
  1306. if ( v >= 0.0f )
  1307. {
  1308. F32 u = -mDot( edgeAFaceB, m );
  1309. if ( u < 0.0f )
  1310. return false;
  1311. VectorF tmp = mCross( edgeAFaceB, edgeAB );
  1312. F32 w = mDot( edgeAFaceA, tmp );
  1313. if ( w < 0.0f )
  1314. return false;
  1315. F32 denom = 1.0f / (u + v + w );
  1316. u *= denom;
  1317. v *= denom;
  1318. w *= denom;
  1319. (*intersection) = u * faceA + v * faceB + w * faceC;
  1320. }
  1321. else
  1322. {
  1323. VectorF edgeAFaceD = faceD - edgeA;
  1324. F32 u = mDot( edgeAFaceD, m );
  1325. if ( u < 0.0f )
  1326. return false;
  1327. VectorF tmp = mCross( edgeAFaceA, edgeAB );
  1328. F32 w = mDot( edgeAFaceD, tmp );
  1329. if ( w < 0.0f )
  1330. return false;
  1331. v = -v;
  1332. F32 denom = 1.0f / ( u + v + w );
  1333. u *= denom;
  1334. v *= denom;
  1335. w *= denom;
  1336. (*intersection) = u * faceA + v * faceD + w * faceC;
  1337. }
  1338. return true;
  1339. }
  1340. //-----------------------------------------------------------------------------
  1341. bool isPlanarPolygon( const Point3F* vertices, U32 numVertices )
  1342. {
  1343. AssertFatal( vertices != NULL, "MathUtils::isPlanarPolygon - Received NULL pointer" );
  1344. AssertFatal( numVertices >= 3, "MathUtils::isPlanarPolygon - Must have at least three vertices" );
  1345. // Triangles are always planar. Letting smaller numVertices
  1346. // slip through provides robustness for errors in release builds.
  1347. if( numVertices <= 3 )
  1348. return true;
  1349. // Compute the normal of the first triangle in the polygon.
  1350. Point3F triangle1Normal = mTriangleNormal( vertices[ 0 ], vertices[ 1 ], vertices[ 2 ] );
  1351. // Now go through all the remaining vertices and build triangles
  1352. // with the first two vertices. Then the normals of all these triangles
  1353. // must be the same (minus some variance due to floating-point inaccuracies)
  1354. // as the normal of the first triangle.
  1355. for( U32 i = 3; i < numVertices; ++ i )
  1356. {
  1357. Point3F triangle2Normal = mTriangleNormal( vertices[ 0 ], vertices[ 1 ], vertices[ i ] );
  1358. if( !triangle1Normal.equal( triangle2Normal ) )
  1359. return false;
  1360. }
  1361. return true;
  1362. }
  1363. //-----------------------------------------------------------------------------
  1364. bool isConvexPolygon( const Point3F* vertices, U32 numVertices )
  1365. {
  1366. AssertFatal( vertices != NULL, "MathUtils::isConvexPolygon - Received NULL pointer" );
  1367. AssertFatal( numVertices >= 3, "MathUtils::isConvexPolygon - Must have at least three vertices" );
  1368. // Triangles are always convex. Letting smaller numVertices
  1369. // slip through provides robustness for errors in release builds.
  1370. if( numVertices <= 3 )
  1371. return true;
  1372. U32 numPositive = 0;
  1373. U32 numNegative = 0;
  1374. for( U32 i = 0; i < numVertices; ++ i )
  1375. {
  1376. const Point3F& a = vertices[ i ];
  1377. const Point3F& b = vertices[ ( i + 1 ) % numVertices ];
  1378. const Point3F& c = vertices[ ( i + 2 ) % numVertices ];
  1379. const F32 crossProductLength = mCross( b - a, c - b ).len();
  1380. if( crossProductLength < 0.f )
  1381. numNegative ++;
  1382. else if( crossProductLength > 0.f )
  1383. numPositive ++;
  1384. if( numNegative && numPositive )
  1385. return false;
  1386. }
  1387. return true;
  1388. }
  1389. //-----------------------------------------------------------------------------
  1390. bool clipFrustumByPolygon( const Point3F* points, U32 numPoints, const RectI& viewport, const MatrixF& world,
  1391. const MatrixF& projection, const Frustum& inFrustum, const Frustum& rootFrustum, Frustum& outFrustum )
  1392. {
  1393. enum
  1394. {
  1395. MAX_RESULT_VERTICES = 64,
  1396. MAX_INPUT_VERTICES = MAX_RESULT_VERTICES - Frustum::PlaneCount // Clipping against each plane may add a vertex.
  1397. };
  1398. AssertFatal( numPoints <= MAX_INPUT_VERTICES, "MathUtils::clipFrustumByPolygon - Too many vertices!" );
  1399. if( numPoints > MAX_INPUT_VERTICES )
  1400. return false;
  1401. // First, we need to clip the polygon against inFrustum.
  1402. //
  1403. // Use two buffers here in interchanging roles as sources and targets
  1404. // in clipping against the frustum planes.
  1405. Point3F polygonBuffer1[ MAX_RESULT_VERTICES ];
  1406. Point3F polygonBuffer2[ MAX_RESULT_VERTICES ];
  1407. Point3F* tempPolygon = polygonBuffer1;
  1408. Point3F* clippedPolygon = polygonBuffer2;
  1409. dMemcpy( clippedPolygon, points, numPoints * sizeof( points[ 0 ] ) );
  1410. U32 numClippedPolygonVertices = numPoints;
  1411. U32 numTempPolygonVertices = 0;
  1412. for( U32 nplane = 0; nplane < Frustum::PlaneCount; ++ nplane )
  1413. {
  1414. // Make the output of the last iteration the
  1415. // input of this iteration.
  1416. swap( tempPolygon, clippedPolygon );
  1417. numTempPolygonVertices = numClippedPolygonVertices;
  1418. // Clip our current remainder of the original polygon
  1419. // against the current plane.
  1420. const PlaneF& plane = inFrustum.getPlanes()[ nplane ];
  1421. numClippedPolygonVertices = plane.clipPolygon( tempPolygon, numTempPolygonVertices, clippedPolygon );
  1422. // If the polygon was completely on the backside of the plane,
  1423. // then polygon is outside the frustum. In this case, return false
  1424. // to indicate we haven't clipped anything.
  1425. if( !numClippedPolygonVertices )
  1426. return false;
  1427. }
  1428. // Project the clipped polygon into screen space.
  1429. MatrixF worldProjection = projection;
  1430. worldProjection.mul( world ); // Premultiply world*projection so we don't have to do this over and over for each point.
  1431. Point3F projectedPolygon[ 10 ];
  1432. for( U32 i = 0; i < numClippedPolygonVertices; ++ i )
  1433. mProjectWorldToScreen(
  1434. clippedPolygon[ i ],
  1435. &projectedPolygon[ i ],
  1436. viewport,
  1437. worldProjection
  1438. );
  1439. // Put an axis-aligned rectangle around our polygon.
  1440. Point2F minPoint( projectedPolygon[ 0 ].x, projectedPolygon[ 0 ].y );
  1441. Point2F maxPoint( projectedPolygon[ 0 ].x, projectedPolygon[ 0 ].y );
  1442. for( U32 i = 1; i < numClippedPolygonVertices; ++ i )
  1443. {
  1444. minPoint.setMin( Point2F( projectedPolygon[ i ].x, projectedPolygon[ i ].y ) );
  1445. maxPoint.setMax( Point2F( projectedPolygon[ i ].x, projectedPolygon[ i ].y ) );
  1446. }
  1447. RectF area( minPoint, maxPoint - minPoint );
  1448. // Finally, reduce the input frustum to the given area. Note that we
  1449. // use rootFrustum here instead of inFrustum as the latter does not necessarily
  1450. // represent the full viewport we are using here which thus would skew the mapping.
  1451. return reduceFrustum( rootFrustum, viewport, area, outFrustum );
  1452. }
  1453. //-----------------------------------------------------------------------------
  1454. U32 extrudePolygonEdges( const Point3F* vertices, U32 numVertices, const Point3F& direction, PlaneF* outPlanes )
  1455. {
  1456. U32 numPlanes = 0;
  1457. U32 lastVertex = numVertices - 1;
  1458. bool invert = false;
  1459. for( U32 i = 0; i < numVertices; lastVertex = i, ++ i )
  1460. {
  1461. const Point3F& v1 = vertices[ i ];
  1462. const Point3F& v2 = vertices[ lastVertex ];
  1463. // Skip the edge if it's length is really short.
  1464. const Point3F edgeVector = v2 - v1;
  1465. if( edgeVector.len() < 0.05 )
  1466. continue;
  1467. // Compute the plane normal. The direction and the edge vector
  1468. // basically define the orientation of the plane so their cross
  1469. // product is the plane normal.
  1470. Point3F normal;
  1471. if( !invert )
  1472. normal = mCross( edgeVector, direction );
  1473. else
  1474. normal = mCross( direction, edgeVector );
  1475. // Create a plane for the edge.
  1476. outPlanes[ numPlanes ] = PlaneF( v1, normal );
  1477. numPlanes ++;
  1478. // If this is the first plane that we have created, find out whether
  1479. // the vertex ordering is giving us the plane orientations that we want
  1480. // (facing inside). If not, invert vertex order from now on.
  1481. if( i == 0 )
  1482. {
  1483. const PlaneF& plane = outPlanes[ numPlanes - 1 ];
  1484. for( U32 n = i + 1; n < numVertices; ++ n )
  1485. {
  1486. const PlaneF::Side side = plane.whichSide( vertices[ n ] );
  1487. if( side == PlaneF::On )
  1488. continue;
  1489. if( side != PlaneF::Front )
  1490. invert = true;
  1491. break;
  1492. }
  1493. }
  1494. }
  1495. return numPlanes;
  1496. }
  1497. //-----------------------------------------------------------------------------
  1498. U32 extrudePolygonEdgesFromPoint( const Point3F* vertices, U32 numVertices, const Point3F& fromPoint, PlaneF* outPlanes )
  1499. {
  1500. U32 numPlanes = 0;
  1501. U32 lastVertex = numVertices - 1;
  1502. bool invert = false;
  1503. for( U32 i = 0; i < numVertices; lastVertex = i, ++ i )
  1504. {
  1505. const Point3F& v1 = vertices[ i ];
  1506. const Point3F& v2 = vertices[ lastVertex ];
  1507. // Skip the edge if it's length is really short.
  1508. const Point3F edgeVector = v2 - v1;
  1509. if( edgeVector.len() < 0.05 )
  1510. continue;
  1511. // Create a plane for the edge.
  1512. if( !invert )
  1513. outPlanes[ numPlanes ] = PlaneF( v1, fromPoint, v2 );
  1514. else
  1515. outPlanes[ numPlanes ] = PlaneF( v2, fromPoint, v1 );
  1516. numPlanes ++;
  1517. // If this is the first plane that we have created, find out whether
  1518. // the vertex ordering is giving us the plane orientations that we want
  1519. // (facing inside). If not, invert vertex order from now on.
  1520. if( i == 0 )
  1521. {
  1522. const PlaneF& plane = outPlanes[ numPlanes - 1 ];
  1523. for( U32 n = i + 1; n < numVertices; ++ n )
  1524. {
  1525. const PlaneF::Side side = plane.whichSide( vertices[ n ] );
  1526. if( side == PlaneF::On )
  1527. continue;
  1528. if( side != PlaneF::Front )
  1529. invert = true;
  1530. break;
  1531. }
  1532. }
  1533. }
  1534. return numPlanes;
  1535. }
  1536. //-----------------------------------------------------------------------------
  1537. void mBuildHull2D(const Vector<Point2F> _inPoints, Vector<Point2F> &hullPoints)
  1538. {
  1539. /// Andrew's monotone chain convex hull algorithm implementation
  1540. struct Util
  1541. {
  1542. //compare by x and then by y
  1543. static int CompareLexicographic( const Point2F *a, const Point2F *b)
  1544. {
  1545. return a->x < b->x || (a->x == b->x && a->y < b->y);
  1546. }
  1547. };
  1548. hullPoints.clear();
  1549. hullPoints.setSize( _inPoints.size()*2 );
  1550. // sort in points by x and then by y
  1551. Vector<Point2F> inSortedPoints = _inPoints;
  1552. inSortedPoints.sort( &Util::CompareLexicographic );
  1553. Point2F* lowerHullPtr = hullPoints.address();
  1554. U32 lowerHullIdx = 0;
  1555. //lower part of hull
  1556. for( int i = 0; i < inSortedPoints.size(); ++i )
  1557. {
  1558. while( lowerHullIdx >= 2 && mCross( lowerHullPtr[ lowerHullIdx - 2], lowerHullPtr[lowerHullIdx - 1], inSortedPoints[i] ) <= 0 )
  1559. --lowerHullIdx;
  1560. lowerHullPtr[lowerHullIdx++] = inSortedPoints[i];
  1561. }
  1562. --lowerHullIdx; // last point are the same as first in upperHullPtr
  1563. Point2F* upperHullPtr = hullPoints.address() + lowerHullIdx;
  1564. U32 upperHullIdx = 0;
  1565. //upper part of hull
  1566. for( int i = inSortedPoints.size()-1; i >= 0; --i )
  1567. {
  1568. while( upperHullIdx >= 2 && mCross( upperHullPtr[ upperHullIdx - 2], upperHullPtr[upperHullIdx - 1], inSortedPoints[i] ) <= 0 )
  1569. --upperHullIdx;
  1570. upperHullPtr[upperHullIdx++] = inSortedPoints[i];
  1571. }
  1572. hullPoints.setSize( lowerHullIdx + upperHullIdx );
  1573. }
  1574. } // namespace MathUtils