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- //-----------------------------------------------------------------------------
- // 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"
- #endif
- class 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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