Merge internal repository.
Delete TODO list, use issue list instead.
This commit is contained in:
parent
a7ac577d15
commit
645eda8fd4
@ -1,20 +0,0 @@
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Short term:
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- Improve quality of fast compressors.
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- More accelerated compressors.
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- Accelerate mipmap generation.
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- Generic RGB pixel format conversion.
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- Do not assume that alpha is used for transparency.
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Longer term:
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- support for DXT1a format.
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- support for correct cubemap filtering.
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- support for correct cubemap borders and atlas borders. (Crytek request)
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- support for 3d textures & 3d compression.
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- Add support for occlusion map, horizon map & bent normal map generation.
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- Add support for accurate normal map mipmap computation. Using lighting integrals.
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- Add support for YCoCg and JPEG-LS color transforms. Add high quality DXT5-RGB compression.
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- Add full support for mirror wrap mode.
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- Generation of cone maps for relief mapping.
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- Add min/max box mipmap filters.
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@ -53,7 +53,6 @@ FIND_LIBRARY (CUDA_RUNTIME_LIBRARY
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${CUDA_COMPILER_DIR}
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DOC "The CUDA runtime library")
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IF (CUDA_INCLUDE_PATH AND CUDA_LIBRARY AND CUDA_RUNTIME_LIBRARY)
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SET (CUDA_FOUND 1 CACHE STRING "Set to 1 if CUDA is found, 0 otherwise")
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ELSE (CUDA_INCLUDE_PATH AND CUDA_LIBRARY AND CUDA_RUNTIME_LIBRARY)
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@ -1,8 +1,8 @@
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#
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# Try to find nVidia's Cg compiler, runtime libraries, and include path.
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# Try to find NVIDIA's Cg compiler, runtime libraries, and include path.
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# Once done this will define
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#
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# CG_FOUND =system has NVidia Cg and it can be used.
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# CG_FOUND =system has NVIDIA Cg and it can be used.
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# CG_INCLUDE_PATH = directory where cg.h resides
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# CG_LIBRARY = full path to libCg.so (Cg.DLL on win32)
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# CG_GL_LIBRARY = full path to libCgGL.so (CgGL.dll on win32)
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32
cmake/FindDirectX.cmake
Normal file
32
cmake/FindDirectX.cmake
Normal file
@ -0,0 +1,32 @@
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IF (WIN32)
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FIND_PATH(DX10_INCLUDE_PATH D3D10.h
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PATHS
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"$ENV{DXSDK_DIR}/Include"
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"$ENV{PROGRAMFILES}/Microsoft DirectX SDK/Include"
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DOC "The directory where D3D10.h resides")
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FIND_LIBRARY(D3D10_LIBRARY d3d10.lib
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PATHS
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"$ENV{DXSDK_DIR}/Lib/x86"
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"$ENV{PROGRAMFILES}/Microsoft DirectX SDK/Lib/x86"
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DOC "The directory where d3d10.lib resides")
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FIND_LIBRARY(D3DX10_LIBRARY d3dx10.lib
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PATHS
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"$ENV{DXSDK_DIR}/Lib/x86"
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"$ENV{PROGRAMFILES}/Microsoft DirectX SDK/Lib/x86"
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DOC "The directory where d3dx10.lib resides")
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SET(DX10_LIBRARIES D3D10_LIBRARY D3DX10_LIBRARY)
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ENDIF (WIN32)
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IF (DX10_INCLUDE_PATH)
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SET( DX10_FOUND 1 CACHE STRING "Set to 1 if CG is found, 0 otherwise")
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ELSE (DX10_INCLUDE_PATH)
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SET( DX10_FOUND 0 CACHE STRING "Set to 1 if CG is found, 0 otherwise")
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ENDIF (DX10_INCLUDE_PATH)
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MARK_AS_ADVANCED( DX10_FOUND )
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67
cmake/FindMaya.cmake
Normal file
67
cmake/FindMaya.cmake
Normal file
@ -0,0 +1,67 @@
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IF (WIN32)
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# Maya plugins can only be compiled with msvc
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IF (MSVC)
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FIND_PATH(MAYA_INCLUDE_PATH maya/MTypes.h
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PATHS
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"$ENV{PROGRAMFILES}/Autodesk/Maya8.5/include"
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"$ENV{MAYA_LOCATION}/include"
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DOC "The directory where MTypes.h resides")
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# Find maya version!
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FIND_LIBRARY(MAYA_FOUNDATION_LIBRARY Foundation
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PATHS
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"$ENV{PROGRAMFILES}/Autodesk/Maya8.5/lib"
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"$ENV{MAYA_LOCATION}/lib"
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DOC "The directory where Foundation.lib resides")
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FIND_LIBRARY(MAYA_OPENMAYA_LIBRARY OpenMaya
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PATHS
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"$ENV{PROGRAMFILES}/Autodesk/Maya8.5/lib"
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"$ENV{MAYA_LOCATION}/lib"
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DOC "The directory where OpenMaya.lib resides")
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FIND_LIBRARY(MAYA_OPENMAYAANIM_LIBRARY OpenMayaAnim
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PATHS
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"$ENV{PROGRAMFILES}/Autodesk/Maya8.5/lib"
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"$ENV{MAYA_LOCATION}/lib"
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DOC "The directory where OpenMayaAnim.lib resides")
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SET(MAYA_LIBRARIES
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${MAYA_FOUNDATION_LIBRARY}
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${MAYA_OPENMAYA_LIBRARY}
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${MAYA_OPENMAYAANIM_LIBRARY})
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SET(MAYA_EXTENSION ".mll")
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ENDIF (MSVC)
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ELSE (WIN32)
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# On linux, check gcc version.
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# OSX and Linux
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FIND_PATH(MAYA_INCLUDE_PATH maya/MTypes.h
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PATHS
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/usr/autodesk/maya/include
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$ENV{MAYA_LOCATION}/include
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DOC "The directory where MTypes.h resides")
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# TODO
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ENDIF (WIN32)
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IF (MAYA_INCLUDE_PATH)
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SET( MAYA_FOUND 1 CACHE STRING "Set to 1 if Maya is found, 0 otherwise")
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ELSE (MAYA_INCLUDE_PATH)
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SET( MAYA_FOUND 0 CACHE STRING "Set to 1 if Maya is found, 0 otherwise")
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ENDIF (MAYA_INCLUDE_PATH)
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MARK_AS_ADVANCED( MAYA_FOUND )
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55
cmake/FindOpenEXR.cmake
Normal file
55
cmake/FindOpenEXR.cmake
Normal file
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#
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# Try to find OpenEXR's libraries, and include path.
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# Once done this will define:
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#
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# OPENEXR_FOUND = OpenEXR found.
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# OPENEXR_INCLUDE_PATH = OpenEXR include directory.
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# OPENEXR_LIBRARIES = libraries that are needed to use OpenEXR.
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#
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IF (WIN32)
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ELSE (WIN32)
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FIND_PATH(OPENEXR_INCLUDE_PATH ImfRgbaFile.h
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/usr/include
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/usr/local/include)
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FIND_LIBRARY(OPENEXR_HALF_LIBRARY
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NAMES Half
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PATHS
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/usr/lib
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/usr/local/lib)
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FIND_LIBRARY(OPENEXR_IEX_LIBRARY
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NAMES Iex
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PATHS
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/usr/lib
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/usr/local/lib)
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FIND_LIBRARY(OPENEXR_IMATH_LIBRARY
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NAMES Imath
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PATHS
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/usr/lib
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/usr/local/lib)
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FIND_LIBRARY(OPENEXR_ILMIMF_LIBRARY
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NAMES IlmImf
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PATHS
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/usr/lib
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/usr/local/lib)
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ENDIF (WIN32)
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IF (OPENEXR_INCLUDE_DIR AND OPENEXR_IMATH_LIBRARY AND OPENEXR_ILMIMF_LIBRARY AND OPENEXR_IEX_LIBRARY AND OPENEXR_HALF_LIBRARY)
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SET(OPENEXR_FOUND TRUE)
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SET(OPENEXR_LIBRARIES ${OPENEXR_IMATH_LIBRARY} ${OPENEXR_ILMIMF_LIBRARY} ${OPENEXR_IEX_LIBRARY} ${OPENEXR_HALF_LIBRARY} CACHE STRING "The libraries needed to use OpenEXR")
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ENDIF (OPENEXR_INCLUDE_DIR AND OPENEXR_IMATH_LIBRARY AND OPENEXR_ILMIMF_LIBRARY AND OPENEXR_IEX_LIBRARY AND OPENEXR_HALF_LIBRARY)
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MARK_AS_ADVANCED(
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OPENEXR_INCLUDE_DIR
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OPENEXR_LIBRARIES
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OPENEXR_ILMIMF_LIBRARY
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OPENEXR_IMATH_LIBRARY
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OPENEXR_IEX_LIBRARY
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OPENEXR_HALF_LIBRARY)
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@ -23,6 +23,14 @@ ELSE(GLUT_FOUND)
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MESSAGE(STATUS "Looking for GLUT - not found")
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ENDIF(GLUT_FOUND)
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# DirectX
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INCLUDE(${NV_CMAKE_DIR}/FindDirectX.cmake)
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IF(DX10_FOUND)
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MESSAGE(STATUS "Looking for DirectX - found")
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ELSE(DX10_FOUND)
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MESSAGE(STATUS "Looking for DirectX - not found")
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ENDIF(DX10_FOUND)
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# GLEW
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INCLUDE(${NV_CMAKE_DIR}/FindGLEW.cmake)
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IF(GLEW_FOUND)
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@ -47,6 +55,15 @@ ELSE(CUDA_FOUND)
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MESSAGE(STATUS "Looking for CUDA - not found")
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ENDIF(CUDA_FOUND)
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# Maya
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INCLUDE(${NV_CMAKE_DIR}/FindMaya.cmake)
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IF(MAYA_FOUND)
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SET(HAVE_MAYA MAYA_FOUND)
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MESSAGE(STATUS "Looking for Maya - found")
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ELSE(MAYA_FOUND)
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MESSAGE(STATUS "Looking for Maya - not found")
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ENDIF(MAYA_FOUND)
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# JPEG
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INCLUDE(FindJPEG)
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IF(JPEG_FOUND)
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@ -74,6 +91,15 @@ ELSE(TIFF_FOUND)
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MESSAGE(STATUS "Looking for TIFF - not found")
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ENDIF(TIFF_FOUND)
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# OpenEXR
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INCLUDE(FindOpenEXR)
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IF(OPENEXR_FOUND)
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SET(HAVE_OPENEXR OPENEXR_FOUND)
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MESSAGE(STATUS "Looking for OpenEXR - found")
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ELSE(OPENEXR_FOUND)
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MESSAGE(STATUS "Looking for OpenEXR - not found")
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ENDIF(OPENEXR_FOUND)
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# Qt
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FIND_PACKAGE(Qt4)
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@ -10,5 +10,8 @@
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#cmakedefine HAVE_PNG
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#cmakedefine HAVE_JPEG
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#cmakedefine HAVE_TIFF
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#cmakedefine HAVE_OPENEXR
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#cmakedefine HAVE_MAYA
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#endif // NV_CONFIG
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@ -3,6 +3,7 @@ ADD_SUBDIRECTORY(poshlib)
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SET(CORE_SRCS
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nvcore.h
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Ptr.h
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BitArray.h
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Memory.h
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Memory.cpp
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@ -283,7 +283,7 @@ namespace nv
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else
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{
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m_size = new_size;
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m_buffer[new_size-1] = val;
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new(m_buffer+new_size-1) T(val);
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}
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}
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void pushBack( const T & val )
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|
@ -195,7 +195,7 @@ namespace
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// Solaris:
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// ucp->uc_mcontext.gregs[REG_PC]
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// Linux hppa:
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// uc->uc_mcontext.sc_iaoq[0] & ~0×3UL
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// uc->uc_mcontext.sc_iaoq[0] & ~0x3UL
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// Linux sparc:
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// ((struct sigcontext*) secret)->sigc_regs.tpc
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// Linux sparc64:
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@ -204,7 +204,7 @@ namespace
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||||
// potentially correct for other archs:
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// Linux alpha: ucp->m_context.sc_pc
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||||
// Linux arm: ucp->m_context.ctx.arm_pc
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||||
// Linux ia64: ucp->m_context.sc_ip & ~0×3UL
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||||
// Linux ia64: ucp->m_context.sc_ip & ~0x3UL
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||||
// Linux mips: ucp->m_context.sc_pc
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||||
// Linux s390: ucp->m_context.sregs->regs.psw.addr
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||||
}
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||||
@ -257,7 +257,7 @@ namespace
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{
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||||
bool result = false;
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||||
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||||
HINSTANCE kern_lib = LoadLibraryEx( "kernel32.dll", NULL, 0 );
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||||
HINSTANCE kern_lib = LoadLibraryExA( "kernel32.dll", NULL, 0 );
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||||
if( kern_lib ) {
|
||||
FARPROC lIsDebuggerPresent = GetProcAddress( kern_lib, "IsDebuggerPresent" );
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if( lIsDebuggerPresent && lIsDebuggerPresent() ) {
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@ -302,7 +302,7 @@ namespace
|
||||
}
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||||
|
||||
flushMessageQueue();
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int action = MessageBox(NULL, error_string, "Assertion failed", MB_ABORTRETRYIGNORE|MB_ICONERROR);
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||||
int action = MessageBoxA(NULL, error_string, "Assertion failed", MB_ABORTRETRYIGNORE|MB_ICONERROR);
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switch( action ) {
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||||
case IDRETRY:
|
||||
ret = NV_ABORT_DEBUG;
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||||
|
@ -74,6 +74,12 @@ public:
|
||||
return m_fp == NULL || ferror( m_fp ) != 0;
|
||||
}
|
||||
|
||||
virtual void clearError()
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||||
{
|
||||
nvDebugCheck(m_fp != NULL);
|
||||
clearerr(m_fp);
|
||||
}
|
||||
|
||||
virtual bool isAtEnd() const
|
||||
{
|
||||
nvDebugCheck(m_fp != NULL);
|
||||
@ -210,6 +216,11 @@ public:
|
||||
return m_mem == NULL || m_ptr > m_mem + m_size || m_ptr < m_mem;
|
||||
}
|
||||
|
||||
virtual void clearError()
|
||||
{
|
||||
// Nothing to do.
|
||||
}
|
||||
|
||||
virtual bool isAtEnd() const
|
||||
{
|
||||
return m_ptr == m_mem + m_size;
|
||||
|
@ -9,7 +9,7 @@
|
||||
namespace nv
|
||||
{
|
||||
|
||||
/** Base stream class. */
|
||||
/// Base stream class.
|
||||
class Stream {
|
||||
public:
|
||||
|
||||
@ -41,7 +41,7 @@ public:
|
||||
ByteOrder byteOrder() const { return m_byteOrder; }
|
||||
|
||||
|
||||
/// Serialize the given data.
|
||||
/// Serialize the given data. @@ Should return bytes serialized?
|
||||
virtual void serialize( void * data, int len ) = 0;
|
||||
|
||||
/// Move to the given position in the archive.
|
||||
@ -56,6 +56,9 @@ public:
|
||||
/// Determine if there has been any error.
|
||||
virtual bool isError() const = 0;
|
||||
|
||||
/// Clear errors.
|
||||
virtual void clearError() = 0;
|
||||
|
||||
/// Return true if the stream is at the end.
|
||||
virtual bool isAtEnd() const = 0;
|
||||
|
||||
|
@ -49,6 +49,10 @@ namespace nv
|
||||
int m_column;
|
||||
};
|
||||
|
||||
// @@ Use enums instead of bools for clarity!
|
||||
//enum SkipEmptyLines { skipEmptyLines, noSkipEmptyLines };
|
||||
//enum SkipEndOfLine { skipEndOfLine, noSkipEndOfLine };
|
||||
|
||||
/// A simple stream tokenizer.
|
||||
class NVCORE_CLASS Tokenizer
|
||||
{
|
||||
|
@ -87,6 +87,7 @@ public:
|
||||
float * scanline(uint y, uint c);
|
||||
|
||||
void setPixel(float f, uint x, uint y, uint c);
|
||||
void addPixel(float f, uint x, uint y, uint c);
|
||||
float pixel(uint x, uint y, uint c) const;
|
||||
|
||||
void setPixel(float f, uint idx);
|
||||
@ -164,6 +165,16 @@ inline void FloatImage::setPixel(float f, uint x, uint y, uint c)
|
||||
m_mem[(c * m_height + y) * m_width + x] = f;
|
||||
}
|
||||
|
||||
/// Add to pixel component.
|
||||
inline void FloatImage::addPixel(float f, uint x, uint y, uint c)
|
||||
{
|
||||
nvDebugCheck(m_mem != NULL);
|
||||
nvDebugCheck(x < m_width);
|
||||
nvDebugCheck(y < m_height);
|
||||
nvDebugCheck(c < m_componentNum);
|
||||
m_mem[(c * m_height + y) * m_width + x] += f;
|
||||
}
|
||||
|
||||
/// Get pixel component.
|
||||
inline float FloatImage::pixel(uint x, uint y, uint c) const
|
||||
{
|
||||
|
@ -29,6 +29,13 @@ extern "C" {
|
||||
# include <tiffio.h>
|
||||
#endif
|
||||
|
||||
#if defined(HAVE_EXR)
|
||||
# include <ImfRgbaFile.h>
|
||||
# include <ImfInputFile.h> // ???
|
||||
# include <ImfArray.h>
|
||||
using namespace Imf;
|
||||
#endif
|
||||
|
||||
using namespace nv;
|
||||
|
||||
namespace {
|
||||
@ -80,6 +87,34 @@ Image * nv::ImageIO::load(const char * name, Stream & s)
|
||||
return loadPSD(s);
|
||||
}
|
||||
// @@ use image plugins?
|
||||
return NULL;
|
||||
}
|
||||
|
||||
NVIMAGE_API FloatImage * nv::ImageIO::loadFloat(const char * name)
|
||||
{
|
||||
StdInputStream stream(name);
|
||||
|
||||
if (stream.isError()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return loadFloat(name, stream);
|
||||
}
|
||||
|
||||
NVIMAGE_API FloatImage * nv::ImageIO::loadFloat(const char * name, Stream & s)
|
||||
{
|
||||
const char * extension = Path::extension(name);
|
||||
|
||||
#if defined(HAVE_TIFF)
|
||||
if (strCaseCmp(extension, ".tif") == 0 || strCaseCmp(extension, ".tiff") == 0) {
|
||||
return loadFloatTIFF(name, s);
|
||||
}
|
||||
#endif
|
||||
#if defined(HAVE_EXR)
|
||||
if (strCaseCmp(extension, ".exr") == 0) {
|
||||
return loadFloatEXR(name, s);
|
||||
}
|
||||
#endif
|
||||
|
||||
return NULL;
|
||||
}
|
||||
@ -744,15 +779,73 @@ Image * nv::ImageIO::loadJPG(Stream & s)
|
||||
|
||||
#if defined(HAVE_TIFF)
|
||||
|
||||
FloatImage * nv::ImageIO::loadFloatTIFF(Stream & s)
|
||||
static tsize_t tiffReadWriteProc(thandle_t h, tdata_t ptr, tsize_t size)
|
||||
{
|
||||
nvCheck(!s.isError());
|
||||
return NULL;
|
||||
Stream * s = (Stream *)h;
|
||||
nvDebugCheck(s != NULL);
|
||||
|
||||
s->serialize(ptr, size);
|
||||
|
||||
return size;
|
||||
}
|
||||
|
||||
FloatImage * nv::ImageIO::loadFloatTIFF(const char * fileName)
|
||||
static toff_t tiffSeekProc(thandle_t h, toff_t offset, int whence)
|
||||
{
|
||||
Stream * s = (Stream *)h;
|
||||
nvDebugCheck(s != NULL);
|
||||
|
||||
if (!s->isSeekable())
|
||||
{
|
||||
return (toff_t)-1;
|
||||
}
|
||||
|
||||
if (whence == SEEK_SET)
|
||||
{
|
||||
s->seek(offset);
|
||||
}
|
||||
else if (whence == SEEK_CUR)
|
||||
{
|
||||
s->seek(s->tell() + offset);
|
||||
}
|
||||
else if (whence == SEEK_END)
|
||||
{
|
||||
s->seek(s->size() + offset);
|
||||
}
|
||||
|
||||
return s->tell();
|
||||
}
|
||||
|
||||
static int tiffCloseProc(thandle_t)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
static toff_t tiffSizeProc(thandle_t h)
|
||||
{
|
||||
Stream * s = (Stream *)h;
|
||||
nvDebugCheck(s != NULL);
|
||||
return s->size();
|
||||
}
|
||||
|
||||
static int tiffMapFileProc(thandle_t, tdata_t*, toff_t*)
|
||||
{
|
||||
// @@ TODO, Implement these functions.
|
||||
return -1;
|
||||
}
|
||||
|
||||
static void tiffUnmapFileProc(thandle_t, tdata_t, toff_t)
|
||||
{
|
||||
// @@ TODO, Implement these functions.
|
||||
}
|
||||
|
||||
|
||||
FloatImage * nv::ImageIO::loadFloatTIFF(const char * fileName, Stream & s)
|
||||
{
|
||||
nvCheck(!s.isError());
|
||||
|
||||
TIFF * tif = TIFFOpen(fileName, "r");
|
||||
//TIFF * tif = TIFFClientOpen(fileName, "r", &s, tiffReadWriteProc, tiffReadWriteProc, tiffSeekProc, tiffCloseProc, tiffSizeProc, tiffMapFileProc, tiffUnmapFileProc);
|
||||
|
||||
if (!tif)
|
||||
{
|
||||
nvDebug("Can't open '%s' for reading\n", fileName);
|
||||
@ -821,12 +914,11 @@ FloatImage * nv::ImageIO::loadFloatTIFF(const char * fileName)
|
||||
return fimage.release();
|
||||
}
|
||||
|
||||
|
||||
bool nv::ImageIO::saveFloatTIFF(const char * fileName, FloatImage *fimage)
|
||||
bool nv::ImageIO::saveFloatTIFF(const char * fileName, FloatImage *fimage, uint base_component, uint num_components)
|
||||
{
|
||||
int iW=fimage->width();
|
||||
int iH=fimage->height();
|
||||
int iC=fimage->componentNum();
|
||||
int iC=num_components;
|
||||
|
||||
TIFF * image = TIFFOpen(fileName, "w");
|
||||
|
||||
@ -848,7 +940,6 @@ bool nv::ImageIO::saveFloatTIFF(const char * fileName, FloatImage *fimage)
|
||||
TIFFSetField(image, TIFFTAG_ROWSPERSTRIP, rowsperstrip);
|
||||
TIFFSetField(image, TIFFTAG_COMPRESSION, COMPRESSION_PACKBITS);
|
||||
TIFFSetField(image, TIFFTAG_ORIENTATION, ORIENTATION_TOPLEFT);
|
||||
|
||||
TIFFSetField(image, TIFFTAG_PLANARCONFIG, PLANARCONFIG_CONTIG);
|
||||
|
||||
float *scanline = new float[iW * iC];
|
||||
@ -856,7 +947,7 @@ bool nv::ImageIO::saveFloatTIFF(const char * fileName, FloatImage *fimage)
|
||||
{
|
||||
for (int c=0; c<iC; c++)
|
||||
{
|
||||
float *src = fimage->scanline(y, c);
|
||||
float *src = fimage->scanline(y, base_component + c);
|
||||
for (int x=0; x<iW; x++) scanline[x*iC+c]=src[x];
|
||||
}
|
||||
if (TIFFWriteScanline(image, scanline, y, 0)==-1)
|
||||
@ -872,10 +963,102 @@ bool nv::ImageIO::saveFloatTIFF(const char * fileName, FloatImage *fimage)
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(HAVE_EXR)
|
||||
|
||||
namespace
|
||||
{
|
||||
class ExrStream : public Imf::IStream
|
||||
{
|
||||
public:
|
||||
ExrStream(Stream & s) : m_stream(s)
|
||||
{
|
||||
nvDebugCheck(s.isLoading());
|
||||
}
|
||||
|
||||
virtual bool read(char c[], int n)
|
||||
{
|
||||
m_stream.serialize(c, n);
|
||||
|
||||
if (m_stream.isError())
|
||||
{
|
||||
throw Iex::InputExc("I/O error.");
|
||||
}
|
||||
|
||||
return m_stream.isAtEnd();
|
||||
}
|
||||
|
||||
virtual Int64 tellg()
|
||||
{
|
||||
return m_stream.tell();
|
||||
}
|
||||
|
||||
virtual void seekg(Int64 pos)
|
||||
{
|
||||
m_stream.seek(pos);
|
||||
}
|
||||
|
||||
virtual void clear()
|
||||
{
|
||||
m_stream.clearError();
|
||||
}
|
||||
|
||||
private:
|
||||
Stream & m_stream;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
||||
FloatImage * nv::ImageIO::loadFloatEXR(const char * fileName, Stream & s)
|
||||
{
|
||||
nvCheck(!s.isError());
|
||||
|
||||
ExrStream stream(s);
|
||||
RgbaInputFile inputFile(stream);
|
||||
|
||||
Box2i box = inputFile.dataWindow();
|
||||
|
||||
int width = box.max.x - box.min.y + 1;
|
||||
int height = box.max.x - box.min.y + 1;
|
||||
|
||||
Array2D<Rgba> pixels;
|
||||
pixels.resizeErase (height, width);
|
||||
|
||||
inputFile.setFrameBuffer (&pixels[0][0] - dw.min.x - dw.min.y * width, 1, width);
|
||||
inputFile.readPixels (box.min.y, box.max.y);
|
||||
|
||||
AutoPtr<FloatImage> fimage(new FloatImage());
|
||||
fimage->allocate(spp, width, height);
|
||||
|
||||
for (int y = 0; y < height; y++)
|
||||
{
|
||||
for (int x = 0; x < width; x++)
|
||||
{
|
||||
fimage->setPixel(imagePixel.r, x, y, 0);
|
||||
fimage->setPixel(imagePixel.g, x, y, 1);
|
||||
fimage->setPixel(imagePixel.b, x, y, 2);
|
||||
fimage->setPixel(imagePixel.a, x, y, 3);
|
||||
}
|
||||
}
|
||||
|
||||
return fimage.release();
|
||||
}
|
||||
|
||||
FloatImage * nv::ImageIO::loadFloatEXR(const char * fileName)
|
||||
{
|
||||
StdInputStream stream(name);
|
||||
|
||||
if (stream.isError()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return loadFloatExr(fileName, stream);
|
||||
}
|
||||
|
||||
#endif // defined(HAVE_EXR)
|
||||
|
||||
|
||||
#if 0
|
||||
|
||||
/** Save PNG*/
|
||||
|
@ -13,8 +13,10 @@ namespace nv
|
||||
|
||||
namespace ImageIO
|
||||
{
|
||||
NVIMAGE_API Image * load(const char * name);
|
||||
NVIMAGE_API Image * load(const char * name, Stream & s);
|
||||
NVIMAGE_API Image * load(const char * fileName);
|
||||
NVIMAGE_API Image * load(const char * fileName, Stream & s);
|
||||
NVIMAGE_API FloatImage * loadFloat(const char * fileName);
|
||||
NVIMAGE_API FloatImage * loadFloat(const char * fileName, Stream & s);
|
||||
|
||||
NVIMAGE_API Image * loadTGA(Stream & s);
|
||||
NVIMAGE_API bool saveTGA(Stream & s, const Image * img);
|
||||
@ -31,11 +33,13 @@ namespace nv
|
||||
#endif
|
||||
|
||||
#if defined(HAVE_TIFF)
|
||||
// Hacks!
|
||||
NVIMAGE_API FloatImage * loadFloatTIFF(const char * fileName);
|
||||
NVIMAGE_API bool saveFloatTIFF(const char * fileName, FloatImage *fimage);
|
||||
NVIMAGE_API FloatImage * loadFloatTIFF(const char * fileName, Stream & s);
|
||||
|
||||
NVIMAGE_API FloatImage * loadFloatTIFF(Stream & s);
|
||||
NVIMAGE_API bool saveFloatTIFF(const char * fileName, FloatImage *fimage, uint base_component, uint num_components);
|
||||
#endif
|
||||
|
||||
#if defined(HAVE_EXR)
|
||||
NVIMAGE_API FloatImage * loadFloatEXR(const char * fileName, Stream & s);
|
||||
#endif
|
||||
|
||||
} // ImageIO namespace
|
||||
|
@ -65,6 +65,17 @@ public:
|
||||
return (m_maxs - m_mins) * 0.5f;
|
||||
}
|
||||
|
||||
/// Return extents of the box.
|
||||
scalar extents(uint axis) const
|
||||
{
|
||||
nvDebugCheck(axis < 3);
|
||||
if (axis == 0) return (m_maxs.x() - m_mins.x()) * 0.5f;
|
||||
if (axis == 1) return (m_maxs.y() - m_mins.y()) * 0.5f;
|
||||
if (axis == 2) return (m_maxs.z() - m_mins.z()) * 0.5f;
|
||||
nvAssume(false);
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
/// Add a point to this box.
|
||||
void addPointToBounds(Vector3::Arg p)
|
||||
{
|
||||
|
@ -4,6 +4,7 @@ SET(MATH_SRCS
|
||||
nvmath.h
|
||||
Vector.h
|
||||
Matrix.h
|
||||
Quaternion.h
|
||||
Box.h
|
||||
Color.h
|
||||
Eigen.h Eigen.cpp
|
||||
@ -11,7 +12,8 @@ SET(MATH_SRCS
|
||||
Montecarlo.h Montecarlo.cpp
|
||||
Random.h Random.cpp
|
||||
SphericalHarmonic.h SphericalHarmonic.cpp
|
||||
Basis.h Basis.cpp)
|
||||
Basis.h Basis.cpp
|
||||
Triangle.h Triangle.cpp TriBox.cpp)
|
||||
|
||||
INCLUDE_DIRECTORIES(${CMAKE_CURRENT_SOURCE_DIR})
|
||||
|
||||
|
128
src/nvmath/Quaternion.h
Normal file
128
src/nvmath/Quaternion.h
Normal file
@ -0,0 +1,128 @@
|
||||
// This code is in the public domain -- castanyo@yahoo.es
|
||||
|
||||
#ifndef NV_MATH_QUATERNION_H
|
||||
#define NV_MATH_QUATERNION_H
|
||||
|
||||
#include <nvmath/nvmath.h>
|
||||
#include <nvmath/Vector.h>
|
||||
|
||||
namespace nv
|
||||
{
|
||||
|
||||
class NVMATH_CLASS Quaternion
|
||||
{
|
||||
public:
|
||||
typedef Quaternion const & Arg;
|
||||
|
||||
Quaternion();
|
||||
explicit Quaternion(zero_t);
|
||||
Quaternion(float x, float y, float z, float w);
|
||||
Quaternion(Vector4::Arg v);
|
||||
|
||||
const Quaternion & operator=(Quaternion::Arg v);
|
||||
|
||||
scalar x() const;
|
||||
scalar y() const;
|
||||
scalar z() const;
|
||||
scalar w() const;
|
||||
|
||||
const Vector4 & asVector() const;
|
||||
Vector4 & asVector();
|
||||
|
||||
private:
|
||||
Vector4 q;
|
||||
};
|
||||
|
||||
inline Quaternion::Quaternion() {}
|
||||
inline Quaternion::Quaternion(zero_t) : q(zero) {}
|
||||
inline Quaternion::Quaternion(float x, float y, float z, float w) : q(x, y, z, w) {}
|
||||
inline Quaternion::Quaternion(Vector4::Arg v) : q(v) {}
|
||||
|
||||
inline const Quaternion & Quaternion::operator=(Quaternion::Arg v) { q = v.q; return *this; }
|
||||
|
||||
inline scalar Quaternion::x() const { return q.x(); }
|
||||
inline scalar Quaternion::y() const { return q.y(); }
|
||||
inline scalar Quaternion::z() const { return q.z(); }
|
||||
inline scalar Quaternion::w() const { return q.w(); }
|
||||
|
||||
inline const Vector4 & Quaternion::asVector() const { return q; }
|
||||
inline Vector4 & Quaternion::asVector() { return q; }
|
||||
|
||||
|
||||
inline Quaternion mul(Quaternion::Arg a, Quaternion::Arg b)
|
||||
{
|
||||
// @@ Efficient SIMD implementation?
|
||||
return Quaternion(
|
||||
+ a.x() * b.w() + a.y()*b.z() - a.z()*b.y() + a.w()*b.x(),
|
||||
- a.x() * b.z() + a.y()*b.w() + a.z()*b.x() + a.w()*b.y(),
|
||||
+ a.x() * b.y() - a.y()*b.x() + a.z()*b.w() + a.w()*b.z(),
|
||||
- a.x() * b.x() - a.y()*b.y() - a.z()*b.z() + a.w()*b.w());
|
||||
}
|
||||
|
||||
inline Quaternion scale(Quaternion::Arg q, float s)
|
||||
{
|
||||
return scale(q.asVector(), s);
|
||||
}
|
||||
inline Quaternion operator *(Quaternion::Arg q, float s)
|
||||
{
|
||||
return scale(q, s);
|
||||
}
|
||||
inline Quaternion operator *(float s, Quaternion::Arg q)
|
||||
{
|
||||
return scale(q, s);
|
||||
}
|
||||
|
||||
inline Quaternion scale(Quaternion::Arg q, Vector4::Arg s)
|
||||
{
|
||||
return scale(q.asVector(), s);
|
||||
}
|
||||
inline Quaternion operator *(Quaternion::Arg q, Vector4::Arg s)
|
||||
{
|
||||
return scale(q, s);
|
||||
}
|
||||
inline Quaternion operator *(Vector4::Arg s, Quaternion::Arg q)
|
||||
{
|
||||
return scale(q, s);
|
||||
}
|
||||
|
||||
inline Quaternion conjugate(Quaternion::Arg q)
|
||||
{
|
||||
return q * Vector4(-1, -1, -1, 1);
|
||||
}
|
||||
|
||||
inline float length(Quaternion::Arg q)
|
||||
{
|
||||
return length(q.asVector());
|
||||
}
|
||||
|
||||
inline bool isNormalized(Quaternion::Arg q, float epsilon = NV_NORMAL_EPSILON)
|
||||
{
|
||||
return equal(length(q), 1, epsilon);
|
||||
}
|
||||
|
||||
inline Quaternion normalize(Quaternion::Arg q, float epsilon = NV_EPSILON)
|
||||
{
|
||||
float l = length(q);
|
||||
nvDebugCheck(!isZero(l, epsilon));
|
||||
Quaternion n = scale(q, 1.0f / l);
|
||||
nvDebugCheck(isNormalized(n));
|
||||
return n;
|
||||
}
|
||||
|
||||
inline Quaternion inverse(Quaternion::Arg q)
|
||||
{
|
||||
return conjugate(normalize(q));
|
||||
}
|
||||
|
||||
/// Create a rotation quaternion for @a angle alpha around normal vector @a v.
|
||||
inline Quaternion axisAngle(Vector3::Arg v, float alpha)
|
||||
{
|
||||
float s = sinf(alpha * 0.5f);
|
||||
float c = cosf(alpha * 0.5f);
|
||||
return Quaternion(Vector4(v * s, c));
|
||||
}
|
||||
|
||||
|
||||
} // nv namespace
|
||||
|
||||
#endif // NV_MATH_QUATERNION_H
|
226
src/nvmath/TriBox.cpp
Normal file
226
src/nvmath/TriBox.cpp
Normal file
@ -0,0 +1,226 @@
|
||||
/********************************************************/
|
||||
/* AABB-triangle overlap test code */
|
||||
/* by Tomas Akenine-Möller */
|
||||
/* Function: int triBoxOverlap(float boxcenter[3], */
|
||||
/* float boxhalfsize[3],float triverts[3][3]); */
|
||||
/* History: */
|
||||
/* 2001-03-05: released the code in its first version */
|
||||
/* 2001-06-18: changed the order of the tests, faster */
|
||||
/* */
|
||||
/* Acknowledgement: Many thanks to Pierre Terdiman for */
|
||||
/* suggestions and discussions on how to optimize code. */
|
||||
/* Thanks to David Hunt for finding a ">="-bug! */
|
||||
/********************************************************/
|
||||
|
||||
#include <nvmath/Vector.h>
|
||||
//#include <nvmath/Triangle.h>
|
||||
|
||||
using namespace nv;
|
||||
|
||||
#define X 0
|
||||
#define Y 1
|
||||
#define Z 2
|
||||
|
||||
#define FINDMINMAX(x0,x1,x2,min,max) \
|
||||
min = max = x0; \
|
||||
if(x1<min) min=x1;\
|
||||
if(x1>max) max=x1;\
|
||||
if(x2<min) min=x2;\
|
||||
if(x2>max) max=x2;
|
||||
|
||||
|
||||
static bool planeBoxOverlap(Vector3::Arg normal, Vector3::Arg vert, Vector3::Arg maxbox) // -NJMP-
|
||||
{
|
||||
Vector3 vmin, vmax;
|
||||
|
||||
float signs[3] = {1, 1, 1};
|
||||
if (normal.x() <= 0.0f) signs[0] = -1;
|
||||
if (normal.y() <= 0.0f) signs[1] = -1;
|
||||
if (normal.z() <= 0.0f) signs[2] = -1;
|
||||
|
||||
Vector3 sign(signs[0], signs[1], signs[2]);
|
||||
vmin = -scale(sign, maxbox) - vert;
|
||||
vmax = scale(sign, maxbox) - vert;
|
||||
|
||||
if (dot(normal, vmin) > 0.0f) return false;
|
||||
if (dot(normal, vmax) >= 0.0f) return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/*======================== X-tests ========================*/
|
||||
#define AXISTEST_X01(a, b, fa, fb) \
|
||||
p0 = a*v0.y() - b*v0.z(); \
|
||||
p2 = a*v2.y() - b*v2.z(); \
|
||||
if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \
|
||||
rad = fa * boxhalfsize.y() + fb * boxhalfsize.z(); \
|
||||
if(min>rad || max<-rad) return false;
|
||||
|
||||
#define AXISTEST_X2(a, b, fa, fb) \
|
||||
p0 = a*v0.y() - b*v0.z(); \
|
||||
p1 = a*v1.y() - b*v1.z(); \
|
||||
if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
|
||||
rad = fa * boxhalfsize.y() + fb * boxhalfsize.z(); \
|
||||
if(min>rad || max<-rad) return false;
|
||||
|
||||
/*======================== Y-tests ========================*/
|
||||
#define AXISTEST_Y02(a, b, fa, fb) \
|
||||
p0 = -a*v0.x() + b*v0.z(); \
|
||||
p2 = -a*v2.x() + b*v2.z(); \
|
||||
if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \
|
||||
rad = fa * boxhalfsize.x() + fb * boxhalfsize.z(); \
|
||||
if(min>rad || max<-rad) return false;
|
||||
|
||||
#define AXISTEST_Y1(a, b, fa, fb) \
|
||||
p0 = -a*v0.x() + b*v0.z(); \
|
||||
p1 = -a*v1.x() + b*v1.z(); \
|
||||
if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
|
||||
rad = fa * boxhalfsize.x() + fb * boxhalfsize.z(); \
|
||||
if(min>rad || max<-rad) return false;
|
||||
|
||||
/*======================== Z-tests ========================*/
|
||||
|
||||
#define AXISTEST_Z12(a, b, fa, fb) \
|
||||
p1 = a*v1.x() - b*v1.y(); \
|
||||
p2 = a*v2.x() - b*v2.y(); \
|
||||
if(p2<p1) {min=p2; max=p1;} else {min=p1; max=p2;} \
|
||||
rad = fa * boxhalfsize.x() + fb * boxhalfsize.y(); \
|
||||
if(min>rad || max<-rad) return false;
|
||||
|
||||
#define AXISTEST_Z0(a, b, fa, fb) \
|
||||
p0 = a*v0.x() - b*v0.y(); \
|
||||
p1 = a*v1.x() - b*v1.y(); \
|
||||
if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \
|
||||
rad = fa * boxhalfsize.x() + fb * boxhalfsize.y(); \
|
||||
if(min>rad || max<-rad) return false;
|
||||
|
||||
|
||||
bool triBoxOverlap(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Vector3 * triverts)
|
||||
{
|
||||
// use separating axis theorem to test overlap between triangle and box
|
||||
// need to test for overlap in these directions:
|
||||
// 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
|
||||
// we do not even need to test these)
|
||||
// 2) normal of the triangle
|
||||
// 3) crossproduct(edge from tri, {x,y,z}-directin)
|
||||
// this gives 3x3=9 more tests
|
||||
Vector3 v0, v1, v2;
|
||||
float min, max, p0, p1, p2, rad, fex, fey, fez;
|
||||
Vector3 normal, e0, e1, e2;
|
||||
|
||||
// This is the fastest branch on Sun.
|
||||
// move everything so that the boxcenter is in (0,0,0)
|
||||
v0 = triverts[0] - boxcenter;
|
||||
v1 = triverts[1] - boxcenter;
|
||||
v2 = triverts[2] - boxcenter;
|
||||
|
||||
// Compute triangle edges.
|
||||
e0 = v1 - v0; // tri edge 0
|
||||
e1 = v2 - v1; // tri edge 1
|
||||
e2 = v0 - v2; // tri edge 2
|
||||
|
||||
// Bullet 3:
|
||||
// test the 9 tests first (this was faster)
|
||||
fex = fabsf(e0.x());
|
||||
fey = fabsf(e0.y());
|
||||
fez = fabsf(e0.z());
|
||||
AXISTEST_X01(e0.z(), e0.y(), fez, fey);
|
||||
AXISTEST_Y02(e0.z(), e0.x(), fez, fex);
|
||||
AXISTEST_Z12(e0.y(), e0.x(), fey, fex);
|
||||
|
||||
fex = fabsf(e1.x());
|
||||
fey = fabsf(e1.y());
|
||||
fez = fabsf(e1.z());
|
||||
AXISTEST_X01(e1.z(), e1.y(), fez, fey);
|
||||
AXISTEST_Y02(e1.z(), e1.x(), fez, fex);
|
||||
AXISTEST_Z0(e1.y(), e1.x(), fey, fex);
|
||||
|
||||
fex = fabsf(e2.x());
|
||||
fey = fabsf(e2.y());
|
||||
fez = fabsf(e2.z());
|
||||
AXISTEST_X2(e2.z(), e2.y(), fez, fey);
|
||||
AXISTEST_Y1(e2.z(), e2.x(), fez, fex);
|
||||
AXISTEST_Z12(e2.y(), e2.x(), fey, fex);
|
||||
|
||||
// Bullet 1:
|
||||
// first test overlap in the {x,y,z}-directions
|
||||
// find min, max of the triangle each direction, and test for overlap in
|
||||
// that direction -- this is equivalent to testing a minimal AABB around
|
||||
// the triangle against the AABB
|
||||
|
||||
// test in X-direction
|
||||
FINDMINMAX(v0.x(), v1.x(), v2.x(), min, max);
|
||||
if(min > boxhalfsize.x() || max < -boxhalfsize.x()) return false;
|
||||
|
||||
// test in Y-direction
|
||||
FINDMINMAX(v0.y(), v1.y(), v2.y(), min, max);
|
||||
if(min > boxhalfsize.y() || max < -boxhalfsize.y()) return false;
|
||||
|
||||
// test in Z-direction
|
||||
FINDMINMAX(v0.z(), v1.z(), v2.z(), min, max);
|
||||
if(min > boxhalfsize.z() || max < -boxhalfsize.z()) return false;
|
||||
|
||||
// Bullet 2:
|
||||
// test if the box intersects the plane of the triangle
|
||||
// compute plane equation of triangle: normal*x+d=0
|
||||
normal = cross(e0, e1);
|
||||
|
||||
return planeBoxOverlap(normal, v0, boxhalfsize);
|
||||
}
|
||||
|
||||
|
||||
bool triBoxOverlapNoBounds(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Vector3 * triverts)
|
||||
{
|
||||
// use separating axis theorem to test overlap between triangle and box
|
||||
// need to test for overlap in these directions:
|
||||
// 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
|
||||
// we do not even need to test these)
|
||||
// 2) normal of the triangle
|
||||
// 3) crossproduct(edge from tri, {x,y,z}-directin)
|
||||
// this gives 3x3=9 more tests
|
||||
Vector3 v0, v1, v2;
|
||||
float min, max, p0, p1, p2, rad, fex, fey, fez;
|
||||
Vector3 normal, e0, e1, e2;
|
||||
|
||||
// This is the fastest branch on Sun.
|
||||
// move everything so that the boxcenter is in (0,0,0)
|
||||
v0 = triverts[0] - boxcenter;
|
||||
v1 = triverts[1] - boxcenter;
|
||||
v2 = triverts[2] - boxcenter;
|
||||
|
||||
// Compute triangle edges.
|
||||
e0 = v1 - v0; // tri edge 0
|
||||
e1 = v2 - v1; // tri edge 1
|
||||
e2 = v0 - v2; // tri edge 2
|
||||
|
||||
// Bullet 3:
|
||||
// test the 9 tests first (this was faster)
|
||||
fex = fabsf(e0.x());
|
||||
fey = fabsf(e0.y());
|
||||
fez = fabsf(e0.z());
|
||||
AXISTEST_X01(e0.z(), e0.y(), fez, fey);
|
||||
AXISTEST_Y02(e0.z(), e0.x(), fez, fex);
|
||||
AXISTEST_Z12(e0.y(), e0.x(), fey, fex);
|
||||
|
||||
fex = fabsf(e1.x());
|
||||
fey = fabsf(e1.y());
|
||||
fez = fabsf(e1.z());
|
||||
AXISTEST_X01(e1.z(), e1.y(), fez, fey);
|
||||
AXISTEST_Y02(e1.z(), e1.x(), fez, fex);
|
||||
AXISTEST_Z0(e1.y(), e1.x(), fey, fex);
|
||||
|
||||
fex = fabsf(e2.x());
|
||||
fey = fabsf(e2.y());
|
||||
fez = fabsf(e2.z());
|
||||
AXISTEST_X2(e2.z(), e2.y(), fez, fey);
|
||||
AXISTEST_Y1(e2.z(), e2.x(), fez, fex);
|
||||
AXISTEST_Z12(e2.y(), e2.x(), fey, fex);
|
||||
|
||||
// Bullet 2:
|
||||
// test if the box intersects the plane of the triangle
|
||||
// compute plane equation of triangle: normal*x+d=0
|
||||
normal = cross(e0, e1);
|
||||
|
||||
return planeBoxOverlap(normal, v0, boxhalfsize);
|
||||
}
|
171
src/nvmath/Triangle.cpp
Normal file
171
src/nvmath/Triangle.cpp
Normal file
@ -0,0 +1,171 @@
|
||||
// This code is in the public domain -- Ignacio Castaño <castanyo@yahoo.es>
|
||||
|
||||
#include <nvmath/Triangle.h>
|
||||
|
||||
using namespace nv;
|
||||
|
||||
|
||||
/// Tomas Möller, barycentric ray-triangle test.
|
||||
bool Triangle::TestRay_Moller(Vector3::Arg orig, Vector3::Arg dir, float * out_t, float * out_u, float * out_v)
|
||||
{
|
||||
Vector3 e1, e2, tvec, pvec, qvec;
|
||||
float det, inv_det;
|
||||
|
||||
// find vectors for two edges sharing vert0
|
||||
e1 = v[1] - v[0];
|
||||
e2 = v[2] - v[0];
|
||||
|
||||
// begin calculating determinant - also used to calculate U parameter
|
||||
pvec = cross(dir, e2);
|
||||
|
||||
// if determinant is near zero, ray lies in plane of triangle
|
||||
det = dot(e1, pvec);
|
||||
if (det < -NV_EPSILON) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// calculate distance from vert0 to ray origin
|
||||
tvec = orig - v[0];
|
||||
|
||||
// calculate U parameter and test bounds
|
||||
float u = dot(tvec, pvec);
|
||||
if( u < 0.0f || u > det ) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// prepare to test V parameter
|
||||
qvec = cross(tvec, e1);
|
||||
|
||||
// calculate V parameter and test bounds
|
||||
float v = dot(dir, qvec);
|
||||
if (v < 0.0f || u + v > det) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// calculate t, scale parameters, ray intersects triangle
|
||||
inv_det = 1.0f / det;
|
||||
*out_t = dot(e2, qvec) * inv_det;
|
||||
*out_u = u * inv_det; // v
|
||||
*out_v = v * inv_det; // 1-(u+v)
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#if 0
|
||||
|
||||
|
||||
// IC: This code is adapted from my Pi.MathLib code, based on Moller-Trumbore triangle test.
|
||||
FXVector3 edge1, edge2, pvec, tvec, qvec;
|
||||
|
||||
edge1 = tri.V1 - tri.V0;
|
||||
edge2 = tri.V2 - tri.V0;
|
||||
|
||||
pvec.Cross(ray.Direction, edge2);
|
||||
|
||||
float det = FXVector3.Dot(edge1, pvec);
|
||||
|
||||
// calculate distance from vert0 to ray origin.
|
||||
FXVector3 tvec = ray.Origin - vert0;
|
||||
|
||||
if( det < 0 )
|
||||
{
|
||||
// calculate U parameter and test bounds.
|
||||
float u = FXVector3.Dot(tvec, pvec);
|
||||
if (u > 0.0 || u < det)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// prepare to test V parameter.
|
||||
qvec.Cross(tvec, edge1);
|
||||
|
||||
// calculate V parameter and test bounds.
|
||||
float v = FXVector3.Dot(dir, qvec);
|
||||
|
||||
return v <= 0.0 && u + v >= det;
|
||||
}
|
||||
else
|
||||
{
|
||||
// calculate U parameter and test bounds.
|
||||
float u = FXVector3.Dot(tvec, pvec);
|
||||
if (u < 0.0 || u > det)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// prepare to test V parameter.
|
||||
qvec.Cross(tvec, edge1);
|
||||
|
||||
// calculate V parameter and test bounds.
|
||||
float v = FXVector3.Dot(dir, qvec);
|
||||
|
||||
return v >= 0.0 && u + v <= det;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Dan Sunday, parametric ray-triangle test.
|
||||
*/
|
||||
// Output: *I = intersection point (when it exists)
|
||||
// Return: -1 = triangle is degenerate (a segment or point)
|
||||
// 0 = disjoint (no intersect)
|
||||
// 1 = intersect in unique point I1
|
||||
// 2 = are in the same plane
|
||||
bool RayTriangleTest( const Vec3 &p0, const Vec3 &p1,
|
||||
const Vec3 &v0, const Vec3 &v1, const Vec3 &v2, const Vec3 &n,
|
||||
Vec3 &I ) {
|
||||
Vec3 u, v; // triangle vectors
|
||||
Vec3 dir, w0, w; // ray vectors
|
||||
float r, a, b; // params to calc ray-plane intersect
|
||||
|
||||
// get triangle edge vectors and plane normal
|
||||
u.Sub( v1, v0 );
|
||||
v.Sub( v2, v0 );
|
||||
|
||||
dir.Sub( p1, p0 ); // ray direction vector
|
||||
w0.Sub( p0, v0 );
|
||||
a = Vec3DotProduct( n, w0 );
|
||||
b = Vec3DotProduct( n, dir );
|
||||
|
||||
if( fabs(b) < TI_EPSILON ) // ray is parallel to triangle plane
|
||||
return false;
|
||||
|
||||
|
||||
// get intersect point of ray with triangle plane
|
||||
r = -a / b;
|
||||
if( r < 0.0f ) // ray goes away from triangle
|
||||
return false; // => no intersect
|
||||
|
||||
// for a segment, also test if (r > 1.0) => no intersect
|
||||
|
||||
I.Mad( p0, dir, r ); // intersect point of ray and plane
|
||||
|
||||
// is I inside T?
|
||||
float uu, uv, vv, wu, wv, D;
|
||||
uu = Vec3DotProduct( u, u );
|
||||
uv = Vec3DotProduct( u, v );
|
||||
vv = Vec3DotProduct( v, v );
|
||||
w = I - v0;
|
||||
wu = Vec3DotProduct( w, u );
|
||||
wv = Vec3DotProduct( w, v );
|
||||
D = uv * uv - uu * vv;
|
||||
|
||||
// get and test parametric coords
|
||||
float s, t;
|
||||
s = (uv * wv - vv * wu) / D;
|
||||
if( s<0.0 || s > 1.0) // I is outside T
|
||||
return false;
|
||||
t = (uv * wu - uu * wv) / D;
|
||||
if( t<0.0 || (s + t) > 1.0) // I is outside T
|
||||
return false;
|
||||
|
||||
return true; // I is in T
|
||||
}
|
||||
|
||||
|
||||
#endif // 0
|
149
src/nvmath/Triangle.h
Normal file
149
src/nvmath/Triangle.h
Normal file
@ -0,0 +1,149 @@
|
||||
// This code is in the public domain -- Ignacio Castaño <castanyo@yahoo.es>
|
||||
|
||||
#ifndef NV_MATH_TRIANGLE_H
|
||||
#define NV_MATH_TRIANGLE_H
|
||||
|
||||
|
||||
#include <nvmath/nvmath.h>
|
||||
#include <nvmath/Vector.h>
|
||||
#include <nvmath/Box.h>
|
||||
//#include <nvmath/Plane.h>
|
||||
|
||||
namespace nv
|
||||
{
|
||||
|
||||
// Tomas Akenine-Möller box-triangle test.
|
||||
NVMATH_API bool triBoxOverlap(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Vector3 * restrict triverts);
|
||||
NVMATH_API bool triBoxOverlapNoBounds(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Vector3 * restrict triverts);
|
||||
|
||||
|
||||
/// Triangle class with three vertices.
|
||||
class Triangle
|
||||
{
|
||||
public:
|
||||
Triangle() {};
|
||||
|
||||
Triangle(const Vector3 & v0, const Vector3 & v1, const Vector3 & v2)
|
||||
{
|
||||
v[0] = v0;
|
||||
v[1] = v1;
|
||||
v[2] = v2;
|
||||
}
|
||||
|
||||
/// Get the bounds of the triangle.
|
||||
Box bounds() const {
|
||||
Box bounds;
|
||||
bounds.clearBounds();
|
||||
bounds.addPointToBounds(v[0]);
|
||||
bounds.addPointToBounds(v[1]);
|
||||
bounds.addPointToBounds(v[2]);
|
||||
return bounds;
|
||||
}
|
||||
|
||||
/*
|
||||
/// Get barycentric coordinates of the given point in this triangle.
|
||||
Vector3 barycentricCoordinates(Vector3::Arg p)
|
||||
{
|
||||
Vector3 bar;
|
||||
|
||||
// p must lie in the triangle plane.
|
||||
Plane plane;
|
||||
plane.set(v[0], v[1], v[2]);
|
||||
nvCheck( equalf(plane.Distance(p), 0.0f) );
|
||||
|
||||
Vector3 n;
|
||||
|
||||
// Compute signed area of triangle <v0, v1, p>
|
||||
n = cross(v[1] - v[0], p - v[0]);
|
||||
bar.x = length(n);
|
||||
if (dot(n, plane.vector) < 0) {
|
||||
bar->x = -bar->x;
|
||||
}
|
||||
|
||||
// Compute signed area of triangle <v1, v2, p>
|
||||
n = cross(v[2] - v[1], p - v[1]);
|
||||
bar->y = length(cross(e, d));
|
||||
if (dot(n, plane.vector) < 0) {
|
||||
bar->y = -bar->y;
|
||||
}
|
||||
|
||||
// Compute signed area of triangle <v2, v0, p>
|
||||
n = cross(v[0] - v[2], p - v[2]);
|
||||
bar->z = length(n);
|
||||
if (dot(n, plane.vector) < 0) {
|
||||
bar->z = -bar->z;
|
||||
}
|
||||
|
||||
// We cannot just do this because we need the signed areas.
|
||||
// bar->x = Vector3Area(e0, d0);
|
||||
// bar->y = Vector3Area(e1, d1);
|
||||
// bar->z = Vector3Area(e2, d2);
|
||||
|
||||
// bar->x = Vector3TripleProduct(v[1], v[2], p);
|
||||
// bar->y = Vector3TripleProduct(v[2], v[0], p);
|
||||
// bar->z = Vector3TripleProduct(v[0], v[1], p);
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
// Moller ray triangle test.
|
||||
bool TestRay_Moller(const Vector3 & orig, const Vector3 & dir, float * out_t, float * out_u, float * out_v);
|
||||
|
||||
Vector3 v[3];
|
||||
};
|
||||
|
||||
|
||||
#if 0
|
||||
|
||||
/** A planar triangle. */
|
||||
class Triangle2 {
|
||||
public:
|
||||
|
||||
Triangle2() {};
|
||||
Triangle2(const Vec2 & v0, const Vec2 & v1, const Vec2 & v2) {
|
||||
v[0] = v0;
|
||||
v[1] = v1;
|
||||
v[2] = v2;
|
||||
}
|
||||
|
||||
/** Get the barycentric coordinates of the given point for this triangle.
|
||||
* http://stevehollasch.com/cgindex/math/barycentric.html
|
||||
*/
|
||||
void GetBarycentricCoordinates(const Vec2 & p, Vector3 * bar) const {
|
||||
float denom = 1.0f / (v[1].x - v[0].x) * (v[2].y - v[0].y) - (v[2].x - v[0].x) * (v[1].y - v[0].y);
|
||||
bar->x = ((v[1].x - p.x) * (v[2].y - p.y) - (v[2].x - p.x) * (v[1].y - p.y)) * denom;
|
||||
bar->y = ((v[2].x - p.x) * (v[0].y - p.y) - (v[0].x - p.x) * (v[2].y - p.y)) * denom;
|
||||
//bar->z = ((v[0].x - p.x) * (v[1].y - p.y) - (v[1].x - p.x) * (v[0].y - p.y)) * denom;
|
||||
bar->z = 1 - bar->x - bar->y;
|
||||
}
|
||||
|
||||
|
||||
Vec2 v[3];
|
||||
};
|
||||
|
||||
#endif // 0
|
||||
|
||||
|
||||
inline bool overlap(const Triangle & t, const Box & b)
|
||||
{
|
||||
Vector3 center = b.center();
|
||||
Vector3 extents = b.extents();
|
||||
return triBoxOverlap(center, extents, t.v);
|
||||
}
|
||||
|
||||
inline bool Overlap(const Box & b, const Triangle & t)
|
||||
{
|
||||
return overlap(t, b);
|
||||
}
|
||||
|
||||
|
||||
inline bool overlapNoBounds(const Triangle & t, const Box & b)
|
||||
{
|
||||
Vector3 center = b.center();
|
||||
Vector3 extents = b.extents();
|
||||
return triBoxOverlapNoBounds(center, extents, t.v);
|
||||
}
|
||||
|
||||
} // nv namespace
|
||||
|
||||
#endif // NV_MATH_TRIANGLE_H
|
@ -22,6 +22,7 @@ public:
|
||||
|
||||
Vector2();
|
||||
explicit Vector2(zero_t);
|
||||
explicit Vector2(scalar f);
|
||||
Vector2(scalar x, scalar y);
|
||||
Vector2(Vector2::Arg v);
|
||||
|
||||
@ -30,6 +31,8 @@ public:
|
||||
scalar x() const;
|
||||
scalar y() const;
|
||||
|
||||
scalar component(uint idx) const;
|
||||
|
||||
const scalar * ptr() const;
|
||||
|
||||
void set(scalar x, scalar y);
|
||||
@ -67,6 +70,8 @@ public:
|
||||
|
||||
const Vector2 & xy() const;
|
||||
|
||||
scalar component(uint idx) const;
|
||||
|
||||
// @@ temporary... should use an explicit method?
|
||||
const scalar * ptr() const;
|
||||
|
||||
@ -76,6 +81,7 @@ public:
|
||||
void operator+=(Vector3::Arg v);
|
||||
void operator-=(Vector3::Arg v);
|
||||
void operator*=(scalar s);
|
||||
void operator/=(scalar s);
|
||||
void operator*=(Vector3::Arg v);
|
||||
|
||||
friend bool operator==(Vector3::Arg a, Vector3::Arg b);
|
||||
@ -109,6 +115,11 @@ public:
|
||||
const Vector2 & xy() const;
|
||||
const Vector3 & xyz() const;
|
||||
|
||||
scalar component(uint idx) const;
|
||||
|
||||
// @@ temporary... should use an explicit method?
|
||||
const scalar * ptr() const;
|
||||
|
||||
void set(scalar x, scalar y, scalar z, scalar w);
|
||||
|
||||
Vector4 operator-() const;
|
||||
@ -129,6 +140,7 @@ private:
|
||||
|
||||
inline Vector2::Vector2() {}
|
||||
inline Vector2::Vector2(zero_t) : m_x(0.0f), m_y(0.0f) {}
|
||||
inline Vector2::Vector2(scalar f) : m_x(f), m_y(f) {}
|
||||
inline Vector2::Vector2(scalar x, scalar y) : m_x(x), m_y(y) {}
|
||||
inline Vector2::Vector2(Vector2::Arg v) : m_x(v.x()), m_y(v.y()) {}
|
||||
|
||||
@ -142,6 +154,15 @@ inline const Vector2 & Vector2::operator=(Vector2::Arg v)
|
||||
inline scalar Vector2::x() const { return m_x; }
|
||||
inline scalar Vector2::y() const { return m_y; }
|
||||
|
||||
inline scalar Vector2::component(uint idx) const
|
||||
{
|
||||
nvDebugCheck(idx < 2);
|
||||
if (idx == 0) return x();
|
||||
if (idx == 1) return y();
|
||||
nvAssume(false);
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
inline const scalar * Vector2::ptr() const
|
||||
{
|
||||
return &m_x;
|
||||
@ -217,12 +238,21 @@ inline const Vector2 & Vector3::xy() const
|
||||
return *(Vector2 *)this;
|
||||
}
|
||||
|
||||
inline scalar Vector3::component(uint idx) const
|
||||
{
|
||||
nvDebugCheck(idx < 3);
|
||||
if (idx == 0) return x();
|
||||
if (idx == 1) return y();
|
||||
if (idx == 2) return z();
|
||||
nvAssume(false);
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
inline const scalar * Vector3::ptr() const
|
||||
{
|
||||
return &m_x;
|
||||
}
|
||||
|
||||
|
||||
inline void Vector3::set(scalar x, scalar y, scalar z)
|
||||
{
|
||||
m_x = x;
|
||||
@ -256,6 +286,14 @@ inline void Vector3::operator*=(scalar s)
|
||||
m_z *= s;
|
||||
}
|
||||
|
||||
inline void Vector3::operator/=(scalar s)
|
||||
{
|
||||
float is = 1.0f / s;
|
||||
m_x *= is;
|
||||
m_y *= is;
|
||||
m_z *= is;
|
||||
}
|
||||
|
||||
inline void Vector3::operator*=(Vector3::Arg v)
|
||||
{
|
||||
m_x *= v.m_x;
|
||||
@ -306,6 +344,17 @@ inline const Vector3 & Vector4::xyz() const
|
||||
return *(Vector3 *)this;
|
||||
}
|
||||
|
||||
inline scalar Vector4::component(uint idx) const
|
||||
{
|
||||
nvDebugCheck(idx < 4);
|
||||
if (idx == 0) return x();
|
||||
if (idx == 1) return y();
|
||||
if (idx == 2) return z();
|
||||
if (idx == 3) return w();
|
||||
nvAssume(false);
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
inline void Vector4::set(scalar x, scalar y, scalar z, scalar w)
|
||||
{
|
||||
m_x = x;
|
||||
@ -385,7 +434,6 @@ inline Vector2 operator-(Vector2::Arg a, Vector2::Arg b)
|
||||
return sub(a, b);
|
||||
}
|
||||
|
||||
|
||||
inline Vector2 scale(Vector2::Arg v, scalar s)
|
||||
{
|
||||
return Vector2(v.x() * s, v.y() * s);
|
||||
@ -508,6 +556,11 @@ inline Vector3 operator*(scalar s, Vector3::Arg v)
|
||||
return scale(v, s);
|
||||
}
|
||||
|
||||
inline Vector3 operator*(Vector3::Arg v, Vector3::Arg s)
|
||||
{
|
||||
return scale(v, s);
|
||||
}
|
||||
|
||||
inline Vector3 operator/(Vector3::Arg v, scalar s)
|
||||
{
|
||||
return scale(v, 1.0f/s);
|
||||
|
Loading…
Reference in New Issue
Block a user