Merge internal branch.
This commit is contained in:
parent
18c452a2a6
commit
98b2377a11
@ -17,6 +17,7 @@ SET(CORE_SRCS
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TextReader.h
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TextReader.cpp
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TextWriter.h
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TextWriter.cpp
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Tokenizer.h
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Tokenizer.cpp
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Radix.h
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@ -23,12 +23,6 @@ Do not use memmove in insert & remove, use copy ctors instead.
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#include <string.h> // memmove
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#include <new> // for placement new
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#ifndef USE_TU_CONTAINERS
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#define USE_TU_CONTAINERS 1
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#endif
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#if USE_TU_CONTAINERS
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#if NV_CC_GNUC // If typeof is available:
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@ -57,7 +51,7 @@ struct PseudoIndexWrapper {
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return *reinterpret_cast<const typename T::PseudoIndex *>(memory);
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}
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uint8 memory[8]; // Increase the size if we have bigger enumerators.
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uint8 memory[4]; // Increase the size if we have bigger enumerators.
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};
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#define NV_FOREACH(i, container) \
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@ -70,7 +64,6 @@ struct PseudoIndexWrapper {
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# define foreach NV_FOREACH
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#endif
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#endif // USE_TU_CONTAINERS
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namespace nv
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@ -193,7 +186,6 @@ namespace nv
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virtual T current();
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};
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#if USE_TU_CONTAINERS
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/**
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* Replacement for std::vector that is easier to debug and provides
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@ -1060,8 +1052,8 @@ namespace nv
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};
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#endif // USE_TU_CONTAINERS
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} // nv namespace
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#endif // NV_CORE_CONTAINER_H
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@ -314,7 +314,12 @@ public:
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{
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return m_s->isError();
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}
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virtual void clearError()
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{
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m_s->clearError();
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}
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virtual bool isAtEnd() const
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{
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return m_s->isAtEnd();
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45
src/nvcore/TextWriter.cpp
Normal file
45
src/nvcore/TextWriter.cpp
Normal file
@ -0,0 +1,45 @@
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// This code is in the public domain -- castanyo@yahoo.es
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#include <nvcore/TextWriter.h>
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using namespace nv;
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/// Constructor
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TextWriter::TextWriter(Stream * s) :
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s(s),
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str(1024)
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{
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nvCheck(s != NULL);
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nvCheck(s->isSaving());
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}
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void TextWriter::writeString(const char * str)
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{
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nvDebugCheck(s != NULL);
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s->serialize(const_cast<char *>(str), strlen(str));
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}
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void TextWriter::writeString(const char * str, uint len)
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{
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nvDebugCheck(s != NULL);
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s->serialize(const_cast<char *>(str), len);
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}
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void TextWriter::write(const char * format, ...)
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{
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va_list arg;
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va_start(arg,format);
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str.format(format, arg);
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writeString(str.str(), str.length());
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va_end(arg);
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}
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void TextWriter::write(const char * format, va_list arg)
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{
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va_list tmp;
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va_copy(tmp, arg);
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str.format(format, arg);
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writeString(str.str(), str.length());
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va_end(tmp);
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}
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@ -7,9 +7,6 @@
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#include <nvcore/Stream.h>
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#include <nvcore/StrLib.h>
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// @@ NOT IMPLEMENTED !!!
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namespace nv
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{
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@ -18,16 +15,12 @@ namespace nv
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{
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public:
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/// Ctor.
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TextWriter(Stream * s) : s(s), str(1024) {
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nvDebugCheck(s != NULL);
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nvCheck(s->IsSaving());
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}
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void write( const char * str, uint len );
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void write( const char * format, ... ) __attribute__((format (printf, 2, 3)));
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void write( const char * format, va_list arg );
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TextWriter(Stream * s);
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void writeString(const char * str);
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void writeString(const char * str, uint len);
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void write(const char * format, ...) __attribute__((format (printf, 2, 3)));
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void write(const char * format, va_list arg);
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private:
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@ -38,7 +31,35 @@ namespace nv
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};
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inline TextWriter & operator<<( TextWriter & tw, int i)
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{
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tw.write("%d", i);
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return tw;
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}
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inline TextWriter & operator<<( TextWriter & tw, uint i)
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{
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tw.write("%u", i);
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return tw;
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}
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inline TextWriter & operator<<( TextWriter & tw, float f)
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{
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tw.write("%f", f);
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return tw;
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}
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inline TextWriter & operator<<( TextWriter & tw, const char * str)
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{
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tw.writeString(str);
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return tw;
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}
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} // nv namespace
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#endif // NVCORE_TEXTWRITER_H
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@ -1,173 +1,173 @@
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// This code is in the public domain -- castanyo@yahoo.es
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#include <nvmath/Basis.h>
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using namespace nv;
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/// Normalize basis vectors.
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void Basis::normalize(float epsilon /*= NV_EPSILON*/)
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{
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normal = ::normalize(normal, epsilon);
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tangent = ::normalize(tangent, epsilon);
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bitangent = ::normalize(bitangent, epsilon);
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}
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/// Gram-Schmidt orthogonalization.
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/// @note Works only if the vectors are close to orthogonal.
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void Basis::orthonormalize(float epsilon /*= NV_EPSILON*/)
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{
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// N' = |N|
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// T' = |T - (N' dot T) N'|
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// B' = |B - (N' dot B) N' - (T' dot B) T'|
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normal = ::normalize(normal, epsilon);
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tangent -= normal * dot(normal, tangent);
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tangent = ::normalize(tangent, epsilon);
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bitangent -= normal * dot(normal, bitangent);
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bitangent -= tangent * dot(tangent, bitangent);
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bitangent = ::normalize(bitangent, epsilon);
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}
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/// Robust orthonormalization.
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/// Returns an orthonormal basis even when the original is degenerate.
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void Basis::robustOrthonormalize(float epsilon /*= NV_EPSILON*/)
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{
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if (length(normal) < epsilon)
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{
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normal = cross(tangent, bitangent);
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if (length(normal) < epsilon)
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{
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tangent = Vector3(1, 0, 0);
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bitangent = Vector3(0, 1, 0);
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normal = Vector3(0, 0, 1);
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return;
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}
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}
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normal = ::normalize(normal, epsilon);
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tangent -= normal * dot(normal, tangent);
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bitangent -= normal * dot(normal, bitangent);
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if (length(tangent) < epsilon)
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{
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if (length(bitangent) < epsilon)
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{
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buildFrameForDirection(normal);
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}
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else
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{
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tangent = cross(bitangent, normal);
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nvCheck(isNormalized(tangent, epsilon));
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}
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}
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else
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{
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tangent = ::normalize(tangent, epsilon);
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bitangent -= tangent * dot(tangent, bitangent);
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if (length(bitangent) < epsilon)
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{
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bitangent = cross(tangent, normal);
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nvCheck(isNormalized(bitangent));
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}
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else
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{
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tangent = ::normalize(tangent, epsilon);
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}
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}
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// Check vector lengths.
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nvCheck(isNormalized(normal, epsilon));
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nvCheck(isNormalized(tangent, epsilon));
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nvCheck(isNormalized(bitangent, epsilon));
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// Check vector angles.
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nvCheck(equal(dot(normal, tangent), 0.0f, epsilon));
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nvCheck(equal(dot(normal, bitangent), 0.0f, epsilon));
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nvCheck(equal(dot(tangent, bitangent), 0.0f, epsilon));
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// Check vector orientation.
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const float det = dot(cross(normal, tangent), bitangent);
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nvCheck(equal(det, 1.0f, epsilon) || equal(det, -1.0f, epsilon));
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}
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/// Build an arbitrary frame for the given direction.
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void Basis::buildFrameForDirection(Vector3::Arg d)
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{
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nvCheck(isNormalized(d));
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normal = d;
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// Choose minimum axis.
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if (fabsf(normal.x()) < fabsf(normal.y()) && fabsf(normal.x()) < fabsf(normal.z()))
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{
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tangent = Vector3(1, 0, 0);
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}
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else if (fabsf(normal.y()) < fabsf(normal.z()))
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{
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tangent = Vector3(0, 1, 0);
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}
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else
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{
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tangent = Vector3(0, 0, 1);
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}
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// Ortogonalize
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tangent -= normal * dot(normal, tangent);
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tangent = ::normalize(tangent);
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bitangent = cross(normal, tangent);
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}
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/*
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/// Transform by this basis. (From this basis to object space).
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Vector3 Basis::transform(Vector3::Arg v) const
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{
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Vector3 o = tangent * v.x();
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o += bitangent * v.y();
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o += normal * v.z();
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return o;
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}
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/// Transform by the transpose. (From object space to this basis).
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Vector3 Basis::transformT(Vector3::Arg v)
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{
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return Vector3(dot(tangent, v), dot(bitangent, v), dot(normal, v));
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}
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/// Transform by the inverse. (From object space to this basis).
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/// @note Uses Kramer's rule so the inverse is not accurate if the basis is ill-conditioned.
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Vector3 Basis::transformI(Vector3::Arg v) const
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{
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const float det = determinant();
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nvCheck(!equalf(det, 0.0f));
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const float idet = 1.0f / det;
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// Rows of the inverse matrix.
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Vector3 r0, r1, r2;
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r0.x = (bitangent.y() * normal.z() - bitangent.z() * normal.y()) * idet;
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r0.y = -(bitangent.x() * normal.z() - bitangent.z() * normal.x()) * idet;
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r0.z = (bitangent.x() * normal.y() - bitangent.y() * normal.x()) * idet;
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r1.x = -(tangent.y() * normal.z() - tangent.z() * normal.y()) * idet;
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r1.y = (tangent.x() * normal.z() - tangent.z() * normal.x()) * idet;
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r1.z = -(tangent.x() * normal.y() - tangent.y() * normal.x()) * idet;
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r2.x = (tangent.y() * bitangent.z() - tangent.z() * bitangent.y()) * idet;
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r2.y = -(tangent.x() * bitangent.z() - tangent.z() * bitangent.x()) * idet;
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r2.z = (tangent.x() * bitangent.y() - tangent.y() * bitangent.x()) * idet;
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return Vector3(dot(v, r0), dot(v, r1), dot(v, r2));
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}
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*/
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// This code is in the public domain -- castanyo@yahoo.es
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#include <nvmath/Basis.h>
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using namespace nv;
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/// Normalize basis vectors.
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void Basis::normalize(float epsilon /*= NV_EPSILON*/)
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{
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normal = ::normalize(normal, epsilon);
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tangent = ::normalize(tangent, epsilon);
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bitangent = ::normalize(bitangent, epsilon);
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}
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/// Gram-Schmidt orthogonalization.
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/// @note Works only if the vectors are close to orthogonal.
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void Basis::orthonormalize(float epsilon /*= NV_EPSILON*/)
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{
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// N' = |N|
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// T' = |T - (N' dot T) N'|
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// B' = |B - (N' dot B) N' - (T' dot B) T'|
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normal = ::normalize(normal, epsilon);
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tangent -= normal * dot(normal, tangent);
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tangent = ::normalize(tangent, epsilon);
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bitangent -= normal * dot(normal, bitangent);
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bitangent -= tangent * dot(tangent, bitangent);
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bitangent = ::normalize(bitangent, epsilon);
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}
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/// Robust orthonormalization.
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/// Returns an orthonormal basis even when the original is degenerate.
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void Basis::robustOrthonormalize(float epsilon /*= NV_EPSILON*/)
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{
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if (length(normal) < epsilon)
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{
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normal = cross(tangent, bitangent);
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if (length(normal) < epsilon)
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{
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tangent = Vector3(1, 0, 0);
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bitangent = Vector3(0, 1, 0);
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normal = Vector3(0, 0, 1);
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return;
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}
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}
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normal = ::normalize(normal, epsilon);
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tangent -= normal * dot(normal, tangent);
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bitangent -= normal * dot(normal, bitangent);
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if (length(tangent) < epsilon)
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{
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if (length(bitangent) < epsilon)
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{
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buildFrameForDirection(normal);
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}
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else
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{
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tangent = cross(bitangent, normal);
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nvCheck(isNormalized(tangent, epsilon));
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}
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}
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else
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||||
{
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tangent = ::normalize(tangent, epsilon);
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bitangent -= tangent * dot(tangent, bitangent);
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|
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if (length(bitangent) < epsilon)
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{
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bitangent = cross(tangent, normal);
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nvCheck(isNormalized(bitangent));
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}
|
||||
else
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{
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tangent = ::normalize(tangent, epsilon);
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||||
}
|
||||
}
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||||
|
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// Check vector lengths.
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nvCheck(isNormalized(normal, epsilon));
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nvCheck(isNormalized(tangent, epsilon));
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||||
nvCheck(isNormalized(bitangent, epsilon));
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||||
|
||||
// Check vector angles.
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||||
nvCheck(equal(dot(normal, tangent), 0.0f, epsilon));
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nvCheck(equal(dot(normal, bitangent), 0.0f, epsilon));
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nvCheck(equal(dot(tangent, bitangent), 0.0f, epsilon));
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||||
|
||||
// Check vector orientation.
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||||
const float det = dot(cross(normal, tangent), bitangent);
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nvCheck(equal(det, 1.0f, epsilon) || equal(det, -1.0f, epsilon));
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||||
}
|
||||
|
||||
|
||||
/// Build an arbitrary frame for the given direction.
|
||||
void Basis::buildFrameForDirection(Vector3::Arg d)
|
||||
{
|
||||
nvCheck(isNormalized(d));
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normal = d;
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||||
|
||||
// Choose minimum axis.
|
||||
if (fabsf(normal.x()) < fabsf(normal.y()) && fabsf(normal.x()) < fabsf(normal.z()))
|
||||
{
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||||
tangent = Vector3(1, 0, 0);
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||||
}
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else if (fabsf(normal.y()) < fabsf(normal.z()))
|
||||
{
|
||||
tangent = Vector3(0, 1, 0);
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||||
}
|
||||
else
|
||||
{
|
||||
tangent = Vector3(0, 0, 1);
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||||
}
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||||
|
||||
// Ortogonalize
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||||
tangent -= normal * dot(normal, tangent);
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||||
tangent = ::normalize(tangent);
|
||||
|
||||
bitangent = cross(normal, tangent);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
/// Transform by this basis. (From this basis to object space).
|
||||
Vector3 Basis::transform(Vector3::Arg v) const
|
||||
{
|
||||
Vector3 o = tangent * v.x();
|
||||
o += bitangent * v.y();
|
||||
o += normal * v.z();
|
||||
return o;
|
||||
}
|
||||
|
||||
/// Transform by the transpose. (From object space to this basis).
|
||||
Vector3 Basis::transformT(Vector3::Arg v)
|
||||
{
|
||||
return Vector3(dot(tangent, v), dot(bitangent, v), dot(normal, v));
|
||||
}
|
||||
|
||||
/// Transform by the inverse. (From object space to this basis).
|
||||
/// @note Uses Kramer's rule so the inverse is not accurate if the basis is ill-conditioned.
|
||||
Vector3 Basis::transformI(Vector3::Arg v) const
|
||||
{
|
||||
const float det = determinant();
|
||||
nvCheck(!equalf(det, 0.0f));
|
||||
|
||||
const float idet = 1.0f / det;
|
||||
|
||||
// Rows of the inverse matrix.
|
||||
Vector3 r0, r1, r2;
|
||||
r0.x = (bitangent.y() * normal.z() - bitangent.z() * normal.y()) * idet;
|
||||
r0.y = -(bitangent.x() * normal.z() - bitangent.z() * normal.x()) * idet;
|
||||
r0.z = (bitangent.x() * normal.y() - bitangent.y() * normal.x()) * idet;
|
||||
|
||||
r1.x = -(tangent.y() * normal.z() - tangent.z() * normal.y()) * idet;
|
||||
r1.y = (tangent.x() * normal.z() - tangent.z() * normal.x()) * idet;
|
||||
r1.z = -(tangent.x() * normal.y() - tangent.y() * normal.x()) * idet;
|
||||
|
||||
r2.x = (tangent.y() * bitangent.z() - tangent.z() * bitangent.y()) * idet;
|
||||
r2.y = -(tangent.x() * bitangent.z() - tangent.z() * bitangent.x()) * idet;
|
||||
r2.z = (tangent.x() * bitangent.y() - tangent.y() * bitangent.x()) * idet;
|
||||
|
||||
return Vector3(dot(v, r0), dot(v, r1), dot(v, r2));
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
|
@ -1,78 +1,78 @@
|
||||
// This code is in the public domain -- castanyo@yahoo.es
|
||||
|
||||
#ifndef NV_MATH_BASIS_H
|
||||
#define NV_MATH_BASIS_H
|
||||
|
||||
#include <nvmath/nvmath.h>
|
||||
#include <nvmath/Vector.h>
|
||||
#include <nvmath/Matrix.h>
|
||||
|
||||
namespace nv
|
||||
{
|
||||
|
||||
/// Basis class to compute tangent space basis, ortogonalizations and to
|
||||
/// transform vectors from one space to another.
|
||||
struct Basis
|
||||
{
|
||||
/// Create a null basis.
|
||||
Basis() : tangent(0, 0, 0), bitangent(0, 0, 0), normal(0, 0, 0) {}
|
||||
|
||||
/// Create a basis given three vectors.
|
||||
Basis(Vector3::Arg n, Vector3::Arg t, Vector3::Arg b) : tangent(t), bitangent(b), normal(n) {}
|
||||
|
||||
/// Create a basis with the given tangent vectors and the handness.
|
||||
Basis(Vector3::Arg n, Vector3::Arg t, float sign)
|
||||
{
|
||||
build(n, t, sign);
|
||||
}
|
||||
|
||||
NVMATH_API void normalize(float epsilon = NV_EPSILON);
|
||||
NVMATH_API void orthonormalize(float epsilon = NV_EPSILON);
|
||||
NVMATH_API void robustOrthonormalize(float epsilon = NV_EPSILON);
|
||||
NVMATH_API void buildFrameForDirection(Vector3::Arg d);
|
||||
|
||||
/// Calculate the determinant [ F G N ] to obtain the handness of the basis.
|
||||
float handness() const
|
||||
{
|
||||
return determinant() > 0.0f ? 1.0f : -1.0f;
|
||||
}
|
||||
|
||||
/// Build a basis from 2 vectors and a handness flag.
|
||||
void build(Vector3::Arg n, Vector3::Arg t, float sign)
|
||||
{
|
||||
normal = n;
|
||||
tangent = t;
|
||||
bitangent = sign * cross(t, n);
|
||||
}
|
||||
|
||||
/// Compute the determinant of this basis.
|
||||
float determinant() const
|
||||
{
|
||||
return
|
||||
tangent.x() * bitangent.y() * normal.z() - tangent.z() * bitangent.y() * normal.x() +
|
||||
tangent.y() * bitangent.z() * normal.x() - tangent.y() * bitangent.x() * normal.z() +
|
||||
tangent.z() * bitangent.x() * normal.y() - tangent.x() * bitangent.z() * normal.y();
|
||||
}
|
||||
|
||||
/*
|
||||
// Get transform matrix for this basis.
|
||||
NVMATH_API Matrix matrix() const;
|
||||
|
||||
// Transform by this basis. (From this basis to object space).
|
||||
NVMATH_API Vector3 transform(Vector3::Arg v) const;
|
||||
|
||||
// Transform by the transpose. (From object space to this basis).
|
||||
NVMATH_API Vector3 transformT(Vector3::Arg v);
|
||||
|
||||
// Transform by the inverse. (From object space to this basis).
|
||||
NVMATH_API Vector3 transformI(Vector3::Arg v) const;
|
||||
*/
|
||||
|
||||
Vector3 tangent;
|
||||
Vector3 bitangent;
|
||||
Vector3 normal;
|
||||
};
|
||||
|
||||
} // nv namespace
|
||||
|
||||
#endif // NV_MATH_BASIS_H
|
||||
// This code is in the public domain -- castanyo@yahoo.es
|
||||
|
||||
#ifndef NV_MATH_BASIS_H
|
||||
#define NV_MATH_BASIS_H
|
||||
|
||||
#include <nvmath/nvmath.h>
|
||||
#include <nvmath/Vector.h>
|
||||
#include <nvmath/Matrix.h>
|
||||
|
||||
namespace nv
|
||||
{
|
||||
|
||||
/// Basis class to compute tangent space basis, ortogonalizations and to
|
||||
/// transform vectors from one space to another.
|
||||
struct Basis
|
||||
{
|
||||
/// Create a null basis.
|
||||
Basis() : tangent(0, 0, 0), bitangent(0, 0, 0), normal(0, 0, 0) {}
|
||||
|
||||
/// Create a basis given three vectors.
|
||||
Basis(Vector3::Arg n, Vector3::Arg t, Vector3::Arg b) : tangent(t), bitangent(b), normal(n) {}
|
||||
|
||||
/// Create a basis with the given tangent vectors and the handness.
|
||||
Basis(Vector3::Arg n, Vector3::Arg t, float sign)
|
||||
{
|
||||
build(n, t, sign);
|
||||
}
|
||||
|
||||
NVMATH_API void normalize(float epsilon = NV_EPSILON);
|
||||
NVMATH_API void orthonormalize(float epsilon = NV_EPSILON);
|
||||
NVMATH_API void robustOrthonormalize(float epsilon = NV_EPSILON);
|
||||
NVMATH_API void buildFrameForDirection(Vector3::Arg d);
|
||||
|
||||
/// Calculate the determinant [ F G N ] to obtain the handness of the basis.
|
||||
float handness() const
|
||||
{
|
||||
return determinant() > 0.0f ? 1.0f : -1.0f;
|
||||
}
|
||||
|
||||
/// Build a basis from 2 vectors and a handness flag.
|
||||
void build(Vector3::Arg n, Vector3::Arg t, float sign)
|
||||
{
|
||||
normal = n;
|
||||
tangent = t;
|
||||
bitangent = sign * cross(t, n);
|
||||
}
|
||||
|
||||
/// Compute the determinant of this basis.
|
||||
float determinant() const
|
||||
{
|
||||
return
|
||||
tangent.x() * bitangent.y() * normal.z() - tangent.z() * bitangent.y() * normal.x() +
|
||||
tangent.y() * bitangent.z() * normal.x() - tangent.y() * bitangent.x() * normal.z() +
|
||||
tangent.z() * bitangent.x() * normal.y() - tangent.x() * bitangent.z() * normal.y();
|
||||
}
|
||||
|
||||
/*
|
||||
// Get transform matrix for this basis.
|
||||
NVMATH_API Matrix matrix() const;
|
||||
|
||||
// Transform by this basis. (From this basis to object space).
|
||||
NVMATH_API Vector3 transform(Vector3::Arg v) const;
|
||||
|
||||
// Transform by the transpose. (From object space to this basis).
|
||||
NVMATH_API Vector3 transformT(Vector3::Arg v);
|
||||
|
||||
// Transform by the inverse. (From object space to this basis).
|
||||
NVMATH_API Vector3 transformI(Vector3::Arg v) const;
|
||||
*/
|
||||
|
||||
Vector3 tangent;
|
||||
Vector3 bitangent;
|
||||
Vector3 normal;
|
||||
};
|
||||
|
||||
} // nv namespace
|
||||
|
||||
#endif // NV_MATH_BASIS_H
|
||||
|
1975
src/nvmath/Matrix.h
1975
src/nvmath/Matrix.h
File diff suppressed because it is too large
Load Diff
@ -1,128 +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
|
||||
// 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 scale(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
|
||||
|
@ -13,7 +13,7 @@
|
||||
/********************************************************/
|
||||
|
||||
#include <nvmath/Vector.h>
|
||||
//#include <nvmath/Triangle.h>
|
||||
#include <nvmath/Triangle.h>
|
||||
|
||||
using namespace nv;
|
||||
|
||||
@ -96,7 +96,7 @@ static bool planeBoxOverlap(Vector3::Arg normal, Vector3::Arg vert, Vector3::Arg
|
||||
if(min>rad || max<-rad) return false;
|
||||
|
||||
|
||||
bool triBoxOverlap(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Vector3 * triverts)
|
||||
bool triBoxOverlap(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Triangle & tri)
|
||||
{
|
||||
// use separating axis theorem to test overlap between triangle and box
|
||||
// need to test for overlap in these directions:
|
||||
@ -111,9 +111,9 @@ bool triBoxOverlap(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Vecto
|
||||
|
||||
// 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;
|
||||
v0 = tri.v[0] - boxcenter;
|
||||
v1 = tri.v[1] - boxcenter;
|
||||
v2 = tri.v[2] - boxcenter;
|
||||
|
||||
// Compute triangle edges.
|
||||
e0 = v1 - v0; // tri edge 0
|
||||
@ -170,7 +170,7 @@ bool triBoxOverlap(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Vecto
|
||||
}
|
||||
|
||||
|
||||
bool triBoxOverlapNoBounds(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Vector3 * triverts)
|
||||
bool triBoxOverlapNoBounds(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Triangle & tri)
|
||||
{
|
||||
// use separating axis theorem to test overlap between triangle and box
|
||||
// need to test for overlap in these directions:
|
||||
@ -185,9 +185,9 @@ bool triBoxOverlapNoBounds(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, con
|
||||
|
||||
// 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;
|
||||
v0 = tri.v[0] - boxcenter;
|
||||
v1 = tri.v[1] - boxcenter;
|
||||
v2 = tri.v[2] - boxcenter;
|
||||
|
||||
// Compute triangle edges.
|
||||
e0 = v1 - v0; // tri edge 0
|
||||
|
@ -6,26 +6,23 @@ 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)
|
||||
bool rayTest_Moller(const Triangle & t, 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];
|
||||
Vector3 e1 = t.v[1] - t.v[0];
|
||||
Vector3 e2 = t.v[2] - t.v[0];
|
||||
|
||||
// begin calculating determinant - also used to calculate U parameter
|
||||
pvec = cross(dir, e2);
|
||||
Vector3 pvec = cross(dir, e2);
|
||||
|
||||
// if determinant is near zero, ray lies in plane of triangle
|
||||
det = dot(e1, pvec);
|
||||
float det = dot(e1, pvec);
|
||||
if (det < -NV_EPSILON) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// calculate distance from vert0 to ray origin
|
||||
tvec = orig - v[0];
|
||||
Vector3 tvec = orig - t.v[0];
|
||||
|
||||
// calculate U parameter and test bounds
|
||||
float u = dot(tvec, pvec);
|
||||
@ -34,7 +31,7 @@ bool Triangle::TestRay_Moller(Vector3::Arg orig, Vector3::Arg dir, float * out_t
|
||||
}
|
||||
|
||||
// prepare to test V parameter
|
||||
qvec = cross(tvec, e1);
|
||||
Vector3 qvec = cross(tvec, e1);
|
||||
|
||||
// calculate V parameter and test bounds
|
||||
float v = dot(dir, qvec);
|
||||
@ -43,7 +40,7 @@ bool Triangle::TestRay_Moller(Vector3::Arg orig, Vector3::Arg dir, float * out_t
|
||||
}
|
||||
|
||||
// calculate t, scale parameters, ray intersects triangle
|
||||
inv_det = 1.0f / det;
|
||||
float 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)
|
||||
|
@ -3,146 +3,78 @@
|
||||
#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)
|
||||
/// Triangle class with three vertices.
|
||||
class Triangle
|
||||
{
|
||||
v[0] = v0;
|
||||
v[1] = v1;
|
||||
v[2] = v2;
|
||||
}
|
||||
public:
|
||||
Triangle() {};
|
||||
|
||||
/// 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;
|
||||
Triangle(Vector3::Arg v0, Vector3::Arg v1, Vector3::Arg v2)
|
||||
{
|
||||
v[0] = v0;
|
||||
v[1] = v1;
|
||||
v[2] = v2;
|
||||
}
|
||||
|
||||
// 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;
|
||||
/// 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;
|
||||
}
|
||||
|
||||
// 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;
|
||||
Vector4 plane() const
|
||||
{
|
||||
Vector3 n = cross(v[1]-v[0], v[2]-v[0]);
|
||||
return Vector4(n, dot(n, v[0]));
|
||||
}
|
||||
|
||||
// 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);
|
||||
Vector3 v[3];
|
||||
};
|
||||
|
||||
// bar->x = Vector3TripleProduct(v[1], v[2], p);
|
||||
// bar->y = Vector3TripleProduct(v[2], v[0], p);
|
||||
// bar->z = Vector3TripleProduct(v[0], v[1], p);
|
||||
|
||||
}
|
||||
*/
|
||||
// Tomas Akenine-Möller box-triangle test.
|
||||
NVMATH_API bool triBoxOverlap(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Triangle & triangle);
|
||||
NVMATH_API bool triBoxOverlapNoBounds(Vector3::Arg boxcenter, Vector3::Arg boxhalfsize, const Triangle & triangle);
|
||||
|
||||
|
||||
// Moller ray triangle test.
|
||||
bool TestRay_Moller(const Vector3 & orig, const Vector3 & dir, float * out_t, float * out_u, float * out_v);
|
||||
NVMATH_API bool rayTest_Moller(const Triangle & t, Vector3::Arg orig, Vector3::Arg 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;
|
||||
inline bool rayTest(const Triangle & t, Vector3::Arg orig, Vector3::Arg dir, float * out_t, float * out_u, float * out_v)
|
||||
{
|
||||
rayTest_Moller(t, orig, dir, out_t, out_u, out_v);
|
||||
}
|
||||
|
||||
inline bool overlap(const Triangle & t, const Box & b)
|
||||
{
|
||||
Vector3 center = b.center();
|
||||
Vector3 extents = b.extents();
|
||||
return triBoxOverlap(center, extents, t);
|
||||
}
|
||||
|
||||
/** 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;
|
||||
inline bool overlap(const Box & b, const Triangle & t)
|
||||
{
|
||||
return overlap(t, b);
|
||||
}
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
inline bool overlapNoBounds(const Triangle & t, const Box & b)
|
||||
{
|
||||
Vector3 center = b.center();
|
||||
Vector3 extents = b.extents();
|
||||
return triBoxOverlapNoBounds(center, extents, t);
|
||||
}
|
||||
|
||||
} // nv namespace
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user