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nvidia-texture-tools/src/nvmath/Basis.cpp

174 lines
4.3 KiB
C++

// This code is in the public domain -- castanyo@yahoo.es
#include <nvmath/Basis.h>
using namespace nv;
/// Normalize basis vectors.
void Basis::normalize(float epsilon /*= NV_EPSILON*/)
{
normal = ::normalize(normal, epsilon);
tangent = ::normalize(tangent, epsilon);
bitangent = ::normalize(bitangent, epsilon);
}
/// Gram-Schmidt orthogonalization.
/// @note Works only if the vectors are close to orthogonal.
void Basis::orthonormalize(float epsilon /*= NV_EPSILON*/)
{
// N' = |N|
// T' = |T - (N' dot T) N'|
// B' = |B - (N' dot B) N' - (T' dot B) T'|
normal = ::normalize(normal, epsilon);
tangent -= normal * dot(normal, tangent);
tangent = ::normalize(tangent, epsilon);
bitangent -= normal * dot(normal, bitangent);
bitangent -= tangent * dot(tangent, bitangent);
bitangent = ::normalize(bitangent, epsilon);
}
/// Robust orthonormalization.
/// Returns an orthonormal basis even when the original is degenerate.
void Basis::robustOrthonormalize(float epsilon /*= NV_EPSILON*/)
{
if (length(normal) < epsilon)
{
normal = cross(tangent, bitangent);
if (length(normal) < epsilon)
{
tangent = Vector3(1, 0, 0);
bitangent = Vector3(0, 1, 0);
normal = Vector3(0, 0, 1);
return;
}
}
normal = ::normalize(normal, epsilon);
tangent -= normal * dot(normal, tangent);
bitangent -= normal * dot(normal, bitangent);
if (length(tangent) < epsilon)
{
if (length(bitangent) < epsilon)
{
buildFrameForDirection(normal);
}
else
{
tangent = cross(bitangent, normal);
nvCheck(isNormalized(tangent, epsilon));
}
}
else
{
tangent = ::normalize(tangent, epsilon);
bitangent -= tangent * dot(tangent, bitangent);
if (length(bitangent) < epsilon)
{
bitangent = cross(tangent, normal);
nvCheck(isNormalized(bitangent));
}
else
{
tangent = ::normalize(tangent, epsilon);
}
}
// Check vector lengths.
nvCheck(isNormalized(normal, epsilon));
nvCheck(isNormalized(tangent, epsilon));
nvCheck(isNormalized(bitangent, epsilon));
// Check vector angles.
nvCheck(equal(dot(normal, tangent), 0.0f, epsilon));
nvCheck(equal(dot(normal, bitangent), 0.0f, epsilon));
nvCheck(equal(dot(tangent, bitangent), 0.0f, epsilon));
// Check vector orientation.
const float det = dot(cross(normal, tangent), bitangent);
nvCheck(equal(det, 1.0f, epsilon) || equal(det, -1.0f, epsilon));
}
/// Build an arbitrary frame for the given direction.
void Basis::buildFrameForDirection(Vector3::Arg d)
{
nvCheck(isNormalized(d));
normal = d;
// Choose minimum axis.
if (fabsf(normal.x()) < fabsf(normal.y()) && fabsf(normal.x()) < fabsf(normal.z()))
{
tangent = Vector3(1, 0, 0);
}
else if (fabsf(normal.y()) < fabsf(normal.z()))
{
tangent = Vector3(0, 1, 0);
}
else
{
tangent = Vector3(0, 0, 1);
}
// Ortogonalize
tangent -= normal * dot(normal, tangent);
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));
}
*/