220 lines
5.4 KiB
C++
220 lines
5.4 KiB
C++
// 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) + 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 = nv::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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#if 0
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tangent = nv::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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bitangent = nv::normalize(bitangent, epsilon);
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}
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#else
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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 = nv::normalize(tangent);
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bitangent = nv::normalize(bitangent);
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Vector3 bisector = nv::normalize(tangent + bitangent);
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Vector3 axis = cross(bisector, normal);
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nvDebugCheck(isNormalized(axis, epsilon));
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nvDebugCheck(equal(dot(axis, tangent), -dot(axis, bitangent), epsilon));
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if (dot(axis, tangent) > 0)
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{
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tangent = nv::normalize(bisector + axis);
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bitangent = nv::normalize(bisector - axis);
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}
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else
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{
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tangent = nv::normalize(bisector - axis);
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bitangent = nv::normalize(bisector + axis);
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}
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}
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#endif
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}
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/*// Check vector lengths.
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if (!isNormalized(normal, epsilon))
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{
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nvDebug("%f %f %f\n", normal.x(), normal.y(), normal.z());
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nvDebug("%f %f %f\n", tangent.x(), tangent.y(), tangent.z());
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nvDebug("%f %f %f\n", bitangent.x(), bitangent.y(), bitangent.z());
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}*/
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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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bool Basis::isValid() const
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{
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if (equal(normal, Vector3(zero))) return false;
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if (equal(tangent, Vector3(zero))) return false;
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if (equal(bitangent, Vector3(zero))) return false;
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if (equal(determinant(), 0.0f)) return false;
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return true;
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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 Cramer'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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nvDebugCheck(!equal(det, 0.0f, 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(
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(bitangent.y() * normal.z() - bitangent.z() * normal.y()),
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-(bitangent.x() * normal.z() - bitangent.z() * normal.x()),
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(bitangent.x() * normal.y() - bitangent.y() * normal.x()));
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Vector3 r1(
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-(tangent.y() * normal.z() - tangent.z() * normal.y()),
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(tangent.x() * normal.z() - tangent.z() * normal.x()),
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-(tangent.x() * normal.y() - tangent.y() * normal.x()));
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Vector3 r2(
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(tangent.y() * bitangent.z() - tangent.z() * bitangent.y()),
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-(tangent.x() * bitangent.z() - tangent.z() * bitangent.x()),
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(tangent.x() * bitangent.y() - tangent.y() * bitangent.x()));
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return Vector3(dot(v, r0), dot(v, r1), dot(v, r2)) * idet;
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}
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