/* * Copyright (C) 2003-2006 Gabest * http://www.gabest.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with GNU Make; see the file COPYING. If not, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "stdafx.h" #include #include "CoordGeom.h" #define EPSILON (1e-7) #define BIGNUMBER (1e+9) #define IsZero(d) (fabs(d) < EPSILON) // // Vector // Vector::Vector(float x, float y, float z) { this->x = x; this->y = y; this->z = z; } void Vector::Set(float x, float y, float z) { this->x = x; this->y = y; this->z = z; } float Vector::Length() { return(sqrt(x * x + y * y + z * z)); } float Vector::Sum() { return(x + y + z); } float Vector::CrossSum() { return(x*y + x*z + y*z); } Vector Vector::Cross() { return(Vector(x*y, x*z, y*z)); } Vector Vector::Pow(float exp) { return(exp == 0 ? Vector(1, 1, 1) : exp == 1 ? *this : Vector(pow(x, exp), pow(y, exp), pow(z, exp))); } Vector Vector::Unit() { float l = Length(); if(!l || l == 1) return(*this); return(*this * (1 / l)); } Vector& Vector::Unitalize() { return(*this = Unit()); } Vector Vector::Normal(Vector& a, Vector& b) { return((a - *this) % (b - a)); } float Vector::Angle(Vector& a, Vector& b) { return(((a - *this).Unit()).Angle((b - *this).Unit())); } float Vector::Angle(Vector& a) { float angle = *this | a; return((angle > 1) ? 0 : (angle < -1) ? PI : acos(angle)); } void Vector::Angle(float& u, float& v) { Vector n = Unit(); u = asin(n.y); if(IsZero(n.z)) v = PI/2 * Sgn(n.x); else if(n.z > 0) v = atan(n.x / n.z); else if(n.z < 0) v = IsZero(n.x) ? PI : (PI * Sgn(n.x) + atan(n.x / n.z)); } Vector Vector::Angle() { Vector ret; Angle(ret.x, ret.y); ret.z = 0; return(ret); } Vector& Vector::Min(Vector& a) { x = (x < a.x) ? x : a.x; y = (y < a.y) ? y : a.y; z = (z < a.z) ? z : a.z; return(*this); } Vector& Vector::Max(Vector& a) { x = (x > a.x) ? x : a.x; y = (y > a.y) ? y : a.y; z = (z > a.z) ? z : a.z; return(*this); } Vector Vector::Abs() { return(Vector(fabs(x), fabs(y), fabs(z))); } Vector Vector::Reflect(Vector& n) { return(n * ((-*this) | n) * 2 - (-*this)); } Vector Vector::Refract(Vector& N, float nFront, float nBack, float* nOut) { Vector D = -*this; float N_dot_D = (N | D); float n = N_dot_D >= 0 ? (nFront / nBack) : (nBack / nFront); Vector cos_D = N * N_dot_D; Vector sin_T = (cos_D - D) * n; float len_sin_T = sin_T | sin_T; if(len_sin_T > 1) { if(nOut) {*nOut = N_dot_D >= 0 ? nFront : nBack;} return((*this).Reflect(N)); } float N_dot_T = sqrt(1.0 - len_sin_T); if(N_dot_D < 0) N_dot_T = -N_dot_T; if(nOut) {*nOut = N_dot_D >= 0 ? nBack : nFront;} return(sin_T - (N * N_dot_T)); } Vector Vector::Refract2(Vector& N, float nFrom, float nTo, float* nOut) { Vector D = -*this; float N_dot_D = (N | D); float n = nFrom / nTo; Vector cos_D = N * N_dot_D; Vector sin_T = (cos_D - D) * n; float len_sin_T = sin_T | sin_T; if(len_sin_T > 1) { if(nOut) {*nOut = nFrom;} return((*this).Reflect(N)); } float N_dot_T = sqrt(1.0 - len_sin_T); if(N_dot_D < 0) N_dot_T = -N_dot_T; if(nOut) {*nOut = nTo;} return(sin_T - (N * N_dot_T)); } float Vector::operator | (Vector& v) { return(x * v.x + y * v.y + z * v.z); } Vector Vector::operator % (Vector& v) { return(Vector(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x)); } float& Vector::operator [] (int i) { return(!i ? x : (i == 1) ? y : z); } Vector Vector::operator - () { return(Vector(-x, -y, -z)); } bool Vector::operator == (const Vector& v) const { if(IsZero(x - v.x) && IsZero(y - v.y) && IsZero(z - v.z)) return(true); return(false); } bool Vector::operator != (const Vector& v) const { return((*this == v) ? false : true); } Vector Vector::operator + (float d) { return(Vector(x + d, y + d, z + d)); } Vector Vector::operator + (Vector& v) { return(Vector(x + v.x, y + v.y, z + v.z)); } Vector Vector::operator - (float d) { return(Vector(x - d, y - d, z - d)); } Vector Vector::operator - (Vector& v) { return(Vector(x - v.x, y - v.y, z - v.z)); } Vector Vector::operator * (float d) { return(Vector(x * d, y * d, z * d)); } Vector Vector::operator * (Vector& v) { return(Vector(x * v.x, y * v.y, z * v.z)); } Vector Vector::operator / (float d) { return(Vector(x / d, y / d, z / d)); } Vector Vector::operator / (Vector& v) { return(Vector(x / v.x, y / v.y, z / v.z)); } Vector& Vector::operator += (float d) { x += d; y += d; z += d; return(*this); } Vector& Vector::operator += (Vector& v) { x += v.x; y += v.y; z += v.z; return(*this); } Vector& Vector::operator -= (float d) { x -= d; y -= d; z -= d; return(*this); } Vector& Vector::operator -= (Vector& v) { x -= v.x; y -= v.y; z -= v.z; return(*this); } Vector& Vector::operator *= (float d) { x *= d; y *= d; z *= d; return(*this); } Vector& Vector::operator *= (Vector& v) { x *= v.x; y *= v.y; z *= v.z; return(*this); } Vector& Vector::operator /= (float d) { x /= d; y /= d; z /= d; return(*this); } Vector& Vector::operator /= (Vector& v) { x /= v.x; y /= v.y; z /= v.z; return(*this); } // // Ray // Ray::Ray(Vector& p, Vector& d) { this->p = p; this->d = d; } void Ray::Set(Vector& p, Vector& d) { this->p = p; this->d = d; } float Ray::GetDistanceFrom(Ray& r) { float t = (d | r.d); if(IsZero(t)) return(-BIGNUMBER); // plane is paralell to the ray, return -infinite return(((r.p - p) | r.d) / t); } float Ray::GetDistanceFrom(Vector& v) { float t = ((v - p) | d) / (d | d); return(((p + d*t) - v).Length()); } Vector Ray::operator [] (float t) { return(p + d*t); } // // XForm // XForm::XForm(Ray& r, Vector& s, bool isWorldToLocal) { Initalize(r, s, isWorldToLocal); } void XForm::Initalize() { m.Initalize(); } void XForm::Initalize(Ray& r, Vector& s, bool isWorldToLocal) { Initalize(); if(m_isWorldToLocal = isWorldToLocal) { *this -= r.p; *this >>= r.d; *this /= s; } else { *this *= s; *this <<= r.d; *this += r.p; } } void XForm::operator *= (Vector& v) { Matrix s; s.mat[0][0] = v.x; s.mat[1][1] = v.y; s.mat[2][2] = v.z; m *= s; } void XForm::operator += (Vector& v) { Matrix t; t.mat[3][0] = v.x; t.mat[3][1] = v.y; t.mat[3][2] = v.z; m *= t; } void XForm::operator <<= (Vector& v) { Matrix x; x.mat[1][1] = cos(v.x); x.mat[1][2] = -sin(v.x); x.mat[2][1] = sin(v.x); x.mat[2][2] = cos(v.x); Matrix y; y.mat[0][0] = cos(v.y); y.mat[0][2] = -sin(v.y); y.mat[2][0] = sin(v.y); y.mat[2][2] = cos(v.y); Matrix z; z.mat[0][0] = cos(v.z); z.mat[0][1] = -sin(v.z); z.mat[1][0] = sin(v.z); z.mat[1][1] = cos(v.z); m = m_isWorldToLocal ? (m * y * x * z) : (m * z * x * y); } void XForm::operator /= (Vector& v) { Vector s; s.x = IsZero(v.x) ? 0 : 1 / v.x; s.y = IsZero(v.y) ? 0 : 1 / v.y; s.z = IsZero(v.z) ? 0 : 1 / v.z; *this *= s; } void XForm::operator -= (Vector& v) { *this += -v; } void XForm::operator >>= (Vector& v) { *this <<= -v; } Vector XForm::operator < (Vector& n) { Vector ret; ret.x = n.x * m.mat[0][0] + n.y * m.mat[1][0] + n.z * m.mat[2][0]; ret.y = n.x * m.mat[0][1] + n.y * m.mat[1][1] + n.z * m.mat[2][1]; ret.z = n.x * m.mat[0][2] + n.y * m.mat[1][2] + n.z * m.mat[2][2]; return(ret); } Vector XForm::operator << (Vector& v) { Vector ret; ret.x = v.x * m.mat[0][0] + v.y * m.mat[1][0] + v.z * m.mat[2][0] + m.mat[3][0]; ret.y = v.x * m.mat[0][1] + v.y * m.mat[1][1] + v.z * m.mat[2][1] + m.mat[3][1]; ret.z = v.x * m.mat[0][2] + v.y * m.mat[1][2] + v.z * m.mat[2][2] + m.mat[3][2]; return(ret); } Ray XForm::operator << (Ray& r) { return(Ray(*this << r.p, *this < r.d)); } // // XForm::Matrix // XForm::Matrix::Matrix() { Initalize(); } void XForm::Matrix::Initalize() { mat[0][0] = 1; mat[0][1] = 0; mat[0][2] = 0; mat[0][3] = 0; mat[1][0] = 0; mat[1][1] = 1; mat[1][2] = 0; mat[1][3] = 0; mat[2][0] = 0; mat[2][1] = 0; mat[2][2] = 1; mat[2][3] = 0; mat[3][0] = 0; mat[3][1] = 0; mat[3][2] = 0; mat[3][3] = 1; } XForm::Matrix XForm::Matrix::operator * (Matrix& m) { Matrix ret; for(int i = 0; i < 4; i++) { for(int j = 0; j < 4; j++) { ret.mat[i][j] = mat[i][0] * m.mat[0][j] + mat[i][1] * m.mat[1][j] + mat[i][2] * m.mat[2][j] + mat[i][3] * m.mat[3][j]; if(IsZero(ret.mat[i][j])) ret.mat[i][j] = 0; } } return(ret); } XForm::Matrix& XForm::Matrix::operator *= (XForm::Matrix& m) { return(*this = *this * m); }