191 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			191 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
 | |
| * Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
 | |
| *
 | |
| * This software is provided 'as-is', without any express or implied
 | |
| * warranty.  In no event will the authors be held liable for any damages
 | |
| * arising from the use of this software.
 | |
| * Permission is granted to anyone to use this software for any purpose,
 | |
| * including commercial applications, and to alter it and redistribute it
 | |
| * freely, subject to the following restrictions:
 | |
| * 1. The origin of this software must not be misrepresented; you must not
 | |
| * claim that you wrote the original software. If you use this software
 | |
| * in a product, an acknowledgment in the product documentation would be
 | |
| * appreciated but is not required.
 | |
| * 2. Altered source versions must be plainly marked as such, and must not be
 | |
| * misrepresented as being the original software.
 | |
| * 3. This notice may not be removed or altered from any source distribution.
 | |
| */
 | |
| 
 | |
| #ifndef B3_GEOMETRY_H
 | |
| #define B3_GEOMETRY_H
 | |
| 
 | |
| #include <bounce\common\math\math.h>
 | |
| #include <bounce\common\math\transform.h>
 | |
| 
 | |
| // A triangle in indexed form.
 | |
| struct b3Triangle
 | |
| {
 | |
| 	// Does nothing for performance.
 | |
| 	b3Triangle() { }
 | |
| 
 | |
| 	// Set this triangle from three vertices.
 | |
| 	b3Triangle(u32 _v1, u32 _v2, u32 _v3) 
 | |
| 	{
 | |
| 		v1 = _v1;
 | |
| 		v2 = _v2;
 | |
| 		v3 = _v3;
 | |
| 	}
 | |
| 	
 | |
| 	// Set this triangle from three vertices.
 | |
| 	void Set(u32 _v1, u32 _v2, u32 _v3)
 | |
| 	{
 | |
| 		v1 = _v1;
 | |
| 		v2 = _v2;
 | |
| 		v3 = _v3;
 | |
| 	}
 | |
| 
 | |
| 	// Test if this triangle contains a given vertex.
 | |
| 	bool TestVertex(u32 v) const
 | |
| 	{
 | |
| 		return v == v1 || v == v2 || v == v3;
 | |
| 	}
 | |
| 
 | |
| 	// Test if this triangle contains two vertices.
 | |
| 	bool TestEdge(u32 _v1, u32 _v2) const
 | |
| 	{
 | |
| 		return TestVertex(_v1) && TestVertex(_v2);
 | |
| 	}
 | |
| 
 | |
| 	u32 v1, v2, v3;
 | |
| };
 | |
| 
 | |
| // A plane in constant normal form.
 | |
| // dot(n, p) - d = 0.
 | |
| struct b3Plane
 | |
| {
 | |
| 	// Does nothing for performance.
 | |
| 	b3Plane() { }
 | |
| 	
 | |
| 	// Set this plane from a normal and a signed distance from its origin.
 | |
| 	b3Plane(const b3Vec3& _normal, float32 _offset) 
 | |
| 	{
 | |
| 		normal = _normal;
 | |
| 		offset = _offset;
 | |
| 	}
 | |
| 	
 | |
| 	// Set this plane from a normal and a point on the plane.
 | |
| 	b3Plane(const b3Vec3& _normal, const b3Vec3& _point)
 | |
| 	{ 
 | |
| 		normal = _normal;
 | |
| 		offset = b3Dot(_normal, _point);
 | |
| 	}
 | |
| 
 | |
| 	// Compute this plane from three non-colinear points.
 | |
| 	b3Plane(const b3Vec3& A, const b3Vec3& B, const b3Vec3& C)
 | |
| 	{
 | |
| 		b3Vec3 N = b3Cross(B - A, C - A);
 | |
| 		normal = b3Normalize(N);
 | |
| 		offset = b3Dot(normal, A);
 | |
| 	}
 | |
| 
 | |
| 	b3Vec3 normal;
 | |
| 	float32 offset;
 | |
| };
 | |
| 
 | |
| // Transform a plane by a given frame.
 | |
| inline b3Plane operator*(const b3Transform& T, const b3Plane& plane)
 | |
| {
 | |
| 	b3Vec3 normal = b3Mul(T.rotation, plane.normal);
 | |
| 	return b3Plane(normal, plane.offset + b3Dot(normal, T.position));
 | |
| }
 | |
| 
 | |
| // Transform a plane by a given frame.
 | |
| inline b3Plane b3Mul(const b3Transform& T, const b3Plane& plane)
 | |
| {
 | |
| 	b3Vec3 normal = b3Mul(T.rotation, plane.normal);
 | |
| 	return b3Plane(normal, plane.offset + b3Dot(normal, T.position));
 | |
| }
 | |
| 
 | |
| inline float32 b3Distance(const b3Vec3& P, const b3Plane& plane)
 | |
| {
 | |
| 	return b3Dot(plane.normal, P) - plane.offset;
 | |
| }
 | |
| 
 | |
| // Project a point onto a plane.
 | |
| // The plane must be normalized.
 | |
| inline b3Vec3 b3Project(const b3Vec3& P, const b3Plane& plane)
 | |
| {
 | |
| 	float32 fraction = b3Distance(P, plane);
 | |
| 	return P - fraction * plane.normal;
 | |
| }
 | |
| 
 | |
| // Compute barycentric coordinates (u, v) for point Q to segment AB.
 | |
| // The last output value is the divisor.
 | |
| inline void b3Barycentric(float32 out[3], 
 | |
| 	const b3Vec3& A, const b3Vec3& B, 
 | |
| 	const b3Vec3& Q)
 | |
| {
 | |
| 	b3Vec3 AB = B - A;
 | |
| 	b3Vec3 QA = A - Q;
 | |
| 	b3Vec3 QB = B - Q;
 | |
| 	//float32 divisor = b3Dot(AB, AB);
 | |
| 	out[0] = b3Dot(QB, AB);
 | |
| 	out[1] = -b3Dot(QA, AB);
 | |
| 	out[2] = out[0] + out[1];
 | |
| }
 | |
| 
 | |
| // Compute barycentric coordinates (u, v, w) for point Q to triangle ABC.
 | |
| // The last output value is the divisor.
 | |
| inline void b3Barycentric(float32 out[4], 
 | |
| 	const b3Vec3& A, const b3Vec3& B, const b3Vec3& C, 
 | |
| 	const b3Vec3& Q)
 | |
| {
 | |
| 	// RTCD, 140.
 | |
| 	b3Vec3 AB = B - A;
 | |
| 	b3Vec3 AC = C - A;
 | |
| 
 | |
| 	b3Vec3 QA = A - Q;
 | |
| 	b3Vec3 QB = B - Q;
 | |
| 	b3Vec3 QC = C - Q;
 | |
| 	
 | |
| 	b3Vec3 QB_x_QC = b3Cross(QB, QC);
 | |
| 	b3Vec3 QC_x_QA = b3Cross(QC, QA);
 | |
| 	b3Vec3 QA_x_QB = b3Cross(QA, QB);
 | |
| 	
 | |
| 	b3Vec3 AB_x_AC = b3Cross(AB, AC);
 | |
| 	//float32 divisor = b3Dot(AB_x_AC, AB_x_AC);
 | |
| 
 | |
| 	out[0] = b3Dot(QB_x_QC, AB_x_AC);
 | |
| 	out[1] = b3Dot(QC_x_QA, AB_x_AC);
 | |
| 	out[2] = b3Dot(QA_x_QB, AB_x_AC);
 | |
| 	out[3] = out[0] + out[1] + out[2];
 | |
| }
 | |
| 
 | |
| // Compute barycentric coordinates (u, v, w, x) for point Q to tetrahedron ABCD.
 | |
| // The last output value is the (positive) divisor.
 | |
| inline void b3Barycentric(float32 out[5], 
 | |
| 	const b3Vec3& A, const b3Vec3& B, const b3Vec3& C, const b3Vec3& D, 
 | |
| 	const b3Vec3& Q)
 | |
| {
 | |
| 	// RTCD, 48, 49.
 | |
| 	b3Vec3 AB = B - A;
 | |
| 	b3Vec3 AC = C - A;
 | |
| 	b3Vec3 AD = D - A;
 | |
| 
 | |
| 	b3Vec3 QA = A - Q;
 | |
| 	b3Vec3 QB = B - Q;
 | |
| 	b3Vec3 QC = C - Q;
 | |
| 	b3Vec3 QD = D - Q;
 | |
| 
 | |
| 	float32 divisor = b3Det(AB, AC, AD);
 | |
| 	float32 sign = b3Sign(divisor);
 | |
| 
 | |
| 	out[0] = sign * b3Det(QB, QC, QD);
 | |
| 	out[1] = sign * b3Det(QA, QD, QC);
 | |
| 	out[2] = sign * b3Det(QA, QB, QD);
 | |
| 	out[3] = sign * b3Det(QA, QC, QB);
 | |
| 	out[4] = sign * divisor;
 | |
| }
 | |
| 
 | |
| #endif
 |