#include "Geom.h" namespace Upp { Pointf3 Length(Pointf3 p, double length) { double l = max(Length(p), fpabsmax(p)); if(l) return p * length / l; return p; } String AsString(const Pointf3& p) { String out; if(IsNull(p)) out = "Pointf3(Null)"; else out << "Pointf3(" << DblStr(p.x) << ", " << DblStr(p.y) << ", " << DblStr(p.z) << ")"; return out; } Pointf3 Bezier2(Pointf3 a, Pointf3 b, Pointf3 c, double t) { double u = 1 - t; return a * (u * u) + b * (2 * u * t) + c * (t * t); } Pointf3 Orthogonal(Pointf3 v, Pointf3 against) { return v - against * ((v ^ against) / Squared(against)); } Pointf3 Orthonormal(Pointf3 v, Pointf3 against) { return Unit(Orthogonal(v, against)); } Pointf3 FarthestAxis(Pointf3 v) { double tx = fabs(v.x), ty = fabs(v.y), tz = fabs(v.z); return tx <= ty && tx <= tz ? Pointf3(1, 0, 0) : ty <= tx && ty <= tz ? Pointf3(0, 1, 0) : Pointf3(0, 0, 1); } Pointf3 AtLine(Pointf3 a, double ta, Pointf3 b, double tb, double tx, double *ratio) { double r = (ta == tb ? 0 : (tx - ta) / (tb - ta)); if(ratio) *ratio = r; return a + (b - a) * r; } Pointf3 RotateX(Pointf3 v, double angle, Pointf3 centre) { double c = cos(angle), s = sin(angle), y = v.y - centre.y, z = v.z - centre.z; return Pointf3(v.x, y * c - z * s + centre.y, y * s + z * c + centre.z); } Pointf3 RotateY(Pointf3 v, double angle, Pointf3 centre) { double c = cos(angle), s = sin(angle), z = v.z - centre.z, x = v.x - centre.x; return Pointf3(z * s + x * c + centre.x, v.y, z * c - x * s + centre.z); } Pointf3 RotateZ(Pointf3 v, double angle, Pointf3 centre) { double c = cos(angle), s = sin(angle), x = v.x - centre.x, y = v.y - centre.y; return Pointf3(x * c - y * s + centre.x, x * s + y * c + centre.y, v.z); } Pointf3 Rotate(Pointf3 v, Pointf3 axis, double angle, Pointf3 centre) { Matrixf3 m = Matrixf3Rotate(axis, angle); m.Fix(centre); return v * m; } double Angle(Pointf3 a, Pointf3 b) { double da = sqrt(Squared(a) * Squared(b)); if(da == 0) return 0; da = (a ^ b) / da; if(da <= -1) return M_PI; else if(da >= 1) return 0; else return acos(da); } ////////////////////////////////////////////////////////////////////// // Plane3:: Plane3 Unit(Plane3 p) { double nt = max(Length(p.normal), fpabsmax(p.normal)); if(nt) return Plane3(p.delta / nt, p.normal / nt); return p; } double Intersect(Plane3 p, Pointf3 la, Pointf3 lb) { double an = la ^ p.normal, bn = lb ^ p.normal; if(an == bn) return 0; return (an + p.delta) / (an - bn); } ////////////////////////////////////////////////////////////////////// // Box3:: void Box3::Union(Pointf3 pt) { double c0 = pt ^ normal[0], c1 = pt ^ normal[1], c2 = pt ^ normal[2]; if(c0 < low[0]) low[0] = c0; if(c0 > high[0]) high[0] = c0; if(c1 < low[1]) low[1] = c0; if(c1 > high[1]) high[1] = c0; if(c2 < low[2]) low[2] = c0; if(c2 > high[2]) high[2] = c0; } ////////////////////////////////////////////////////////////////////// // Matrix3:: GLOBAL_VARP_INIT(const Matrixf3, Matrixf3_0, (0, 0, 0, 0, 0, 0, 0, 0, 0)) GLOBAL_VARP_INIT(const Matrixf3, Matrixf3_1, (1, 0, 0, 0, 1, 0, 0, 0, 1)) GLOBAL_VARP_INIT(const Matrixf3, Matrixf3_Null, (0, 0, 0, 0, 0, 0, 0, 0, 0, Null, Null, Null)) GLOBAL_VARP_INIT(const Matrixf3, Matrixf3_MirrorX, (-1, 0, 0, 0, 1, 0, 0, 0, 1)) GLOBAL_VARP_INIT(const Matrixf3, Matrixf3_MirrorY, (1, 0, 0, 0, -1, 0, 0, 0, 1)) GLOBAL_VARP_INIT(const Matrixf3, Matrixf3_MirrorZ, (1, 0, 0, 0, 1, 0, 0, 0, -1)) void Matrixf3::Serialize(Stream& stream) { stream % x % y % z % a; } Matrixf3& Matrixf3::operator *= (const Matrixf3& m) { Pointf3 nx(x ^ m.CX(), x ^ m.CY(), x ^ m.CZ()); Pointf3 ny(y ^ m.CX(), y ^ m.CY(), y ^ m.CZ()); Pointf3 nz(z ^ m.CX(), z ^ m.CY(), z ^ m.CZ()); x = nx; y = ny; z = nz; a *= m; return *this; } String Matrixf3::ToString() const { return String().Cat() << "[x = " << x << ", y = " << y << ", z = " << z << ", a = " << a << "]"; } Matrixf3 Matrixf3Move(Pointf3 vector) { return Matrixf3(Pointf3(1, 0, 0), Pointf3(0, 1, 0), Pointf3(0, 0, 1), vector); } Matrixf3 Matrixf3RotateX(double angle, Pointf3 fix) { double c = cos(angle), s = sin(angle); return Matrixf3(1, 0, 0, 0, c, s, 0, -s, c).Fix(fix); } Matrixf3 Matrixf3RotateY(double angle, Pointf3 fix) { double c = cos(angle), s = sin(angle); return Matrixf3(c, 0, s, 0, 1, 0, -s, 0, c).Fix(fix); } Matrixf3 Matrixf3RotateZ(double angle, Pointf3 fix) { double c = cos(angle), s = sin(angle); return Matrixf3(c, s, 0, -s, c, 0, 0, 0, 1).Fix(fix); } Matrixf3 Matrixf3Scale(double scale, Pointf3 fix) { return Matrixf3(Pointf3(scale, 0, 0), Pointf3(0, scale, 0), Pointf3(0, 0, scale), fix * (1 - scale)); } Matrixf3 Matrixf3Scale(Pointf3 scale, Pointf3 fix) { return Matrixf3(Pointf3(scale.x, 0, 0), Pointf3(0, scale.y, 0), Pointf3(0, 0, scale.z), fix - scale * fix); } Matrixf3 Matrixf3Inverse(const Matrixf3& mx) { double det = Determinant(mx); Matrixf3 m( Pointf3( (mx.y.y * mx.z.z - mx.z.y * mx.y.z), (mx.z.y * mx.x.z - mx.x.y * mx.z.z), (mx.x.y * mx.y.z - mx.y.y * mx.x.z)) / det, Pointf3( (mx.y.z * mx.z.x - mx.z.z * mx.y.x), (mx.z.z * mx.x.x - mx.x.z * mx.z.x), (mx.x.z * mx.y.x - mx.y.z * mx.x.x)) / det, Pointf3( (mx.y.x * mx.z.y - mx.z.x * mx.y.y), (mx.z.x * mx.x.y - mx.x.x * mx.z.y), (mx.x.x * mx.y.y - mx.y.x * mx.x.y)) / det); m.a = -mx.a % m; return m; } Matrixf3 Matrixf3Affine(Pointf3 src1, Pointf3 dest1, Pointf3 src2, Pointf3 dest2) { return Matrixf3Affine(src1, dest1, src2, dest2, src1 + FarthestAxis(src2 - src1), dest1 + FarthestAxis(dest2 - dest1)); } Matrixf3 Matrixf3Affine(Pointf3 src1, Pointf3 dest1, Pointf3 src2, Pointf3 dest2, Pointf3 src3, Pointf3 dest3) { return Matrixf3Affine(src1, dest1, src2, dest2, src3, dest3, src1 + (src2 - src1) % (src3 - src1), dest1 + (dest2 - dest1) % (dest3 - dest1)); } Matrixf3 Matrixf3Affine(Pointf3 src1, Pointf3 dest1, Pointf3 src2, Pointf3 dest2, Pointf3 src3, Pointf3 dest3, Pointf3 src4, Pointf3 dest4) { Matrixf3 rev(src2 - src1, src3 - src1, src4 - src1, src1); if(fabs(Determinant(rev)) <= 1e-100) return Matrixf3Move((dest1 - src1 + dest2 - src2 + dest3 - src3 + dest4 - src4) / 4.0); return Matrixf3Inverse(rev) * Matrixf3(dest2 - dest1, dest3 - dest1, dest4 - dest1, dest1); } double Determinant(const Matrixf3& mx) { return mx.x.x * mx.y.y * mx.z.z + mx.y.x * mx.z.y * mx.x.z + mx.z.x * mx.x.y * mx.y.z - mx.x.z * mx.y.y * mx.z.x - mx.y.z * mx.z.y * mx.x.x - mx.z.z * mx.x.y * mx.y.x; } double Matrixf3Measure(const Matrixf3& mx) { double d = Determinant(mx); return (d >= 0 ? +1 : -1) * pow(fabs(d), 1.0 / 3.0); } Matrixf3 Matrixf3Rotate(Pointf3 axis, double angle) { Matrixf3 to_space = Matrixf3_1(); to_space.z = Unit(axis); to_space.y = Orthonormal(FarthestAxis(to_space.z), to_space.z); to_space.x = to_space.y % to_space.z; double ca = cos(angle), sa = sin(angle); return Matrixf3Inverse(to_space) * Matrixf3(ca, -sa, 0, sa, ca, 0, 0, 0, 1) * to_space; } ////////////////////////////////////////////////////////////////////// // Camera:: Camera::Camera() { ViewingAngle(120 * DEGRAD); // default viewing angle in radians Location(Pointf3(-100, 100, 0)); // 150 m from origin in the -x+y distance Target(Pointf3(0, 0, 0)); Upwards(Pointf3(0, 1, 0)); FarDistance(10000); // 10 km NearDistance(100); // 100 m Viewport(320, 240); ViewportOffset(0, 0); ViewportSize(1, 1); Projection(Matrixf3_1()); Update(); } void Camera::Serialize(Stream& stream) { int version = StreamHeading(stream, 1, 1, 1, "Camera"); if(version >= 1) { stream % location % target % upwards % viewing_angle % width_mm % height_mm % shift_x % shift_y % near_distance % far_distance % projection_matrix; } } void Camera::Update() { direction = Unit(target - location); distance_delta = -(location ^ direction); viewing_distance = double(min(width_mm, height_mm) / (2e3 * tan(viewing_angle / 2.0))); Pointf3 up = Orthogonal(upwards, direction); if(Squared(up) <= 1e-10) up = Orthogonal(FarthestAxis(direction), direction); straight_up = Unit(up); straight_right = direction % straight_up; camera_matrix = Matrixf3(straight_right, straight_up, direction, location); invcam_matrix = Matrixf3Inverse(camera_matrix); double dw = viewing_distance * view_px * 2e3 / width_mm; double dh = viewing_distance * view_py * 2e3 / height_mm; double z_times = far_distance - near_distance; z_delta = -near_distance / z_times; transform_matrix = invcam_matrix * Matrixf3( Pointf3(dw / z_times, 0, 0), Pointf3(0, dh / z_times, 0), Pointf3(shift_x, shift_y, 1) / z_times); } Pointf3 Camera::Transform(Pointf3 point) const { Pointf3 axon = point * transform_matrix; static const double MIN_DISTANCE = 1e-3; // 1 mm should be good enough if(axon.z >= -MIN_DISTANCE && axon.z <= +MIN_DISTANCE) axon.z = MIN_DISTANCE; return Pointf3(axon.x / axon.z, axon.y / axon.z, axon.z + z_delta); } void Camera::SetPolar(Pointf3 dz, Pointf3 dx, double d, double a, double b, double r) { Pointf3 dy = dz % dx; Pointf3 az = RotateX(Pointf3(0, 0, -1), -b); az = d * RotateY(az, a); Pointf3 loc = az * Matrixf3(dx, dy, dz, target); Pointf3 dir = Unit(target - loc); Pointf3 su = Orthogonal(dy, dir); if(Length(su) <= 1e-10) su = Orthogonal(FarthestAxis(dir), dir); su = Unit(su); Location(loc).Upwards(Rotate(su, dir, r)); } void Camera::GetPolar(Pointf3 dz, Pointf3 dx, double& distance, double& azimuth, double& bearing, double& rotation) const { distance = Distance(location, target); Pointf3 dy = dz % dx; Pointf3 back = direction * Matrixf3Inverse(Matrixf3(dx, dy, dz)); azimuth = GetZXBearing(back); bearing = asin(back.y); double r = Determinant(straight_up, dy, direction); rotation = asin(2 * r) * 0.5; } bool Camera::TransformClip(Pointf3 a, Pointf3 b, Pointf& outa, Pointf& outb) const { Pointf3 a1 = a * transform_matrix, b1 = b * transform_matrix; double az = a1.z + z_delta, bz = b1.z + z_delta; bool na = (az <= 0), nb = (bz <= 0); bool fa = (az >= 1), fb = (bz >= 1); if(na && nb || fa && fb) return false; /**/ if(na) a1 += (b1 - a1) * (0 - az) / (b1.z - a1.z); else if(nb) b1 += (a1 - b1) * (0 - bz) / (a1.z - b1.z); /**/ if(fa) a1 += (b1 - a1) * (1 - az) / (b1.z - a1.z); else if(fb) b1 += (a1 - b1) * (1 - bz) / (a1.z - b1.z); outa.x = a1.x / a1.z; outa.y = a1.y / a1.z; outb.x = b1.x / b1.z; outb.y = b1.y / b1.z; return ClipLine(outa, outb, Rectf(-view_px, -view_py, +view_px, +view_py)); } Pointf3 Camera::InverseXY(Pointf point, double z) const { double dax = point.x * transform_matrix.x.z - transform_matrix.x.x; double day = point.x * transform_matrix.y.z - transform_matrix.y.x; double dar = z * transform_matrix.z.x + transform_matrix.a.x - point.x * (z * transform_matrix.z.z + transform_matrix.a.z); double dbx = point.y * transform_matrix.x.z - transform_matrix.x.y; double dby = point.y * transform_matrix.y.z - transform_matrix.y.y; double dbr = z * transform_matrix.z.y + transform_matrix.a.y - point.y * (z * transform_matrix.z.z + transform_matrix.a.z); double dx = dar * dby - dbr * day; double dy = dax * dbr - dar * dbx; double dr = dax * dby - dbx * day; double lim = fabs(dr) * 1e6; if(lim <= fabs(dx) || lim <= fabs(dy)) return Null; return Pointf3(dx / dr, dy / dr, z); } }