ultimatepp/uppsrc/Geom/fp3.cpp
cxl 02eae122db Geom vs ScatterDraw nameclash fixed
git-svn-id: svn://ultimatepp.org/upp/trunk@15120 f0d560ea-af0d-0410-9eb7-867de7ffcac7
2020-09-22 16:22:00 +00:00

386 lines
11 KiB
C++

#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 UnitV(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 Unit3(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 = UnitV(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 = UnitV(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 = UnitV(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 = UnitV(target - loc);
Pointf3 su = Orthogonal(dy, dir);
if(Length(su) <= 1e-10)
su = Orthogonal(FarthestAxis(dir), dir);
su = UnitV(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);
}
}