Giga Geometry Implementation
This commit is contained in:
60
include/J3ML/Algorithm/GJK.h
Normal file
60
include/J3ML/Algorithm/GJK.h
Normal file
@@ -0,0 +1,60 @@
|
||||
// @file GJK.h
|
||||
/// Implementation of the Gilbert-Johnson-Keerthi (GJK) convex polyhedron intersection test
|
||||
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
#include <J3ML/Geometry.h>
|
||||
#pragma once
|
||||
|
||||
namespace J3ML::Algorithms
|
||||
{
|
||||
|
||||
Vector3 UpdateSimplex(Vector3 *s, int &n);
|
||||
|
||||
#define SUPPORT(dir, minS, maxS) (a.ExtremePoint(dir, maxS) - b.ExtremePoint(-dir, minS));
|
||||
|
||||
template <typename A, typename B>
|
||||
bool GJKIntersect(const A &a, const B &b)
|
||||
{
|
||||
Vector3 support[4];
|
||||
// Start with an arbitrary point in the Minkowski set shape.
|
||||
support[0] = a.AnyPointFast() - b.AnyPointFast();
|
||||
if (support[0].LengthSquared() < 1e-7f) // Robustness check: Test if the first arbitrary point we guessed produced the zero vector we are looking for!
|
||||
return true;
|
||||
Vector3 d = -support[0]; // First search direction is straight toward the origin from the found point.
|
||||
int n = 1; // Stores the current number of points in the search simplex.
|
||||
int nIterations = 50; // Robustness check: Limit the maximum number of iterations to perform to avoid infinite loop if types A or B are buggy!
|
||||
while (nIterations-- > 0)
|
||||
{
|
||||
// Compute the extreme point to the direction d in the Minkowski set shape.
|
||||
float maxS, minS;
|
||||
Vector3 newSupport = SUPPORT(d, minS, maxS);
|
||||
// If the most extreme point in that search direction did not walk past the origin, then the origin cannot be contained in the Minkowski
|
||||
// convex shape, and the two convex objects a and b do not share a common point - no intersection!
|
||||
if (minS + maxS < 0.f)
|
||||
return false;
|
||||
|
||||
// Add the newly evaluated point to the search simplex
|
||||
assert(n < 4);
|
||||
support[n++] = newSupport;
|
||||
// Examine the current simplex, prune a redundant part of it, and produce the next search direction.
|
||||
d = UpdateSimplex(support, n);
|
||||
|
||||
if (n == 0) // Was the origin contained in the current simplex? If so, then the convex shapes a and b do share a common point - intersection!
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// This computes GJL intersection, but by first translating both objects to a coordinate frame that is as closely
|
||||
// centered around world origin as possible, to gain floating point precision.
|
||||
template <typename A, typename B>
|
||||
bool FloatingPointOffsetedGJKIntersect(const A &a, const B &b)
|
||||
{
|
||||
AABB ab = a.MinimalEnclosingAABB();
|
||||
AABB bb = b.MinimalEnclosingAABB();
|
||||
|
||||
Vector3 offset = (Vector3::Min(ab.minPoint, bb.minPoint) + Vector3::Max(ab.maxPoint, bb.maxPoint)) * 0.5f;
|
||||
const Vector3 floatingPtPrecisionOffset = -offset;
|
||||
return GJLIntersect(a.Translated(floatingPtPrecisionOffset), b.Translated(floatingPtPrecisionOffset));
|
||||
}
|
||||
}
|
@@ -25,31 +25,23 @@ namespace J3ML::Geometry
|
||||
public:
|
||||
Vector3 minPoint;
|
||||
Vector3 maxPoint;
|
||||
|
||||
public:
|
||||
static int NumFaces() { return 6; }
|
||||
static int NumEdges() { return 12; }
|
||||
static int NumVertices() { return 8; }
|
||||
public:
|
||||
AABB();
|
||||
|
||||
AABB(const Vector3& min, const Vector3& max);
|
||||
|
||||
Vector3 HalfDiagonal() const { return HalfSize(); }
|
||||
|
||||
static int NumFaces() { return 6; }
|
||||
|
||||
static int NumEdges() { return 12; }
|
||||
|
||||
static int NumVertices() { return 8; }
|
||||
|
||||
static AABB FromCenterAndSize(const Vector3 ¢er, const Vector3 &size);
|
||||
|
||||
float MinX() const;
|
||||
|
||||
float MinY() const;
|
||||
|
||||
float MinZ() const;
|
||||
|
||||
float MaxX() const;
|
||||
|
||||
float MaxY() const;
|
||||
|
||||
float MaxZ() const;
|
||||
|
||||
/// Returns the smallest sphere that contains this AABB.
|
||||
@@ -79,8 +71,7 @@ namespace J3ML::Geometry
|
||||
Vector3 CornerPoint(int cornerIndex) const;
|
||||
|
||||
Vector3 ExtremePoint(const Vector3 &direction) const;
|
||||
|
||||
Vector3 ExtremePoint(const Vector3 &direction, float &projectionDistance);
|
||||
Vector3 ExtremePoint(const Vector3 &direction, float &projectionDistance) const;
|
||||
|
||||
Vector3 PointOnEdge(int edgeIndex, float u) const;
|
||||
|
||||
@@ -126,8 +117,11 @@ namespace J3ML::Geometry
|
||||
bool Intersects(const Frustum& frustum) const;
|
||||
bool Intersects(const Polyhedron& polyhedron) const;
|
||||
TriangleMesh Triangulate(int numFacesX, int numFacesY, int numFacesZ, bool ccwIsFrontFacing) const;
|
||||
|
||||
/// Finds the set intersection of this and the given AABB.
|
||||
/** @return This function returns the AABB that is contained in both this and the given AABB.
|
||||
@todo Add Intersection(OBB/Polyhedron). */
|
||||
AABB Intersection(const AABB& rhs) const;
|
||||
bool IntersectLineAABB(const Vector3& linePos, const Vector3& lineDir, float tNear, float tFar) const;
|
||||
|
||||
|
||||
void SetFrom(const Vector3 *pVector3, int i);
|
||||
@@ -154,6 +148,27 @@ namespace J3ML::Geometry
|
||||
void Enclose(const OBB &obb);
|
||||
|
||||
bool TestAxis(const Vector3& axis, const Vector3& v0, const Vector3& v1, const Vector3& v2) const;
|
||||
|
||||
bool Intersects(const LineSegment &lineSegment) const;
|
||||
/// Computes the intersection of a line, ray or line segment and an AABB.
|
||||
/** Based on "T. Kay, J. Kajiya. Ray Tracing Complex Scenes. SIGGRAPH 1986 vol 20, number 4. pp. 269-"
|
||||
http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm
|
||||
@param linePos The starting position of the line.
|
||||
@param lineDir The direction of the line. This direction vector must be normalized!
|
||||
@param tNear [in, out] For the test, the input line is treated as a line segment. Pass in the signed distance
|
||||
from the line origin to the start of the line. For a Line-AABB test, -FLOAT_INF is typically passed here.
|
||||
For a Ray-AABB test, 0.0f should be inputted. If intersection occurs, the signed distance from line origin
|
||||
to the line entry point in the AABB is returned here.
|
||||
@param tFar [in, out] Pass in the signed distance from the line origin to the end of the line. For Line-AABB and
|
||||
Ray-AABB tests, pass in FLOAT_INF. For a LineSegment-AABB test, pass in the length of the line segment here.
|
||||
If intersection occurs, the signed distance from line origin to the line exit point in the AABB
|
||||
is returned here.
|
||||
@return True if an intersection occurs, false otherwise.
|
||||
@note This is a low level utility function. It may be more convenient to use one of the AABB::Intersects()
|
||||
functions instead.
|
||||
@see Intersects(). */
|
||||
bool IntersectLineAABB(const Vector3& linePos, const Vector3& lineDir, float tNear, float tFar) const;
|
||||
bool IntersectLineAABB_CPP(const Vector3 &linePos, const Vector3 &lineDir, float &tNear, float &tFar) const;
|
||||
};
|
||||
|
||||
|
||||
|
@@ -24,10 +24,23 @@ namespace J3ML::Geometry
|
||||
LineSegment l;
|
||||
// Specifies the radius of this capsule
|
||||
float r;
|
||||
|
||||
public:
|
||||
Capsule();
|
||||
Capsule(const LineSegment& endPoints, float radius);
|
||||
Capsule(const Vector3& bottomPt, const Vector3& topPt, float radius);
|
||||
|
||||
/// Quickly returns an arbitrary point inside this Capsule. Used in GJK intersection test.
|
||||
inline Vector3 AnyPointFast() const { return l.A; }
|
||||
|
||||
/// Computes the extreme point of this Capsule in the given direction.
|
||||
/** An extreme point is a farthest point of this Capsule in the given direction. Given a direction,
|
||||
this point is not necessarily unique.
|
||||
@param direction The direction vector of the direction to find the extreme point. This vector may
|
||||
be unnormalized, but may not be null.
|
||||
@return The extreme point of this Capsule in the given direction. */
|
||||
Vector3 ExtremePoint(const Vector3 &direction) const;
|
||||
Vector3 ExtremePoint(const Vector3 &direction, float &projectionDistance) const;
|
||||
|
||||
bool IsDegenerate() const;
|
||||
float Height() const;
|
||||
float Diameter() const;
|
||||
|
@@ -139,7 +139,23 @@ namespace J3ML::Geometry
|
||||
Matrix4x4 projectionMatrix;
|
||||
Matrix4x4 viewProjectionMatrix;
|
||||
public: /// Methods
|
||||
Frustum();
|
||||
Frustum()
|
||||
: type(FrustumType::Invalid),
|
||||
pos(Vector3::NaN),
|
||||
front(Vector3::NaN),
|
||||
up(Vector3::NaN),
|
||||
nearPlaneDistance(NAN),
|
||||
farPlaneDistance(NAN),
|
||||
worldMatrix(Matrix4x4::NaN),
|
||||
viewProjectionMatrix(Matrix4x4::NaN)
|
||||
{
|
||||
// For conveniency, allow automatic initialization of the graphics API and handedness in use.
|
||||
// If neither of the #defines are set, user must specify per-instance.
|
||||
}
|
||||
|
||||
|
||||
/// Quickly returns an arbitrary point inside this Frustum. Used in GJK intersection test.
|
||||
inline Vector3 AnyPointFast() const { return CornerPoint(0); }
|
||||
|
||||
static Frustum CreateFrustumFromCamera(const CoordinateFrame& cam, float aspect, float fovY, float zNear, float zFar);
|
||||
AABB MinimalEnclosingAABB() const;
|
||||
@@ -175,7 +191,13 @@ namespace J3ML::Geometry
|
||||
Vector3 NearPlanePos(float x, float y) const;
|
||||
Vector3 FarPlanePos(float x, float y) const;
|
||||
|
||||
Vector3 WorldRight() const;
|
||||
Vector3 WorldRight() const
|
||||
{
|
||||
if (handedness == FrustumHandedness::Right)
|
||||
return Vector3::Cross(front, up);
|
||||
else
|
||||
return Vector3::Cross(up, front);
|
||||
}
|
||||
|
||||
Plane TopPlane() const;
|
||||
Plane BottomPlane() const;
|
||||
@@ -211,5 +233,11 @@ namespace J3ML::Geometry
|
||||
void ProjectToAxis(const Vector3 &direction, float &outMin, float &outMax) const;
|
||||
|
||||
void GetCornerPoints(Vector3 *outPointArray) const;
|
||||
|
||||
Vector3 ExtremePoint(const Vector3 &direction, float &projectionDistance) const;
|
||||
|
||||
LineSegment Edge(int edgeIndex) const;
|
||||
|
||||
bool Intersects(const Line &line) const;
|
||||
};
|
||||
}
|
@@ -25,11 +25,35 @@ namespace J3ML::Geometry
|
||||
class LineSegment
|
||||
{
|
||||
public:
|
||||
LineSegment();
|
||||
LineSegment(const Vector3& a, const Vector3& b);
|
||||
Vector3 A;
|
||||
Vector3 B;
|
||||
bool Contains(const Vector3&) const;
|
||||
public:
|
||||
LineSegment();
|
||||
LineSegment(const Vector3& a, const Vector3& b);
|
||||
|
||||
/// Computes the closest point on this line segment to the given object.
|
||||
/** @param d [out] If specified, this parameter receives the normalized distance along
|
||||
this line segment which specifies the closest point on this line segment to
|
||||
the specified point.
|
||||
@return The closest point on this line segment to the given object.
|
||||
@see Contains(), Distance(), Intersects(). */
|
||||
Vector3 ClosestPoint(const Vector3 &point) const;
|
||||
bool Contains(const Vector3& point, float distanceThreshold = 1e-3f) const;
|
||||
|
||||
|
||||
/// Quickly returns an arbitrary point inside this LineSegment. Used in GJK intersection test.
|
||||
inline Vector3 AnyPointFast() const { return A; }
|
||||
|
||||
/// Computes an extreme point of this LineSegment in the given direction.
|
||||
/** An extreme point is a farthest point along this LineSegment in the given direction. Given a direction,
|
||||
this point is not necessarily unique.
|
||||
@param direction The direction vector of the direction to find the extreme point. This vector may
|
||||
be unnormalized, but may not be null.
|
||||
@return An extreme point of this LineSegment in the given direction. The returned point is always
|
||||
either a or b.
|
||||
@see a, b.*/
|
||||
Vector3 ExtremePoint(const Vector3 &direction) const;
|
||||
Vector3 ExtremePoint(const Vector3 &direction, float &projectionDistance) const;
|
||||
|
||||
void ProjectToAxis(const Vector3 &direction, float &outMin, float &outMax) const;
|
||||
Vector3 GetPoint(float d) const;
|
||||
@@ -60,5 +84,9 @@ namespace J3ML::Geometry
|
||||
Vector3 ClosestPoint(const LineSegment &other, float &d, float &d2) const;
|
||||
|
||||
Vector3 ClosestPoint(const Line &other, float &d, float &d2) const;
|
||||
|
||||
bool Intersects(const LineSegment &segment) const;
|
||||
};
|
||||
|
||||
LineSegment operator *(const Matrix4x4 &transform, const LineSegment &l);
|
||||
}
|
@@ -39,6 +39,8 @@ namespace J3ML::Geometry {
|
||||
return aabb;
|
||||
}
|
||||
|
||||
bool Intersects(const LineSegment &lineSegment) const;
|
||||
|
||||
Sphere MinimalEnclosingSphere() const;
|
||||
Sphere MaximalContainedSphere() const;
|
||||
Vector3 Size() const;
|
||||
@@ -53,7 +55,7 @@ namespace J3ML::Geometry {
|
||||
Vector3 CenterPoint() const;
|
||||
Vector3 Centroid() const;
|
||||
|
||||
Vector3 AnyPointFast() const;
|
||||
Vector3 AnyPointFast() const { return pos; }
|
||||
|
||||
float Volume() const;
|
||||
float SurfaceArea() const;
|
||||
@@ -96,5 +98,9 @@ namespace J3ML::Geometry {
|
||||
void SetFrom(const AABB &aabb, const Quaternion &transform);
|
||||
|
||||
bool Intersects(const Plane& plane) const;
|
||||
|
||||
Matrix4x4 LocalToWorld() const;
|
||||
|
||||
Matrix4x4 WorldToLocal() const;
|
||||
};
|
||||
}
|
@@ -80,5 +80,7 @@ namespace J3ML::Geometry
|
||||
bool Intersects(const Polyhedron &polyhedron) const;
|
||||
|
||||
LineSegment Project(const LineSegment &segment);
|
||||
|
||||
Vector3 Project(const Vector3 &point) const;
|
||||
};
|
||||
}
|
@@ -11,6 +11,10 @@ namespace J3ML::Geometry {
|
||||
{
|
||||
public:
|
||||
std::vector<Vector3> vertices;
|
||||
|
||||
/// Quickly returns an arbitrary point inside this AABB. Used in GJK intersection test.
|
||||
Vector3 AnyPointFast() const { return !vertices.empty() ? vertices[0] : Vector3::NaN; }
|
||||
|
||||
AABB MinimalEnclosingAABB() const;
|
||||
int NumVertices() const;
|
||||
Vector3 Vertex(int vertexIndex) const;
|
||||
@@ -32,9 +36,6 @@ namespace J3ML::Geometry {
|
||||
bool Intersects(const Frustum &frustum) const;
|
||||
bool Intersects(const Polyhedron &polyhedron) const;
|
||||
bool Intersects(const Sphere &sphere) const;
|
||||
|
||||
protected:
|
||||
|
||||
std::vector<Triangle> Triangulate() const;
|
||||
/// Tests if this polygon is planar.
|
||||
/** A polygon is planar if all its vertices lie on the same plane.
|
||||
@@ -56,8 +57,31 @@ namespace J3ML::Geometry {
|
||||
|
||||
bool Contains(const Polygon &worldSpacePolygon, float polygonThickness) const;
|
||||
|
||||
bool Contains(const Vector3 &worldSpacePoint, float polygonThicknessSq) const;
|
||||
bool Contains(const Vector3 &worldSpacePoint, float polygonThicknessSq = 1e-2f) const;
|
||||
|
||||
bool Contains(const LineSegment &worldSpaceLineSegment, float polygonThickness) const;
|
||||
|
||||
bool Contains(const Triangle &worldSpaceTriangle, float polygonThickness) const;
|
||||
|
||||
LineSegment Edge(int i) const;
|
||||
|
||||
bool ConvexIntersects(const AABB &aabb) const;
|
||||
|
||||
bool ConvexIntersects(const OBB &obb) const;
|
||||
|
||||
bool ConvexIntersects(const Frustum &frustum) const;
|
||||
|
||||
Vector3 MapFrom2D(const Vector2 &point) const;
|
||||
|
||||
bool Intersects2D(const LineSegment &segment) const;
|
||||
|
||||
Vector3 ClosestPoint(const LineSegment &lineSegment) const;
|
||||
|
||||
Vector3 ClosestPoint(const LineSegment &lineSegment, Vector3 *lineSegmentPt) const;
|
||||
|
||||
Vector3 ClosestPoint(const Vector3 &point) const;
|
||||
protected:
|
||||
|
||||
|
||||
};
|
||||
}
|
@@ -66,9 +66,7 @@ namespace J3ML::Geometry
|
||||
bool Intersects(const Polygon&) const;
|
||||
bool Intersects(const Frustum&) const;
|
||||
bool Intersects(const Sphere&) const;
|
||||
bool Intersects(const Capsule&) const;
|
||||
|
||||
float FaceContainmentDistance2D(int i, Vector3 vector3) const;
|
||||
bool Intersects(const Capsule& capsule) const;
|
||||
|
||||
bool IsClosed() const;
|
||||
|
||||
@@ -103,11 +101,11 @@ namespace J3ML::Geometry
|
||||
/// and a negative value if the given point is outside the face. The magnitude of the return value reports a pseudo-distance
|
||||
/// from the point to the nearest edge of the face polygon. This is used as a robustness/stability criterion to estimate how
|
||||
/// numerically believable the result is.
|
||||
float FaceContainmentDistance2D(int faceIndex, const Vector3 &worldSpacePoint, float polygonThickness) const;
|
||||
float FaceContainmentDistance2D(int faceIndex, const Vector3 &worldSpacePoint, float polygonThickness = 1e-5f) const;
|
||||
void ProjectToAxis(const Vector3 &direction, float &outMin, float &outMax) const;
|
||||
|
||||
Vector3 ClosestPoint(const LineSegment& lineSegment, Vector3 *lineSegmentPt) const;
|
||||
protected:
|
||||
private:
|
||||
|
||||
|
||||
};
|
||||
}
|
@@ -42,6 +42,7 @@ namespace J3ML::Geometry
|
||||
explicit Ray(const LineSegment& lineSegment);
|
||||
bool IsFinite() const;
|
||||
Vector3 GetPoint(float distance) const;
|
||||
|
||||
RaycastResult Cast(const Triangle& target, float maxDistance = 99999999);
|
||||
RaycastResult Cast(const Plane& target, float maxDistance = 99999999);
|
||||
RaycastResult Cast(const AABB& target, float maxDistance = 99999999);
|
||||
|
@@ -18,8 +18,22 @@ namespace J3ML::Geometry
|
||||
public:
|
||||
Vector3 Position;
|
||||
float Radius;
|
||||
public:
|
||||
Sphere() {}
|
||||
Sphere(const Vector3& pos, float radius) : Position(pos), Radius(radius) {}
|
||||
|
||||
/// Quickly returns an arbitrary point inside this Sphere. Used in GJK intersection test.
|
||||
Vector3 AnyPointFast() const { return Position; }
|
||||
/// Computes the extreme point of this Sphere in the given direction.
|
||||
/** An extreme point is a farthest point of this Sphere in the given direction. For
|
||||
a Sphere, this point is unique.
|
||||
@param direction The direction vector of the direction to find the extreme point. This vector may
|
||||
be unnormalized, but may not be null.
|
||||
@return The extreme point of this Sphere in the given direction. */
|
||||
Vector3 ExtremePoint(const Vector3 &direction) const;
|
||||
Vector3 ExtremePoint(const Vector3 &direction, float &projectionDistance) const;
|
||||
|
||||
|
||||
void Translate(const Vector3& offset)
|
||||
{
|
||||
Position = Position + offset;
|
||||
@@ -56,6 +70,7 @@ namespace J3ML::Geometry
|
||||
{
|
||||
return Position.DistanceSquared(point) <= Radius*Radius;
|
||||
}
|
||||
|
||||
bool Contains(const Vector3& point, float epsilon) const
|
||||
{
|
||||
return Position.DistanceSquared(point) <= Radius*Radius + epsilon;
|
||||
|
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <J3ML/Geometry/Common.h>
|
||||
#include <J3ML/LinearAlgebra.h>
|
||||
#include <cfloat>
|
||||
|
||||
namespace J3ML::Geometry
|
||||
{
|
||||
@@ -11,15 +12,39 @@ namespace J3ML::Geometry
|
||||
Vector3 V0;
|
||||
Vector3 V1;
|
||||
Vector3 V2;
|
||||
public:
|
||||
|
||||
float DistanceSq(const Vector3 &point) const;
|
||||
|
||||
bool Intersects(const AABB& aabb) const;
|
||||
bool Intersects(const Capsule& capsule) const;
|
||||
AABB BoundingAABB() const;
|
||||
|
||||
bool Contains(const Vector3&) const;
|
||||
/// Tests if the given object is fully contained inside this triangle.
|
||||
/** @param triangleThickness An epsilon threshold value to use for this test. triangleThicknessSq is the squared version of this parameter.
|
||||
This specifies the maximum distance the given object can lie from the plane defined by this triangle.
|
||||
@see Distance(), Intersects(), ClosestPoint().
|
||||
@todo Add Triangle::Contains(Circle) and Triangle::Contains(Disc). */
|
||||
bool Contains(const Vector3& point, float triangleThicknessSq = 1e-5f) const;
|
||||
bool Contains(const LineSegment& lineSeg, float triangleThickness = 1e-3f) const;
|
||||
bool Contains(const Triangle& triangle, float triangleThickness = 1e-3f) const;
|
||||
|
||||
void ProjectToAxis(const Vector3 &axis, float &dMin, float &dMax) const;
|
||||
|
||||
/// Quickly returns an arbitrary point inside this Triangle. Used in GJK intersection test.
|
||||
inline Vector3 AnyPointFast() const { return V0; }
|
||||
|
||||
/// Computes an extreme point of this Triangle in the given direction.
|
||||
/** An extreme point is a farthest point of this Triangle in the given direction. Given a direction,
|
||||
this point is not necessarily unique.
|
||||
@param direction The direction vector of the direction to find the extreme point. This vector may
|
||||
be unnormalized, but may not be null.
|
||||
@return An extreme point of this Triangle in the given direction. The returned point is always a
|
||||
vertex of this Triangle.
|
||||
@see Vertex(). */
|
||||
Vector3 ExtremePoint(const Vector3 &direction) const;
|
||||
Vector3 ExtremePoint(const Vector3 &direction, float &projectionDistance) const;
|
||||
|
||||
|
||||
static float IntersectLineTri(const Vector3 &linePos, const Vector3 &lineDir, const Vector3 &v0, const Vector3 &v1,
|
||||
const Vector3 &v2, float &u, float &v);
|
||||
|
@@ -43,7 +43,7 @@ namespace J3ML::Math
|
||||
{
|
||||
|
||||
bool EqualAbs(float a, float b, float epsilon = 1e-3f);
|
||||
|
||||
float RecipFast(float x);
|
||||
// Coming soon: Units Namespace
|
||||
// For Dimensional Analysis
|
||||
/*
|
||||
|
@@ -121,10 +121,19 @@ namespace J3ML::LinearAlgebra {
|
||||
void SetRow(int row, const Vector4& rowVector);
|
||||
void SetRow(int row, float m_r0, float m_r1, float m_r2, float m_r3);
|
||||
|
||||
void SetCol(int col, const Vector3& colVector, float m_c3);
|
||||
void SetCol(int col, const Vector4& colVector);
|
||||
void SetCol(int col, float m_c0, float m_c1, float m_c2, float m_c3);
|
||||
void SetCol(int col, const float *data);
|
||||
|
||||
Vector4 GetRow(int index) const;
|
||||
Vector4 GetColumn(int index) const;
|
||||
Vector3 GetRow3(int index) const;
|
||||
Vector3 GetColumn3(int index) const;
|
||||
Vector4 Col(int i) const;
|
||||
Vector4 Row(int i) const;
|
||||
Vector4 Col3(int i) const;
|
||||
Vector4 Row3(int i) const;
|
||||
|
||||
Vector3 GetScale() const
|
||||
{
|
||||
@@ -264,9 +273,13 @@ namespace J3ML::LinearAlgebra {
|
||||
/// Returns true if this matrix is seen to contain a "projective" part,
|
||||
/// i.e. whether the last row of this matrix differs from [0 0 0 1]
|
||||
bool ContainsProjection(float epsilon = 1e-3f) const;
|
||||
|
||||
void InverseOrthonormal();
|
||||
|
||||
protected:
|
||||
float elems[4][4];
|
||||
|
||||
|
||||
Vector3 TransformDir(float tx, float ty, float tz) const;
|
||||
};
|
||||
}
|
@@ -11,6 +11,8 @@ namespace J3ML::LinearAlgebra {
|
||||
// A 3D (x, y, z) ordered pair.
|
||||
class Vector3 {
|
||||
public:
|
||||
|
||||
|
||||
float x = 0;
|
||||
float y = 0;
|
||||
float z = 0;
|
||||
@@ -36,6 +38,7 @@ public:
|
||||
Vector3();
|
||||
// Constructs a new Vector3 with the value (X, Y, Z)
|
||||
Vector3(float X, float Y, float Z);
|
||||
Vector3(const Vector2& XY, float Z);
|
||||
Vector3(const Vector3& rhs); // Copy Constructor
|
||||
Vector3(Vector3&&) = default; // Move Constructor
|
||||
/// Constructs this float3 from a C array, to the value (data[0], data[1], data[2]).
|
||||
|
@@ -42,7 +42,18 @@ namespace J3ML::LinearAlgebra {
|
||||
float &operator[](std::size_t index);
|
||||
|
||||
bool IsWithinMarginOfError(const Vector4& rhs, float margin=0.0001f) const;
|
||||
bool IsNormalized(float epsilonSq = 1e-5f) const;
|
||||
|
||||
float LengthSqXYZ() const;
|
||||
|
||||
bool IsNormalized3(float epsilonSq = 1e-5f) const
|
||||
{
|
||||
return std::abs(LengthSqXYZ()-1.f) <= epsilonSq;
|
||||
}
|
||||
bool IsNormalized4(float epsilonSq = 1e-5f) const
|
||||
{
|
||||
return std::abs(LengthSquared()-1.f) <= epsilonSq;
|
||||
}
|
||||
bool IsNormalized(float epsilonSq = 1e-5f) const { return IsNormalized4(epsilonSq); }
|
||||
bool IsZero(float epsilonSq = 1e-6f) const;
|
||||
bool IsFinite() const;
|
||||
bool IsPerpendicular(const Vector4& other, float epsilonSq=1e-5f) const
|
||||
@@ -74,7 +85,9 @@ namespace J3ML::LinearAlgebra {
|
||||
// the cross product only has the orthogonality property in 3 and 7 dimensions
|
||||
// You should consider instead looking at Gram-Schmidt Orthogonalization
|
||||
// to find orthonormal vectors.
|
||||
Vector4 Cross(const Vector4& rhs) const;
|
||||
Vector4 Cross3(const Vector3& rhs) const;
|
||||
Vector4 Cross3(const Vector4& rhs) const;
|
||||
Vector4 Cross(const Vector4& rhs) const { return Cross3(rhs); }
|
||||
Vector4 Normalize() const;
|
||||
Vector4 Lerp(const Vector4& goal, float alpha) const;
|
||||
|
||||
|
Reference in New Issue
Block a user