qzdoom-gpl/src/gl/utility/gl_geometric.cpp
2016-03-29 13:45:50 +02:00

258 lines
4 KiB
C++

#include <math.h>
#include <float.h>
#include "gl/utility/gl_geometric.h"
static Vector axis[3] =
{
Vector(1.0f, 0.0f, 0.0f),
Vector(0.0f, 1.0f, 0.0f),
Vector(0.0f, 0.0f, 1.0f)
};
Vector Vector::Cross(Vector &v)
{
float x, y, z;
Vector cp;
x = Y() * v.Z() - Z() * v.Y();
y = Z() * v.X() - X() * v.Z();
z = X() * v.Y() - Y() * v.X();
cp.Set(x, y, z);
return cp;
}
Vector Vector::operator- (Vector &v)
{
float x, y, z;
Vector vec;
x = X() - v.X();
y = Y() - v.Y();
z = Z() - v.Z();
vec.Set(x, y, z);
return vec;
}
Vector Vector::operator+ (Vector &v)
{
float x, y, z;
Vector vec;
x = X() + v.X();
y = Y() + v.Y();
z = Z() + v.Z();
vec.Set(x, y, z);
return vec;
}
Vector Vector::operator* (float f)
{
Vector vec(X(), Y(), Z());
vec.Scale(f);
return vec;
}
Vector Vector::operator/ (float f)
{
Vector vec(X(), Y(), Z());
vec.Scale(1.f / f);
return vec;
}
bool Vector::operator== (Vector &v)
{
return X() == v.X() && Y() == v.Y() && Z() == v.Z();
}
void Vector::GetRightUp(Vector &right, Vector &up)
{
Vector n(X(), Y(), Z());
Vector fn(fabsf(n.X()), fabsf(n.Y()), fabsf(n.Z()));
int major = 0;
if (fn[1] > fn[major]) major = 1;
if (fn[2] > fn[major]) major = 2;
// build right vector by hand
if (fabsf(fn[0]-1.0f) < FLT_EPSILON || fabsf(fn[1]-1.0f) < FLT_EPSILON || fabsf(fn[2]-1.0f) < FLT_EPSILON)
{
if (major == 0 && n[0] > 0.f)
{
right.Set(0.f, 0.f, -1.f);
}
else if (major == 0)
{
right.Set(0.f, 0.f, 1.f);
}
if (major == 1 || (major == 2 && n[2] > 0.f))
{
right.Set(1.f, 0.f, 0.f);
}
if (major == 2 && n[2] < 0.0f)
{
right.Set(-1.f, 0.f, 0.f);
}
}
else
{
right = axis[major].Cross(n);
}
up = n.Cross(right);
right.Normalize();
up.Normalize();
}
void Vector::Scale(float scale)
{
float x, y, z;
x = X() * scale;
y = Y() * scale;
z = Z() * scale;
Set(x, y, z);
}
Vector Vector::ProjectVector(Vector &a)
{
Vector res, b;
b.Set(X(), Y(), Z());
res.Set(a.X(), a.Y(), a.Z());
res.Scale(a.Dot(b) / a.Dot(a));
return res;
}
Vector Vector::ProjectPlane(Vector &right, Vector &up)
{
Vector src(X(), Y(), Z());
Vector t1, t2;
t1 = src.ProjectVector(right);
t2 = src.ProjectVector(up);
return t1 + t2;
}
void Plane::Init(float *v1, float *v2, float *v3)
{
Vector vec1, vec2, vec3;
vec1.Set(v1);
vec2.Set(v2);
vec3.Set(v3);
#ifdef _MSC_VER
m_normal = (vec2 - vec1).Cross(vec3 - vec1);
#else
Vector tmpVec = vec3 - vec1;
m_normal = (vec2 - vec1).Cross(tmpVec);
#endif
m_normal.Normalize();
m_d = vec3.Dot(m_normal) * -1.f;
}
#define FNOTEQUAL(a, b) (fabsf(a - b) > 0.001f)
void Plane::Init(float *verts, int numVerts)
{
float *v[3], *t;
int i, curVert;
if (numVerts < 3) return;
curVert = 1;
v[0] = verts + 0;
for (i = 1; i < numVerts; i++)
{
t = verts + (i * 3);
if (FNOTEQUAL(t[0], v[curVert - 1][0]) || FNOTEQUAL(t[1], v[curVert - 1][1]) || FNOTEQUAL(t[2], v[curVert - 1][2]))
{
v[curVert] = t;
curVert++;
}
if (curVert == 3) break;
}
if (curVert != 3)
{
// degenerate triangle, no valid normal
return;
}
Init(v[0], v[1], v[2]);
}
void Plane::Init(float a, float b, float c, float d)
{
m_normal.Set(a, b, c);
m_d = d / m_normal.Length();
m_normal.Normalize();
}
void Plane::Set(secplane_t &plane)
{
float a, b, c, d;
a = (float)plane.fA();
b = (float)plane.fB();
c = (float)plane.fC();
d = (float)plane.fD();
m_normal.Set(a, c, b);
//m_normal.Normalize(); the vector is already normalized
m_d = d;
}
float Plane::DistToPoint(float x, float y, float z)
{
Vector p;
p.Set(x, y, z);
return m_normal.Dot(p) + m_d;
}
bool Plane::PointOnSide(float x, float y, float z)
{
return DistToPoint(x, y, z) < 0.f;
}