mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-30 05:35:54 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
139 lines
4.2 KiB
C++
139 lines
4.2 KiB
C++
#ifndef SE_INCL_GEOMETRY_INL
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#define SE_INCL_GEOMETRY_INL
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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// mirror a position vector by a given plane
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inline void ReflectPositionVectorByPlane(const FLOATplane3D &plPlane, FLOAT3D &vPoint)
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{
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vPoint-=((FLOAT3D &)plPlane)*(2*plPlane.PointDistance(vPoint));
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}
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// mirror a direction vector by a given plane
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inline void ReflectDirectionVectorByPlane(const FLOATplane3D &plPlane, FLOAT3D &vDirection)
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{
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vDirection-=((FLOAT3D &)plPlane)*(2*(((FLOAT3D &)plPlane)%vDirection));
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}
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// mirror a rotation matrix by a given plane
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inline void ReflectRotationMatrixByPlane_cols(const FLOATplane3D &plPlane, FLOATmatrix3D &m)
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{ // reflect columns vectors
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FLOAT3D vX(m(1,1),m(2,1),m(3,1));
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FLOAT3D vY(m(1,2),m(2,2),m(3,2));
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FLOAT3D vZ(m(1,3),m(2,3),m(3,3));
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ReflectDirectionVectorByPlane(plPlane, vX);
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ReflectDirectionVectorByPlane(plPlane, vY);
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ReflectDirectionVectorByPlane(plPlane, vZ);
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m(1,1) = vX(1); m(1,2) = vY(1); m(1,3) = vZ(1);
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m(2,1) = vX(2); m(2,2) = vY(2); m(2,3) = vZ(2);
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m(3,1) = vX(3); m(3,2) = vY(3); m(3,3) = vZ(3);
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}
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inline void ReflectRotationMatrixByPlane_rows(const FLOATplane3D &plPlane, FLOATmatrix3D &m)
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{ // reflect row vectors
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FLOAT3D vX(m(1,1),m(1,2),m(1,3));
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FLOAT3D vY(m(2,1),m(2,2),m(2,3));
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FLOAT3D vZ(m(3,1),m(3,2),m(3,3));
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ReflectDirectionVectorByPlane(plPlane, vX);
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ReflectDirectionVectorByPlane(plPlane, vY);
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ReflectDirectionVectorByPlane(plPlane, vZ);
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m(1,1) = vX(1); m(2,1) = vY(1); m(3,1) = vZ(1);
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m(1,2) = vX(2); m(2,2) = vY(2); m(3,2) = vZ(2);
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m(1,3) = vX(3); m(2,3) = vY(3); m(3,3) = vZ(3);
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}
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// get component of a vector parallel to given reference vector
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static inline void GetParallelComponent(
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const FLOAT3D &vFull, const FLOAT3D &vReference, FLOAT3D &vParallel)
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{
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vParallel = vReference*(vFull%vReference);
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}
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// get component of a vector normal to given reference vector
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static inline void GetNormalComponent(
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const FLOAT3D &vFull, const FLOAT3D &vReference, FLOAT3D &vNormal)
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{
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vNormal = vFull-vReference*(vFull%vReference);
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}
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// get components of a vector parallel and normal to given reference vector
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static inline void GetParallelAndNormalComponents(
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const FLOAT3D &vFull, const FLOAT3D &vReference, FLOAT3D &vParallel, FLOAT3D &vNormal)
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{
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vParallel = vReference*(vFull%vReference);
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vNormal = vFull-vParallel;
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}
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// get measure of validity of a rotation matrix (should be around zero)
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static inline FLOAT RotationMatrixValidity(const FLOATmatrix3D &m)
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{
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FLOATmatrix3D mSqr;
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mSqr(1,1) = m(1,1)*m(1,1);
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mSqr(1,2) = m(1,2)*m(1,2);
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mSqr(1,3) = m(1,3)*m(1,3);
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mSqr(2,1) = m(2,1)*m(2,1);
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mSqr(2,2) = m(2,2)*m(2,2);
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mSqr(2,3) = m(2,3)*m(2,3);
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mSqr(3,1) = m(3,1)*m(3,1);
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mSqr(3,2) = m(3,2)*m(3,2);
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mSqr(3,3) = m(3,3)*m(3,3);
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FLOAT3D vH;
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vH(1) = Sqrt(mSqr(1,1)+mSqr(1,2)+mSqr(1,3))-1;
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vH(2) = Sqrt(mSqr(2,1)+mSqr(2,2)+mSqr(2,3))-1;
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vH(3) = Sqrt(mSqr(3,1)+mSqr(3,2)+mSqr(3,3))-1;
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FLOAT3D vV;
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vV(1) = Sqrt(mSqr(1,1)+mSqr(2,1)+mSqr(3,1))-1;
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vV(2) = Sqrt(mSqr(1,2)+mSqr(2,2)+mSqr(3,2))-1;
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vV(3) = Sqrt(mSqr(1,3)+mSqr(2,3)+mSqr(3,3))-1;
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return Sqrt(
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vH(1)*vH(1)+vH(2)*vH(2)+vH(3)*vH(3)+
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vV(1)*vV(1)+vV(2)*vV(2)+vV(3)*vV(3));
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}
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// normalize rotation matrix to be special orthogonal
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static inline void OrthonormalizeRotationMatrix( FLOATmatrix3D &m)
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{
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FLOAT3D vX(m(1,1),m(2,1),m(3,1));
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FLOAT3D vY(m(1,2),m(2,2),m(3,2));
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FLOAT3D vZ;
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vX.Normalize();
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vZ = vX*vY;
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vZ.Normalize();
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vY = vZ*vX;
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vY.Normalize();
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m(1,1) = vX(1); m(1,2) = vY(1); m(1,3) = vZ(1);
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m(2,1) = vX(2); m(2,2) = vY(2); m(2,3) = vZ(2);
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m(3,1) = vX(3); m(3,2) = vY(3); m(3,3) = vZ(3);
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}
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inline void GetMajorAxesForPlane(
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const FLOATplane3D &plPlane, INDEX &iMajorAxis1, INDEX &iMajorAxis2)
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{
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// get maximum normal axis
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INDEX iMaxNormalAxis = plPlane.GetMaxNormal();
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// the major axes are the other two axes
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switch (iMaxNormalAxis) {
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case 1: iMajorAxis1 = 2; iMajorAxis2 = 3;
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break;
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case 2: iMajorAxis1 = 3; iMajorAxis2 = 1;
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break;
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case 3: iMajorAxis1 = 1; iMajorAxis2 = 2;
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break;
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default:
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ASSERT(FALSE);
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iMajorAxis1 = 2;
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iMajorAxis2 = 3;
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}
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ASSERT(Abs(plPlane(iMaxNormalAxis))>=Abs(plPlane(iMajorAxis1))
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&&Abs(plPlane(iMaxNormalAxis))>=Abs(plPlane(iMajorAxis2)));
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}
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#endif /* include-once checker ... */
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