/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ /** * \file math/geometry.h * \brief Math functions related to 3D geometry calculations, transformations, etc. */ #pragma once #include "math/const.h" #include "math/func.h" #include #include #include #include // Math module namespace namespace Math { //! Returns py up on the line \a a - \a b inline float MidPoint(const glm::vec2&a, const glm::vec2&b, float px) { if (IsEqual(a.x, b.x)) { if (a.y < b.y) return Math::HUGE_NUM; else return -Math::HUGE_NUM; } return (b.y-a.y) * (px-a.x) / (b.x-a.x) + a.y; } //! Tests whether the point \a p is inside the triangle (\a a,\a b,\a c) inline bool IsInsideTriangle(glm::vec2 a, glm::vec2 b, glm::vec2 c, glm::vec2 p) { float n, m; if ( p.x < a.x && p.x < b.x && p.x < c.x ) return false; if ( p.x > a.x && p.x > b.x && p.x > c.x ) return false; if ( p.y < a.y && p.y < b.y && p.y < c.y ) return false; if ( p.y > a.y && p.y > b.y && p.y > c.y ) return false; if ( a.x > b.x ) std::swap(a,b); if ( a.x > c.x ) std::swap(a,c); if ( c.x < a.x ) std::swap(c,a); if ( c.x < b.x ) std::swap(c,b); n = MidPoint(a, b, p.x); m = MidPoint(a, c, p.x); if ( (n>p.y||p.y>m) && (np.y||p.y>m) && (n= 0.0f) { if (y >= 0.0f) { if (x > y) return atanf(y/x); else return PI*0.5f - atanf(x/y); } else { if (x > -y) return PI*2.0f + atanf(y/x); else return PI*1.5f - atanf(x/y); } } else { if (y >= 0.0f) { if (-x > y) return PI*1.0f + atanf(y/x); else return PI*0.5f - atanf(x/y); } else { if (-x > -y) return PI*1.0f + atanf(y/x); else return PI*1.5f - atanf(x/y); } } } //! Calculates the angle between two points and a center /** * \param center the center point * \param p1,p2 the two points * \returns the angle [radians] (positive is CCW) */ inline float RotateAngle(const glm::vec2¢er, const glm::vec2&p1, const glm::vec2&p2) { if (glm::all(glm::epsilonEqual(p1, center, TOLERANCE))) return 0; if (glm::all(glm::epsilonEqual(p2, center, TOLERANCE))) return 0; float a1 = asinf((p1.y - center.y) / glm::distance(p1, center)); float a2 = asinf((p2.y - center.y) / glm::distance(p2, center)); if (p1.x < center.x) a1 = PI - a1; if (p2.x < center.x) a2 = PI - a2; float a = a2 - a1; if (a < 0) a += 2.0f*PI; return a; } //! Loads view matrix from the given vectors /** * \param mat result matrix * \param from origin * \param at view direction * \param worldUp up vector */ inline void LoadViewMatrix(glm::mat4 &mat, const glm::vec3 &from, const glm::vec3 &at, const glm::vec3 &worldUp) { // Get the z basis vector, which points straight ahead. This is the // difference from the eyepoint to the lookat point. glm::vec3 view = at - from; float length = glm::length(view); assert(! IsZero(length) ); // Normalize the z basis vector view /= length; // Get the dot product, and calculate the projection of the z basis // vector onto the up vector. The projection is the y basis vector. float dotProduct = glm::dot(worldUp, view); glm::vec3 up = worldUp - dotProduct * view; // If this vector has near-zero length because the input specified a // bogus up vector, let's try a default up vector if ( IsZero(length = glm::length(up)) ) { up = glm::vec3(0.0f, 1.0f, 0.0f) - view.y * view; // If we still have near-zero length, resort to a different axis. if ( IsZero(length = glm::length(up)) ) { up = glm::vec3(0.0f, 0.0f, 1.0f) - view.z * view; assert(! IsZero(glm::length(up)) ); } } // Normalize the y basis vector up /= length; // The x basis vector is found simply with the cross product of the y // and z basis vectors glm::vec3 right = glm::cross(up, view); // Start building the matrix. The first three rows contains the basis // vectors used to rotate the view to point at the lookat point mat = glm::mat4(1.0f); mat[0][0] = right.x; mat[0][1] = up.x; mat[0][2] = view.x; mat[1][0] = right.y; mat[1][1] = up.y; mat[1][2] = view.y; mat[2][0] = right.z; mat[2][1] = up.z; mat[2][2] = view.z; // Do the translation values (rotations are still about the eyepoint) mat[3][0] = -glm::dot(from, right); mat[3][1] = -glm::dot(from, up); mat[3][2] = -glm::dot(from, view); } //! Loads a perspective projection matrix /** * \param mat result matrix * \param fov field of view in radians * \param aspect aspect ratio (width / height) * \param nearPlane distance to near cut plane * \param farPlane distance to far cut plane */ inline void LoadProjectionMatrix(glm::mat4 &mat, float fov = Math::PI / 2.0f, float aspect = 1.0f, float nearPlane = 1.0f, float farPlane = 1000.0f) { assert(fabs(farPlane - nearPlane) >= 0.01f); assert(fabs(sin(fov / 2)) >= 0.01f); float f = cosf(fov / 2.0f) / sinf(fov / 2.0f); mat = glm::mat4(0.0f); mat[0][0] = f / aspect; mat[1][1] = f; mat[2][2] = (nearPlane + farPlane) / (nearPlane - farPlane); mat[2][3] = -1.0f; mat[3][2] = (2.0f * farPlane * nearPlane) / (nearPlane - farPlane); } //! Loads an othogonal projection matrix /** * \param mat result matrix * \param left,right coordinates for left and right vertical clipping planes * \param bottom,top coordinates for bottom and top horizontal clipping planes * \param zNear,zFar distance to nearer and farther depth clipping planes */ inline void LoadOrthoProjectionMatrix(glm::mat4 &mat, float left, float right, float bottom, float top, float zNear = -1.0f, float zFar = 1.0f) { mat = glm::mat4(1.0f); mat[0][0] = 2.0f / (right - left); mat[1][1] = 2.0f / (top - bottom); mat[2][2] = -2.0f / (zFar - zNear); mat[3][0] = - (right + left) / (right - left); mat[3][1] = - (top + bottom) / (top - bottom); mat[3][2] = - (zFar + zNear) / (zFar - zNear); } //! Loads a translation matrix from given vector /** * \param mat result matrix * \param trans vector of translation */ inline void LoadTranslationMatrix(glm::mat4 &mat, const glm::vec3 &trans) { mat = glm::translate(glm::mat4(1.0f), trans); } //! Loads a scaling matrix fom given vector /** * \param mat result matrix * \param scale vector with scaling factors for X, Y, Z */ inline void LoadScaleMatrix(glm::mat4 &mat, const glm::vec3 &scale) { mat = glm::scale(glm::mat4(1.0f), scale); } //! Loads a rotation matrix along the X axis /** * \param mat result matrix * \param angle angle [radians] */ inline void LoadRotationXMatrix(glm::mat4 &mat, float angle) { mat = glm::mat4(1.0f); mat[1][1] = cosf(angle); mat[1][2] = sinf(angle); mat[2][1] = -sinf(angle); mat[2][2] = cosf(angle); } //! Loads a rotation matrix along the Y axis /** * \param mat result matrix * \param angle angle [radians] */ inline void LoadRotationYMatrix(glm::mat4 &mat, float angle) { mat = glm::mat4(1.0f); mat[0][0] = cosf(angle); mat[0][2] = -sinf(angle); mat[2][0] = sinf(angle); mat[2][2] = cosf(angle); } //! Loads a rotation matrix along the Z axis /** * \param mat result matrix * \param angle angle [radians] */ inline void LoadRotationZMatrix(glm::mat4 &mat, float angle) { mat = glm::mat4(1.0f); mat[0][0] = cosf(angle); mat[0][1] = sinf(angle); mat[1][0] = -sinf(angle); mat[1][1] = cosf(angle); } //! Loads a rotation matrix along the given axis /** * \param mat result matrix * \param dir axis of rotation * \param angle angle [radians] */ inline void LoadRotationMatrix(glm::mat4 &mat, const glm::vec3 &dir, float angle) { float cos = cosf(angle); float sin = sinf(angle); glm::vec3 v = glm::normalize(dir); mat = glm::mat4(1.0f); mat[0][0] = (v.x * v.x) * (1.0f - cos) + cos; mat[0][1] = (v.x * v.y) * (1.0f - cos) - (v.z * sin); mat[0][2] = (v.x * v.z) * (1.0f - cos) + (v.y * sin); mat[1][0] = (v.y * v.x) * (1.0f - cos) + (v.z * sin); mat[1][1] = (v.y * v.y) * (1.0f - cos) + cos ; mat[1][2] = (v.y * v.z) * (1.0f - cos) - (v.x * sin); mat[2][0] = (v.z * v.x) * (1.0f - cos) - (v.y * sin); mat[2][1] = (v.z * v.y) * (1.0f - cos) + (v.x * sin); mat[2][2] = (v.z * v.z) * (1.0f - cos) + cos; } //! Calculates the matrix to make three rotations in the order X, Z and Y inline void LoadRotationXZYMatrix(glm::mat4 &mat, const glm::vec3 &angles) { glm::mat4 temp; LoadRotationXMatrix(temp, angles.x); LoadRotationZMatrix(mat, angles.z); mat = temp * mat; LoadRotationYMatrix(temp, angles.y); mat = temp * mat; } //! Calculates the matrix to make three rotations in the order Z, X and Y inline void LoadRotationZXYMatrix(glm::mat4 &mat, const glm::vec3 &angles) { glm::mat4 temp; LoadRotationZMatrix(temp, angles.z); LoadRotationXMatrix(mat, angles.x); mat = temp * mat; LoadRotationYMatrix(temp, angles.y); mat = temp * mat; } //! Returns the distance between projections on XZ plane of two vectors inline float DistanceProjected(const glm::vec3 &a, const glm::vec3 &b) { return sqrtf( (a.x-b.x)*(a.x-b.x) + (a.z-b.z)*(a.z-b.z) ); } //! Returns the normal vector to a plane /** * \param p1,p2,p3 points defining the plane */ inline glm::vec3 NormalToPlane(const glm::vec3 &p1, const glm::vec3 &p2, const glm::vec3 &p3) { glm::vec3 u = p3 - p1; glm::vec3 v = p2 - p1; return glm::normalize(glm::cross(u, v)); } //! Returns a point on the line \a p1 - \a p2, in \a dist distance from \a p1 /** * \param p1,p2 line start and end * \param dist scaling factor from \a p1, relative to distance between \a p1 and \a p2 */ inline glm::vec3 SegmentPoint(const glm::vec3 &p1, const glm::vec3 &p2, float dist) { glm::vec3 direction = glm::normalize(p2 - p1); return p1 + direction * dist; } //! Returns the distance between given point and a plane /** * \param p the point * \param a,b,c points defining the plane */ inline float DistanceToPlane(const glm::vec3 &a, const glm::vec3 &b, const glm::vec3 &c, const glm::vec3 &p) { glm::vec3 n = NormalToPlane(a, b, c); float d = -(n.x*a.x + n.y*a.y + n.z*a.z); return fabs(n.x*p.x + n.y*p.y + n.z*p.z + d); } //! Checks if two planes defined by three points are the same /** * \param plane1 array of three vectors defining the first plane * \param plane2 array of three vectors defining the second plane */ inline bool IsSamePlane(const glm::vec3 (&plane1)[3], const glm::vec3 (&plane2)[3]) { glm::vec3 n1 = NormalToPlane(plane1[0], plane1[1], plane1[2]); glm::vec3 n2 = NormalToPlane(plane2[0], plane2[1], plane2[2]); if ( fabs(n1.x-n2.x) > 0.1f || fabs(n1.y-n2.y) > 0.1f || fabs(n1.z-n2.z) > 0.1f ) return false; float dist = DistanceToPlane(plane1[0], plane1[1], plane1[2], plane2[0]); if ( dist > 0.1f ) return false; return true; } //! Calculates the intersection "i" right "of" the plane "abc" (TODO: ?) inline bool Intersect(const glm::vec3 &a, const glm::vec3 &b, const glm::vec3 &c, const glm::vec3 &d, const glm::vec3 &e, glm::vec3 &i) { float d1 = (d.x-a.x)*((b.y-a.y)*(c.z-a.z)-(c.y-a.y)*(b.z-a.z)) - (d.y-a.y)*((b.x-a.x)*(c.z-a.z)-(c.x-a.x)*(b.z-a.z)) + (d.z-a.z)*((b.x-a.x)*(c.y-a.y)-(c.x-a.x)*(b.y-a.y)); float d2 = (d.x-e.x)*((b.y-a.y)*(c.z-a.z)-(c.y-a.y)*(b.z-a.z)) - (d.y-e.y)*((b.x-a.x)*(c.z-a.z)-(c.x-a.x)*(b.z-a.z)) + (d.z-e.z)*((b.x-a.x)*(c.y-a.y)-(c.x-a.x)*(b.y-a.y)); if (d2 == 0) return false; i.x = d.x + d1/d2*(e.x-d.x); i.y = d.y + d1/d2*(e.y-d.y); i.z = d.z + d1/d2*(e.z-d.z); return true; } //! Calculates the intersection of the straight line passing through p (x, z) /** Line is parallel to the y axis, with the plane abc. Returns p.y. (TODO: ?) */ inline bool IntersectY(const glm::vec3 &a, const glm::vec3 &b, const glm::vec3 &c, glm::vec3 &p) { float d = (b.x-a.x)*(c.z-a.z) - (c.x-a.x)*(b.z-a.z); float d1 = (p.x-a.x)*(c.z-a.z) - (c.x-a.x)*(p.z-a.z); float d2 = (b.x-a.x)*(p.z-a.z) - (p.x-a.x)*(b.z-a.z); if (d == 0.0f) return false; p.y = a.y + d1/d*(b.y-a.y) + d2/d*(c.y-a.y); return true; } //! Calculates the end point inline glm::vec3 LookatPoint(const glm::vec3 &eye, float angleH, float angleV, float length) { glm::vec3 lookat = eye; lookat.z += length; RotatePoint(eye, angleH, angleV, lookat); return lookat; } //! Transforms the point \a p by matrix \a m /** Is equal to multiplying the matrix by the vector (of course without perspective divide). */ inline glm::vec3 Transform(const glm::mat4 &m, const glm::vec3 &p) { return glm::vec3(m * glm::vec4(p, 1.0f)); } //! Transforms a vector \v by a matrix \m with perspective divide inline glm::vec3 TransformDivide(const glm::mat4& m, const glm::vec3& v) { glm::vec4 result = m * glm::vec4(v, 1.0f); if (IsZero(result.w)) return glm::vec3(result); return glm::vec3(result) / result.w; } //! Calculates the projection of the point \a p on a straight line \a a to \a b /** * \param p point to project * \param a,b two ends of the line */ inline glm::vec3 Projection(const glm::vec3 &a, const glm::vec3 &b, const glm::vec3 &p) { float k = glm::dot(b - a, p - a); k /= glm::dot(b - a, b - a); return a + k*(b-a); } //! Calculates point of view to look at a center two angles and a distance inline glm::vec3 RotateView(glm::vec3 center, float angleH, float angleV, float dist) { glm::mat4 mat1, mat2; LoadRotationZMatrix(mat1, -angleV); LoadRotationYMatrix(mat2, -angleH); glm::mat4 mat = mat2 * mat1; glm::vec3 eye{}; eye.x = 0.0f+dist; eye.y = 0.0f; eye.z = 0.0f; eye = Transform(mat, eye); return eye+center; } } // namespace Math