colobot/src/old/math3d.cpp

1198 lines
26 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// *
// * 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://www.gnu.org/licenses/.
// math3d.cpp
#define STRICT
#define D3D_OVERLOADS
#include <math.h>
#include <stdio.h>
#include <d3d.h>
#include "old/d3dengine.h"
#include "old/d3dmath.h"
#include "old/d3dutil.h"
#include "old/math3d.h"
// Old defines
#define MATH3D_PI 3.14159265358979323846f
#define MATH3D_CHOUIA 1e-6f
#define MATH3D_BEAUCOUP 1e6f
// Old FPOINT struct
struct FPOINT
{
float x;
float y;
FPOINT() { }
FPOINT(float _x, float _y)
{
x = _x;
y = _y;
}
};
// === Functions already replaced by new implementation ===
//>>> func.h IsEqual()
bool IsEqual(float a, float b);
//>>> func.h Min()
float Min(float a, float b);
float Min(float a, float b, float c);
float Min(float a, float b, float c, float d);
float Min(float a, float b, float c, float d, float e);
//>>> func.h Max()
float Max(float a, float b);
float Max(float a, float b, float c);
float Max(float a, float b, float c, float d);
float Max(float a, float b, float c, float d, float e);
//>>> func.h Norm()
float Norm(float a);
//>>> fabs()
float Abs(float a);
//>>> func.h Swap()
void Swap(int &a, int &b);
//>>> func.h Swap()
void Swap(float &a, float &b);
//>>> point.h Swap()
void Swap(FPOINT &a, FPOINT &b);
//>>> func.h Mod()
float Mod(float a, float m);
//>>> func.h NormAngle()
float NormAngle(float angle);
//>>> func.h TestAngle()
bool TestAngle(float angle, float min, float max);
//>>> geometry.h RotateAngle()
float RotateAngle(FPOINT center, FPOINT p1, FPOINT p2);
//>>> func.h Direction()
float Direction(float a, float g);
//>>> geometry.h RotatePoint()
FPOINT RotatePoint(FPOINT center, float angle, FPOINT p);
//>>> geometry.h RotatePoint()
FPOINT RotatePoint(float angle, FPOINT p);
//>>> geometry.h RotatePoint()
FPOINT RotatePoint(float angle, float dist);
//>>> geometry.h RotateAngle()
float RotateAngle(float x, float y);
//>>> geometry.h RotatePoint()
void RotatePoint(float cx, float cy, float angle, float &px, float &py);
//>>> geometry.h IsInsideTriangle()
bool IsInsideTriangle(FPOINT a, FPOINT b, FPOINT c, FPOINT p);
//>>> point.h Distance()
float Length(FPOINT a, FPOINT b);
//>>> point.h Point::Length()
float Length(float x, float y);
//>>> func.h Rand()
float Rand();
//>>> func.h Neutral()
float Neutral(float value, float dead);
//>>> func.h PropAngle()
float Prop(int a, int b, float p);
//>>> func.h Smooth()
float Smooth(float actual, float hope, float time);
//>>> func.h Bounce()
float Bounce(float progress, float middle=0.3f, float bounce=0.4f);
//>>> geometry.h SegmentPoint()
D3DVECTOR SegmentDist(const D3DVECTOR &p1, const D3DVECTOR &p2, float dist);
//>>> geometry.h Intersect()
bool Intersect(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR d, D3DVECTOR e, D3DVECTOR &i);
//>>> geometry.h IntersectY()
bool IntersectY(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR &p);
//>>> geometry.h RotatePoint()
void RotatePoint(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p);
//>>> geometry.h RotatePoint2()
void RotatePoint2(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p);
//>>> geometry.h RotateView()
D3DVECTOR RotateView(D3DVECTOR center, float angleH, float angleV, float dist);
//>>> geometry.h LookatPoint()
D3DVECTOR LookatPoint( D3DVECTOR eye, float angleH, float angleV, float length );
//>>> vector.h Vector::Length()
float Length(const D3DVECTOR &u);
//>>> vector.h Distance()
float Length(const D3DVECTOR &a, const D3DVECTOR &b);
//>>> geometry.h DistanceProjected()
float Length2d(const D3DVECTOR &a, const D3DVECTOR &b);
//>>> vector.h Angle()
float Angle( D3DVECTOR u, D3DVECTOR v );
//>>> vector.h CrossProduct()
D3DVECTOR Cross( D3DVECTOR u, D3DVECTOR v );
//>>> geometry.h NormalToPlane()
D3DVECTOR ComputeNormal( D3DVECTOR p1, D3DVECTOR p2, D3DVECTOR p3 );
//>>> geometry.h Transform()
D3DVECTOR Transform(const D3DMATRIX &m, D3DVECTOR p);
//>>> geometry.h Projection()
D3DVECTOR Projection(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &p);
//>>> geometry.h DistanceToPlane()
float DistancePlanPoint(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &c, const D3DVECTOR &p);
//>>> geometry.h IsSamePlane()
bool IsSamePlane(D3DVECTOR *plan1, D3DVECTOR *plan2);
//>>> geometry.h LoadRotationXZYMatrix()
void MatRotateXZY(D3DMATRIX &mat, D3DVECTOR angle);
//>>> geometry.h LoadRotationZXYMatrix()
void MatRotateZXY(D3DMATRIX &mat, D3DVECTOR angle);
// UNUSED
float MidPoint(FPOINT a, FPOINT b, float px);
// UNUSED
bool LineFunction(FPOINT p1, FPOINT p2, float &a, float &b);
// Returns true if two numbers are nearly equal.
bool IsEqual(float a, float b)
{
return Abs(a-b) < MATH3D_CHOUIA;
}
// Returns the minimum value.
float Min(float a, float b)
{
if ( a <= b ) return a;
else return b;
}
float Min(float a, float b, float c)
{
return Min( Min(a,b), c );
}
float Min(float a, float b, float c, float d)
{
return Min( Min(a,b), Min(c,d) );
}
float Min(float a, float b, float c, float d, float e)
{
return Min( Min(a,b), Min(c,d), e );
}
// Returns the maximum value.
float Max(float a, float b)
{
if ( a >= b ) return a;
else return b;
}
float Max(float a, float b, float c)
{
return Max( Max(a,b), c );
}
float Max(float a, float b, float c, float d)
{
return Max( Max(a,b), Max(c,d) );
}
float Max(float a, float b, float c, float d, float e)
{
return Max( Max(a,b), Max(c,d), e );
}
// Returns the normalized value (0 .. 1).
float Norm(float a)
{
if ( a < 0.0f ) return 0.0f;
if ( a > 1.0f ) return 1.0f;
return a;
}
// Returns the absolute value of a number.
float Abs(float a)
{
return (float)fabs(a);
}
// Swaps two integers.
void Swap(int &a, int &b)
{
int c;
c = a;
a = b;
b = c;
}
// Swaps two real numbers.
void Swap(float &a, float &b)
{
float c;
c = a;
a = b;
b = c;
}
// Permutes two points.
void Swap(FPOINT &a, FPOINT &b)
{
FPOINT c;
c = a;
a = b;
b = c;
}
// Returns the modulo of a floating point number.
// Mod(8.1, 4) = 0.1
// Mod(n, 1) = fractional part of n
float Mod(float a, float m)
{
return a - ((int)(a/m))*m;
}
// Returns a normalized angle, that is in other words between 0 and 2 * MATH3D_PI.
float NormAngle(float angle)
{
angle = Mod(angle, MATH3D_PI*2.0f);
if ( angle < 0.0f )
{
return MATH3D_PI*2.0f + angle;
}
else
{
return angle;
}
}
// Test if a angle is between two terminals.
bool TestAngle(float angle, float min, float max)
{
angle = NormAngle(angle);
min = NormAngle(min);
max = NormAngle(max);
if ( min > max )
{
return ( angle <= max || angle >= min );
}
else
{
return ( angle >= min && angle <= max );
}
}
// Calculates the angle to rotate the angle a to the angle g.
// A positive angle is counterclockwise (CCW).
float Direction(float a, float g)
{
a = NormAngle(a);
g = NormAngle(g);
if ( a < g )
{
if ( a+MATH3D_PI*2.0f-g < g-a ) a += MATH3D_PI*2.0f;
}
else
{
if ( g+MATH3D_PI*2.0f-a < a-g ) g += MATH3D_PI*2.0f;
}
return (g-a);
}
// Rotates a point around a center.
// The angle is in radians.
// A positive angle is counterclockwise (CCW).
FPOINT RotatePoint(FPOINT center, float angle, FPOINT p)
{
FPOINT a, b;
a.x = p.x-center.x;
a.y = p.y-center.y;
b.x = a.x*cosf(angle) - a.y*sinf(angle);
b.y = a.x*sinf(angle) + a.y*cosf(angle);
b.x += center.x;
b.y += center.y;
return b;
}
// Rotates a point around the origin.
// The angle is in radians.
// A positive angle is counterclockwise (CCW).
FPOINT RotatePoint(float angle, FPOINT p)
{
FPOINT a;
a.x = p.x*cosf(angle) - p.y*sinf(angle);
a.y = p.x*sinf(angle) + p.y*cosf(angle);
return a;
}
// Rotates a vector (dist, 0).
// The angle is in radians.
// A positive angle is counterclockwise (CCW).
FPOINT RotatePoint(float angle, float dist)
{
FPOINT a;
a.x = dist*cosf(angle);
a.y = dist*sinf(angle);
return a;
}
// Calculates the angle of a right triangle.
// The angle is counterclockwise (CCW), between 0 and 2 * MATH3D_PI.
// For an angle clockwise (CW), just go ahead.
//
// ^
// |
// y o----o
// | / |
// |/)a |
// ----o----o-->
// | x
// |
float RotateAngle(float x, float y)
{
#if 1
if ( x == 0.0f && y == 0.0f ) return 0.0f;
if ( x >= 0.0f )
{
if ( y >= 0.0f )
{
if ( x > y ) return atanf(y/x);
else return MATH3D_PI*0.5f - atanf(x/y);
}
else
{
if ( x > -y ) return MATH3D_PI*2.0f + atanf(y/x);
else return MATH3D_PI*1.5f - atanf(x/y);
}
}
else
{
if ( y >= 0.0f )
{
if ( -x > y ) return MATH3D_PI*1.0f + atanf(y/x);
else return MATH3D_PI*0.5f - atanf(x/y);
}
else
{
if ( -x > -y ) return MATH3D_PI*1.0f + atanf(y/x);
else return MATH3D_PI*1.5f - atanf(x/y);
}
}
#else
float angle;
if ( x == 0.0f )
{
if ( y > 0.0f )
{
return 90.0f*MATH3D_PI/180.0f;
}
else
{
return 270.0f*MATH3D_PI/180.0f;
}
}
else
{
angle = atanf(y/x);
if ( x < 0.0f )
{
angle += MATH3D_PI;
}
return angle;
}
#endif
}
// Calculates the angle between two points and one center.
// The angle is in radians.
// A positive angle is counterclockwise (CCW).
float RotateAngle(FPOINT center, FPOINT p1, FPOINT p2)
{
float a1, a2, a;
if ( p1.x == center.x &&
p1.y == center.y ) return 0;
if ( p2.x == center.x &&
p2.y == center.y ) return 0;
a1 = asinf((p1.y-center.y)/Length(p1,center));
a2 = asinf((p2.y-center.y)/Length(p2,center));
if ( p1.x < center.x ) a1 = MATH3D_PI-a1;
if ( p2.x < center.x ) a2 = MATH3D_PI-a2;
a = a2-a1;
if ( a < 0 ) a += MATH3D_PI*2;
return a;
}
// Returns py up on the line ab.
float MidPoint(FPOINT a, FPOINT b, float px)
{
if ( Abs(a.x-b.x) < MATH3D_CHOUIA )
{
if ( a.y < b.y ) return MATH3D_BEAUCOUP;
else return -MATH3D_BEAUCOUP;
}
return (b.y-a.y)*(px-a.x)/(b.x-a.x)+a.y;
}
// Advance "dist" along the segment p1-p2.
D3DVECTOR SegmentDist(const D3DVECTOR &p1, const D3DVECTOR &p2, float dist)
{
return p1+Normalize(p2-p1)*dist;
}
// Check if a point is inside a triangle.
bool IsInsideTriangle(FPOINT a, FPOINT b, FPOINT c, FPOINT 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 ) Swap(a,b);
if ( a.x > c.x ) Swap(a,c);
if ( c.x < a.x ) Swap(c,a);
if ( c.x < b.x ) Swap(c,b);
n = MidPoint(a, b, p.x);
m = MidPoint(a, c, p.x);
if ( (n>p.y||p.y>m) && (n<p.y||p.y<m) ) return false;
n = MidPoint(c, b, p.x);
m = MidPoint(c, a, p.x);
if ( (n>p.y||p.y>m) && (n<p.y||p.y<m) ) return false;
return true;
}
// Calculates the intersection "i" right "of" the plan "abc".
bool Intersect(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c,
D3DVECTOR d, D3DVECTOR e, D3DVECTOR &i)
{
float d1, d2;
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));
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)
// parallel to the y axis, with the plane abc. Returns p.y.
bool IntersectY(D3DVECTOR a, D3DVECTOR b, D3DVECTOR c, D3DVECTOR &p)
{
#if 0
D3DVECTOR d,e,i;
d.x = p.x;
d.y = 0.0f;
d.z = p.z;
e.x = p.x;
e.y = 1.0f;
e.z = p.z;
if ( !Intersect(a,b,c,d,e,i) ) return false;
p.y = i.y;
return true;
#else
float d, d1, d2;
d = (b.x-a.x)*(c.z-a.z) - (c.x-a.x)*(b.z-a.z);
d1 = (p.x-a.x)*(c.z-a.z) - (c.x-a.x)*(p.z-a.z);
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;
#endif
}
// Rotates a point around a center in the plan.
// The angle is in radians.
// A positive angle is counterclockwise (CCW).
void RotatePoint(float cx, float cy, float angle, float &px, float &py)
{
float ax, ay;
px -= cx;
py -= cy;
ax = px*cosf(angle) - py*sinf(angle);
ay = px*sinf(angle) + py*cosf(angle);
px = cx+ax;
py = cy+ay;
}
// Rotates a point around a center in space.
// The angle is in radians.
// A positive angle is counterclockwise (CCW).
void RotatePoint(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p)
{
D3DVECTOR a, b;
p.x -= center.x;
p.y -= center.y;
p.z -= center.z;
b.x = p.x*cosf(angleH) - p.z*sinf(angleH);
b.y = p.z*sinf(angleV) + p.y*cosf(angleV);
b.z = p.x*sinf(angleH) + p.z*cosf(angleH);
p.x = center.x+b.x;
p.y = center.y+b.y;
p.z = center.z+b.z;
}
// Rotates a point around a center in space.
// The angle is in radians.
// A positive angle is counterclockwise (CCW).
void RotatePoint2(D3DVECTOR center, float angleH, float angleV, D3DVECTOR &p)
{
D3DVECTOR a, b;
p.x -= center.x;
p.y -= center.y;
p.z -= center.z;
a.x = p.x*cosf(angleH) - p.z*sinf(angleH);
a.y = p.y;
a.z = p.x*sinf(angleH) + p.z*cosf(angleH);
b.x = a.x;
b.y = a.z*sinf(angleV) + a.y*cosf(angleV);
b.z = a.z*cosf(angleV) - a.y*sinf(angleV);
p.x = center.x+b.x;
p.y = center.y+b.y;
p.z = center.z+b.z;
}
// Calculation point of view to look at a center
// two angles and a distance.
D3DVECTOR RotateView(D3DVECTOR center, float angleH, float angleV, float dist)
{
D3DMATRIX mat1, mat2, mat;
D3DVECTOR eye;
D3DUtil_SetRotateZMatrix(mat1, -angleV);
D3DUtil_SetRotateYMatrix(mat2, -angleH);
D3DMath_MatrixMultiply(mat, mat1, mat2);
eye.x = 0.0f+dist;
eye.y = 0.0f;
eye.z = 0.0f;
eye = Transform(mat, eye);
return eye+center;
}
// Calculates the end point.
D3DVECTOR LookatPoint( D3DVECTOR eye, float angleH, float angleV, float length )
{
D3DVECTOR lookat;
lookat = eye;
lookat.z += length;
//? RotatePoint(eye.x, eye.z, angleH, lookat.x, lookat.z);
//? RotatePoint(eye.z, eye.y, angleV, lookat.z, lookat.y);
RotatePoint(eye, angleH, angleV, lookat);
return lookat;
}
// Returns the distance between two points.
float Length(FPOINT a, FPOINT b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.y-b.y)*(a.y-b.y) );
}
// Returns the hypotenuse of a right triangle.
float Length(float x, float y)
{
return sqrtf( (x*x) + (y*y) );
}
// Returns the length of a vector.
float Length(const D3DVECTOR &u)
{
return sqrtf( (u.x*u.x) + (u.y*u.y) + (u.z*u.z) );
}
// Returns the distance between two points.
float Length(const D3DVECTOR &a, const D3DVECTOR &b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.y-b.y)*(a.y-b.y) +
(a.z-b.z)*(a.z-b.z) );
}
// Returns the distance "a flat" between two points.
float Length2d(const D3DVECTOR &a, const D3DVECTOR &b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.z-b.z)*(a.z-b.z) );
}
// Returns the angle formed by two vectors.
float Angle( D3DVECTOR u, D3DVECTOR v )
{
#if 0
return acosf( Abs(u.x*v.x + u.y*v.y + u.z*v.z) / (Length(u)*Length(v)) );
#endif
#if 0
float d;
d = (u.y*v.z-u.z*v.y) + (u.z*v.x-u.x*v.z) + (u.x*v.y-u.y*v.x);
return asinf( Abs(d) / (Length(u)*Length(v)) );
#endif
#if 0
return asinf( Length(Cross(u,v)) / (Length(u)*Length(v)) );
#endif
#if 1
float len, a, b;
len = Length(u)*Length(v);
a = acosf( (u.x*v.x + u.y*v.y + u.z*v.z) / len );
b = asinf( Length(Cross(u,v)) / len );
return a;
#endif
}
// Returns the product of two vectors.
D3DVECTOR Cross( D3DVECTOR u, D3DVECTOR v )
{
return D3DVECTOR( u.y*v.z - u.z*v.y,
u.z*v.x - u.x*v.z,
u.x*v.y - u.y*v.x );
}
// Returns the normal vector of a triangular face.
D3DVECTOR ComputeNormal( D3DVECTOR p1, D3DVECTOR p2, D3DVECTOR p3 )
{
D3DVECTOR u, v;
u = D3DVECTOR( p3.x-p1.x, p3.y-p1.y, p3.z-p1.z );
v = D3DVECTOR( p2.x-p1.x, p2.y-p1.y, p2.z-p1.z );
return Normalize(Cross(u, v));
}
// Transforms a point in a matrix, in exactly the same manner as Direct3D.
D3DVECTOR Transform(const D3DMATRIX &m, D3DVECTOR p)
{
D3DVECTOR pp;
pp.x = p.x*m._11 + p.y*m._21 + p.z*m._31 + m._41;
pp.y = p.x*m._12 + p.y*m._22 + p.z*m._32 + m._42;
pp.z = p.x*m._13 + p.y*m._23 + p.z*m._33 + m._43;
return pp;
}
// Calculates the projection of a point P on a straight line AB.
D3DVECTOR Projection(const D3DVECTOR &a, const D3DVECTOR &b, const D3DVECTOR &p)
{
float k;
k = (b.x-a.x)*(p.x-a.x) + (b.y-a.y)*(p.y-a.y) + (b.z-a.z)*(p.z-a.z);
k /= (b.x-a.x)*(b.x-a.x) + (b.y-a.y)*(b.y-a.y) + (b.z-a.z)*(b.z-a.z);
return a + k*(b-a);
}
// The texture plate in the xz plane.
void MappingObject(D3DVERTEX2* pVertices, int nb, float scale)
{
int i;
for ( i=0 ; i<nb ; i++ )
{
pVertices[i].tu = pVertices[i].x*scale;
pVertices[i].tv = pVertices[i].z*scale;
}
}
// Smooths normal.
void SmoothObject(D3DVERTEX2* pVertices, int nb)
{
char* bDone;
int index[100];
int i, j, rank;
D3DVECTOR sum;
bDone = (char*)malloc(nb*sizeof(char));
ZeroMemory(bDone, nb*sizeof(char));
for ( i=0 ; i<nb ; i++ )
{
bDone[i] = true;
rank = 0;
index[rank++] = i;
for ( j=0 ; j<nb ; j++ )
{
if ( bDone[j] ) continue;
if ( pVertices[j].x == pVertices[i].x &&
pVertices[j].y == pVertices[i].y &&
pVertices[j].z == pVertices[i].z )
{
bDone[j] = true;
index[rank++] = j;
if ( rank >= 100 ) break;
}
}
sum.x = 0;
sum.y = 0;
sum.z = 0;
for ( j=0 ; j<rank ; j++ )
{
sum.x += pVertices[index[j]].nx;
sum.y += pVertices[index[j]].ny;
sum.z += pVertices[index[j]].nz;
}
sum = Normalize(sum);
for ( j=0 ; j<rank ; j++ )
{
pVertices[index[j]].nx = sum.x;
pVertices[index[j]].ny = sum.y;
pVertices[index[j]].nz = sum.z;
}
}
free(bDone);
}
// Calculates the parameters a and b of the segment passing
// through the points p1 and p2, knowing that:
// f(x) = ax+b
// Returns false if the line is vertical.
bool LineFunction(FPOINT p1, FPOINT p2, float &a, float &b)
{
if ( D3DMath_IsZero(p1.x-p2.x) )
{
a = g_HUGE; // infinite slope!
b = p2.x;
return false;
}
a = (p2.y-p1.y)/(p2.x-p1.x);
b = p2.y - p2.x*a;
return true;
}
// Calculates the distance between a plane ABC and a point P.
float DistancePlanPoint(const D3DVECTOR &a, const D3DVECTOR &b,
const D3DVECTOR &c, const D3DVECTOR &p)
{
D3DVECTOR n;
float aa,bb,cc,dd;
n = ComputeNormal(a,b,c);
aa = n.x;
bb = n.y;
cc = n.z;
dd = -(n.x*a.x + n.y*a.y + n.z*a.z);
return Abs(aa*p.x + bb*p.y + cc*p.z + dd);
}
// Check if two planes defined by 3 points are part of the same plan.
bool IsSamePlane(D3DVECTOR *plan1, D3DVECTOR *plan2)
{
D3DVECTOR n1, n2;
float dist;
n1 = ComputeNormal(plan1[0], plan1[1], plan1[2]);
n2 = ComputeNormal(plan2[0], plan2[1], plan2[2]);
if ( Abs(n1.x-n2.x) > 0.1f ||
Abs(n1.y-n2.y) > 0.1f ||
Abs(n1.z-n2.z) > 0.1f ) return false;
dist = DistancePlanPoint(plan1[0], plan1[1], plan1[2], plan2[0]);
if ( dist > 0.1f ) return false;
return true;
}
// Calculates the matrix to make three rotations in the X, Y and Z
// >>>>>> OPTIMIZING!!!
void MatRotateXZY(D3DMATRIX &mat, D3DVECTOR angle)
{
D3DMATRIX temp;
D3DUtil_SetRotateXMatrix(temp, angle.x);
D3DUtil_SetRotateZMatrix(mat, angle.z);
D3DMath_MatrixMultiply(mat, mat, temp);
D3DUtil_SetRotateYMatrix(temp, angle.y);
D3DMath_MatrixMultiply(mat, mat, temp); // X-Z-Y
}
// Calculates the matrix to make three rotations in the order Z, X and Y.
// >>>>>> OPTIMIZING!!!
void MatRotateZXY(D3DMATRIX &mat, D3DVECTOR angle)
{
D3DMATRIX temp;
D3DUtil_SetRotateZMatrix(temp, angle.z);
D3DUtil_SetRotateXMatrix(mat, angle.x);
D3DMath_MatrixMultiply(mat, mat, temp);
D3DUtil_SetRotateYMatrix(temp, angle.y);
D3DMath_MatrixMultiply(mat, mat, temp); // Z-X-Y
}
// Returns a random value between 0 and 1.
float Rand()
{
return (float)rand()/RAND_MAX;
}
// Managing the dead zone of a joystick.
// in: -1 0 1
// --|-------|----o----|-------|-->
// <---->
// dead
// out: -1 0 0 1
float Neutral(float value, float dead)
{
if ( Abs(value) <= dead )
{
return 0.0f;
}
else
{
if ( value > 0.0f ) return (value-dead)/(1.0f-dead);
else return (value+dead)/(1.0f-dead);
}
}
// Calculates a value (radians) proportional between a and b (degrees).
float Prop(int a, int b, float p)
{
float aa, bb;
aa = (float)a*MATH3D_PI/180.0f;
bb = (float)b*MATH3D_PI/180.0f;
return aa+p*(bb-aa);
}
// Gently advanced a desired value from its current value.
// Over time, the greater the progression is rapid.
float Smooth(float actual, float hope, float time)
{
float futur;
futur = actual + (hope-actual)*time;
if ( hope > actual )
{
if ( futur > hope ) futur = hope;
}
if ( hope < actual )
{
if ( futur < hope ) futur = hope;
}
return futur;
}
// Bounces any movement.
// out
// |
// 1+------o-------o---
// | o | o o | | bounce
// | o | o---|---
// | o | |
// | o | |
// -o------|-------+----> progress
// 0| | 1
// |<---->|middle
float Bounce(float progress, float middle, float bounce)
{
if ( progress < middle )
{
progress = progress/middle; // 0..1
return 0.5f+sinf(progress*MATH3D_PI-MATH3D_PI/2.0f)/2.0f;
}
else
{
progress = (progress-middle)/(1.0f-middle); // 0..1
return (1.0f-bounce/2.0f)+sinf((0.5f+progress*2.0f)*MATH3D_PI)*(bounce/2.0f);
}
}
// Returns the color corresponding D3DCOLOR.
D3DCOLOR RetColor(float intensity)
{
D3DCOLOR color;
if ( intensity <= 0.0f ) return 0x00000000;
if ( intensity >= 1.0f ) return 0xffffffff;
color = (int)(intensity*255.0f)<<24;
color |= (int)(intensity*255.0f)<<16;
color |= (int)(intensity*255.0f)<<8;
color |= (int)(intensity*255.0f);
return color;
}
// Returns the color corresponding D3DCOLOR.
D3DCOLOR RetColor(D3DCOLORVALUE intensity)
{
D3DCOLOR color;
color = (int)(intensity.a*255.0f)<<24;
color |= (int)(intensity.r*255.0f)<<16;
color |= (int)(intensity.g*255.0f)<<8;
color |= (int)(intensity.b*255.0f);
return color;
}
// Returns the color corresponding D3DCOLORVALUE.
D3DCOLORVALUE RetColor(D3DCOLOR intensity)
{
D3DCOLORVALUE color;
color.r = (float)((intensity>>16)&0xff)/256.0f;
color.g = (float)((intensity>>8 )&0xff)/256.0f;
color.b = (float)((intensity>>0 )&0xff)/256.0f;
color.a = (float)((intensity>>24)&0xff)/256.0f;
return color;
}
// RGB to HSV conversion.
void RGB2HSV(D3DCOLORVALUE src, ColorHSV &dest)
{
float min, max, delta;
min = Min(src.r, src.g, src.b);
max = Max(src.r, src.g, src.b);
dest.v = max; // intensity
if ( max == 0.0f )
{
dest.s = 0.0f; // saturation
dest.h = 0.0f; // undefined color!
}
else
{
delta = max-min;
dest.s = delta/max; // saturation
if ( src.r == max ) // between yellow & magenta
{
dest.h = (src.g-src.b)/delta;
}
else if ( src.g == max ) // between cyan & yellow
{
dest.h = 2.0f+(src.b-src.r)/delta;
}
else // between magenta & cyan
{
dest.h = 4.0f+(src.r-src.g)/delta;
}
dest.h *= 60.0f; // in degrees
if ( dest.h < 0.0f ) dest.h += 360.0f;
dest.h /= 360.0f; // 0..1
}
}
// HSV to RGB conversion.
void HSV2RGB(ColorHSV src, D3DCOLORVALUE &dest)
{
int i;
float f,v,p,q,t;
src.h = Norm(src.h)*360.0f;
src.s = Norm(src.s);
src.v = Norm(src.v);
if ( src.s == 0.0f ) // zero saturation?
{
dest.r = src.v;
dest.g = src.v;
dest.b = src.v; // gray
}
else
{
if ( src.h == 360.0f ) src.h = 0.0f;
src.h /= 60.0f;
i = (int)src.h; // integer part (0 .. 5)
f = src.h-i; // fractional part
v = src.v;
p = src.v*(1.0f-src.s);
q = src.v*(1.0f-(src.s*f));
t = src.v*(1.0f-(src.s*(1.0f-f)));
switch (i)
{
case 0: dest.r=v; dest.g=t; dest.b=p; break;
case 1: dest.r=q; dest.g=v; dest.b=p; break;
case 2: dest.r=p; dest.g=v; dest.b=t; break;
case 3: dest.r=p; dest.g=q; dest.b=v; break;
case 4: dest.r=t; dest.g=p; dest.b=v; break;
case 5: dest.r=v; dest.g=p; dest.b=q; break;
}
}
}