-
Notifications
You must be signed in to change notification settings - Fork 1
/
Geometry.h
203 lines (164 loc) · 5.86 KB
/
Geometry.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
#import "Constants.h"
#import "Common.h"
#import "MC3DVector.h"
static inline vec3 vec3ProjectShadow(vec3 light, vec3 point)
{
return vec3Make((light.y * point.x - point.y * light.x) / (light.y - point.y),
0,
(light.y * point.z - point.y * light.z) / (light.y - point.y));
}
// This is a modified version of the function of the same name from
// the Mesa3D project ( http://mesa3d.org/ ), which is licensed
// under the MIT license, which allows use, modification, and
// redistribution
static inline void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx, GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy, GLfloat upz)
{
GLfloat m[16];
GLfloat x[3], y[3], z[3];
GLfloat mag;
/* Make rotation matrix */
/* Z vector */
z[0] = eyex - centerx;
z[1] = eyey - centery;
z[2] = eyez - centerz;
mag = sqrtf(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
if (mag) { /* mpichler, 19950515 */
z[0] /= mag;
z[1] /= mag;
z[2] /= mag;
}
/* Y vector */
y[0] = upx;
y[1] = upy;
y[2] = upz;
/* X vector = Y cross Z */
x[0] = y[1] * z[2] - y[2] * z[1];
x[1] = -y[0] * z[2] + y[2] * z[0];
x[2] = y[0] * z[1] - y[1] * z[0];
/* Recompute Y = Z cross X */
y[0] = z[1] * x[2] - z[2] * x[1];
y[1] = -z[0] * x[2] + z[2] * x[0];
y[2] = z[0] * x[1] - z[1] * x[0];
/* mpichler, 19950515 */
/* cross product gives area of parallelogram, which is < 1.0 for
* non-perpendicular unit-length vectors; so normalize x, y here
*/
mag = sqrtf(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
if (mag) {
x[0] /= mag;
x[1] /= mag;
x[2] /= mag;
}
mag = sqrtf(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
if (mag) {
y[0] /= mag;
y[1] /= mag;
y[2] /= mag;
}
#define M(row,col) m[col*4+row]
M(0, 0) = x[0];
M(0, 1) = x[1];
M(0, 2) = x[2];
M(0, 3) = 0.0;
M(1, 0) = y[0];
M(1, 1) = y[1];
M(1, 2) = y[2];
M(1, 3) = 0.0;
M(2, 0) = z[0];
M(2, 1) = z[1];
M(2, 2) = z[2];
M(2, 3) = 0.0;
M(3, 0) = 0.0;
M(3, 1) = 0.0;
M(3, 2) = 0.0;
M(3, 3) = 1.0;
#undef M
glMultMatrixf(m);
/* Translate Eye to Origin */
glTranslatef(-eyex, -eyey, -eyez);
}
static BOOL TestTriangle(vec2 P, vec2 A, vec2 B, vec2 C)
{
// Compute vectors
vec2 v0 = vec2Subtract(C, A);
vec2 v1 = vec2Subtract(B, A);
vec2 v2 = vec2Subtract(P, A);
// Compute dot products
GLfloat dot00 = vec2DotProduct(v0, v0);
GLfloat dot01 = vec2DotProduct(v0, v1);
GLfloat dot02 = vec2DotProduct(v0, v2);
GLfloat dot11 = vec2DotProduct(v1, v1);
GLfloat dot12 = vec2DotProduct(v1, v2);
// Compute barycentric coordinates
GLfloat invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
GLfloat u = (dot11 * dot02 - dot01 * dot12) * invDenom;
GLfloat v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// Check if point is in triangle
return (u > 0) && (v > 0) && (u + v < 1);
}
static BOOL TestTriangles(vec2 touchLocation, vec2* points, GLushort* triangles, int triangleCount)
{
for(int triangleCounter = 0; triangleCounter < triangleCount; triangleCounter++)
{
vec2 point1 = points[triangles[3 * triangleCounter + 0]];
vec2 point2 = points[triangles[3 * triangleCounter + 1]];
vec2 point3 = points[triangles[3 * triangleCounter + 2]];
if(TestTriangle(touchLocation, point1, point2, point3))
{
return YES;
}
}
return NO;
}
static vec3 randomvec3(GLfloat originX, GLfloat originY, GLfloat originZ, GLfloat distanceX, GLfloat distanceY, GLfloat distanceZ )
{
vec3 randomVector = vec3Make(randomFloat(-0.5, 0.5),
randomFloat(-0.5, 0.5),
randomFloat(-0.5, 0.5));
vec3Normalize(&randomVector);
return vec3Make(originX + randomVector.x * distanceX,
originY + randomVector.y * distanceY,
originZ + randomVector.z * distanceZ);
}
static void rotateVectors(vec3* points, int count, GLfloat angle, vec3 origin, vec3 axis)
{
GLfloat sinT = sin(DEGREES_TO_RADIANS(angle));
GLfloat cosT = cos(DEGREES_TO_RADIANS(angle));
GLfloat ox = origin.x;
GLfloat oy = origin.y;
GLfloat oz = origin.z;
GLfloat ax = axis.x;
GLfloat ay = axis.y;
GLfloat az = axis.z;
GLfloat ax2 = ax * ax;
GLfloat ay2 = ay * ay;
GLfloat az2 = az * az;
GLfloat l2 = ax2 + ay2 + az2;
GLfloat l = sqrt(l2);
GLfloat m21 = (ax * ay * (1 - cosT) + az * l * sinT) / l2;
GLfloat m31 = (ax * az * (1 - cosT) - ay * l * sinT) / l2;
GLfloat m12 = (ax * ay * (1 - cosT) - az * l * sinT) / l2;
GLfloat m32 = (ay * az * (1 - cosT) + ax * l * sinT) / l2;
GLfloat m13 = (ax * az * (1 - cosT) + ay * l * sinT) / l2;
GLfloat m23 = (ay * az * (1 - cosT) - ax * l * sinT) / l2;
GLfloat m22 = (ay2 + (ax2 + az2) * cosT) / l2;
GLfloat m11 = (ax2 + (ay2 + az2) * cosT) / l2;
GLfloat m33 = (az2 + (ax2 + ay2) * cosT) / l2;
GLfloat m14 = (ox * (ay2 + az2) - ax * (oy * ay + oz * az) + (ax * (oy * ay + oz * az) - ox * (ay2 + az2)) * cosT + (oy * az - oz * ay) * l * sinT) / l2;
GLfloat m24 = (oy * (ax2 + az2) - ay * (ox * ax + oz * az) + (ay * (ox * ax + oz * az) - oy * (ax2 + az2)) * cosT + (oz * ax - ox * az) * l * sinT) / l2;
GLfloat m34 = (oz * (ax2 + ay2) - az * (ox * ax + oy * ay) + (az * (ox * ax + oy * ay) - oz * (ax2 + ay2)) * cosT + (ox * ay - oy * ax) * l * sinT) / l2;
GLfloat m41 = 0;
GLfloat m42 = 0;
GLfloat m43 = 0;
GLfloat m44 = 1;
vec3 point;
vec3 newPoint;
for(int i = 0; i < count; i++)
{
point = points[i];
newPoint.x = m11 * point.x + m12 * point.y + m13 * point.z + m14;
newPoint.y = m21 * point.x + m22 * point.y + m23 * point.z + m24;
newPoint.z = m31 * point.x + m32 * point.y + m33 * point.z + m34;
points[i] = newPoint;
}
}