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/*
* MathUtil.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_MATHUTIL_H_
#define ZOOM_MATHUTIL_H_
#include "Triangle.h"
#include <vmmlib/matrix.hpp>
namespace Zoom {
class MathUtil {
public:
static const float EPSILON;
class Ray {
public:
Ray() : vertex(vmml::vec3f::ZERO), dir(vmml::vec3f::ZERO) {}
Ray(const vmml::vec3f &v, const vmml::vec3f &d) : vertex(v), dir(d) {}
const vmml::vec3f& getVertex() const {
return vertex;
}
const vmml::vec3f& getDirection() const {
return dir;
}
private:
vmml::vec3f vertex;
vmml::vec3f dir;
};
class Plane {
public:
Plane(const vmml::vec3f &n = vmml::vec3f::ZERO, float d0 = 0) : normal(n), d(d0) {}
Plane(const Triangle &t) : normal(t.getNormal()), d(t.getVertex(0).dot(normal)) {}
bool contains(const vmml::vec3f &v) const {
return (fabsf(normal.dot(v) - d) < EPSILON);
}
bool isBehind(const vmml::vec3f &v) const {
return (normal.dot(v) - d) < 0;
}
bool isInFront(const vmml::vec3f &v) const {
return (normal.dot(v) - d) > 0;
}
bool contains(const Triangle &t) const {
for(int i = 0; i < 3; ++i) {
if(!contains(t.getVertex(i)))
return false;
}
return true;
}
bool isBehind(const Triangle &t) const {
for(int i = 0; i < 3; ++i) {
if(!isBehind(t.getVertex(i)) && !contains(t.getVertex(i)))
return false;
}
return true;
}
bool isInFront(const Triangle &t) const {
for(int i = 0; i < 3; ++i) {
if(!isInFront(t.getVertex(i)) && !contains(t.getVertex(i)))
return false;
}
return true;
}
float distance(const vmml::vec3f &v) {
return (normal.dot(v) - d);
}
const vmml::vec3f& getNormal() const {
return normal;
}
vmml::vec3f intersection(const Ray &ray) const;
private:
vmml::vec3f normal;
float d;
};
static vmml::mat4f perspective(float fovy, float aspect, float zNear);
private:
MathUtil();
};
}
#endif /* ZOOM_MATHUTIL_H_ */
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