Example #1
0
 public DAEVector3 Cross(DAEVector3 v)
 {
     return(new DAEVector3(
                Y * v.Z - Z * v.Y,
                Z * v.X - X * v.Z,
                X * v.Y - Y * v.X));
 }
Example #2
0
 public DAEVector4(DAEVector3 xyz, double w)
 {
     X = xyz.X;
     Y = xyz.Y;
     Z = xyz.Z;
     W = w;
 }
Example #3
0
        public static DAEMatrix4 Rotation(DAEVector3 axis, double angle)
        {
            if (angle == 0.0f)
            {
                return(DAEMatrix4.Identity);
            }

            axis = axis.Normalized;

            double x, y, z, s, c, t;

            x = axis.X;
            y = axis.Y;
            z = axis.Z;
            s = (double)System.Math.Sin(angle);
            c = (double)System.Math.Cos(angle);
            t = 1 - c;

            return(new DAEMatrix4(c + x * x * t, x * y * t - z * s, x * z * t + y * s, 0, y * x * t + z * s, c + y * y * t, y * z * t - x * s, 0, z * x * t - y * s, z * y * t + x * s, c + z * z * t, 0, 0, 0, 0, 1));
        }
Example #4
0
            public DAEVector3 GetVector3(int index)
            {
                DAEVector3 result = new DAEVector3(0, 0, 0);

                if (Stride > 0)
                {
                    result.X = Values[index * Stride];
                }

                if (Stride > 1)
                {
                    result.Y = Values[index * Stride + 1];
                }

                if (Stride > 2)
                {
                    result.Z = Values[index * Stride + 2];
                }

                return(result);
            }
Example #5
0
        internal static void GenerateMeshTangents(DAEVertexDescription[] vertices)
        {
            DAEVector3[] v = new DAEVector3[3];
            DAEVector3[] n = new DAEVector3[3];
            DAEVector3[] t = new DAEVector3[3];
            for (int i = 0; i < vertices.Length; i += 3)
            {
                for (int j = 0; j < 3; j++)
                {
                    v[j] = vertices[i + j].Vertex;
                    n[j] = vertices[i + j].Normal;
                    t[j] = vertices[i + j].TexCoord;
                }

                DAEVector3[] tangents = GenerateTriangleTangents(v, n, t);
                for (int j = 0; j < 3; j++)
                {
                    vertices[i + j].TexTangent  = tangents[j];
                    vertices[i + j].TexBinormal = tangents[j].Cross(n[j]).Normalized;
                }
            }
        }
Example #6
0
        /// <summary>
        /// Generates tangents for a triangle. Source:
        /// http://download.autodesk.com/us/maya/2009help/index.html?url=Appendix_A_Tangent_and_binormal_vectors.htm,topicNumber=d0e216694
        /// </summary>
        /// <param name="v">Vertices of the triangle</param>
        /// <param name="n">Normals of the triangle</param>
        /// <param name="t">Texture coords of the triangle</param>
        /// <returns>the tangents</returns>
        internal static DAEVector3[] GenerateTriangleTangents(DAEVector3[] v, DAEVector3[] n, DAEVector3[] t)
        {
            if (v.Length == 3 && n.Length == 3 && t.Length == 3)
            {
                DAEVector3[] finalTangentArray = new DAEVector3[3];
                double[,] tangentArray = new double[3, 3];
                double[]   edge1 = new double[3];
                double[]   edge2 = new double[3];
                DAEVector3 crossP;
                // ==============================================
                // x, s, t
                // S & T vectors get used several times in this vector,
                // but are only computed once.
                // ==============================================
                edge1[0] = v[1].X - v[0].X;
                edge1[1] = t[1].X - t[0].X; // s-vector - don't need to compute
                // this multiple times
                edge1[2] = t[1].Y - t[0].Y; // t-vector
                edge2[0] = v[2].X - v[0].X;
                edge2[1] = t[2].X - t[0].X; // another s-vector
                edge2[2] = t[2].Y - t[0].Y; // another t-vector
                crossP   = new DAEVector3(edge1).Cross(new DAEVector3(edge2)).Normalized;
                bool degnerateUVTangentPlane = crossP.X == 0.0f;
                if (degnerateUVTangentPlane)
                {
                    crossP = new DAEVector3(1, crossP.Y, crossP.Z);
                }
                double tanX = -crossP.Y / crossP.X;
                tangentArray[0, 0] = tanX;
                tangentArray[1, 0] = tanX;
                tangentArray[2, 0] = tanX;
                // --------------------------------------------------------
                // y, s, t
                // --------------------------------------------------------
                edge1[0] = v[1].Y - v[0].Y;
                edge2[0] = v[2].Y - v[0].Y;
                crossP   = new DAEVector3(edge1).Cross(new DAEVector3(edge2)).Normalized;
                degnerateUVTangentPlane = crossP.X == 0.0f;
                if (degnerateUVTangentPlane)
                {
                    crossP = new DAEVector3(1, crossP.Y, crossP.Z);
                }
                double tanY = -crossP.Y / crossP.X;
                tangentArray[0, 1] = tanY;
                tangentArray[1, 1] = tanY;
                tangentArray[2, 1] = tanY;
                // ------------------------------------------------------
                // z, s, t
                // ------------------------------------------------------
                edge1[0] = v[1].Z - v[0].Z;
                edge2[0] = v[2].Z - v[0].Z;
                crossP   = new DAEVector3(edge1).Cross(new DAEVector3(edge2)).Normalized;
                degnerateUVTangentPlane = crossP.X == 0.0f;
                if (degnerateUVTangentPlane)
                {
                    crossP = new DAEVector3(1, crossP.Y, crossP.Z);
                }
                double tanZ = -crossP.Y / crossP.X;
                tangentArray[0, 2] = tanZ;
                tangentArray[1, 2] = tanZ;
                tangentArray[2, 2] = tanZ;

                // Orthnonormalize to normal
                for (int i = 0; i < 3; i++)
                {
                    DAEVector3 tangent = new DAEVector3(tangentArray[i, 0], tangentArray[i, 1], tangentArray[i, 2]);
                    finalTangentArray[i] = (tangent - (n[i] * (tangent.Dot(n[i])))).Normalized;
                }

                return(finalTangentArray);
            }

            return(null);
        }
Example #7
0
 public static DAEMatrix4 Translation(DAEVector3 v)
 {
     return(Translation(v.X, v.Y, v.Z));
 }
Example #8
0
 private double GetLuminance(DAEVector3 color)
 {
     return(color.X * 0.212671 + color.Y * 0.715160 + color.Z * 0.072169);
 }
Example #9
0
        public double SmallAngle(DAEVector3 v)
        {
            double angle = Angle(v);

            return((double)System.Math.Min(angle, System.Math.PI - angle));
        }
Example #10
0
 public double Angle(DAEVector3 v)
 {
     return((double)System.Math.Acos(System.Math.Max(-1, System.Math.Min(1, this.Dot(v) / (this.Length * v.Length)))));
 }
Example #11
0
 public double Dot(DAEVector3 v)
 {
     return(X * v.X + Y * v.Y + Z * v.Z);
 }