Exemple #1
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 public Camera(float aspect, int tempWidth, int tempHeight)
 {
     viewWidth = tempWidth;
     viewHeight = tempHeight;
     aspectRatio = aspect;
     m_cameraPos = new float3(0, 0, -3);
     m_cameraLookat = new float3(0, 0, 0);
     m_cameraUp = new float3(0, 1, 0);
 }
Exemple #2
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 public Box(float3 min, float3 max)
 {
     m_min = min.Min(max);
     m_max = min.Max(max);
 }
Exemple #3
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 public float3x3(float3 x, float3 y, float3 z)
 {
     m00 = x.x;
     m01 = x.y;
     m02 = x.z;
     m10 = y.x;
     m11 = y.y;
     m12 = y.z;
     m20 = z.x;
     m21 = z.y;
     m22 = z.z;
 }
Exemple #4
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 // math functions
 public float Dot(float3 v)
 {
     return (x * v.x) + (y * v.y) + (z * v.z);
 }
Exemple #5
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 public float3 Max(float3 v)
 {
     float3 ret = new float3();
     ret.x = x > v.x ? x : v.x;
     ret.y = y > v.y ? y : v.y;
     ret.z = z > v.z ? z : v.z;
     return ret;
 }
Exemple #6
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 public static float3 Lerp(float3 a, float3 b, float alpha)
 {
     return (a * (1.0f - alpha)) + (b * alpha);
 }
Exemple #7
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 public float3 Cross(float3 v)
 {
     float3 ret = new float3();
     ret.x = (y * v.z) - (z * v.y);
     ret.y = -((x * v.z) - (v.x * z));
     ret.z = (x * v.y) - (v.x * y);
     return ret;
 }
Exemple #8
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        public float4x4 OrthogonalBasis(float3 zaxis)
        {
            // from PBRT p54
            float3 basisU;
            if( System.Math.Abs(zaxis.x) > System.Math.Abs(zaxis.y) )
            {
                float invLen = 1.0f / (float)System.Math.Sqrt((zaxis.x*zaxis.x) + (zaxis.z*zaxis.z));
                basisU = new float3(-zaxis.z * invLen, 0.0f, zaxis.x * invLen);
            }
            else
            {
                float invLen = 1.0f / (float)System.Math.Sqrt((zaxis.y*zaxis.y) + (zaxis.z*zaxis.z));
                basisU = new float3(0.0f, zaxis.z * invLen, -zaxis.y * invLen);
            }
            float3 basisV = zaxis.Cross(basisU);

            float4x4 ret = Identity();
            ret.m[0,0] = basisU.x;
            ret.m[0,1] = basisU.y;
            ret.m[0,2] = basisU.z;
            ret.m[1,0] = basisV.x;
            ret.m[1,1] = basisV.y;
            ret.m[1,2] = basisV.z;
            ret.m[2,0] = zaxis.x;
            ret.m[2,1] = zaxis.y;
            ret.m[2,2] = zaxis.z;

            return ret;
        }
Exemple #9
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 public float4x4 OrthogonalBasis(float3 zaxis, float3 yaxis)
 {
     float4x4 ret = Identity();
     return ret;
 }
Exemple #10
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 public void SetUndefined()
 {
     m_min = new float3(float.MaxValue, float.MaxValue, float.MaxValue);
     m_max = new float3(float.MinValue, float.MinValue, float.MinValue);
 }
Exemple #11
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 public float4x4(float3 x, float3 y, float3 z, float3 p)
 {
     m = new float[4,4];
     m[0,0] = x.x;
     m[0,1] = x.y;
     m[0,2] = x.z;
     m[0,3] = 0.0f;
     m[1,0] = y.x;
     m[1,1] = y.y;
     m[1,2] = y.z;
     m[1,3] = 0.0f;
     m[2,0] = z.x;
     m[2,1] = z.y;
     m[2,2] = z.z;
     m[2,3] = 0.0f;
     m[3,0] = p.x;
     m[3,1] = p.y;
     m[3,2] = p.z;
     m[3,3] = 1.0f;
 }
Exemple #12
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 public void MergePoint(float3 point1)
 {
     m_min = m_min.Min(point1);
     m_max = m_max.Max(point1);
 }
Exemple #13
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 public void Intersection(Box box)
 {
     if (!Intersects(box))
     {
         SetUndefined();
         return;
     }
     m_min = m_min.Max(box.m_min);
     m_max = m_max.Min(box.m_max);
 }
Exemple #14
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 public bool Contains(float3 point)
 {
     if (!IsDefined()) return false;
     if (m_min.x > point.x) return false;
     if (m_min.y > point.y) return false;
     if (m_min.z > point.z) return false;
     if (m_max.x < point.x) return false;
     if (m_max.y < point.y) return false;
     if (m_max.z < point.z) return false;
     return true;
 }
Exemple #15
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 public static bool IntersectSphereAndLine(float3 pos, float radius, float3 posA, float3 posB, out float distance)
 {
     // Use dot product along line to find closest point on line
     float dot = (posB - posA).Normalize().Dot(pos - posA);
     float3 pointOnLine = (posB - posA) * dot;
     // Clamp that point to line end points if outside
     if ((dot - radius) < 0) pointOnLine = posA;
     if ((dot + radius) > (posB-posA).Length()) pointOnLine = posB;
     // Distance formula from that point to sphere center, compare with radius.
     distance = pointOnLine.Distance(pos);
     if (distance > radius) return false;
     return true;
 }
Exemple #16
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 public float4x4 Rotate(float3 axis, float radians)
 {
     return Rotate(axis.x, axis.y, axis.z, radians);
 }
Exemple #17
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        public static bool IntersectSphereAndTriangle(float3 pos, float radius, float3 posA, float3 posB, float3 posC,
			out float distance, out float3 normal)
        {
            distance = 0;
            normal = (posB - posA).Cross(posC - posA);// CrossProduct(posA, posB, posC);
            if (normal.Length() == 0.0f) throw new Exception("degenerate poly");

            // project sphere center onto triangle, if the projection is inside the triangle, figure out
            // distance and return
            float3 edgeNormal1 = (posB - posA).Cross(normal);
            float3 edgeNormal2 = (posC - posB).Cross(normal);
            float3 edgeNormal3 = (posA - posC).Cross(normal);
            if ((edgeNormal1.Dot(pos - posA) <= 0) &&
                (edgeNormal2.Dot(pos - posB) <= 0) &&
                (edgeNormal3.Dot(pos - posC) <= 0))
            {
                float lengthFromPlane = normal.Normalize().Dot(pos - posA);
                if (lengthFromPlane > radius)
                {
                    return false;
                }
                else
                {
                    distance = System.Math.Abs(lengthFromPlane);
                    return true;
                }
            }

            // Intersect with all edges of the triangle.
            bool intersected;
            intersected = IntersectSphereAndLine(pos, radius, posA, posB, out distance);
            if (intersected) return true;
            intersected = IntersectSphereAndLine(pos, radius, posB, posC, out distance);
            if (intersected) return true;
            intersected = IntersectSphereAndLine(pos, radius, posC, posA, out distance);
            if (intersected) return true;

            return false;
        }
Exemple #18
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 public float4x4 Scale(float3 v)
 {
     return Scale(v.x, v.y, v.z);
 }
Exemple #19
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 public float3 Clamp(float3 min, float3 max)
 {
     return this.Max(min).Min(max);
 }
Exemple #20
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 public float4x4 Translate(float3 v)
 {
     return Translate(v.x, v.y, v.z);
 }
Exemple #21
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 public float Distance(float3 v)
 {
     float3 delta = v - this;
     float len = delta.Dot(delta);
     return (float)System.Math.Sqrt((double)len);
 }
Exemple #22
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 public float3(float3 v)
 {
     x = v.x;
     y = v.y;
     z = v.z;
 }
Exemple #23
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 public float3 Lerp(float3 v, float alpha)
 {
     return v * alpha + this * (1.0f - alpha);
 }
Exemple #24
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 public float this[int index]
 {
     get
     {
         return ToArray()[index];
     }
     set
     {
         float[] f = ToArray();
         f[index] = value;
         this = new float3(f);
     }
 }
Exemple #25
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 public float3 Min(float3 v)
 {
     float3 ret = new float3();
     ret.x = x < v.x ? x : v.x;
     ret.y = y < v.y ? y : v.y;
     ret.z = z < v.z ? z : v.z;
     return ret;
 }
Exemple #26
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 public static float dot(float3 a, float3 b)
 {
     return a.Dot(b);
 }
Exemple #27
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 private void Dolly(float amount)
 {
     float3 lookAtDelta = m_cameraPos - m_cameraLookat;
     // If we try to dolly too far at once, we'll go through the origin and back out the other side. So clamp it.
     if (amount > 360) amount = 360;
     if (amount < -360) amount = -360;
     // If our frail floating point numbers get too small, force a dolly outwards. Too small causes degenerate case. :(
     if (lookAtDelta.Length() < 0.0001f) amount = -Math.Abs(amount);
     m_cameraPos -= lookAtDelta * amount * 0.0015f;
 }
Exemple #28
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        public static bool IntersectLineAndTriangle(float3 posVec, float3 velVec, float3 posA, float3 posB, float3 posC, out float3 intersection,
										out float t, bool doubleSided)
        {
            float3 normal;
            //normal = (posC - posA).Cross(posB - posA);// CrossProduct(posA, posB, posC);
            normal = (posB - posA).Cross(posC - posA);// CrossProduct(posA, posB, posC);
            if (normal.Length() == 0.0f) throw new Exception("degenerate poly");
            // degenerate cases (line parallel to plane) result in no collision.
            float3 pointOnPoly;
            pointOnPoly = posB;

            float3 startSide, endSide;
            // get the start position of the line we're projecting on
            // then get the start position of the line relative to the plane
            startSide = pointOnPoly - posVec;

            // next get the end position of the line we're projecting on
            // and make it relative to the start position of the line
            //endSide = velVec - posVec;  // absolute velVec position.
            //if (endSide == new float3(0.0f, 0.0f, 0.0f)) throw new Exception("parallel. not handled yet.");  // parallel movement
            endSide=velVec;  // relative velVec position.

            // Do dot products for intersection
            float startDot, endDot;
            // compute the dot product of the normal of the plane and the start of the line relative to the plane
            startDot = normal.Dot(startSide);
            //	ASSERT(startDot!=0.0);
            // and then compute the dot product of the plane normal, and the length of the vector
            endDot = normal.Dot(endSide);
            //	ASSERT(endDot!=0.0);

            // if both are negative then flip both, to intersect 'double sided'
            if (doubleSided)
            {
                if ((endDot > 0.0f) && (startDot > 0.0f))
                {
                    endDot = -endDot;
                    startDot = -startDot;
                }
            }

            t = 1.0f;
            intersection = posVec + velVec;
            if ((endDot < 0.0f) && (startDot < 0.0f))
            {	// line is now infinite.
                if (endDot <= startDot)
                {	// Guess there was a line with plane intersection.
                    t = startDot / endDot;	// get parametric t variable of where the intersection was.
                    //			if (*t<0.0) *t=0.0;
                    if ((t < 0.0f) || (t > 1.0f)) throw new Exception("oops");
                    intersection = (endSide * t) + posVec;

                    float x0, y0, x1, y1, x2, y2, xc, yc; // 2-d polygon coordinates.
                    // Project polygon into 2-d to simplify the next step.
                    if ((System.Math.Abs(normal.x) >= System.Math.Abs(normal.y)) &&
                         (System.Math.Abs(normal.x) >= System.Math.Abs(normal.z)))
                    {
                        x0 = posA.z;
                        y0 = posA.y;
                        x1 = posB.z;
                        y1 = posB.y;
                        x2 = posC.z;
                        y2 = posC.y;
                        xc = intersection.z;
                        yc = intersection.y;
                    }
                    else
                    {
                        if ((System.Math.Abs(normal.y) >= System.Math.Abs(normal.x)) &&
                             (System.Math.Abs(normal.y) >= System.Math.Abs(normal.z)))
                        {
                            x0 = posA.x;
                            y0 = posA.z;
                            x1 = posB.x;
                            y1 = posB.z;
                            x2 = posC.x;
                            y2 = posC.z;
                            xc = intersection.x;
                            yc = intersection.z;
                        }
                        else
                        { // z is greastest
                            x0 = posA.x;
                            y0 = posA.y;
                            x1 = posB.x;
                            y1 = posB.y;
                            x2 = posC.x;
                            y2 = posC.y;
                            xc = intersection.x;
                            yc = intersection.y;
                        }
                    }

                    // Do determinants to find out if point of intersection is inside triangle.
                    float alpha, beta, u0, v0, u1, v1, u2, v2, quickDot;
                    u0 = xc - x1;
                    v0 = yc - y1;
                    u1 = x2 - x1;
                    v1 = y2 - y1;
                    u2 = x0 - x1;
                    v2 = y0 - y1;
                    quickDot = u1 * v2 - u2 * v1;
                    if (quickDot != 0.0f)
                    {
                        alpha = (u0 * v2 - u2 * v0) / quickDot;
                        beta = (u1 * v0 - u0 * v1) / quickDot;
                        if ((alpha >= 0.0f) && (beta >= 0.0f) && (alpha + beta <= 1.0f))
                        {
                            // collision happened. Save values or do whatever must be done.
                            return true;
                        }
                    }
                }
            }
            return false;
        }
Exemple #29
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        public void UpdateMouseControls()
        {
            if (leftButton || rightButton)
            {
                float2 delta = new float2((mousePos - dragStart) * 2);
                delta.x *= aspectRatio;
                delta /= viewWidth;
                if (leftButton && rightButton)
                {
                    Dolly(delta.x * 1000);
                }
                else
                {
                    if (leftButton)
                    {
                        // rotation camera
                        float sensitivity = 1.5f;
                        float3x3 roty = float3x3.RotateY(delta.x * sensitivity);
                        float3 lookAtDelta = m_cameraPos - m_cameraLookat;
                        lookAtDelta = roty.Mul(lookAtDelta);

                        float3 rightVector = lookAtDelta.Cross(m_cameraUp).Normalize();
                        float3x3 upRot = float3x3.AxisAngle(rightVector, delta.y * sensitivity);
                        lookAtDelta = upRot.Mul(lookAtDelta);
                        m_cameraPos = lookAtDelta + m_cameraLookat;
                        float3 newLookAtDelta = m_cameraPos - m_cameraLookat;
                        float3 newRightVector = newLookAtDelta.Cross(m_cameraUp).Normalize();
                        if (newRightVector.Dot(rightVector) < 0) m_cameraUp.y = -m_cameraUp.y;
                    }
                    else
                    {
                        // move camera
                        float3 lookAtDelta = m_cameraPos - m_cameraLookat;
                        float3 rightVector = lookAtDelta.Cross(m_cameraUp).Normalize();
                        float3 upVector = rightVector.Cross(lookAtDelta).Normalize();
                        float moveScale = 0.5f * lookAtDelta.Length();
                        m_cameraPos -= rightVector * delta.x * moveScale;
                        m_cameraLookat -= rightVector * delta.x * moveScale;
                        m_cameraPos += upVector * delta.y * moveScale;
                        m_cameraLookat += upVector * delta.y * moveScale;
                    }

                }
            }
            SetupCamera();
        }
Exemple #30
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        public static Quaternion FromAxisAngle( float3 axis, float theta )
        {
            float sumOfSquares =
                axis.x * axis.x +
                axis.y * axis.y +
                axis.z * axis.z;

            if (sumOfSquares <= 1.0e-5F)
            {
                return new Quaternion( 0, 0, 0, 1 );
            }
            else
            {
                theta *= 0.5f;
                float commonFactor = (float)System.Math.Sin(theta);
                if( sumOfSquares != 1.0 )
                    commonFactor /= (float)System.Math.Sqrt(sumOfSquares);
                return new Quaternion( commonFactor * axis.x,
                    commonFactor * axis.y, commonFactor * axis.z, (float)System.Math.Cos(theta) );
            }
        }