bool BBox::Overlap( const vec3f& p ) const { bool x = (pMax.x() >= p.x()) && (pMin.x() <= p.x()); bool y = (pMax.y() >= p.y()) && (pMin.y() <= p.y()); bool z = (pMax.z() >= p.z()) && (pMin.z() <= p.z()); return (x && y && z); }
void GLVBO::DrawQuad( int type, const vec3f &p1, const vec3f &p2, const vec3f &p3, const vec3f &p4) { GLfloat verts[] = { p1.x(), p1.y(), p1.z(), p2.x(), p2.y(), p2.z(), p3.x(), p3.y(), p3.z(), p4.x(), p4.y(), p4.z() }; glVertexPointer(3, GL_FLOAT, 0, verts); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(type, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); }
color texture2D(vec3f coords, texture t){ int x = coords.x() * t.width; int y = t.height-(coords.y() * t.height); if(t.bytesperpixel == 4){ return t.data[y*t.height + x]; } uint8_t* data = (uint8_t*)t.data; int col= (int)(data[t.bytesperpixel*(y*t.height + x)]); return gammaCorrect((color){static_cast<uint8_t>(col>>24),static_cast<uint8_t>((col>>16) &255),static_cast<uint8_t>((col>>8)&255),255});
void clamp(vec3f & v, float min, float max) { if(v.peekx() > max) v.x() = max; if(v.peekx() < min) v.x() = min; if(v.peeky() > max) v.y() = max; if(v.peeky() < min) v.y() = min; if(v.peekz() > max) v.z() = max; if(v.peekz() < min) v.z() = min; }
void clamp(vec3f & v, float vmin, float vmax) { if(v.peekx() > vmax) v.x() = vmax; if(v.peekx() < vmin) v.x() = vmin; if(v.peeky() > vmax) v.y() = vmax; if(v.peeky() < vmin) v.y() = vmin; if(v.peekz() > vmax) v.z() = vmax; if(v.peekz() < vmin) v.z() = vmin; }
bool baryCentricTriangle(vec2f p, vec3f v1, vec3f v2, vec3f v3, float &u, float &v, float &r) { float x1mx3 = v1.x() - v3.x(); float x2mx3 = v2.x() - v3.x(); float y1my3 = v1.y() - v3.y(); float y2my3 = v2.y() - v3.y(); float det = (x1mx3 * y2my3) - (y1my3*x2mx3); float pxmx3 = p.x() - v3.x(); float pymy3 = p.y() - v3.y(); if(det == 0.0 || det == -0.0) return false; u = (y2my3*pxmx3 + x2mx3*-1*pymy3)/det; v = (y1my3*-1*pxmx3 + x1mx3*pymy3)/det; r = 1-u-v; if (u > 1.0f || v > 1.0f || r > 1.0f) return false; if (u < 0.0f || v < 0.0f || r < 0.0f) return false; return true; }
vec2f Grid::coordsToMapPos(vec3f coords) { GLfloat width = d_cellWidth * d_rows; GLfloat height = d_cellHeight * d_cols; GLfloat x = floor(coords.x() / width); GLfloat y = floor(coords.z() / height); // Clamp the values into the bounds if (x > d_rows) { x = d_rows; } else if (x < 0) { x = 0; } if (y > d_cols) { y = d_cols; } else if (y < 0) { y = 0; } return vec2f(x, y); }
void Shader::setUniform(const std::string &name, const vec3f v, bool warn) { glUniform3f(uniform(name, warn), v.x(), v.y(), v.z()); }
vec3i::vec3i( const vec3f &v ) { m_x = (int)v.x(); m_y = (int)v.y(); m_z = (int)v.z(); }
bool BBox::Inside( const vec3f& pt) const { return (pt.x() >= pMin.x() && pt.x() <= pMax.x() && pt.y() >= pMin.y() && pt.y() <= pMax.y() && pt.z() >= pMin.z() && pt.z() <= pMax.z()); }