Esempio n. 1
0
void invSPDMatrix(double *Matrix, int nrow){

	double tmp, det;
	int i;
	if (nrow == 1){
		Matrix[0] = 1.0/Matrix[0];
	} else if (nrow == 2){
		det = Matrix[0]*Matrix[3] - Matrix[1]*Matrix[2];
		tmp = Matrix[0];
		Matrix[0] = Matrix[3];
		Matrix[3] = tmp;
		Matrix[1] = -Matrix[1];
		Matrix[2] = -Matrix[2];
		for (i=0; i<nrow*nrow; i++) Matrix[i] /= det;
	} else if (nrow > 2){
		double *L = calloc(nrow*nrow, sizeof(double));
		double *tL = calloc(nrow*nrow, sizeof(double));
		cholesky(Matrix, nrow, L, 0);
		invMatrix(L, nrow);
		for (i=0; i<nrow*nrow; i++) tL[i] = L[i];
		tr(tL, nrow, nrow);
		prodMatrix(tL, L, Matrix, nrow, nrow, nrow, nrow);
		free(L); free(tL);
	}
}
Esempio n. 2
0
	bool MeshEntity::checkCollision(const Ray& ray, FaceSample& collisionPoint) const
	{
		PR_GUARD_PROFILE();

		// Local space
		Ray local = ray;
		local.setStartPosition(PM::pm_Multiply(invMatrix(), ray.startPosition()));
		local.setDirection(PM::pm_Normalize3D(PM::pm_Multiply(invDirectionMatrix(), ray.direction())));
		
		if (mMesh->checkCollision(local, collisionPoint))
		{
			collisionPoint.P = PM::pm_Multiply(matrix(), collisionPoint.P);
			collisionPoint.Ng = PM::pm_Normalize3D(PM::pm_Multiply(directionMatrix(), collisionPoint.Ng));
			Projection::tangent_frame(collisionPoint.Ng, collisionPoint.Nx, collisionPoint.Ny);

			if(mMaterialOverride)
				collisionPoint.Material = mMaterialOverride;

			return true;
		}
		else
		{
			return false;
		}
	}
Esempio n. 3
0
dVector dSceneRender::ScreenToGlobal (const dVector& screen) const
{
	dFloat width = dFloat  (GetViewPortWidth());
	dFloat height = dFloat (GetViewPortHeight());
	dVector p0 (2.0f * screen.m_x / width - 1.0f, 2.0f * (height - screen.m_y) / height - 1.0f, 2.0f * screen.m_z - 1.0f, 1.0f);

	dMatrix modelview (GetModelViewMatrix());
	dMatrix projection (GetProjectionMatrix());
	dMatrix matrix (modelview * projection);
	dMatrix invMatrix (matrix.Inverse4x4());
	dVector p1 (invMatrix.RotateVector4x4(p0));

	p1.m_w = 1.0f / p1.m_w;
	p1 = p1.Scale(p1.m_w);
	p1.m_w = 1.0f;
	return p1;
}
void ViewSphereRender::paintGL()
{
	m_camera.setupModelMatrix();
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	float ps;
	glGetFloatv(GL_POINT_SIZE, &ps);
	vector<ViewPoint>& vp = m_viewSphere.vViewPos;
	glPointSize(5);
/*
	// 绘制顶点
	glColor3ub(255, 0, 0);
	glPointSize(5);
	glBegin(GL_POINTS);
	glVertex3dv(vp[0].coord);
	vector<ViewPoint>::iterator iter = vp.begin();
	for (; iter != vp.end(); ++iter)
	{
		glVertex3dv(iter->coord);
	}
	glEnd();
*/
	Vector4d p0(vp[0].coord[0], vp[0].coord[1], vp[0].coord[2], 1.0);

	double matrix[16];
	glGetDoublev(GL_MODELVIEW_MATRIX, matrix);
// 	GLint viewport[4];
// 	GLdouble projection[16];
// 	double win_coord[3]; 
// 	win_coord[0] = width() / 2;
// 	win_coord[1] = height() / 2;
// 	glReadPixels( int(win_coord[0]), int(win_coord[1]), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &win_coord[2] );
// 	glGetDoublev( GL_PROJECTION_MATRIX, projection );
// 	glGetIntegerv( GL_VIEWPORT, viewport );
// 	double pos[3];
// 	gluUnProject( win_coord[0], win_coord[1], win_coord[2], matrix, projection, viewport, &pos[0], &pos[1], &pos[2]);

// 	glPushMatrix();
// 	glMatrixMode(GL_MODELVIEW);
// 	glLoadIdentity();
// 	glPopMatrix();

	p0.set(0, 0, 1.0, 1.0);
	invMatrix(matrix, matrix);
	p0 = multiply(p0, matrix);

	long ipix;
	vec2pix_ring(m_nside, (double*)&p0, &ipix);
	glColor3ub(255, 128, 0);
	glBegin(GL_POINTS);
		glVertex3dv(vp[ipix].coord);
	glEnd();
	m_currentPos = &(vp[ipix]);
/*
	glColor3ub(255, 255, 255);
	// 绘制顶点连线
	glBegin(GL_LINES);
	vector< pair<int, int> >::iterator itLink = m_viewSphere.links.begin();
	for(; itLink != m_viewSphere.links.end(); ++ itLink)
	{
		glVertex3dv(vp[itLink->first].coord);
		glVertex3dv(vp[itLink->second].coord);
	}
	glEnd();

	*/
	// 绘制球面
	vector<Vector3i>& vTris = m_viewSphere.vTris;
	vector<Vector3i>::iterator itTris = vTris.begin();
	glBegin(GL_TRIANGLES);
	for (; itTris != vTris.end(); ++itTris)
	{
		glColor3ub(128, 0, 0);
		glVertex3dv(vp[itTris->x].coord); 
		glColor3ub(0, 128, 0);
		glVertex3dv(vp[itTris->y].coord);
		glColor3ub(0, 0, 128);
		glVertex3dv(vp[itTris->z].coord);
	}
	glEnd();

	// 绘制视点变化曲线
	vector<const ViewPoint*> vPoint = m_recorder->all();
	if (vPoint.size() > 0)
	{
		glColor3ub(255, 255, 0);
		glBegin(GL_POINTS);
		glVertex3dv(vPoint.front()->coord);
		glEnd();
		if (vPoint.size() > 1)
		{
			glColor3ub(255, 102, 0);
			glBegin(GL_LINES);
			glVertex3dv(vPoint.front()->coord);
			for(int i = 0; i < m_recorder->current(); ++i)
			{
				glVertex3dv(vPoint[i]->coord);
				glVertex3dv(vPoint[i]->coord);
			}
			glVertex3dv(vPoint[m_recorder->current()]->coord);
			glEnd();

			glColor3ub(0, 255, 0);
			glBegin(GL_POINTS);
				glVertex3dv(vPoint.back()->coord);
			glEnd();
		}
	}
	//glDisable(GL_POLYGON_OFFSET_FILL);
	//////////////////////////////////////////////////////////////////////////

	glDisable(GL_DEPTH_TEST);
	//drawCoord();
	m_camera.setOrthoProjection();
	m_camera.drawArc();
	glEnable(GL_DEPTH_TEST);

 	glPointSize(ps);

}