Esempio n. 1
0
void BaseView::tumble(int dx, int dy, int portWidth)
{
	Vector3F side  = m_space.getSide();
	Vector3F up    = m_space.getUp();
	Vector3F front = m_space.getFront();
	Vector3F eye = m_space.getTranslation();	
	Vector3F toEye = eye - m_centerOfInterest;
	float dist = toEye.length();
	const float scaleing = dist * 2.f / (float)portWidth;
	eye -= side * (float)dx * scaleing;
	eye += up * (float)dy * scaleing;
	
	toEye = eye - m_centerOfInterest;
	toEye.normalize();
	
	eye = m_centerOfInterest + toEye * dist;
	m_space.setTranslation(eye);
	
	front = toEye;
	
	side = up.cross(front);
	side.y = 0.f;
	side.normalize();
	
	up = front.cross(side);
	up.normalize();
	
	m_space.setOrientations(side, up, front);
	
	m_invSpace = m_space;
	m_invSpace.inverse();
}
void GeometryCorrectionTable::apply_z_correction(
        const Vector3F& edge_dir, MatrixFr& loop) {
    //const Float max_z_error = 0.125;
    //const Float max_z_error = 0.09;
    const Float max_z_error = 0.00;
    VectorF bbox_min = loop.colwise().minCoeff();
    VectorF bbox_max = loop.colwise().maxCoeff();
    VectorF bbox_center = 0.5 * (bbox_min + bbox_max);

    Vector3F side_dir = edge_dir.cross(Vector3F::UnitZ());
    Float sin_val = side_dir.norm();
    if (sin_val < 1e-3) return;

    const size_t num_vts = loop.rows();
    for (size_t i=0; i<num_vts; i++) {
        Vector3F v = loop.row(i) - bbox_center.transpose();
        Float side_component = side_dir.dot(v) / sin_val;
        Vector3F proj_v = v - side_component * side_dir / sin_val;
        Float proj_component = proj_v.norm();
        if (proj_component > 1e-3) {
            proj_v -= proj_v / proj_component * (sin_val * max_z_error);
        }
        loop.row(i) = bbox_center + proj_v + side_component * side_dir / sin_val;
    }
}
Esempio n. 3
0
void TransformManipulator::spin(const Vector3F & d)
{
	Matrix44F ps;
	parentSpace(ps);
	Matrix44F invps = ps;
	invps.inverse();
	
	const Vector3F worldP = ps.transform(translation());
	const Vector3F rotUp = ps.transformAsNormal(hitPlaneNormal());
	
	Vector3F toa = m_currentPoint - worldP;
	Vector3F tob = toa + d;
	
	toa.normalize();
	tob.normalize();
	float ang = toa.angleBetween(tob, toa.cross(rotUp).reversed());
	
	Vector3F angles;
	
	if(m_rotateAxis == AY) angles.set(0.f, ang, 0.f);
	else if(m_rotateAxis == AZ) angles.set(0.f, 0.f, ang);
	else angles.set(ang, 0.f, 0.f);
	
	m_subject->rotate(angles);
	setRotationAngles(m_subject->rotationAngles());
}
Esempio n. 4
0
Matrix33F Patch::tangentFrame() const
{
    Matrix33F frm;
    Vector3F du = (vertex(1) - vertex(0) + vertex(2) - vertex(3)) * .5f;
    Vector3F dv = (vertex(3) - vertex(0) + vertex(2) - vertex(1)) * .5f;
    du.normalize();
    dv.normalize();
    
    Vector3F side = du.cross(dv);
    side.normalize();
    
    Vector3F up = du.cross(side);
    up.normalize();
    
    frm.fill(side, up, du);
    return frm;
}
Esempio n. 5
0
Vector3F NormalsUtils::calculateNormal(const IFloatBuffer* vertices,
                                       short index0,
                                       short index1,
                                       short index2) {
  const Vector3F vertex0 = getVertex(vertices, index0);
  const Vector3F vertex1 = getVertex(vertices, index1);
  const Vector3F vertex2 = getVertex(vertices, index2);

  const Vector3F p10 = vertex1.sub(vertex0);
  const Vector3F p20 = vertex2.sub(vertex0);

  return p10.cross(p20);
}
Esempio n. 6
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char BaseMesh::triangleIntersect(const Vector3F * threeCorners, IntersectionContext * ctx) const
{
    Vector3F a = threeCorners[0];
	Vector3F b = threeCorners[1];
	Vector3F c = threeCorners[2];
	Vector3F ab = b - a;
	Vector3F ac = c - a;
	Vector3F nor = ab.cross(ac);
	nor.normalize();
	
	Ray &ray = ctx->m_ray;
	float ddotn = ray.m_dir.dot(nor);
		
	if(!ctx->twoSided && ddotn > 0.f) return 0;
	
	float t = (a.dot(nor) - ray.m_origin.dot(nor)) / ddotn;
	
	if(t < 0.f || t > ray.m_tmax) return 0;
	
	//printf("face %i %f %f", idx, t, ctx->m_minHitDistance);
	
	if(t > ctx->m_minHitDistance) return 0;
	
	Vector3F onplane = ray.m_origin + ray.m_dir * t;
	Vector3F e01 = b - a;
	Vector3F x0 = onplane - a;
	if(e01.cross(x0).dot(nor) < 0.f) return 0;
	
	//printf("pass a\n");

	Vector3F e12 = c - b;
	Vector3F x1 = onplane - b;
	if(e12.cross(x1).dot(nor) < 0.f) return 0;
	
	//printf("pass b\n");
	
	Vector3F e20 = a - c;
	Vector3F x2 = onplane - c;
	if(e20.cross(x2).dot(nor) < 0.f) return 0;
	
	//printf("pass c\n");
	
	ctx->m_hitP = onplane;
	ctx->m_hitN = nor;
	ctx->m_minHitDistance = t;
	ctx->m_geometry = (Geometry*)this;
	ctx->m_success = 1;
	return 1;
}
void InverseBilinearInterpolate::setVertices(const Vector3F & a, const Vector3F & b, const Vector3F & c, const Vector3F & d)
{
	Vector3F side = b - a; side.normalize();
	Vector3F up = c - a;
	Vector3F front = side.cross(up); front.normalize();
	up = front.cross(side); up.normalize();
	
	m_space.setIdentity();
	m_space.setTranslation(a);
	m_space.setOrientations(side, up, front);
	m_space.inverse();
	
	Vector3F A = m_space.transform(a);

	Vector3F B = m_space.transform(b);
	m_E.set(B.x, B.y);

	Vector3F C = m_space.transform(c);
	m_F.set(C.x, C.y);
	
	Vector3F D = m_space.transform(d);
	
	m_G.set(-B.x - C.x + D.x, -B.y - C.y + D.y);
}
Esempio n. 8
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void Vector3F::rotateAroundAxis(const Vector3F& axis, float theta)
{
	if(theta==0) return;
	Vector3F ori(x,y,z);
	float l = ori.length();
	ori.normalize();
	
	Vector3F up = axis.cross(ori);
	up.normalize();
	
	Vector3F side = ori - axis*(axis.dot(ori));
	
	up *=side.length();
	
	ori += side*(cos(theta) - 1);
	ori += up*sin(theta);
	
	ori.normalize();
	x = ori.x*l;
	y = ori.y*l;
	z = ori.z*l;
}
Esempio n. 9
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float FEMTetrahedronMesh::getTetraVolume(Vector3F e1, Vector3F e2, Vector3F e3) {
	return  e1.dot( e2.cross( e3 ) )/ 6.0f;
}
Esempio n. 10
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void Matrix44F::setFrontOrientation(const Vector3F& front)
{
    Vector3F side = front.perpendicular();
    Vector3F up = front.cross(side);
    setOrientations(side, up, front);
}