コード例 #1
0
	MT_Plane3
BSP_CSGMesh::
FacePlane(
	const BSP_FaceInd & fi
) const{

	const BSP_MFace & f0 = FaceSet()[fi]; 	

	// Have to be a bit careful here coz the poly may have 
	// a lot of parallel edges. Should walk round the polygon
	// and check length of cross product.

	const MT_Vector3 & p1 = VertexSet()[f0.m_verts[0]].m_pos;
	const MT_Vector3 & p2 = VertexSet()[f0.m_verts[1]].m_pos;

	int face_size = f0.m_verts.size();
	MT_Vector3 n;

	for (int i = 2 ; i <face_size; i++) { 
		const MT_Vector3 & pi =  VertexSet()[f0.m_verts[i]].m_pos;
		
		MT_Vector3 l1 = p2-p1;
		MT_Vector3 l2 = pi-p2;
		n = l1.cross(l2);
		MT_Scalar length = n.length();

		if (!MT_fuzzyZero(length)) {
			n = n * (1/length);
			break;
		} 
	}
	return MT_Plane3(n,p1);
}
コード例 #2
0
static MT_Vector3 normalize(const MT_Vector3& v)
{
	// a sane normalize function that doesn't give (1, 0, 0) in case
	// of a zero length vector, like MT_Vector3.normalize
	MT_Scalar len = v.length();
	return MT_fuzzyZero(len) ?  MT_Vector3(0, 0, 0) : v / len;
}
コード例 #3
0
ファイル: main.cpp プロジェクト: BHCLL/blendocv
void
init(MT_Vector3 min,MT_Vector3 max)
{
 
	GLfloat light_diffuse0[] = {1.0, 0.0, 0.0, 0.5};  /* Red diffuse light. */
	GLfloat light_position0[] = {1.0, 1.0, 1.0, 0.0};  /* Infinite light location. */

	GLfloat light_diffuse1[] = {1.0, 1.0, 1.0, 0.5};  /* Red diffuse light. */
	GLfloat light_position1[] = {1.0, 0, 0, 0.0};  /* Infinite light location. */

  /* Enable a single OpenGL light. */
  glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
  glLightfv(GL_LIGHT0, GL_POSITION, light_position0);

  glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
  glLightfv(GL_LIGHT1, GL_POSITION, light_position1);

  glEnable(GL_LIGHT0);
//  glEnable(GL_LIGHT1);
  glEnable(GL_LIGHTING);

	// use two sided lighting model
	
	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);

  /* Use depth buffering for hidden surface elimination. */
  glEnable(GL_DEPTH_TEST);

  /* Setup the view of the cube. */
  glMatrixMode(GL_PROJECTION);

	// center of the box + 3* depth of box

  MT_Vector3 center = (min + max) * 0.5;
  MT_Vector3 diag = max - min;

	float depth = diag.length();
	float distance = 2;

  gluPerspective( 
	/* field of view in degree */ 40.0,
    /* aspect ratio */ 1.0,
    /* Z near */ 1.0, 
	/* Z far */ distance * depth * 2
  );
  glMatrixMode(GL_MODELVIEW);	


  gluLookAt(
	center.x(), center.y(), center.z() + distance*depth,  /* eye is at (0,0,5) */
    center.x(), center.y(), center.z(),      /* center is at (0,0,0) */
    0.0, 1.0, 0.);      /* up is in positive Y direction */

  glPushMatrix();	


}
コード例 #4
0
static MT_Vector3 MatrixToAxisAngle(const MT_Matrix3x3& R)
{
	MT_Vector3 delta = MT_Vector3(R[2][1] - R[1][2],
	                              R[0][2] - R[2][0],
	                              R[1][0] - R[0][1]);

	MT_Scalar c = safe_acos((R[0][0] + R[1][1] + R[2][2] - 1)/2);
	MT_Scalar l = delta.length();
	
	if (!MT_fuzzyZero(l))
		delta *= c/l;
	
	return delta;
}
コード例 #5
0
void IK_QSegment::SetTransform(
	const MT_Vector3& start,
	const MT_Matrix3x3& rest_basis,
	const MT_Matrix3x3& basis,
	const MT_Scalar length
)
{
	m_max_extension = start.length() + length;	

	m_start = start;
	m_rest_basis = rest_basis;

	m_orig_basis = basis;
	SetBasis(basis);

	m_translation = MT_Vector3(0, length, 0);
	m_orig_translation = m_translation;
}
コード例 #6
0
static MT_Point3 nearestPointToObstacle(MT_Point3& pos ,KX_Obstacle* obstacle)
{
	switch (obstacle->m_shape)
	{
	case KX_OBSTACLE_SEGMENT :
	{
		MT_Vector3 ab = obstacle->m_pos2 - obstacle->m_pos;
		if (!ab.fuzzyZero())
		{
			MT_Vector3 abdir = ab.normalized();
			MT_Vector3  v = pos - obstacle->m_pos;
			MT_Scalar proj = abdir.dot(v);
			CLAMP(proj, 0, ab.length());
			MT_Point3 res = obstacle->m_pos + abdir*proj;
			return res;
		}		
	}
	case KX_OBSTACLE_CIRCLE :
	default:
		return obstacle->m_pos;
	}
}
コード例 #7
0
bool IK_QSwingSegment::UpdateAngle(const IK_QJacobian &jacobian, MT_Vector3& delta, bool *clamp)
{
	if (m_locked[0] && m_locked[1])
		return false;

	MT_Vector3 dq;
	dq.x() = jacobian.AngleUpdate(m_DoF_id);
	dq.y() = 0.0;
	dq.z() = jacobian.AngleUpdate(m_DoF_id+1);

	// Directly update the rotation matrix, with Rodrigues' rotation formula,
	// to avoid singularities and allow smooth integration.

	MT_Scalar theta = dq.length();

	if (!MT_fuzzyZero(theta)) {
		MT_Vector3 w = dq*(1.0/theta);

		MT_Scalar sine = sin(theta);
		MT_Scalar cosine = cos(theta);
		MT_Scalar cosineInv = 1-cosine;

		MT_Scalar xsine = w.x()*sine;
		MT_Scalar zsine = w.z()*sine;

		MT_Scalar xxcosine = w.x()*w.x()*cosineInv;
		MT_Scalar xzcosine = w.x()*w.z()*cosineInv;
		MT_Scalar zzcosine = w.z()*w.z()*cosineInv;

		MT_Matrix3x3 M(
			cosine + xxcosine, -zsine, xzcosine,
			zsine, cosine, -xsine,
			xzcosine, xsine, cosine + zzcosine);

		m_new_basis = m_basis*M;

		RemoveTwist(m_new_basis);
	}
	else
		m_new_basis = m_basis;

	if (m_limit_x == false && m_limit_z == false)
		return false;

	MT_Vector3 a = SphericalRangeParameters(m_new_basis);
	MT_Scalar ax = 0, az = 0;

	clamp[0] = clamp[1] = false;
	
	if (m_limit_x && m_limit_z) {
		ax = a.x();
		az = a.z();

		if (EllipseClamp(ax, az, m_min, m_max))
			clamp[0] = clamp[1] = true;
	}
	else if (m_limit_x) {
		if (ax < m_min[0]) {
			ax = m_min[0];
			clamp[0] = true;
		}
		else if (ax > m_max[0]) {
			ax = m_max[0];
			clamp[0] = true;
		}
	}
	else if (m_limit_z) {
		if (az < m_min[1]) {
			az = m_min[1];
			clamp[1] = true;
		}
		else if (az > m_max[1]) {
			az = m_max[1];
			clamp[1] = true;
		}
	}

	if (clamp[0] == false && clamp[1] == false)
		return false;

	m_new_basis = ComputeSwingMatrix(ax, az);

	delta = MatrixToAxisAngle(m_basis.transposed()*m_new_basis);
	delta[1] = delta[2]; delta[2] = 0.0;

	return true;
}
コード例 #8
0
	void
BSP_GhostTestApp3D::
InitOpenGl(
	const MT_Vector3 &min,
	const MT_Vector3 &max
){

	GLfloat light_diffuse0[] = {1.0, 0.0, 0.0, 0.5};  /* Red diffuse light. */
	GLfloat light_position0[] = {1.0, 1.0, 1.0, 0.0};  /* Infinite light location. */

	GLfloat light_diffuse1[] = {1.0, 1.0, 1.0, 0.5};  /* Red diffuse light. */
	GLfloat light_position1[] = {1.0, 0, 0, 0.0};  /* Infinite light location. */

	/* Enable a single OpenGL light. */

	glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
	glLightfv(GL_LIGHT0, GL_POSITION, light_position0);

	glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
	glLightfv(GL_LIGHT1, GL_POSITION, light_position1);


	glEnable(GL_LIGHT0);
	glEnable(GL_LIGHT1);
	glEnable(GL_LIGHTING);

	// make sure there is no back face culling.
	//	glDisable(GL_CULL_FACE);

	// use two sided lighting model
	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_TRUE);

	/* Use depth buffering for hidden surface elimination. */

	glEnable(GL_DEPTH_TEST);

	/* Setup the view of the cube. */

	glMatrixMode(GL_PROJECTION);

	// center of the box + 3* depth of box

	MT_Vector3 center = (min + max) * 0.5;
	MT_Vector3 diag = max - min;

	float depth = diag.length();
	float distance = 5;

	gluPerspective( 
	/* field of view in degree */ 40.0,
	/* aspect ratio */ 1.0,
	/* Z near */ 1.0, 
	/* Z far */ distance * depth * 2
	);
	glMatrixMode(GL_MODELVIEW);	

	gluLookAt(
		center.x(), center.y(), center.z() + distance*depth, //eye  
		center.x(), center.y(), center.z(), //center      
		0.0, 1.0, 0.
	);      /* up is in positive Y direction */

}