예제 #1
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// intersect a plane
bool TXOctree::TouchPlane(const CVector3f& n, float d, float bias) 
{
	bool sa = n.GetX()>=0, sb = n.GetY()>=0, sc = n.GetZ()>=0;
	float p1x = m_min.GetX(), p1y, p1z, p2x = m_max.GetX(), p2y, p2z;

	if (sb == sa) 
	{
		p1y = m_min.GetY(); p2y = m_max.GetY();
	} 
	else 
	{
		p1y = m_max.GetY(); p2y = m_min.GetY();
	}

	if (sc == sa) 
	{
		p1z = m_min.GetZ(); p2z = m_max.GetZ();
	} 
	else 
	{
		p1z = m_max.GetZ(); p2z = m_min.GetZ();
	}

	float dot1 = n.GetX()*p1x + n.GetY()*p1y + n.GetZ()*p1z + d ;
	float dot2 = n.GetX()*p2x + n.GetY()*p2y + n.GetZ()*p2z + d ;
	bool sd1 = dot1 >= bias;
	bool sd2 = dot2 >= bias;
	return (sd1 != sd2);
}
예제 #2
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/**
Transform the vector by m.
Use this method to do general vector transformation.
\param[in] m The transformation matrix.
*/
Void	CVector3f::Transform( const CMatrix4x4f& m )
{
	CVector3f tmp = *this;

	x = m._11*tmp.GetX() + m._21*tmp.GetY() + m._31*tmp.GetZ();
	y = m._12*tmp.GetX() + m._22*tmp.GetY() + m._32*tmp.GetZ();
	z = m._13*tmp.GetX() + m._23*tmp.GetY() + m._33*tmp.GetZ();
}
예제 #3
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/**
Initialize the plane from a points and a normal vector
*/
Void CPlane::Set( const CVector3f& pos, const CVector3f& norm )
{
	CVector3f n = norm;
	n.Normalize();

	m_Coef.SetX( n.GetX() );
	m_Coef.SetY( n.GetY() );
	m_Coef.SetZ( n.GetZ() );
	m_Coef.SetW(  -(m_Coef.GetX()*pos.GetX() + m_Coef.GetY()*pos.GetY() + m_Coef.GetZ()*pos.GetZ() ) );
}
예제 #4
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/**
Implemented but not tested
*/
Void CVector3f::SetFromReflectionVector( const CVector3f& input, const CVector3f& normal )
{
	Float32
		dot;

	dot = input.DotProduct( normal );

	x = input.GetX() - 2 * dot * normal.GetX();
	y = input.GetY() - 2 * dot * normal.GetY();
	z = input.GetZ() - 2 * dot * normal.GetZ();
}
예제 #5
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// place a triangle mesh in the grid
void TXGrid3D::PlaceIntoGrid(TXGeometry *geom) 
{
	m_min = CVector3f(FLT_MAX, FLT_MAX, FLT_MAX);
	m_max = CVector3f(-FLT_MAX, -FLT_MAX, -FLT_MAX);

	// compute bounding box
	int totalTriangles = 0;

	TXTriangle* tp;
	CVector3f p;

	for(ULONG t=0;t<geom->m_triangles.size();t++)
	{
		tp = geom->m_triangles[t];
		totalTriangles++;
		for(int i=0;i<3;i++)
		{
			p = tp->m_v[i]->m_pos;
			m_min.Set(
				MIN(m_min.GetX(),p.GetX()),
				MIN(m_min.GetY(),p.GetY()),
				MIN(m_min.GetZ(),p.GetZ())
			);
			m_max.Set(MAX(m_max.GetX(),p.GetX()),
				MAX(m_max.GetY(),p.GetY()),
				MAX(m_max.GetZ(),p.GetZ())
			);
		}
	}

	Application().LogMessage(L"Total Triangles : "+(CString)totalTriangles);

	// select grid size
	int grid_size;
	if (totalTriangles <= 10000) grid_size = 10;
	else if (totalTriangles <= 40000) grid_size = 15;
	else grid_size = 20;

	// create grid
	CreateGrid(grid_size);

	m_xstep = (m_max.GetX() - m_min.GetX()) / m_size;
	m_ystep = (m_max.GetY() - m_min.GetY()) / m_size;
	m_zstep = (m_max.GetZ() - m_min.GetZ()) / m_size;

	for(ULONG t=0;t<geom->m_triangles.size();t++)
	{
		PlaceTriangle(geom->m_triangles[t]);
	}
	 
}
예제 #6
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Bool CVector3f::operator!=( const CVector3f& V )  const 
{
	if((x != V.GetX() ) || (y != V.GetY() ) || (z != V.GetZ() ))
		return TRUE;

	return FALSE;
}
예제 #7
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/**
Compute the linear interpolation between this vector and v.
The interpolation is parameterized by t.
\param[in] v the second vector.
\param[in] t the parametrization value between [ O.O , 1.0 ]
\return The interpoled vector
*/
CVector3f CVector3f::LinearInterpolation( const CVector3f& v, Float32 t)
{
	DebugAssert( t >= 0.0f && t <= 1.0f );
	CVector3f r( x + t*(v.GetX() -x), y + t*(v.GetY() -y), z + t*(v.GetZ() -z) );

	return r;
}
예제 #8
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Bool CVector3f::operator==( const CVector3f& V )  const 
{
	if((x == V.GetX() ) && (y == V.GetY() ) && (z == V.GetZ() ))
		return TRUE;

	return FALSE;
}
예제 #9
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/**
Transform the vector by m and then divide by W component.
Use this method to transform a position in space.
\param[in] m The transformation matrix.
*/
Void CVector3f::TransformPosition( const CMatrix4x4f& m )
{
	CVector3f tmp = *this;
	Float32 w = 1.0f;

	x	= m._11*tmp.GetX() + m._21*tmp.GetY() + m._31*tmp.GetZ() + m._41*1 ;
	y	= m._12*tmp.GetX() + m._22*tmp.GetY() + m._32*tmp.GetZ() + m._42*1 ;
	z	= m._13*tmp.GetX() + m._23*tmp.GetY() + m._33*tmp.GetZ() + m._43*1 ;
	w	= m._14*tmp.GetX() + m._24*tmp.GetY() + m._34*tmp.GetZ() + m._44*1 ;

	if( w != 0.0f )
	{
		x	= x / w; 
		y	= y / w; 
		z	= z / w; 
	}
}
예제 #10
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CVector3f	CVector3f::Reflect( const CVector3f& n)
{
	Float32 i_dot_n;

	i_dot_n = DotProduct(n);

    CVector3f R( x - 2*i_dot_n * n.GetX(), y - 2*i_dot_n * n.GetY(), z - 2*i_dot_n * n.GetZ() );

	return R;
}
예제 #11
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Bool CAABox::IsInside( const CVector3f& pos )const
{
    Float32 x = pos.GetX();
    Float32 y = pos.GetY();
    Float32 z = pos.GetZ();

    return  ( x>m_Minimum.GetX()&&x<m_Maximum.GetX() ) &&  
            ( y>m_Minimum.GetY()&&y<m_Maximum.GetY() ) &&  
            ( z>m_Minimum.GetZ()&&z<m_Maximum.GetZ() ) ;
}
예제 #12
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Void CAABox::AddPoint( const CVector3f& point )
{
    if( IsEmpty() )
    {
        m_Minimum = point;
        m_Maximum = point;
    }
    else
    {
	    if ( point.GetX() > m_Maximum.GetX() ) 
		    m_Maximum.SetX( point.GetX() );
	    if ( point.GetY() > m_Maximum.GetY() ) 
		    m_Maximum.SetY( point.GetY() );
	    if ( point.GetZ() > m_Maximum.GetZ() ) 
		    m_Maximum.SetZ( point.GetZ() );
    	
	    if ( point.GetX() < m_Minimum.GetX() ) 
		    m_Minimum.SetX( point.GetX() );
	    if ( point.GetY() < m_Minimum.GetY() ) 
		    m_Minimum.SetY( point.GetY() );
	    if ( point.GetZ() < m_Minimum.GetZ() ) 
		    m_Minimum.SetZ( point.GetZ() );
    }
}
예제 #13
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/**
Compute the position of a point projected orthogonally on the plane. (according to the plane's normal)
*/
Bool CPlane::OrthogonalProjection( const CVector3f& point, CVector3f& projectedPoint )
{
	CVector3f planeNormal = GetNormal();

	Float32 nx, ny, nz, px, py, pz, d, distFromPlane, denum;
	nx = m_Coef.GetX();
	ny = m_Coef.GetY();
	nz = m_Coef.GetZ();
	d = m_Coef.GetW();

	px = point.GetX();
	py = point.GetY();
	pz = point.GetZ();
	denum = ( nx*nx + ny*ny + nz*nz );
	if( denum == 0.0f )
		return FALSE;

	distFromPlane = ( nx*px + ny*py + nz*pz + d ) / denum;

	projectedPoint = point - planeNormal * distFromPlane;

	return TRUE;
}
예제 #14
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/**
Return TRUE, if the ray intersect the plane.
\param ray The input ray
\param intersection the intersection distance from the origin of the ray
\return TRUE if any intersection.
*/
Float32 CPlane::Intersect( const CRay& ray ) const
{
	CVector3f
		origin = ray.Origin, 
		dir = ray.Direction;
	Float32 divider, intersection;

	dir.Normalize();

	// Take line equation as: P = origin + t * dir
	// Then plug line equation into plane equation:
	// a*(origin.x + t*dir.x) + a*(origin.y + t*dir.y) + a*(origin.z + t*dir.z) + d = 0
	// solve for t :
    divider = (m_Coef.GetX()*dir.GetX() + m_Coef.GetY()*dir.GetY() + m_Coef.GetZ()*dir.GetZ());
    if( divider == 0.0f )
        return FALSE;

	intersection = -(m_Coef.GetX()*origin.GetX() + m_Coef.GetY()*origin.GetY() + m_Coef.GetZ()*origin.GetZ() + m_Coef.GetW()) / divider;

	if(intersection < 0.0f)
		return -1.0f;

	return intersection;
}
예제 #15
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// intersect a box
bool TXDualEdge::Touch(const CVector3f& minp, const CVector3f& maxp) const {
  int m = 4;

  CVector3f step;
  step.Sub(m_dp[1], m_dp[0]);
  step.ScaleInPlace(1/4);
  CVector3f A = m_dp[0];
  CVector3f B;
  B.Add(m_dp[0],step);

  for (int i = 0; i < m; i++) {
    CVector3f bmin(MIN(A.GetX(),B.GetX()),MIN(A.GetY(),B.GetY()),MIN(A.GetZ(),B.GetZ()));
	CVector3f bmax(MAX(A.GetX(),B.GetX()),MAX(A.GetY(),B.GetY()),MAX(A.GetZ(),B.GetZ()));

    if (bmin.GetX() <= maxp.GetX() && minp.GetX() <= bmax.GetX() &&
	bmin.GetY() <= maxp.GetY() && minp.GetY() <= bmax.GetY() &&
	bmin.GetZ() <= maxp.GetZ() && minp.GetZ() <= bmax.GetZ()) return true;
    A = B;
    B += step;
  }
  return false;
}
예제 #16
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CVector3f::CVector3f( const CVector3f& other )
{
	x = other.GetX();
	y = other.GetY();
	z = other.GetZ();
}
예제 #17
0
// intersect a ray with the mesh
bool TXGrid3D::IntersectRay(const CVector3f& start, const CVector3f& end) 
{
	// pick rays
	m_rays.push_back(TXRay(start, end));
	CVector3f dir;
	dir.Sub(start,end);

	int idir[3] = {
	fabs(dir.GetX()) < DBL_EPSILON ? 0 : (dir.GetX() > 0 ? 1 : -1),
	fabs(dir.GetY()) < DBL_EPSILON ? 0 : (dir.GetY() > 0 ? 1 : -1),
	fabs(dir.GetZ()) < DBL_EPSILON ? 0 : (dir.GetZ() > 0 ? 1 : -1) };

	double dist = 0;
	CVector3f pos;
	pos.Sub(end, m_min);

	int ix = (int)floor((end.GetX() - m_min.GetX())/m_xstep),
	iy = (int)floor((end.GetY() - m_min.GetY())/m_ystep),
	iz = (int)floor((end.GetZ() - m_min.GetZ())/m_zstep);
	double tx = 1.0, ty = 1.0, tz = 1.0;

	// first cell
	ix = MIN(MAX(ix, 0), m_size-1);
	iy = MIN(MAX(iy, 0), m_size-1);
	iz = MIN(MAX(iz, 0), m_size-1);

	// intersection test, from end to start
	while ((dist < 1) && (ix >= 0) && (ix < m_size) &&(iy >= 0) && (iy < m_size) && (iz >= 0) && (iz < m_size)) 
	{
		int csz = m_grid[ix][iy][iz].size();
		for (int i=0; i<csz; i++) 
		{
			TXGridTriangle* gt = m_grid[ix][iy][iz][i];
			double rpdot = dir.Dot(gt->m_n);
			if (rpdot != 0) 
			{
				CVector3f tmp;
				tmp.Sub(gt->m_t->m_v[0]->m_pos,end);
				double t = tmp.Dot(gt->m_n) / rpdot;

				if (t > DBL_EPSILON && t < 1) 
				{
					CVector3f pt;
					pt.ScaleAdd(t,dir,end);

					CVector3f pt0,pt1,pt2;
					pt0.Sub(pt,gt->m_t->m_v[0]->m_pos);
					pt1.Sub(pt,gt->m_t->m_v[1]->m_pos);
					pt2.Sub(pt,gt->m_t->m_v[2]->m_pos);


					if (pt0.Dot(gt->m_en1)> -DBL_EPSILON &&
					  pt1.Dot(gt->m_en2)>-DBL_EPSILON &&
					  pt2.Dot(gt->m_en3)>-DBL_EPSILON) 
					{
						m_rays[m_rays.size()-1].m_p = t;
						return true;
					}
				}
			}
		}

		// next cell
		if (idir[0] != 0)
		  tx = (m_min.GetX() + (ix+(idir[0]+1)/2)*m_xstep - end.GetX()) / dir.GetX();
		if (idir[1] != 0)
		  ty = (m_min.GetY() + (iy+(idir[1]+1)/2)*m_ystep - end.GetY()) / dir.GetY();
		if (idir[2] != 0)
		  tz = (m_min.GetZ() + (iz+(idir[2]+1)/2)*m_zstep - end.GetZ()) / dir.GetZ();
		if ((tx <= ty) && (tx <= tz)) 
		{
			dist = tx, ix += idir[0];
			if (ty == tx) iy += idir[1];
			if (tz == tx) iz += idir[2];
		} 
		else if (ty <= tz) 
		{
			dist = ty, iy += idir[1];
			if (tz == ty) iz += idir[2];
		} 
		else dist = tz, iz += idir[2];
	}

	return false;
}
예제 #18
0
CVector3f CVector3f::operator/( const CVector3f& v) const 
{
	return CVector3f(x/v.GetX(),y/v.GetY(),z/v.GetZ() );
}
예제 #19
0
SICALLBACK MOM_SetAttributes_Evaluate( ICENodeContext& in_ctxt )
{
	// The current output port being evaluated...
   ULONG out_portID = in_ctxt.GetEvaluatedOutputPortID( );

   if(gSimulation == NULL)
      return CStatus::OK;

	switch( out_portID )
	{
		case ID_OUT_base:
		{
         CDataArrayLong baseData( in_ctxt, ID_IN_base );
         CDataArrayLong idData( in_ctxt, ID_IN_id );
         rbdID rbd_ID;
         CIndexSet indexSet( in_ctxt );

			// Get the output port array ...
			CDataArrayLong outData( in_ctxt );

			// get all of the input SET data!
			CDataArrayBool setPosData( in_ctxt, ID_IN_set_position);
			CDataArrayBool setRotData( in_ctxt, ID_IN_set_orientation);
			CDataArrayBool setLinvelData( in_ctxt, ID_IN_set_linvelocity);
			CDataArrayBool setAngvelData( in_ctxt, ID_IN_set_angvelocity);
			CDataArrayBool setStateData( in_ctxt, ID_IN_set_state);
			CDataArrayBool setMassData( in_ctxt, ID_IN_set_mass);
			CDataArrayBool setBounceData( in_ctxt, ID_IN_set_bounce);
			CDataArrayBool setFrictionData( in_ctxt, ID_IN_set_friction);
			CDataArrayBool setLindampData( in_ctxt, ID_IN_set_lindamping);
			CDataArrayBool setAngdampData( in_ctxt, ID_IN_set_angdamping);
			CDataArrayBool setLintreshData( in_ctxt, ID_IN_set_lintreshold);
			CDataArrayBool setAngtreshData( in_ctxt, ID_IN_set_angtreshold);

			// get all of the input data!
			CDataArrayVector3f posData( in_ctxt, ID_IN_position);
			CDataArrayVector3f rotData( in_ctxt, ID_IN_orientation);
			CDataArrayVector3f linvelData( in_ctxt, ID_IN_linvelocity);
			CDataArrayVector3f angvelData( in_ctxt, ID_IN_angvelocity);
			CDataArrayLong stateData( in_ctxt, ID_IN_state);
			CDataArrayFloat massData( in_ctxt, ID_IN_mass);
			CDataArrayFloat bounceData( in_ctxt, ID_IN_bounce);
			CDataArrayFloat frictionData( in_ctxt, ID_IN_friction);
			CDataArrayFloat lindampData( in_ctxt, ID_IN_lindamping);
			CDataArrayFloat angdampData( in_ctxt, ID_IN_angdamping);
			CDataArrayFloat lintreshData( in_ctxt, ID_IN_lintreshold);
			CDataArrayFloat angtreshData( in_ctxt, ID_IN_angtreshold);

         // get the index set iterator
         btTransform bodyTransform;
         CVector3f bodyPos,linvel,angvel;
         btQuaternion bodyRot;
			CRotation rot;
			CQuaternion quat;
			CVector3f anglesf;
			CVector3 angles;

			for(CIndexSet::Iterator it = indexSet.Begin(); it.HasNext(); it.Next())
			{
            rbd_ID.primary = (int)(baseData.IsConstant() ? baseData[0] : baseData[it]);
            rbd_ID.secondary = (int)(idData.IsConstant() ? idData[0] : idData[it]);
            btRigidBodyReference * bodyRef = gSimulation->GetRigidBody(rbd_ID);
            if(bodyRef != NULL)
            {
               // take care of the positions
               if((setPosData.IsConstant() ? setPosData[0] : setPosData[it]) == true)
               {
                  bodyPos = posData.IsConstant() ? posData[0] : posData[it];
                  bodyTransform = bodyRef->GetWorldTransform();
                  bodyTransform.setOrigin(btVector3(bodyPos.GetX(),bodyPos.GetY(),bodyPos.GetZ()));
                  bodyRef->SetWorldTransform(bodyTransform);
               }
               // take care of the orientations
               if((setRotData.IsConstant() ? setRotData[0] : setRotData[it]) == true)
               {
                  anglesf = rotData.IsConstant() ? rotData[0] : rotData[it];
                  rot.SetFromXYZAngles(DegreesToRadians(anglesf.GetX()),DegreesToRadians(anglesf.GetY()),DegreesToRadians(anglesf.GetZ()));
                  quat = rot.GetQuaternion();
                  bodyTransform = bodyRef->GetWorldTransform();
                  bodyTransform.setRotation(btQuaternion(quat.GetX(),quat.GetY(),quat.GetZ(),quat.GetW()));
                  bodyRef->SetWorldTransform(bodyTransform);
               }
               // take care of the linear velocity
               if((setLinvelData.IsConstant() ? setLinvelData[0] : setLinvelData[it]) == true)
               {
                  linvel = linvelData.IsConstant() ? linvelData[0] : linvelData[it];
                  bodyRef->body->setLinearVelocity(btVector3(linvel.GetX(),linvel.GetY(),linvel.GetZ()));
               }
               // take care of the angular velocity
               if((setAngvelData.IsConstant() ? setAngvelData[0] : setAngvelData[it]) == true)
               {
                  angvel = angvelData.IsConstant() ? angvelData[0] : angvelData[it];
                  bodyRef->body->setAngularVelocity(btVector3(angvel.GetX(),angvel.GetY(),angvel.GetZ()));
               }
               // take care of the state
               if((setStateData.IsConstant() ? setStateData[0] : setStateData[it]) == true)
               {
                  int state = stateData.IsConstant() ? stateData[0] : stateData[it];
                  if(state == 0)
                     bodyRef->body->forceActivationState(ACTIVE_TAG);
                  else if(state == 1)
                     bodyRef->body->forceActivationState(ISLAND_SLEEPING);
                  else if(state == 2)
                     bodyRef->body->forceActivationState(DISABLE_SIMULATION);
               }
               // take care of the mass
               if((setMassData.IsConstant() ? setMassData[0] : setMassData[it]) == true)
               {
                  // compute the inertia
                  bodyRef->mass = massData.IsConstant() ? massData[0] : massData[it];
                  btVector3 inertia(0,0,0);
                  if(bodyRef->mass > 0.0f)
                     bodyRef->body->getCollisionShape()->calculateLocalInertia(bodyRef->mass,inertia);
                  bodyRef->body->setMassProps(bodyRef->mass,inertia);
               }
               // take care of the bounce
               if((setBounceData.IsConstant() ? setBounceData[0] : setBounceData[it]) == true)
               {
                  bodyRef->body->setRestitution(bounceData.IsConstant() ? bounceData[0] : bounceData[it]);
               }
               // take care of the friction
               if((setFrictionData.IsConstant() ? setFrictionData[0] : setFrictionData[it]) == true)
               {
                  bodyRef->body->setFriction(frictionData.IsConstant() ? frictionData[0] : frictionData[it]);
               }
               // take care of the linear damping
               if((setLindampData.IsConstant() ? setLindampData[0] : setLindampData[it]) == true)
               {
                  float angdamp = bodyRef->body->getAngularDamping();
                  bodyRef->body->setDamping(lindampData.IsConstant() ? lindampData[0] : lindampData[it],angdamp);
               }
               // take care of the angular damping
               if((setAngdampData.IsConstant() ? setAngdampData[0] : setAngdampData[it]) == true)
               {
                  float lindamp = bodyRef->body->getLinearDamping();
                  bodyRef->body->setDamping(lindamp,angdampData.IsConstant() ? angdampData[0] : angdampData[it]);
               }
               // take care of the linear treshold
               if((setLintreshData.IsConstant() ? setLintreshData[0] : setLintreshData[it]) == true)
               {
                  float angtresh = bodyRef->body->getAngularSleepingThreshold();
                  bodyRef->body->setSleepingThresholds(lintreshData.IsConstant() ? lintreshData[0] : lintreshData[it],angtresh);
               }
               // take care of the angular treshold
               if((setAngtreshData.IsConstant() ? setAngtreshData[0] : setAngtreshData[it]) == true)
               {
                  float lintresh = bodyRef->body->getLinearSleepingThreshold();
                  bodyRef->body->setSleepingThresholds(lintresh,angtreshData.IsConstant() ? angtreshData[0] : angtreshData[it]);
               }
            }
            outData[it] = rbd_ID.primary;
			}
         break;
		}
	};

	return CStatus::OK;
}
예제 #20
0
CVector3f CVector3f::operator-( const CVector3f& v) const
{
	return CVector3f(x-v.GetX(),y-v.GetY(),z-v.GetZ() );
}
예제 #21
0
/**
Set this vector by the result of the dot product of v& by v2.
\param[in] v1 The left operand.
\param[in] v1 The right operand.
*/
Void CVector3f::CrossProduct( const CVector3f& v1, const CVector3f& v2) 
{
    x = v1.GetY() * v2.GetZ() - v1.GetZ() * v2.GetY();
    y = v1.GetZ() * v2.GetX() - v1.GetX() * v2.GetZ();
    z = v1.GetX() * v2.GetY() - v1.GetY() * v2.GetX();
}
예제 #22
0
CVector3f CVector3f::operator*( const CVector3f& v) const 
{
	return CVector3f(x+v.GetX(),y+v.GetY(),z+v.GetZ() );
}
예제 #23
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/**
Return the value of the cross product between this and v.
\param[in] v The right operand.
\return the result vector of the cross product.
*/
CVector3f CVector3f::CrossProduct( const CVector3f& v) const
{
	return CVector3f( y * v.GetZ() - z * v.GetY(), z * v.GetX() - x * v.GetZ(), x * v.GetY() - y * v.GetX() );;
}
예제 #24
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/**
Compute the do product of this vector by v.
\param[in] v The right operand ( this beeing the left one )
\return the cross product value
*/
Float32  CVector3f::DotProduct(const CVector3f& v) const
{
	return x*v.GetX() + y*v.GetY() + z*v.GetZ();
}
예제 #25
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Void CGameProperty::SetAsVector3( const CVector3f& d)
{
	m_Tuple3fValue.x = d.GetX();
	m_Tuple3fValue.y = d.GetY();
	m_Tuple3fValue.z = d.GetZ();
}
예제 #26
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Void CPolarCoordinate::SetFromCartesianCoordinate( const CVector3f& vector )
{
	x = vector.GetLength();
	y = MathArcTan2( vector.GetX(), vector.GetZ() );
	z = MathArcCos( vector.GetY() / x );
}
예제 #27
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XSIPLUGINCALLBACK CStatus nest_LatticeDeform_Evaluate( ICENodeContext& in_ctxt )
{
   // The current output port being evaluated...
   ULONG out_portID = in_ctxt.GetEvaluatedOutputPortID( );

   switch( out_portID )
   {
      case Array_ID_OUT_Result:
      {
         siICENodeDataType dataType;
         siICENodeStructureType struType;
         siICENodeContextType contType;
         in_ctxt.GetPortInfo(Lattice_ID_IN_Point,dataType,struType,contType);
			
         // get all of the data that is the same for any structure
         CDataArrayVector3f SubdivData( in_ctxt, Lattice_ID_IN_Subdivision );
         CDataArrayVector3f StepData( in_ctxt, Lattice_ID_IN_Step );
         CDataArray2DVector3f ReferenceData( in_ctxt, Lattice_ID_IN_Reference );
         CDataArray2DVector3f CurrentData( in_ctxt, Lattice_ID_IN_Current );
         CDataArray2DVector3f::Accessor ReferenceDataSub = ReferenceData[0];
         CDataArray2DVector3f::Accessor CurrentDataSub = CurrentData[0];

         // define the things we need to calculate
         long subdiv[3];
         subdiv[0] = long(floor(SubdivData[0].GetX()));
         subdiv[1] = long(floor(SubdivData[0].GetY()));
         subdiv[2] = long(floor(SubdivData[0].GetZ()));
         long subdiv1[3];
         subdiv1[0] = subdiv[0]+1;
         subdiv1[1] = subdiv[1]+1;
         subdiv1[2] = subdiv[2]+1;
         float step[3];
         step[0] = 1.0f / StepData[0].GetX();
         step[1] = 1.0f / StepData[0].GetY();
         step[2] = 1.0f / StepData[0].GetZ();
			float steplength = StepData[0].GetLength();
         long indexX[8];
         long indexY[8];
         long indexZ[8];
         long index[8];
         long lastIndex[3];
			lastIndex[0] = -1;
			lastIndex[1] = -1;
			lastIndex[2] = -1;
			CVector3f posCp;
			CVector3f pos;
         CVector3f diff[8];
         CVector3f motion[8];
         CVector3f motionScl[8];
			CVector3f deform;
         float weight[8];
			float xyz0[3];
			float xyz1[3];
			float weightSum;
         
         if(struType == siICENodeStructureSingle)
         {
            // two behaviours based on the datatype...
            // Get the output port array ...
            CDataArrayVector3f outData( in_ctxt );
   
            // Get the input data buffers for each port
            CDataArrayVector3f PointData( in_ctxt, Lattice_ID_IN_Point );

            // iterate each subset!
            CIndexSet IndexSet( in_ctxt );
            for(CIndexSet::Iterator it = IndexSet.Begin(); it.HasNext(); it.Next())
            {
               // first let's find the index inside the box!
					posCp.Set(PointData[it].GetX(),PointData[it].GetY(),PointData[it].GetZ());
					
					// substract the lowest corner
					pos.Sub(posCp,ReferenceDataSub[0]);
					pos.Set(pos.GetX() * step[0], pos.GetY() * step[1], pos.GetZ() * step[2]);
					xyz0[0] = pos.GetX() - floor(pos.GetX());
					xyz0[1] = pos.GetY() - floor(pos.GetY());
					xyz0[2] = pos.GetZ() - floor(pos.GetZ());

					xyz1[0] = 1.0 - xyz0[0];
					xyz1[1] = 1.0 - xyz0[1];
					xyz1[2] = 1.0 - xyz0[2];
					
					// calculate the indices (decomposed)
					indexX[0] = clampl(long(floor(pos.GetX())),0,subdiv[0]);
					indexY[0] = clampl(long(floor(pos.GetY())),0,subdiv[1]);
					indexZ[0] = clampl(long(floor(pos.GetZ())),0,subdiv[2]);
					
					if(lastIndex[0] != indexX[0] || lastIndex[1] != indexY[0] || lastIndex[2] != indexZ[0])
					{
						indexX[1] = clampl(indexX[0]+1	,0,subdiv[0]);
						indexY[1] = clampl(indexY[0]	,0,subdiv[1]);
						indexZ[1] = clampl(indexZ[0]	,0,subdiv[2]);
	
						indexX[2] = clampl(indexX[0]+1	,0,subdiv[0]);
						indexY[2] = clampl(indexY[0]+1	,0,subdiv[1]);
						indexZ[2] = clampl(indexZ[0]	,0,subdiv[2]);
	
						indexX[3] = clampl(indexX[0]+1	,0,subdiv[0]);
						indexY[3] = clampl(indexY[0]	,0,subdiv[1]);
						indexZ[3] = clampl(indexZ[0]+1	,0,subdiv[2]);
	
						indexX[4] = clampl(indexX[0]+1	,0,subdiv[0]);
						indexY[4] = clampl(indexY[0]+1	,0,subdiv[1]);
						indexZ[4] = clampl(indexZ[0]+1	,0,subdiv[2]);
						
						indexX[5] = clampl(indexX[0]	,0,subdiv[0]);
						indexY[5] = clampl(indexY[0]+1	,0,subdiv[1]);
						indexZ[5] = clampl(indexZ[0]	,0,subdiv[2]);
	
						indexX[6] = clampl(indexX[0]	,0,subdiv[0]);
						indexY[6] = clampl(indexY[0]	,0,subdiv[1]);
						indexZ[6] = clampl(indexZ[0]+1	,0,subdiv[2]);
	
						indexX[7] = clampl(indexX[0]	,0,subdiv[0]);
						indexY[7] = clampl(indexY[0]+1	,0,subdiv[1]);
						indexZ[7] = clampl(indexZ[0]+1	,0,subdiv[2]);
						
						for(int i=0;i<8;i++)
						{
							// compose the indices!
							index[i] = compose(indexX[i],indexY[i],indexZ[i],subdiv1[1],subdiv1[2]);
							
							// calculate the motions
							motion[i].Sub(CurrentDataSub[index[i]],ReferenceDataSub[index[i]]);
						}
					}
					else
					{
						// for performance, remember the last used index
						lastIndex[0] = indexX[0];
						lastIndex[1] = indexY[0];
						lastIndex[2] = indexZ[0];
					}

					// compute the weights
					weight[0] = xyz1[0] * xyz1[1] * xyz1[2];
					weight[1] = xyz0[0] * xyz1[1] * xyz1[2];
					weight[2] = xyz0[0] * xyz0[1] * xyz1[2];
					weight[3] = xyz0[0] * xyz1[1] * xyz0[2];
					weight[4] = xyz0[0] * xyz0[1] * xyz0[2];
					weight[5] = xyz1[0] * xyz0[1] * xyz1[2];
					weight[6] = xyz1[0] * xyz1[1] * xyz0[2];
					weight[7] = xyz1[0] * xyz0[1] * xyz0[2];

					// sum up all weighted motions
					deform.SetNull();
					for(int i=0;i<8;i++)
					{
						motionScl[i].Scale(weight[i],motion[i]);
						deform.AddInPlace(motionScl[i]);
					}
					
					// output the deformed position
					outData[it] = deform;
            }
         }
			else
         {
            // two behaviours based on the datatype...
            // Get the output port array ...
            CDataArray2DVector3f outData( in_ctxt );
   
            // Get the input data buffers for each port
            CDataArray2DVector3f PointData( in_ctxt, Lattice_ID_IN_Point );

            // iterate each subset!
            CIndexSet IndexSet( in_ctxt );
            for(CIndexSet::Iterator it = IndexSet.Begin(); it.HasNext(); it.Next())
            {
		         CDataArray2DVector3f::Accessor PointDataSub = PointData[it];
					long subCount = PointDataSub.GetCount();
					Application().LogMessage(CString((LONG)subCount));
					outData.Resize(it,subCount);
					for(long k=0;k<subCount;k++)
					{
						// first let's find the index inside the box!
						posCp.Set(PointDataSub[k].GetX(),PointDataSub[k].GetY(),PointDataSub[k].GetZ());
						
						// substract the lowest corner
						pos.Sub(posCp,ReferenceDataSub[0]);
						pos.Set(pos.GetX() * step[0], pos.GetY() * step[1], pos.GetZ() * step[2]);
						xyz0[0] = pos.GetX() - floor(pos.GetX());
						xyz0[1] = pos.GetY() - floor(pos.GetY());
						xyz0[2] = pos.GetZ() - floor(pos.GetZ());
	
						xyz1[0] = 1.0 - xyz0[0];
						xyz1[1] = 1.0 - xyz0[1];
						xyz1[2] = 1.0 - xyz0[2];
						
						// calculate the indices (decomposed)
						indexX[0] = clampl(long(floor(pos.GetX())),0,subdiv[0]);
						indexY[0] = clampl(long(floor(pos.GetY())),0,subdiv[1]);
						indexZ[0] = clampl(long(floor(pos.GetZ())),0,subdiv[2]);
						
						if(lastIndex[0] != indexX[0] || lastIndex[1] != indexY[0] || lastIndex[2] != indexZ[0])
						{
							indexX[1] = clampl(indexX[0]+1	,0,subdiv[0]);
							indexY[1] = clampl(indexY[0]	,0,subdiv[1]);
							indexZ[1] = clampl(indexZ[0]	,0,subdiv[2]);
		
							indexX[2] = clampl(indexX[0]+1	,0,subdiv[0]);
							indexY[2] = clampl(indexY[0]+1	,0,subdiv[1]);
							indexZ[2] = clampl(indexZ[0]	,0,subdiv[2]);
		
							indexX[3] = clampl(indexX[0]+1	,0,subdiv[0]);
							indexY[3] = clampl(indexY[0]	,0,subdiv[1]);
							indexZ[3] = clampl(indexZ[0]+1	,0,subdiv[2]);
		
							indexX[4] = clampl(indexX[0]+1	,0,subdiv[0]);
							indexY[4] = clampl(indexY[0]+1	,0,subdiv[1]);
							indexZ[4] = clampl(indexZ[0]+1	,0,subdiv[2]);
							
							indexX[5] = clampl(indexX[0]	,0,subdiv[0]);
							indexY[5] = clampl(indexY[0]+1	,0,subdiv[1]);
							indexZ[5] = clampl(indexZ[0]	,0,subdiv[2]);
		
							indexX[6] = clampl(indexX[0]	,0,subdiv[0]);
							indexY[6] = clampl(indexY[0]	,0,subdiv[1]);
							indexZ[6] = clampl(indexZ[0]+1	,0,subdiv[2]);
		
							indexX[7] = clampl(indexX[0]	,0,subdiv[0]);
							indexY[7] = clampl(indexY[0]+1	,0,subdiv[1]);
							indexZ[7] = clampl(indexZ[0]+1	,0,subdiv[2]);
							
							for(int i=0;i<8;i++)
							{
								// compose the indices!
								index[i] = compose(indexX[i],indexY[i],indexZ[i],subdiv1[1],subdiv1[2]);
								
								// calculate the motions
								motion[i].Sub(CurrentDataSub[index[i]],ReferenceDataSub[index[i]]);
							}
						}
						else
						{
							// for performance, remember the last used index
							lastIndex[0] = indexX[0];
							lastIndex[1] = indexY[0];
							lastIndex[2] = indexZ[0];
						}
	
						// compute the weights
						weight[0] = xyz1[0] * xyz1[1] * xyz1[2];
						weight[1] = xyz0[0] * xyz1[1] * xyz1[2];
						weight[2] = xyz0[0] * xyz0[1] * xyz1[2];
						weight[3] = xyz0[0] * xyz1[1] * xyz0[2];
						weight[4] = xyz0[0] * xyz0[1] * xyz0[2];
						weight[5] = xyz1[0] * xyz0[1] * xyz1[2];
						weight[6] = xyz1[0] * xyz1[1] * xyz0[2];
						weight[7] = xyz1[0] * xyz0[1] * xyz0[2];
	
						// sum up all weighted motions
						deform.SetNull();
						for(int i=0;i<8;i++)
						{
							motionScl[i].Scale(weight[i],motion[i]);
							deform.AddInPlace(motionScl[i]);
						}
						
						// output the deformed position
						outData[it][k] = deform;
					}
				}
         }
      }
      break;

      // Other output ports...

   };

   return CStatus::OK;
}