toxi::geom::Matrix4x4 toxi::geom::Matrix4x4::lookAt( Vec3D & eye, Vec3D & target, Vec3D & up ) { Vec3D f = eye.sub( target ).normalize(); Vec3D s = up.cross( f ).normalize(); Vec3D t = f.cross( s ).normalize(); return set( s.getX(), s.getY(), s.getZ(), -s.dot( eye ), t.getX(), t.getY(), t.getZ(), -t.dot( eye ), f.getX(), f.getY(), f.getZ(), -f.dot( eye ), 0, 0, 0, 1 ); }
toxi::geom::Triangle3D toxi::geom::Triangle3D::createEquilateralFrom( Vec3D & a, Vec3D & b ) { Vec3D c = a.interpolateTo( b, 0.5 ); Vec3D dir = b.sub( a ); Vec3D n = a.cross( dir.normalize( ) ); c.addSelf( n.normalizeTo( dir.magnitude() * toxi::math::MathUtils::SQRT3 / 2 ) ); return Triangle3D( a, b, c ); }
toxi::geom::Vec3D toxi::geom::Triangle3D::getClosestPointTo( Vec3D & v ) { Line3D edge = Line3D( a, b ); Vec3D Rab = edge.closestPointTo( v ); Vec3D Rbc = edge.set( b, c ).closestPointTo( v ); Vec3D Rca = edge.set( c, a ).closestPointTo( v ); float dAB = v.sub( Rab ).magSquared(); float dBC = v.sub( Rbc ).magSquared(); float dCA = v.sub( Rca ).magSquared(); float min = dAB; Vec3D result = Rab; if (dBC < min) { min = dBC; result = Rbc; } if (dCA < min) { result = Rca; } return result; }
toxi::geom::Vec3D toxi::geom::AABB::getNormalForPoint( Vec3D & p ) { p = p.sub( Vec3D( x, y, z ) ); Vec3D pabs = extent.sub( p.getAbs() ); Vec3D psign = p.getSignum(); Vec3D normal = Vec3D::X_AXIS().scale( static_cast< float > ( psign.getX() ) ); double minDist = pabs.getX(); if (pabs.getY() < minDist) { minDist = pabs.getY(); normal = Vec3D::Y_AXIS().scale( static_cast< float > ( psign.getY() ) ); } if (pabs.getZ() < minDist) { normal = Vec3D::Z_AXIS().scale( static_cast< float > ( psign.getZ() ) ); } return normal; }
bool toxi::geom::Triangle3D::containsPoint( Vec3D & p ) { Vec3D v0 = c.sub( a ); Vec3D v1 = b.sub( a ); Vec3D v2 = p.sub( a ); // Compute dot products float dot00 = v0.dot( v0 ); float dot01 = v0.dot( v1 ); float dot02 = v0.dot( v2 ); float dot11 = v1.dot( v1 ); float dot12 = v1.dot( v2 ); // Compute barycentric coordinates float invDenom = 1.0f / ( dot00 * dot11 - dot01 * dot01 ); float u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; float v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; // Check if point is in triangle return ( u >= 0.0 ) && ( v >= 0.0 ) && ( u + v <= 1.0 ); }
toxi::geom::Vec3D toxi::geom::Triangle3D::closestPointOnSurface( Vec3D & p ) { Vec3D ab = b.sub( a ); Vec3D ac = c.sub( a ); Vec3D bc = c.sub( b ); Vec3D pa = p.sub( a ); Vec3D pb = p.sub( b ); Vec3D pc = p.sub( c ); Vec3D ap = a.sub( p ); Vec3D bp = b.sub( p ); Vec3D cp = c.sub( p ); // Compute parametric position s for projection P' of P on AB, // P' = A + s*AB, s = snom/(snom+sdenom) float snom = pa.dot( ab ); // Compute parametric position t for projection P' of P on AC, // P' = A + t*AC, s = tnom/(tnom+tdenom) float tnom = pa.dot( ac ); if ( snom <= 0.0f && tnom <= 0.0f ) { return a; // Vertex region early out } float sdenom = pb.dot( a.sub( b ) ); float tdenom = pc.dot( a.sub( c ) ); // Compute parametric position u for projection P' of P on BC, // P' = B + u*BC, u = unom/(unom+udenom) float unom = pb.dot( bc ); float udenom = pc.dot( b.sub( c ) ); if ( sdenom <= 0.0f && unom <= 0.0f ) { return b; // Vertex region early out } if ( tdenom <= 0.0f && udenom <= 0.0f ) { return c; // Vertex region early out } // P is outside (or on) AB if the triple scalar product [N PA PB] <= 0 Vec3D n = ab.cross( ac ); float vc = n.dot( ap.crossSelf( bp ) ); // If P outside AB and within feature region of AB, // return projection of P onto AB if ( vc <= 0.0f && snom >= 0.0f && sdenom >= 0.0f ) { // return a + snom / (snom + sdenom) * ab; return a.add( ab.scaleSelf( snom / ( snom + sdenom ) ) ); } // P is outside (or on) BC if the triple scalar product [N PB PC] <= 0 float va = n.dot( bp.crossSelf( cp ) ); // If P outside BC and within feature region of BC, // return projection of P onto BC if ( va <= 0.0f && unom >= 0.0f && udenom >= 0.0f ) { // return b + unom / (unom + udenom) * bc; return b.add( bc.scaleSelf( unom / ( unom + udenom ) ) ); } // P is outside (or on) CA if the triple scalar product [N PC PA] <= 0 float vb = n.dot( cp.crossSelf( ap ) ); // If P outside CA and within feature region of CA, // return projection of P onto CA if ( vb <= 0.0f && tnom >= 0.0f && tdenom >= 0.0f ) { // return a + tnom / (tnom + tdenom) * ac; return a.add( ac.scaleSelf( tnom / ( tnom + tdenom ) ) ); } // P must project inside face region. Compute Q using barycentric // coordinates float u = va / ( va + vb + vc ); float v = vb / ( va + vb + vc ); float w = 1.0f - u - v; // = vc / (va + vb + vc) // return u * a + v * b + w * c; return a.scale( u ).addSelf( b.scale( v ) ).addSelf( c.scale( w ) ); }