[7908] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | |
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| 30 | #include "OgreMath.h" |
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| 31 | #include "asm_math.h" |
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| 32 | #include "OgreVector2.h" |
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| 33 | #include "OgreVector3.h" |
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| 34 | #include "OgreVector4.h" |
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| 35 | #include "OgreMatrix4.h" |
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| 36 | |
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| 37 | |
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| 38 | namespace Ogre |
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| 39 | { |
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| 40 | |
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| 41 | const Real Math::POS_INFINITY = std::numeric_limits<Real>::infinity(); |
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| 42 | const Real Math::NEG_INFINITY = -std::numeric_limits<Real>::infinity(); |
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| 43 | const Real Math::PI = Real( 4.0 * atan( 1.0 ) ); |
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| 44 | const Real Math::TWO_PI = Real( 2.0 * PI ); |
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| 45 | const Real Math::HALF_PI = Real( 0.5 * PI ); |
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| 46 | const Real Math::fDeg2Rad = PI / Real(180.0); |
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| 47 | const Real Math::fRad2Deg = Real(180.0) / PI; |
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| 48 | |
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| 49 | int Math::mTrigTableSize; |
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| 50 | Math::AngleUnit Math::msAngleUnit; |
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| 51 | |
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| 52 | Real Math::mTrigTableFactor; |
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| 53 | Real *Math::mSinTable = NULL; |
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| 54 | Real *Math::mTanTable = NULL; |
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| 55 | |
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| 56 | //----------------------------------------------------------------------- |
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| 57 | Math::Math( unsigned int trigTableSize ) |
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| 58 | { |
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| 59 | msAngleUnit = AU_DEGREE; |
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| 60 | |
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| 61 | mTrigTableSize = trigTableSize; |
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| 62 | mTrigTableFactor = mTrigTableSize / Math::TWO_PI; |
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| 63 | |
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| 64 | mSinTable = static_cast<Real*>(malloc(mTrigTableSize * sizeof(Real))); |
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| 65 | mTanTable = static_cast<Real*>(malloc(mTrigTableSize * sizeof(Real))); |
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| 66 | |
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| 67 | buildTrigTables(); |
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| 68 | } |
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| 69 | |
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| 70 | //----------------------------------------------------------------------- |
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| 71 | Math::~Math() |
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| 72 | { |
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| 73 | free(mSinTable); |
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| 74 | free(mTanTable); |
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| 75 | } |
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| 76 | |
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| 77 | //----------------------------------------------------------------------- |
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| 78 | void Math::buildTrigTables(void) |
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| 79 | { |
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| 80 | // Build trig lookup tables |
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| 81 | // Could get away with building only PI sized Sin table but simpler this |
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| 82 | // way. Who cares, it'll ony use an extra 8k of memory anyway and I like |
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| 83 | // simplicity. |
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| 84 | Real angle; |
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| 85 | for (int i = 0; i < mTrigTableSize; ++i) |
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| 86 | { |
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| 87 | angle = Math::TWO_PI * i / mTrigTableSize; |
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| 88 | mSinTable[i] = sin(angle); |
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| 89 | mTanTable[i] = tan(angle); |
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| 90 | } |
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| 91 | } |
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| 92 | //----------------------------------------------------------------------- |
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| 93 | Real Math::SinTable (Real fValue) |
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| 94 | { |
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| 95 | // Convert range to index values, wrap if required |
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| 96 | int idx; |
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| 97 | if (fValue >= 0) |
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| 98 | { |
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| 99 | idx = int(fValue * mTrigTableFactor) % mTrigTableSize; |
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| 100 | } |
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| 101 | else |
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| 102 | { |
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| 103 | idx = mTrigTableSize - (int(-fValue * mTrigTableFactor) % mTrigTableSize) - 1; |
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| 104 | } |
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| 105 | |
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| 106 | return mSinTable[idx]; |
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| 107 | } |
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| 108 | //----------------------------------------------------------------------- |
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| 109 | Real Math::TanTable (Real fValue) |
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| 110 | { |
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| 111 | // Convert range to index values, wrap if required |
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| 112 | int idx = int(fValue *= mTrigTableFactor) % mTrigTableSize; |
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| 113 | return mTanTable[idx]; |
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| 114 | } |
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| 115 | //----------------------------------------------------------------------- |
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| 116 | int Math::ISign (int iValue) |
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| 117 | { |
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| 118 | return ( iValue > 0 ? +1 : ( iValue < 0 ? -1 : 0 ) ); |
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| 119 | } |
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| 120 | //----------------------------------------------------------------------- |
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| 121 | Radian Math::ACos (Real fValue) |
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| 122 | { |
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| 123 | if ( -1.0 < fValue ) |
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| 124 | { |
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| 125 | if ( fValue < 1.0 ) |
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| 126 | return Radian(acos(fValue)); |
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| 127 | else |
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| 128 | return Radian(0.0); |
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| 129 | } |
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| 130 | else |
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| 131 | { |
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| 132 | return Radian(PI); |
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| 133 | } |
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| 134 | } |
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| 135 | //----------------------------------------------------------------------- |
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| 136 | Radian Math::ASin (Real fValue) |
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| 137 | { |
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| 138 | if ( -1.0 < fValue ) |
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| 139 | { |
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| 140 | if ( fValue < 1.0 ) |
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| 141 | return Radian(asin(fValue)); |
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| 142 | else |
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| 143 | return Radian(HALF_PI); |
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| 144 | } |
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| 145 | else |
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| 146 | { |
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| 147 | return Radian(-HALF_PI); |
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| 148 | } |
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| 149 | } |
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| 150 | //----------------------------------------------------------------------- |
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| 151 | Real Math::Sign (Real fValue) |
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| 152 | { |
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| 153 | if ( fValue > 0.0 ) |
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| 154 | return 1.0; |
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| 155 | |
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| 156 | if ( fValue < 0.0 ) |
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| 157 | return -1.0; |
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| 158 | |
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| 159 | return 0.0; |
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| 160 | } |
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| 161 | //----------------------------------------------------------------------- |
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| 162 | Real Math::InvSqrt(Real fValue) |
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| 163 | { |
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| 164 | return Real(asm_rsq(fValue)); |
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| 165 | } |
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| 166 | //----------------------------------------------------------------------- |
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| 167 | Real Math::UnitRandom () |
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| 168 | { |
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| 169 | return asm_rand() / asm_rand_max(); |
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| 170 | } |
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| 171 | |
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| 172 | //----------------------------------------------------------------------- |
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| 173 | Real Math::RangeRandom (Real fLow, Real fHigh) |
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| 174 | { |
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| 175 | return (fHigh-fLow)*UnitRandom() + fLow; |
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| 176 | } |
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| 177 | |
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| 178 | //----------------------------------------------------------------------- |
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| 179 | Real Math::SymmetricRandom () |
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| 180 | { |
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| 181 | return 2.0f * UnitRandom() - 1.0f; |
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| 182 | } |
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| 183 | |
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| 184 | //----------------------------------------------------------------------- |
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| 185 | void Math::setAngleUnit(Math::AngleUnit unit) |
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| 186 | { |
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| 187 | msAngleUnit = unit; |
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| 188 | } |
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| 189 | //----------------------------------------------------------------------- |
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| 190 | Math::AngleUnit Math::getAngleUnit(void) |
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| 191 | { |
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| 192 | return msAngleUnit; |
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| 193 | } |
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| 194 | //----------------------------------------------------------------------- |
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| 195 | Real Math::AngleUnitsToRadians(Real angleunits) |
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| 196 | { |
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| 197 | if (msAngleUnit == AU_DEGREE) |
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| 198 | return angleunits * fDeg2Rad; |
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| 199 | else |
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| 200 | return angleunits; |
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| 201 | } |
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| 202 | |
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| 203 | //----------------------------------------------------------------------- |
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| 204 | Real Math::RadiansToAngleUnits(Real radians) |
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| 205 | { |
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| 206 | if (msAngleUnit == AU_DEGREE) |
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| 207 | return radians * fRad2Deg; |
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| 208 | else |
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| 209 | return radians; |
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| 210 | } |
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| 211 | |
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| 212 | //----------------------------------------------------------------------- |
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| 213 | Real Math::AngleUnitsToDegrees(Real angleunits) |
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| 214 | { |
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| 215 | if (msAngleUnit == AU_RADIAN) |
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| 216 | return angleunits * fRad2Deg; |
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| 217 | else |
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| 218 | return angleunits; |
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| 219 | } |
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| 220 | |
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| 221 | //----------------------------------------------------------------------- |
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| 222 | Real Math::DegreesToAngleUnits(Real degrees) |
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| 223 | { |
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| 224 | if (msAngleUnit == AU_RADIAN) |
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| 225 | return degrees * fDeg2Rad; |
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| 226 | else |
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| 227 | return degrees; |
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| 228 | } |
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| 229 | |
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| 230 | //----------------------------------------------------------------------- |
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| 231 | bool Math::pointInTri2D(const Vector2& p, const Vector2& a, |
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| 232 | const Vector2& b, const Vector2& c) |
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| 233 | { |
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| 234 | // Winding must be consistent from all edges for point to be inside |
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| 235 | Vector2 v1, v2; |
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| 236 | Real dot[3]; |
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| 237 | bool zeroDot[3]; |
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| 238 | |
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| 239 | v1 = b - a; |
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| 240 | v2 = p - a; |
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| 241 | |
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| 242 | // Note we don't care about normalisation here since sign is all we need |
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| 243 | // It means we don't have to worry about magnitude of cross products either |
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| 244 | dot[0] = v1.crossProduct(v2); |
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| 245 | zeroDot[0] = Math::RealEqual(dot[0], 0.0f, 1e-3); |
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| 246 | |
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| 247 | |
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| 248 | v1 = c - b; |
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| 249 | v2 = p - b; |
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| 250 | |
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| 251 | dot[1] = v1.crossProduct(v2); |
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| 252 | zeroDot[1] = Math::RealEqual(dot[1], 0.0f, 1e-3); |
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| 253 | |
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| 254 | // Compare signs (ignore colinear / coincident points) |
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| 255 | if(!zeroDot[0] && !zeroDot[1] |
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| 256 | && Math::Sign(dot[0]) != Math::Sign(dot[1])) |
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| 257 | { |
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| 258 | return false; |
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| 259 | } |
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| 260 | |
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| 261 | v1 = a - c; |
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| 262 | v2 = p - c; |
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| 263 | |
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| 264 | dot[2] = v1.crossProduct(v2); |
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| 265 | zeroDot[2] = Math::RealEqual(dot[2], 0.0f, 1e-3); |
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| 266 | // Compare signs (ignore colinear / coincident points) |
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| 267 | if((!zeroDot[0] && !zeroDot[2] |
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| 268 | && Math::Sign(dot[0]) != Math::Sign(dot[2])) || |
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| 269 | (!zeroDot[1] && !zeroDot[2] |
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| 270 | && Math::Sign(dot[1]) != Math::Sign(dot[2]))) |
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| 271 | { |
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| 272 | return false; |
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| 273 | } |
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| 274 | |
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| 275 | |
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| 276 | return true; |
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| 277 | } |
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| 278 | //----------------------------------------------------------------------- |
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| 279 | bool Math::pointInTri3D(const Vector3& p, const Vector3& a, |
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| 280 | const Vector3& b, const Vector3& c, const Vector3& normal) |
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| 281 | { |
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| 282 | // Winding must be consistent from all edges for point to be inside |
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| 283 | Vector3 v1, v2; |
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| 284 | Real dot[3]; |
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| 285 | bool zeroDot[3]; |
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| 286 | |
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| 287 | v1 = b - a; |
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| 288 | v2 = p - a; |
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| 289 | |
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| 290 | // Note we don't care about normalisation here since sign is all we need |
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| 291 | // It means we don't have to worry about magnitude of cross products either |
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| 292 | dot[0] = v1.crossProduct(v2).dotProduct(normal); |
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| 293 | zeroDot[0] = Math::RealEqual(dot[0], 0.0f, 1e-3); |
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| 294 | |
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| 295 | |
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| 296 | v1 = c - b; |
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| 297 | v2 = p - b; |
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| 298 | |
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| 299 | dot[1] = v1.crossProduct(v2).dotProduct(normal); |
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| 300 | zeroDot[1] = Math::RealEqual(dot[1], 0.0f, 1e-3); |
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| 301 | |
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| 302 | // Compare signs (ignore colinear / coincident points) |
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| 303 | if(!zeroDot[0] && !zeroDot[1] |
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| 304 | && Math::Sign(dot[0]) != Math::Sign(dot[1])) |
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| 305 | { |
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| 306 | return false; |
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| 307 | } |
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| 308 | |
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| 309 | v1 = a - c; |
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| 310 | v2 = p - c; |
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| 311 | |
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| 312 | dot[2] = v1.crossProduct(v2).dotProduct(normal); |
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| 313 | zeroDot[2] = Math::RealEqual(dot[2], 0.0f, 1e-3); |
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| 314 | // Compare signs (ignore colinear / coincident points) |
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| 315 | if((!zeroDot[0] && !zeroDot[2] |
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| 316 | && Math::Sign(dot[0]) != Math::Sign(dot[2])) || |
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| 317 | (!zeroDot[1] && !zeroDot[2] |
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| 318 | && Math::Sign(dot[1]) != Math::Sign(dot[2]))) |
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| 319 | { |
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| 320 | return false; |
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| 321 | } |
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| 322 | |
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| 323 | |
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| 324 | return true; |
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| 325 | } |
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| 326 | //----------------------------------------------------------------------- |
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| 327 | bool Math::RealEqual( Real a, Real b, Real tolerance ) |
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| 328 | { |
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| 329 | if (fabs(b-a) <= tolerance) |
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| 330 | return true; |
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| 331 | else |
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| 332 | return false; |
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| 333 | } |
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| 334 | //----------------------------------------------------------------------- |
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| 335 | Vector3 Math::calculateTangentSpaceVector( |
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| 336 | const Vector3& position1, const Vector3& position2, const Vector3& position3, |
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| 337 | Real u1, Real v1, Real u2, Real v2, Real u3, Real v3) |
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| 338 | { |
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| 339 | //side0 is the vector along one side of the triangle of vertices passed in, |
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| 340 | //and side1 is the vector along another side. Taking the cross product of these returns the normal. |
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| 341 | Vector3 side0 = position1 - position2; |
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| 342 | Vector3 side1 = position3 - position1; |
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| 343 | //Calculate face normal |
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| 344 | Vector3 normal = side1.crossProduct(side0); |
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| 345 | normal.normalise(); |
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| 346 | //Now we use a formula to calculate the tangent. |
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| 347 | Real deltaV0 = v1 - v2; |
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| 348 | Real deltaV1 = v3 - v1; |
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| 349 | Vector3 tangent = deltaV1 * side0 - deltaV0 * side1; |
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| 350 | tangent.normalise(); |
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| 351 | //Calculate binormal |
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| 352 | Real deltaU0 = u1 - u2; |
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| 353 | Real deltaU1 = u3 - u1; |
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| 354 | Vector3 binormal = deltaU1 * side0 - deltaU0 * side1; |
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| 355 | binormal.normalise(); |
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| 356 | //Now, we take the cross product of the tangents to get a vector which |
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| 357 | //should point in the same direction as our normal calculated above. |
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| 358 | //If it points in the opposite direction (the dot product between the normals is less than zero), |
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| 359 | //then we need to reverse the s and t tangents. |
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| 360 | //This is because the triangle has been mirrored when going from tangent space to object space. |
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| 361 | //reverse tangents if necessary |
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| 362 | Vector3 tangentCross = tangent.crossProduct(binormal); |
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| 363 | if (tangentCross.dotProduct(normal) < 0.0f) |
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| 364 | { |
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| 365 | tangent = -tangent; |
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| 366 | binormal = -binormal; |
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| 367 | } |
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| 368 | |
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| 369 | return tangent; |
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| 370 | |
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| 371 | } |
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| 372 | //----------------------------------------------------------------------- |
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| 373 | Vector4 Math::calculateFaceNormal(const Vector3& v1, const Vector3& v2, const Vector3& v3) |
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| 374 | { |
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| 375 | Vector3 normal = calculateBasicFaceNormal(v1, v2, v3); |
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| 376 | // Now set up the w (distance of tri from origin |
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| 377 | return Vector4(normal.x, normal.y, normal.z, -(normal.dotProduct(v1))); |
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| 378 | } |
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| 379 | //----------------------------------------------------------------------- |
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| 380 | Vector3 Math::calculateBasicFaceNormal(const Vector3& v1, const Vector3& v2, const Vector3& v3) |
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| 381 | { |
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| 382 | Vector3 normal = (v2 - v1).crossProduct(v3 - v1); |
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| 383 | normal.normalise(); |
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| 384 | return normal; |
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| 385 | } |
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| 386 | //----------------------------------------------------------------------- |
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| 387 | Vector4 Math::calculateFaceNormalWithoutNormalize(const Vector3& v1, const Vector3& v2, const Vector3& v3) |
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| 388 | { |
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| 389 | Vector3 normal = calculateBasicFaceNormalWithoutNormalize(v1, v2, v3); |
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| 390 | // Now set up the w (distance of tri from origin) |
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| 391 | return Vector4(normal.x, normal.y, normal.z, -(normal.dotProduct(v1))); |
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| 392 | } |
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| 393 | //----------------------------------------------------------------------- |
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| 394 | Vector3 Math::calculateBasicFaceNormalWithoutNormalize(const Vector3& v1, const Vector3& v2, const Vector3& v3) |
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| 395 | { |
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| 396 | Vector3 normal = (v2 - v1).crossProduct(v3 - v1); |
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| 397 | return normal; |
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| 398 | } |
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| 399 | //----------------------------------------------------------------------- |
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| 400 | Real Math::gaussianDistribution(Real x, Real offset, Real scale) |
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| 401 | { |
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| 402 | Real nom = Math::Exp( |
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| 403 | -Math::Sqr(x - offset) / (2 * Math::Sqr(scale))); |
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| 404 | Real denom = scale * Math::Sqrt(2 * Math::PI); |
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| 405 | |
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| 406 | return nom / denom; |
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| 407 | |
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| 408 | } |
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| 409 | //--------------------------------------------------------------------- |
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| 410 | Matrix4 Math::makeViewMatrix(const Vector3& position, const Quaternion& orientation, |
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| 411 | const Matrix4* reflectMatrix) |
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| 412 | { |
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| 413 | Matrix4 viewMatrix; |
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| 414 | |
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| 415 | // View matrix is: |
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| 416 | // |
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| 417 | // [ Lx Uy Dz Tx ] |
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| 418 | // [ Lx Uy Dz Ty ] |
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| 419 | // [ Lx Uy Dz Tz ] |
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| 420 | // [ 0 0 0 1 ] |
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| 421 | // |
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| 422 | // Where T = -(Transposed(Rot) * Pos) |
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| 423 | |
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| 424 | // This is most efficiently done using 3x3 Matrices |
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| 425 | Matrix3 rot; |
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| 426 | orientation.ToRotationMatrix(rot); |
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| 427 | |
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| 428 | // Make the translation relative to new axes |
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| 429 | Matrix3 rotT = rot.Transpose(); |
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| 430 | Vector3 trans = -rotT * position; |
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| 431 | |
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| 432 | // Make final matrix |
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| 433 | viewMatrix = Matrix4::IDENTITY; |
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| 434 | viewMatrix = rotT; // fills upper 3x3 |
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| 435 | viewMatrix[0][3] = trans.x; |
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| 436 | viewMatrix[1][3] = trans.y; |
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| 437 | viewMatrix[2][3] = trans.z; |
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| 438 | |
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| 439 | // Deal with reflections |
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| 440 | if (reflectMatrix) |
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| 441 | { |
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| 442 | viewMatrix = viewMatrix * (*reflectMatrix); |
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| 443 | } |
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| 444 | |
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| 445 | return viewMatrix; |
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| 446 | |
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| 447 | } |
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| 448 | |
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| 449 | } |
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