/* * gleem -- OpenGL Extremely Easy-To-Use Manipulators. * Copyright (C) 1998-2003 Kenneth B. Russell (kbrussel@alum.mit.edu) * * Copying, distribution and use of this software in source and binary * forms, with or without modification, is permitted provided that the * following conditions are met: * * Distributions of source code must reproduce the copyright notice, * this list of conditions and the following disclaimer in the source * code header files; and Distributions of binary code must reproduce * the copyright notice, this list of conditions and the following * disclaimer in the documentation, Read me file, license file and/or * other materials provided with the software distribution. * * The names of Sun Microsystems, Inc. ("Sun") and/or the copyright * holder may not be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED "AS IS," WITHOUT A WARRANTY OF ANY * KIND. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE, NON-INTERFERENCE, ACCURACY OF * INFORMATIONAL CONTENT OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. THE * COPYRIGHT HOLDER, SUN AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL THE * COPYRIGHT HOLDER, SUN OR SUN'S LICENSORS BE LIABLE FOR ANY LOST * REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY * OF SUCH DAMAGES. YOU ACKNOWLEDGE THAT THIS SOFTWARE IS NOT * DESIGNED, LICENSED OR INTENDED FOR USE IN THE DESIGN, CONSTRUCTION, * OPERATION OR MAINTENANCE OF ANY NUCLEAR FACILITY. THE COPYRIGHT * HOLDER, SUN AND SUN'S LICENSORS DISCLAIM ANY EXPRESS OR IMPLIED * WARRANTY OF FITNESS FOR SUCH USES. */ package gleem.linalg; /** This differs from the Plane class in that it maintains an origin and orthonormal U, V axes in the plane so that it can project a 3D point to a 2D one. U cross V = normal. U and V coordinates are computed with respect to the origin. */ public class PlaneUV { private Vec3f origin = new Vec3f(); /** Normalized */ private Vec3f normal = new Vec3f(); private Vec3f uAxis = new Vec3f(); private Vec3f vAxis = new Vec3f(); /** Default constructor initializes normal to (0, 1, 0), origin to (0, 0, 0), U axis to (1, 0, 0) and V axis to (0, 0, -1). */ public PlaneUV() { setEverything(new Vec3f(0, 1, 0), new Vec3f(0, 0, 0), new Vec3f(1, 0, 0), new Vec3f(0, 0, -1)); } /** Takes normal vector and a point which the plane goes through (which becomes the plane's "origin"). Normal does NOT have to be normalized, but may not be zero vector. U and V axes are initialized to arbitrary values. */ public PlaneUV(Vec3f normal, Vec3f origin) { setOrigin(origin); setNormal(normal); } /** Takes normal vector, point which plane goes through, and the "u" axis in the plane. Computes the "v" axis by taking the cross product of the normal and the u axis. Axis must be perpendicular to normal. Normal and uAxis do NOT have to be normalized, but neither may be the zero vector. */ public PlaneUV(Vec3f normal, Vec3f origin, Vec3f uAxis) { setOrigin(origin); setNormalAndU(normal, uAxis); } /** Takes normal vector, point which plane goes through, and both the u and v axes. u axis cross v axis = normal. Normal, uAxis, and vAxis do NOT have to be normalized, but none may be the zero vector. */ public PlaneUV(Vec3f normal, Vec3f origin, Vec3f uAxis, Vec3f vAxis) { setEverything(normal, origin, uAxis, vAxis); } /** Set the origin, through which this plane goes and with respect to which U and V coordinates are computed */ public void setOrigin(Vec3f origin) { this.origin.set(origin); } public Vec3f getOrigin() { return new Vec3f(origin); } /** Normal, U and V axes must be orthogonal and satisfy U cross V = normal, do not need to be unit length but must not be the zero vector. */ public void setNormalAndUV(Vec3f normal, Vec3f uAxis, Vec3f vAxis) { setEverything(normal, origin, uAxis, vAxis); } /** This version sets the normal vector and generates new U and V axes. */ public void setNormal(Vec3f normal) { Vec3f uAxis = new Vec3f(); MathUtil.makePerpendicular(normal, uAxis); Vec3f vAxis = normal.cross(uAxis); setEverything(normal, origin, uAxis, vAxis); } /** This version computes the V axis from (normal cross U). */ public void setNormalAndU(Vec3f normal, Vec3f uAxis) { Vec3f vAxis = normal.cross(uAxis); setEverything(normal, origin, uAxis, vAxis); } /** Normal, U and V axes are normalized internally, so, for example, normal is not necessarily equal to plane.setNormal(normal); plane.getNormal(); */ public Vec3f getNormal() { return normal; } public Vec3f getUAxis() { return uAxis; } public Vec3f getVAxis() { return vAxis; } /** Project a point onto the plane */ public void projectPoint(Vec3f point, Vec3f projPt, Vec2f uvCoords) { // Using projPt as a temporary projPt.sub(point, origin); float dotp = normal.dot(projPt); // Component perpendicular to plane Vec3f tmpDir = new Vec3f(); tmpDir.set(normal); tmpDir.scale(dotp); projPt.sub(projPt, tmpDir); // Take dot products with basis vectors uvCoords.set(projPt.dot(uAxis), projPt.dot(vAxis)); // Add on center to intersection point projPt.add(origin); } /** Intersect a ray with this plane, outputting not only the 3D intersection point but also the U, V coordinates of the intersection. Returns true if intersection occurred, false otherwise. This is a two-sided ray cast. */ public boolean intersectRay(Vec3f rayStart, Vec3f rayDirection, IntersectionPoint intPt, Vec2f uvCoords) { float denom = rayDirection.dot(normal); if (denom == 0.0f) return false; Vec3f tmpDir = new Vec3f(); tmpDir.sub(origin, rayStart); float t = tmpDir.dot(normal) / denom; // Find intersection point Vec3f tmpPt = new Vec3f(); tmpPt.set(rayDirection); tmpPt.scale(t); tmpPt.add(rayStart); intPt.setIntersectionPoint(tmpPt); intPt.setT(t); // Find UV coords tmpDir.sub(intPt.getIntersectionPoint(), origin); uvCoords.set(tmpDir.dot(uAxis), tmpDir.dot(vAxis)); return true; } private void setEverything(Vec3f normal, Vec3f origin, Vec3f uAxis, Vec3f vAxis) { this.normal.set(normal); this.origin.set(origin); this.uAxis.set(uAxis); this.vAxis.set(vAxis); this.normal.normalize(); this.uAxis.normalize(); this.vAxis.normalize(); } }