1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
/*
* 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,
<b>normal</b> is not necessarily equal to
<code>plane.setNormal(normal); plane.getNormal();</code> */
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();
}
}
|