diff options
author | Sven Gothel <[email protected]> | 2012-11-11 05:01:56 +0100 |
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committer | Sven Gothel <[email protected]> | 2012-11-11 05:01:56 +0100 |
commit | 5fafc1ac360333645b807dcd8dff0c0a655ea439 (patch) | |
tree | c3c0af31dc6cc9a10e381151e5461bb2e033488a /src/jogl/classes/com/jogamp/graph/math/VectorUtil.java | |
parent | 0edb45f11cd034c4937e6941b7a3e5d9f7edbd2f (diff) |
Reorganize math code into: com.jogamp.opengl.math and com.jogamp.opengl.math.geom packages
Note: WIP - We may relocate / reorg math package.
Public relocations:
com.jogamp.opengl.util -> com.jogamp.opengl.math
- FixedPoint
- FloatUtil
com.jogamp.graph.math -> com.jogamp.opengl.math
- Quaternion
- VectorUtil
com.jogamp.graph.geom -> com.jogamp.opengl.math.geom
- AABBox
VectorUtil:
Introducing Vert2fImmutable and Vert3fImmutable interfaces, allowing graph Vertex instances
to be used 'graph' agnostic and to document 2d/3d use-cases.
Diffstat (limited to 'src/jogl/classes/com/jogamp/graph/math/VectorUtil.java')
-rwxr-xr-x | src/jogl/classes/com/jogamp/graph/math/VectorUtil.java | 433 |
1 files changed, 0 insertions, 433 deletions
diff --git a/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java b/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java deleted file mode 100755 index 540e901b8..000000000 --- a/src/jogl/classes/com/jogamp/graph/math/VectorUtil.java +++ /dev/null @@ -1,433 +0,0 @@ -/** - * Copyright 2010 JogAmp Community. All rights reserved. - * - * Redistribution and use in source and binary forms, with or without modification, are - * permitted provided that the following conditions are met: - * - * 1. Redistributions of source code must retain the above copyright notice, this list of - * conditions and the following disclaimer. - * - * 2. Redistributions in binary form must reproduce the above copyright notice, this list - * of conditions and the following disclaimer in the documentation and/or other materials - * provided with the distribution. - * - * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED - * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND - * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR - * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR - * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON - * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING - * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF - * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - * - * The views and conclusions contained in the software and documentation are those of the - * authors and should not be interpreted as representing official policies, either expressed - * or implied, of JogAmp Community. - */ -package com.jogamp.graph.math; - -import java.util.ArrayList; - - -import com.jogamp.graph.geom.Vertex; -import com.jogamp.opengl.FloatUtil; - -public class VectorUtil { - - public enum Winding { - CW(-1), CCW(1); - - public final int dir; - - Winding(int dir) { - this.dir = dir; - } - } - - public static final int COLLINEAR = 0; - - /** compute the dot product of two points - * @param vec1 vector 1 - * @param vec2 vector 2 - * @return the dot product as float - */ - public static float dot(float[] vec1, float[] vec2) - { - return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]); - } - /** Normalize a vector - * @param vector input vector - * @return normalized vector - */ - public static float[] normalize(float[] vector) - { - float[] newVector = new float[3]; - - float d = FloatUtil.sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]); - if(d> 0.0f) - { - newVector[0] = vector[0]/d; - newVector[1] = vector[1]/d; - newVector[2] = vector[2]/d; - } - return newVector; - } - - /** Scales a vector by param - * @param vector input vector - * @param scale constant to scale by - * @return scaled vector - */ - public static float[] scale(float[] vector, float scale) - { - float[] newVector = new float[3]; - - newVector[0] = vector[0]*scale; - newVector[1] = vector[1]*scale; - newVector[2] = vector[2]*scale; - return newVector; - } - - /** Adds to vectors - * @param v1 vector 1 - * @param v2 vector 2 - * @return v1 + v2 - */ - public static float[] vectorAdd(float[] v1, float[] v2) - { - float[] newVector = new float[3]; - - newVector[0] = v1[0] + v2[0]; - newVector[1] = v1[1] + v2[1]; - newVector[2] = v1[2] + v2[2]; - return newVector; - } - - /** cross product vec1 x vec2 - * @param vec1 vector 1 - * @param vec2 vecttor 2 - * @return the resulting vector - */ - public static float[] cross(float[] vec1, float[] vec2) - { - float[] out = new float[3]; - - out[0] = vec2[2]*vec1[1] - vec2[1]*vec1[2]; - out[1] = vec2[0]*vec1[2] - vec2[2]*vec1[0]; - out[2] = vec2[1]*vec1[0] - vec2[0]*vec1[1]; - - return out; - } - - /** Column Matrix Vector multiplication - * @param colMatrix column matrix (4x4) - * @param vec vector(x,y,z) - * @return result new float[3] - */ - public static float[] colMatrixVectorMult(float[] colMatrix, float[] vec) - { - float[] out = new float[3]; - - out[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12]; - out[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13]; - out[2] = vec[0]*colMatrix[2] + vec[1]*colMatrix[6] + vec[2]*colMatrix[10] + colMatrix[14]; - - return out; - } - - /** Matrix Vector multiplication - * @param rawMatrix column matrix (4x4) - * @param vec vector(x,y,z) - * @return result new float[3] - */ - public static float[] rowMatrixVectorMult(float[] rawMatrix, float[] vec) - { - float[] out = new float[3]; - - out[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3]; - out[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7]; - out[2] = vec[0]*rawMatrix[8] + vec[1]*rawMatrix[9] + vec[2]*rawMatrix[10] + rawMatrix[11]; - - return out; - } - - /** Calculate the midpoint of two values - * @param p1 first value - * @param p2 second vale - * @return midpoint - */ - public static float mid(float p1, float p2) - { - return (p1+p2)/2.0f; - } - /** Calculate the midpoint of two points - * @param p1 first point - * @param p2 second point - * @return midpoint - */ - public static float[] mid(float[] p1, float[] p2) - { - float[] midPoint = new float[3]; - midPoint[0] = (p1[0] + p2[0])*0.5f; - midPoint[1] = (p1[1] + p2[1])*0.5f; - midPoint[2] = (p1[2] + p2[2])*0.5f; - - return midPoint; - } - /** Compute the norm of a vector - * @param vec vector - * @return vorm - */ - public static float norm(float[] vec) - { - return FloatUtil.sqrt(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]); - } - /** Compute distance between 2 points - * @param p0 a ref point on the line - * @param vec vector representing the direction of the line - * @param point the point to compute the relative distance of - * @return distance float - */ - public static float computeLength(float[] p0, float[] point) - { - float[] w = new float[]{point[0]-p0[0],point[1]-p0[1],point[2]-p0[2]}; - - float distance = FloatUtil.sqrt(w[0]*w[0] + w[1]*w[1] + w[2]*w[2]); - - return distance; - } - - /**Check equality of 2 vec3 vectors - * @param v1 vertex 1 - * @param v2 vertex 2 - * @return - */ - public static boolean checkEquality(float[] v1, float[] v2) - { - if(Float.compare(v1[0], v2[0]) == 0 && - Float.compare(v1[1], v2[1]) == 0 && - Float.compare(v1[2], v2[2]) == 0 ) - return true; - return false; - } - - /**Check equality of 2 vec2 vectors - * @param v1 vertex 1 - * @param v2 vertex 2 - * @return - */ - public static boolean checkEqualityVec2(float[] v1, float[] v2) - { - if(Float.compare(v1[0], v2[0]) == 0 && - Float.compare(v1[1], v2[1]) == 0) - return true; - return false; - } - - /** Compute the determinant of 3 vectors - * @param a vector 1 - * @param b vector 2 - * @param c vector 3 - * @return the determinant value - */ - public static float computeDeterminant(float[] a, float[] b, float[] c) - { - float area = a[0]*b[1]*c[2] + a[1]*b[2]*c[0] + a[2]*b[0]*c[1] - a[0]*b[2]*c[1] - a[1]*b[0]*c[2] - a[2]*b[1]*c[0]; - return area; - } - - /** Check if three vertices are colliniear - * @param v1 vertex 1 - * @param v2 vertex 2 - * @param v3 vertex 3 - * @return true if collinear, false otherwise - */ - public static boolean checkCollinear(float[] v1, float[] v2, float[] v3) - { - return (computeDeterminant(v1, v2, v3) == VectorUtil.COLLINEAR); - } - - /** Compute Vector - * @param v1 vertex 1 - * @param v2 vertex2 2 - * @return Vector V1V2 - */ - public static float[] computeVector(float[] v1, float[] v2) - { - float[] vector = new float[3]; - vector[0] = v2[0] - v1[0]; - vector[1] = v2[1] - v1[1]; - vector[2] = v2[2] - v1[2]; - return vector; - } - - /** Check if vertices in triangle circumcircle - * @param a triangle vertex 1 - * @param b triangle vertex 2 - * @param c triangle vertex 3 - * @param d vertex in question - * @return true if the vertex d is inside the circle defined by the - * vertices a, b, c. from paper by Guibas and Stolfi (1985). - */ - public static boolean inCircle(Vertex a, Vertex b, Vertex c, Vertex d){ - return (a.getX() * a.getX() + a.getY() * a.getY()) * triArea(b, c, d) - - (b.getX() * b.getX() + b.getY() * b.getY()) * triArea(a, c, d) + - (c.getX() * c.getX() + c.getY() * c.getY()) * triArea(a, b, d) - - (d.getX() * d.getX() + d.getY() * d.getY()) * triArea(a, b, c) > 0; - } - - /** Computes oriented area of a triangle - * @param a first vertex - * @param b second vertex - * @param c third vertex - * @return compute twice the area of the oriented triangle (a,b,c), the area - * is positive if the triangle is oriented counterclockwise. - */ - public static float triArea(Vertex a, Vertex b, Vertex c){ - return (b.getX() - a.getX()) * (c.getY() - a.getY()) - (b.getY() - a.getY())*(c.getX() - a.getX()); - } - - /** Check if a vertex is in triangle using - * barycentric coordinates computation. - * @param a first triangle vertex - * @param b second triangle vertex - * @param c third triangle vertex - * @param p the vertex in question - * @return true if p is in triangle (a, b, c), false otherwise. - */ - public static boolean vertexInTriangle(float[] a, float[] b, float[] c, float[] p){ - // Compute vectors - float[] ac = computeVector(a, c); //v0 - float[] ab = computeVector(a, b); //v1 - float[] ap = computeVector(a, p); //v2 - - // Compute dot products - float dot00 = dot(ac, ac); - float dot01 = dot(ac, ab); - float dot02 = dot(ac, ap); - float dot11 = dot(ab, ab); - float dot12 = dot(ab, ap); - - // Compute barycentric coordinates - float invDenom = 1 / (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) && (v >= 0) && (u + v < 1); - } - - /** Check if points are in ccw order - * @param a first vertex - * @param b second vertex - * @param c third vertex - * @return true if the points a,b,c are in a ccw order - */ - public static boolean ccw(Vertex a, Vertex b, Vertex c){ - return triArea(a,b,c) > 0; - } - - /** Compute the winding of given points - * @param a first vertex - * @param b second vertex - * @param c third vertex - * @return Winding - */ - public static Winding getWinding(Vertex a, Vertex b, Vertex c) { - return triArea(a,b,c) > 0 ? Winding.CCW : Winding.CW ; - } - - /** Computes the area of a list of vertices to check if ccw - * @param vertices - * @return positive area if ccw else negative area value - */ - public static float area(ArrayList<Vertex> vertices) { - int n = vertices.size(); - float area = 0.0f; - for (int p = n - 1, q = 0; q < n; p = q++) - { - float[] pCoord = vertices.get(p).getCoord(); - float[] qCoord = vertices.get(q).getCoord(); - area += pCoord[0] * qCoord[1] - qCoord[0] * pCoord[1]; - } - return area; - } - - /** Compute the general winding of the vertices - * @param vertices array of Vertices - * @return CCW or CW {@link Winding} - */ - public static Winding getWinding(ArrayList<Vertex> vertices) { - return area(vertices) >= 0 ? Winding.CCW : Winding.CW ; - } - - - /** Compute intersection between two segments - * @param a vertex 1 of first segment - * @param b vertex 2 of first segment - * @param c vertex 1 of second segment - * @param d vertex 2 of second segment - * @return the intersection coordinates if the segments intersect, otherwise - * returns null - */ - public static float[] seg2SegIntersection(Vertex a, Vertex b, Vertex c, Vertex d) { - float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX()); - - if (determinant == 0) - return null; - - float alpha = (a.getX()*b.getY()-a.getY()*b.getX()); - float beta = (c.getX()*d.getY()-c.getY()*d.getY()); - float xi = ((c.getX()-d.getX())*alpha-(a.getX()-b.getX())*beta)/determinant; - float yi = ((c.getY()-d.getY())*alpha-(a.getY()-b.getY())*beta)/determinant; - - float gamma = (xi - a.getX())/(b.getX() - a.getX()); - float gamma1 = (xi - c.getX())/(d.getX() - c.getX()); - if(gamma <= 0 || gamma >= 1) return null; - if(gamma1 <= 0 || gamma1 >= 1) return null; - - return new float[]{xi,yi,0}; - } - - /** Compute intersection between two lines - * @param a vertex 1 of first line - * @param b vertex 2 of first line - * @param c vertex 1 of second line - * @param d vertex 2 of second line - * @return the intersection coordinates if the lines intersect, otherwise - * returns null - */ - public static float[] line2lineIntersection(Vertex a, Vertex b, Vertex c, Vertex d) { - float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX()); - - if (determinant == 0) - return null; - - float alpha = (a.getX()*b.getY()-a.getY()*b.getX()); - float beta = (c.getX()*d.getY()-c.getY()*d.getY()); - float xi = ((c.getX()-d.getX())*alpha-(a.getX()-b.getX())*beta)/determinant; - float yi = ((c.getY()-d.getY())*alpha-(a.getY()-b.getY())*beta)/determinant; - - return new float[]{xi,yi,0}; - } - - /** Check if a segment intersects with a triangle - * @param a vertex 1 of the triangle - * @param b vertex 2 of the triangle - * @param c vertex 3 of the triangle - * @param d vertex 1 of first segment - * @param e vertex 2 of first segment - * @return true if the segment intersects at least one segment of the triangle, false otherwise - */ - public static boolean tri2SegIntersection(Vertex a, Vertex b, Vertex c, Vertex d, Vertex e){ - if(seg2SegIntersection(a, b, d, e) != null) - return true; - if(seg2SegIntersection(b, c, d, e) != null) - return true; - if(seg2SegIntersection(a, c, d, e) != null) - return true; - - return false; - } -} |