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authorSven Gothel <[email protected]>2014-04-01 16:31:05 +0200
committerSven Gothel <[email protected]>2014-04-01 16:31:05 +0200
commitb935d5248aef79e2386a284b32f5888348a382d6 (patch)
tree6b661210ee531968fcf7d5c75ded4ed58bd3b0fc /src/jogl/classes/com/jogamp/opengl/math
parent07d1c5a272e528d130daf37b9aa7077aac8d748e (diff)
Bug 801: WIP 1/2 - Add color attribute; Switch Shader instead of branching in shader; Update attributes and uniforms manually, drop ShaderState;
- ShaderCode - add int insertShaderSource(int shaderIdx, int position, Class<?> context, String path) - insertShaderSource(..): pos==-1 -> append code - VectorUtil - add isVec3InTriangle3(..., float epsilon) - add testSeg2SegIntersection(..., float epsilon) - add testTri2SegIntersection(..., float epsilon) - AffineTransform: Return result for chaining - Font - Add pixel precise 'getPointsBounds(final AffineTransform transform, CharSequence string, float pixelSize)' - Rename getString*() -> getMetric*() - OTGlyph: Release _points field, no more used - - Graph Triangulation - Count additional vertices in: Triangulator, CDTriangulator2D - OutlineShape: - Allow skipping of 'transformOutlines2Quadratic', i.e. allow tagging OutlineShape to be quadratic_nurbs via 'setIsQuadraticNurbs()' - Clarify cleanup ot outlines in same method 'cleanupOutlines()' - Count additional vertices .. - Graph Shader: - Start splitting and segmenting shader code for: - pass1 / pass2 - features, i.e. sampleCont, color-channel, ..
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/math')
-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java164
1 files changed, 149 insertions, 15 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
index 7fa6f2d60..557884c66 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
@@ -517,16 +517,16 @@ public class VectorUtil {
subVec3(ap, p, a); //v2
// Compute dot products
- final float dot00 = vec3Dot(ac, ac);
- final float dot01 = vec3Dot(ac, ab);
- final float dot02 = vec3Dot(ac, ap);
- final float dot11 = vec3Dot(ab, ab);
- final float dot12 = vec3Dot(ab, ap);
+ final float dotAC_AC = vec3Dot(ac, ac);
+ final float dotAC_AB = vec3Dot(ac, ab);
+ final float dotAB_AB = vec3Dot(ab, ab);
+ final float dotAC_AP = vec3Dot(ac, ap);
+ final float dotAB_AP = vec3Dot(ab, ap);
// Compute barycentric coordinates
- final float invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
- final float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
- final float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
+ final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
+ final float u = (dotAB_AB * dotAC_AP - dotAC_AB * dotAB_AP) * invDenom;
+ final float v = (dotAC_AC * dotAB_AP - dotAC_AB * dotAC_AP) * invDenom;
// Check if point is in triangle
return (u >= 0) && (v >= 0) && (u + v < 1);
@@ -564,11 +564,11 @@ public class VectorUtil {
subVec3(tmpAP, p1, a); //v2
final float dotAC_AP1 = vec3Dot(tmpAC, tmpAP);
final float dotAB_AP1 = vec3Dot(tmpAB, tmpAP);
- final float u1 = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom;
- final float v1 = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom;
+ final float u = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom;
+ final float v = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom;
// Check if point is in triangle
- if ( (u1 >= 0) && (v1 >= 0) && (u1 + v1 < 1) ) {
+ if ( (u >= 0) && (v >= 0) && (u + v < 1) ) {
return true;
}
}
@@ -598,6 +598,81 @@ public class VectorUtil {
return true;
}
}
+ return false;
+ }
+ /**
+ * Check if one of three vertices are in triangle using
+ * barycentric coordinates computation, using given epsilon for comparison.
+ * @param a first triangle vertex
+ * @param b second triangle vertex
+ * @param c third triangle vertex
+ * @param p1 the vertex in question
+ * @param p2 the vertex in question
+ * @param p3 the vertex in question
+ * @param tmpAC
+ * @param tmpAB
+ * @param tmpAP
+ * @return true if p1 or p2 or p3 is in triangle (a, b, c), false otherwise.
+ */
+ public static boolean isVec3InTriangle3(final float[] a, final float[] b, final float[] c,
+ final float[] p1, final float[] p2, final float[] p3,
+ final float[] tmpAC, final float[] tmpAB, final float[] tmpAP,
+ final float epsilon){
+ // Compute vectors
+ subVec3(tmpAC, c, a); //v0
+ subVec3(tmpAB, b, a); //v1
+
+ // Compute dot products
+ final float dotAC_AC = vec3Dot(tmpAC, tmpAC);
+ final float dotAC_AB = vec3Dot(tmpAC, tmpAB);
+ final float dotAB_AB = vec3Dot(tmpAB, tmpAB);
+
+ // Compute barycentric coordinates
+ final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
+ {
+ subVec3(tmpAP, p1, a); //v2
+ final float dotAC_AP1 = vec3Dot(tmpAC, tmpAP);
+ final float dotAB_AP1 = vec3Dot(tmpAB, tmpAP);
+ final float u = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom;
+ final float v = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom;
+
+ // Check if point is in triangle
+ if( FloatUtil.compare(u, 0.0f, epsilon) >= 0 &&
+ FloatUtil.compare(v, 0.0f, epsilon) >= 0 &&
+ FloatUtil.compare(u+v, 1.0f, epsilon) < 0 ) {
+ return true;
+ }
+ }
+
+ {
+ subVec3(tmpAP, p1, a); //v2
+ final float dotAC_AP2 = vec3Dot(tmpAC, tmpAP);
+ final float dotAB_AP2 = vec3Dot(tmpAB, tmpAP);
+ final float u = (dotAB_AB * dotAC_AP2 - dotAC_AB * dotAB_AP2) * invDenom;
+ final float v = (dotAC_AC * dotAB_AP2 - dotAC_AB * dotAC_AP2) * invDenom;
+
+ // Check if point is in triangle
+ if( FloatUtil.compare(u, 0.0f, epsilon) >= 0 &&
+ FloatUtil.compare(v, 0.0f, epsilon) >= 0 &&
+ FloatUtil.compare(u+v, 1.0f, epsilon) < 0 ) {
+ return true;
+ }
+ }
+
+ {
+ subVec3(tmpAP, p2, a); //v2
+ final float dotAC_AP3 = vec3Dot(tmpAC, tmpAP);
+ final float dotAB_AP3 = vec3Dot(tmpAB, tmpAP);
+ final float u = (dotAB_AB * dotAC_AP3 - dotAC_AB * dotAB_AP3) * invDenom;
+ final float v = (dotAC_AC * dotAB_AP3 - dotAC_AB * dotAC_AP3) * invDenom;
+
+ // Check if point is in triangle
+ if( FloatUtil.compare(u, 0.0f, epsilon) >= 0 &&
+ FloatUtil.compare(v, 0.0f, epsilon) >= 0 &&
+ FloatUtil.compare(u+v, 1.0f, epsilon) < 0 ) {
+ return true;
+ }
+ }
return false;
}
@@ -701,16 +776,58 @@ public class VectorUtil {
final float beta = (C[0]*D[1]-C[1]*D[1]);
final float xi = ((C[0]-D[0])*alpha-(A[0]-B[0])*beta)/determinant;
- final float gamma = (xi - A[0])/(B[0] - A[0]);
+ final float gamma0 = (xi - A[0])/(B[0] - A[0]);
final float gamma1 = (xi - C[0])/(D[0] - C[0]);
- if(gamma <= 0 || gamma >= 1 || gamma1 <= 0 || gamma1 >= 1) {
+ if(gamma0 <= 0 || gamma0 >= 1 || gamma1 <= 0 || gamma1 >= 1) {
return false;
}
return true;
}
+ /**
+ * Compute intersection between two segments, using given epsilon for comparison.
+ * @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 true if the segments intersect, otherwise returns false
+ */
+ public static boolean testSeg2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b,
+ final Vert2fImmutable c, final Vert2fImmutable d,
+ final float epsilon) {
+ final float[] A = a.getCoord();
+ final float[] B = b.getCoord();
+ final float[] C = c.getCoord();
+ final float[] D = d.getCoord();
+
+ final float determinant = (A[0]-B[0])*(C[1]-D[1]) - (A[1]-B[1])*(C[0]-D[0]);
+
+ if ( FloatUtil.isZero(determinant, epsilon) ) {
+ return false;
+ }
- /** Compute intersection between two lines
+ final float alpha = (A[0]*B[1]-A[1]*B[0]);
+ final float beta = (C[0]*D[1]-C[1]*D[1]);
+ final float xi = ((C[0]-D[0])*alpha-(A[0]-B[0])*beta)/determinant;
+
+ final float gamma0 = (xi - A[0])/(B[0] - A[0]);
+ final float gamma1 = (xi - C[0])/(D[0] - C[0]);
+ if( FloatUtil.compare(gamma0, 0.0f, epsilon) <= 0 ||
+ FloatUtil.compare(gamma0, 1.0f, epsilon) >= 0 ||
+ FloatUtil.compare(gamma1, 0.0f, epsilon) <= 0 ||
+ FloatUtil.compare(gamma1, 1.0f, epsilon) >= 0 ) {
+ return false;
+ }
+
+ if(gamma0 <= 0 || gamma0 >= 1 || gamma1 <= 0 || gamma1 >= 1) {
+ return false;
+ }
+
+ return true;
+ }
+
+ /**
+ * 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
@@ -737,7 +854,8 @@ public class VectorUtil {
return result;
}
- /** Check if a segment intersects with a triangle
+ /**
+ * 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
@@ -751,4 +869,20 @@ public class VectorUtil {
testSeg2SegIntersection(b, c, d, e) ||
testSeg2SegIntersection(a, c, d, e) ;
}
+ /**
+ * Check if a segment intersects with a triangle, using given epsilon for comparison.
+ * @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 testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c,
+ final Vert2fImmutable d, final Vert2fImmutable e,
+ final float epsilon){
+ return testSeg2SegIntersection(a, b, d, e, epsilon) ||
+ testSeg2SegIntersection(b, c, d, e, epsilon) ||
+ testSeg2SegIntersection(a, c, d, e, epsilon) ;
+ }
}