diff options
author | Sven Gothel <[email protected]> | 2014-04-01 16:31:05 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2014-04-01 16:31:05 +0200 |
commit | b935d5248aef79e2386a284b32f5888348a382d6 (patch) | |
tree | 6b661210ee531968fcf7d5c75ded4ed58bd3b0fc /src/jogl/classes/com/jogamp/opengl/math | |
parent | 07d1c5a272e528d130daf37b9aa7077aac8d748e (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.java | 164 |
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) ; + } } |