diff options
author | Sven Gothel <[email protected]> | 2014-04-09 08:31:41 +0200 |
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committer | Sven Gothel <[email protected]> | 2014-04-09 08:31:41 +0200 |
commit | be8d0765317cdcb44bbe3016cc18273ecace9324 (patch) | |
tree | 912d5fe2c0b1851578890546ba0e05d6d1296b9a /src/jogl/classes/com/jogamp/opengl | |
parent | 0234452455511713fcbfd5df1987c3958cca781b (diff) |
Add AABBox.getRayIntersection(..), VectorUtil.line2PlaneIntersection(..) incl. getNormal*(..) and getPlane*(..)
AABBox.getRayIntersection(..) provides the intersecting coordinates,
where the fast alternative AABBox.intersectsRay(..) does not.
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl')
4 files changed, 319 insertions, 2 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Ray.java b/src/jogl/classes/com/jogamp/opengl/math/Ray.java index 3fe7dd3b1..0daca2504 100644 --- a/src/jogl/classes/com/jogamp/opengl/math/Ray.java +++ b/src/jogl/classes/com/jogamp/opengl/math/Ray.java @@ -41,7 +41,7 @@ import com.jogamp.opengl.math.geom.AABBox; * </p> * <p> * A {@link Ray} maybe used for <i>picking</i> - * using a {@link AABBox#intersectsRay(Ray, float[]) bounding box}. + * using a {@link AABBox#getRayIntersection(Ray, float[]) bounding box}. * </p> */ public class Ray { diff --git a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java index 557884c66..1d78ff30d 100644 --- a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java +++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java @@ -241,9 +241,24 @@ public class VectorUtil { /** * Compute the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i> */ + public static float vec2NormSquare(final float[] vec) { + return vec[0]*vec[0] + vec[1]*vec[1]; + } + + /** + * Compute the squared length of a vector, a.k.a the squared <i>norm</i> or squared <i>magnitude</i> + */ public static float vec3NormSquare(final float[] vec) { return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]; } + + /** + * Compute the length of a vector, a.k.a the <i>norm</i> or <i>magnitude</i> + */ + public static float vec2Norm(final float[] vec) { + return FloatUtil.sqrt(vec2NormSquare(vec)); + } + /** * Compute the length of a vector, a.k.a the <i>norm</i> or <i>magnitude</i> */ @@ -258,6 +273,44 @@ public class VectorUtil { * @return normalized output vector * @return result vector for chaining */ + public static float[] normalizeVec2(final float[] result, final float[] vector) { + final float lengthSq = vec2NormSquare(vector); + if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) { + result[0] = 0f; + result[1] = 0f; + } else { + final float invSqr = 1f / FloatUtil.sqrt(lengthSq); + result[0] = vector[0] * invSqr; + result[1] = vector[1] * invSqr; + } + return result; + } + + /** + * Normalize a vector in place + * @param vector input vector + * @return normalized output vector + */ + public static float[] normalizeVec2(final float[] vector) { + final float lengthSq = vec2NormSquare(vector); + if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) { + vector[0] = 0f; + vector[1] = 0f; + } else { + final float invSqr = 1f / FloatUtil.sqrt(lengthSq); + vector[0] *= invSqr; + vector[1] *= invSqr; + } + return vector; + } + + /** + * Normalize a vector + * @param result output vector, may be vector (in-place) + * @param vector input vector + * @return normalized output vector + * @return result vector for chaining + */ public static float[] normalizeVec3(final float[] result, final float[] vector) { final float lengthSq = vec3NormSquare(vector); if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) { @@ -300,6 +353,19 @@ public class VectorUtil { * @param scale single scale constant for all vector components * @return result vector for chaining */ + public static float[] scaleVec2(final float[] result, final float[] vector, final float scale) { + result[0] = vector[0] * scale; + result[1] = vector[1] * scale; + return result; + } + + /** + * Scales a vector by param using given result float[] + * @param result vector for the result, may be vector (in-place) + * @param vector input vector + * @param scale single scale constant for all vector components + * @return result vector for chaining + */ public static float[] scaleVec3(final float[] result, final float[] vector, final float scale) { result[0] = vector[0] * scale; result[1] = vector[1] * scale; @@ -323,6 +389,33 @@ public class VectorUtil { } /** + * Scales a vector by param using given result float[] + * @param result vector for the result, may be vector (in-place) + * @param vector input vector + * @param scale 2 component scale constant for each vector component + * @return result vector for chaining + */ + public static float[] scaleVec2(final float[] result, final float[] vector, final float[] scale) + { + result[0] = vector[0] * scale[0]; + result[1] = vector[1] * scale[1]; + return result; + } + + /** + * Adds two vectors, result = v1 + v2 + * @param result float[2] result vector, may be either v1 or v2 (in-place) + * @param v1 vector 1 + * @param v2 vector 2 + * @return result vector for chaining + */ + public static float[] addVec2(final float[] result, final float[] v1, final float[] v2) { + result[0] = v1[0] + v2[0]; + result[1] = v1[1] + v2[1]; + return result; + } + + /** * Adds two vectors, result = v1 + v2 * @param result float[3] result vector, may be either v1 or v2 (in-place) * @param v1 vector 1 @@ -721,6 +814,101 @@ public class VectorUtil { return area(vertices) >= 0 ? Winding.CCW : Winding.CW ; } + /** + * @param result vec2 result for normal + * @param v1 vec2 + * @param v2 vec2 + * @return result for chaining + */ + public static float[] getNormalVec2(final float[] result, final float[] v1, final float[] v2 ) { + subVec2(result, v2, v1); + final float tmp = result [ 0 ] ; result [ 0 ] = -result [ 1 ] ; result [ 1 ] = tmp ; + return normalizeVec2 ( result ) ; + } + + /** + * Returns the 3d surface normal of a triangle given three vertices. + * + * @param result vec3 result for normal + * @param v1 vec3 + * @param v2 vec3 + * @param v3 vec3 + * @param tmp1Vec3 temp vec3 + * @param tmp2Vec3 temp vec3 + * @return result for chaining + */ + public static float[] getNormalVec3(final float[] result, final float[] v1, final float[] v2, final float[] v3, + final float[] tmp1Vec3, final float[] tmp2Vec3) { + subVec3 ( tmp1Vec3, v2, v1 ); + subVec3 ( tmp2Vec3, v3, v1 ) ; + return normalizeVec3 ( crossVec3(result, tmp1Vec3, tmp2Vec3) ) ; + } + + /** + * Finds the plane equation of a plane given its normal and a point on the plane. + * + * @param resultV4 vec4 plane equation + * @param normalVec3 + * @param pVec3 + * @return result for chaining + */ + public static float[] getPlaneVec3(final float[/*4*/] resultV4, final float[] normalVec3, final float[] pVec3) { + /** + Ax + By + Cz + D == 0 ; + D = - ( Ax + By + Cz ) + = - ( A*a[0] + B*a[1] + C*a[2] ) + = - vec3Dot ( normal, a ) ; + */ + System.arraycopy(normalVec3, 0, resultV4, 0, 3); + resultV4 [ 3 ] = -vec3Dot(normalVec3, pVec3) ; + return resultV4; + } + + /** + * This finds the plane equation of a triangle given three vertices. + * + * @param resultVec4 vec4 plane equation + * @param v1 vec3 + * @param v2 vec3 + * @param v3 vec3 + * @param temp1V3 + * @param temp2V3 + * @return result for chaining + */ + public static float[] getPlaneVec3(final float[/*4*/] resultVec4, final float[] v1, final float[] v2, final float[] v3, + final float[] temp1V3, final float[] temp2V3) { + /** + Ax + By + Cz + D == 0 ; + D = - ( Ax + By + Cz ) + = - ( A*a[0] + B*a[1] + C*a[2] ) + = - vec3Dot ( normal, a ) ; + */ + getNormalVec3( resultVec4, v1, v2, v3, temp1V3, temp2V3 ) ; + resultVec4 [ 3 ] = -vec3Dot (resultVec4, v1) ; + return resultVec4; + } + + /** + * Return intersection of an infinite line with a plane if exists, otherwise null. + * <p> + * Thanks to <i>Norman Vine -- [email protected] (with hacks by Steve)</i> + * </p> + * + * @param result vec3 result buffer for intersecting coords + * @param ray here representing an infinite line, origin and direction. + * @param plane vec4 plane equation + * @param epsilon + * @return resulting intersecting if exists, otherwise null + */ + public static float[] line2PlaneIntersection(final float[] result, final Ray ray, float[/*4*/] plane, final float epsilon) { + final float tmp = vec3Dot(ray.dir, plane) ; + + if ( Math.abs(tmp) < epsilon ) { + return null; // ray is parallel to plane + } + scaleVec3 ( result, ray.dir, -( vec3Dot(ray.orig, plane) + plane[3] ) / tmp ) ; + return addVec3(result, result, ray.orig); + } /** Compute intersection between two segments * @param a vertex 1 of first segment diff --git a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java index 8a0bf37a0..6f1384c28 100644 --- a/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java +++ b/src/jogl/classes/com/jogamp/opengl/math/geom/AABBox.java @@ -432,6 +432,135 @@ public class AABBox { return true; } + /** + * Return intersection of a {@link Ray} with this bounding box, + * or null if none exist. + * <p> + * <ul> + * <li>Original code by Andrew Woo, from "Graphics Gems", Academic Press, 1990 [2]</li> + * <li>Optimized code by Pierre Terdiman, 2000 (~20-30% faster on my Celeron 500)</li> + * <li>Epsilon value added by Klaus Hartmann.</li> + * </ul> + * Method is based on the requirements: + * <ul> + * <li>the integer representation of 0.0f is 0x00000000</li> + * <li>the sign bit of the float is the most significant one</li> + * </ul> + * Report bugs: [email protected] + * </p> + * <pre> + * [1] http://www.codercorner.com/RayAABB.cpp + * [2] http://tog.acm.org/resources/GraphicsGems/gems/RayBox.c + * </pre> + * @param result vec3 + * @param ray + * @param epsilon + * @param assumeIntersection if true, method assumes an intersection, i.e. by pre-checking via {@link #intersectsRay(Ray)}. + * In this case method will not validate a possible non-intersection and just computes + * coordinates. + * @param tmp1V3 temp vec3 + * @param tmp2V3 temp vec3 + * @param tmp3V3 temp vec3 + * @return float[3] result of intersection coordinates, or null if none exists + */ + public final float[] getRayIntersection(final float[] result, final Ray ray, final float epsilon, + final boolean assumeIntersection, + final float[] tmp1V3, final float[] tmp2V3, final float[] tmp3V3) { + final float[] maxT = { -1f, -1f, -1f }; + + final float[] origin = ray.orig; + final float[] dir = ray.dir; + + boolean inside = true; + + // Find candidate planes. + for(int i=0; i<3; i++) { + if(origin[i] < low[i]) { + result[i] = low[i]; + inside = false; + + // Calculate T distances to candidate planes + if( 0 != Float.floatToIntBits(dir[i]) ) { + maxT[i] = (low[i] - origin[i]) / dir[i]; + } + } else if(origin[i] > high[i]) { + result[i] = high[i]; + inside = false; + + // Calculate T distances to candidate planes + if( 0 != Float.floatToIntBits(dir[i]) ) { + maxT[i] = (high[i] - origin[i]) / dir[i]; + } + } + } + + // Ray origin inside bounding box + if(inside) { + System.arraycopy(origin, 0, result, 0, 3); + return result; + } + + // Get largest of the maxT's for final choice of intersection + int whichPlane = 0; + if(maxT[1] > maxT[whichPlane]) { whichPlane = 1; } + if(maxT[2] > maxT[whichPlane]) { whichPlane = 2; } + + if( !assumeIntersection ) { + // Check final candidate actually inside box + if( 0 != ( Float.floatToIntBits(maxT[whichPlane]) & 0x80000000 ) ) { + return null; + } + + /** Use unrolled version below .. + for(int i=0; i<3; i++) { + if( i!=whichPlane ) { + result[i] = origin[i] + maxT[whichPlane] * dir[i]; + if(result[i] < minB[i] - epsilon || result[i] > maxB[i] + epsilon) { return null; } + // if(result[i] < minB[i] || result[i] > maxB[i] ) { return null; } + } + } */ + switch( whichPlane ) { + case 0: + result[1] = origin[1] + maxT[whichPlane] * dir[1]; + if(result[1] < low[1] - epsilon || result[1] > high[1] + epsilon) { return null; } + result[2] = origin[2] + maxT[whichPlane] * dir[2]; + if(result[2] < low[2] - epsilon || result[2] > high[2] + epsilon) { return null; } + break; + case 1: + result[0] = origin[0] + maxT[whichPlane] * dir[0]; + if(result[0] < low[0] - epsilon || result[0] > high[0] + epsilon) { return null; } + result[2] = origin[2] + maxT[whichPlane] * dir[2]; + if(result[2] < low[2] - epsilon || result[2] > high[2] + epsilon) { return null; } + break; + case 2: + result[0] = origin[0] + maxT[whichPlane] * dir[0]; + if(result[0] < low[0] - epsilon || result[0] > high[0] + epsilon) { return null; } + result[1] = origin[1] + maxT[whichPlane] * dir[1]; + if(result[1] < low[1] - epsilon || result[1] > high[1] + epsilon) { return null; } + break; + default: + throw new InternalError("XXX"); + } + } else { + switch( whichPlane ) { + case 0: + result[1] = origin[1] + maxT[whichPlane] * dir[1]; + result[2] = origin[2] + maxT[whichPlane] * dir[2]; + break; + case 1: + result[0] = origin[0] + maxT[whichPlane] * dir[0]; + result[2] = origin[2] + maxT[whichPlane] * dir[2]; + break; + case 2: + result[0] = origin[0] + maxT[whichPlane] * dir[0]; + result[1] = origin[1] + maxT[whichPlane] * dir[1]; + break; + default: + throw new InternalError("XXX"); + } + } + return result; // ray hits box + } /** * Get the size of this AABBox where the size is represented by the diff --git a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java index 8f5beeebe..c6f1f529d 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java +++ b/src/jogl/classes/com/jogamp/opengl/util/PMVMatrix.java @@ -784,7 +784,7 @@ public class PMVMatrix implements GLMatrixFunc { /** * Map two window coordinates w/ shared X/Y and distinctive Z * to a {@link Ray}. The resulting {@link Ray} maybe used for <i>picking</i> - * using a {@link AABBox#intersectsRay(Ray, float[]) bounding box}. + * using a {@link AABBox#getRayIntersection(Ray, float[]) bounding box}. * <p> * Notes for picking <i>winz0</i> and <i>winz1</i>: * <ul> |