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/**
* 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 jogamp.graph.math.MathFloat;
import com.jogamp.graph.geom.Vertex;
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 = MathFloat.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 MathFloat.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 = MathFloat.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;
}
}
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