/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ #ifndef __COMMON_MATHLIB_H__ #define __COMMON_MATHLIB_H__ #include #include #include #include #include #include #include #include // for unique_ptr #include #include #ifdef DOUBLEVEC_T #define vec_t double #define VECT_MAX DBL_MAX #else #define vec_t float #define VECT_MAX FLT_MAX #endif typedef vec_t vec3_t[3]; typedef struct { vec3_t normal; vec_t dist; } plane_t; #define SIDE_FRONT 0 #define SIDE_ON 2 #define SIDE_BACK 1 #define SIDE_CROSS -2 #define Q_PI 3.14159265358979323846 #define DEG2RAD( a ) ( ( a ) * ( ( 2 * Q_PI ) / 360.0 ) ) extern const vec3_t vec3_origin; #define ZERO_TRI_AREA_EPSILON 0.05f #define POINT_EQUAL_EPSILON 0.05f #define NORMAL_EPSILON 0.000001 #define DEGREES_EPSILON 0.001 qboolean VectorCompare(const vec3_t v1, const vec3_t v2, vec_t epsilon); static inline bool GLMVectorCompare(const qvec3f &v1, const qvec3f &v2, float epsilon) { for (int i = 0; i < 3; i++) if (fabs(v1[i] - v2[i]) > epsilon) return false; return true; } static inline vec_t DotProduct(const vec3_t x, const vec3_t y) { return x[0] * y[0] + x[1] * y[1] + x[2] * y[2]; } static inline void VectorSubtract(const vec3_t x, const vec3_t y, vec3_t out) { out[0] = x[0] - y[0]; out[1] = x[1] - y[1]; out[2] = x[2] - y[2]; } static inline void VectorAdd(const vec3_t x, const vec3_t y, vec3_t out) { out[0] = x[0] + y[0]; out[1] = x[1] + y[1]; out[2] = x[2] + y[2]; } static inline void VectorCopy(const vec3_t in, vec3_t out) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } static inline void VectorScale(const vec3_t v, vec_t scale, vec3_t out) { out[0] = v[0] * scale; out[1] = v[1] * scale; out[2] = v[2] * scale; } static inline void VectorInverse(vec3_t v) { v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } static inline void VectorSet(vec3_t out, vec_t x, vec_t y, vec_t z) { out[0] = x; out[1] = y; out[2] = z; } static inline void VectorClear(vec3_t out) { out[0] = 0; out[1] = 0; out[2] = 0; } static inline void VectorCopyFromGLM(const qvec3f &in, vec3_t out) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } void ClearBounds(vec3_t mins, vec3_t maxs); void AddPointToBounds(const vec3_t v, vec3_t mins, vec3_t maxs); plane_t FlipPlane(plane_t input); static inline qvec3f VectorToGLM(const vec3_t in) { return qvec3f(in[0], in[1], in[2]); } static inline vec_t Q_rint(vec_t in) { return (vec_t)(floor(in + 0.5)); } /* Random() returns a pseudorandom number between 0 and 1 */ static inline vec_t Random( void ) { return (vec_t) rand() / RAND_MAX; } static inline void VectorMA(const vec3_t va, vec_t scale, const vec3_t vb, vec3_t vc) { vc[0] = va[0] + scale * vb[0]; vc[1] = va[1] + scale * vb[1]; vc[2] = va[2] + scale * vb[2]; } void CrossProduct(const vec3_t v1, const vec3_t v2, vec3_t cross); static inline double VectorLengthSq(const vec3_t v) { double length = 0; for (int i = 0; i < 3; i++) length += v[i] * v[i]; return length; } static inline double VectorLength(const vec3_t v) { double length = VectorLengthSq(v); length = sqrt(length); return length; } static inline vec_t VectorNormalize(vec3_t v) { int i; double length; length = 0; for (i = 0; i < 3; i++) length += v[i] * v[i]; length = sqrt(length); if (length == 0) return 0; for (i = 0; i < 3; i++) v[i] /= (vec_t)length; return (vec_t)length; } // returns the normalized direction from `start` to `stop` in the `dir` param // returns the distance from `start` to `stop` static inline vec_t GetDir(const vec3_t start, const vec3_t stop, vec3_t dir) { VectorSubtract(stop, start, dir); return VectorNormalize(dir); } static inline vec_t DistanceAbovePlane(const vec3_t normal, const vec_t dist, const vec3_t point) { return DotProduct(normal, point) - dist; } static inline void ProjectPointOntoPlane(const vec3_t normal, const vec_t dist, vec3_t point) { vec_t distAbove = DistanceAbovePlane(normal, dist, point); vec3_t move; VectorScale(normal, -distAbove, move); VectorAdd(point, move, point); } bool SetPlanePts(const vec3_t planepts[3], vec3_t normal, vec_t *dist); /* Shortcut for output of warnings/errors */ std::string VecStr(const vec3_t vec); std::string VecStrf(const vec3_t vec); std::string VecStr(const qvec3f vec); //mxd std::string VecStrf(const qvec3f vec); //mxd // Maps uniform random variables U and V in [0, 1] to uniformly distributed points on a sphere void UniformPointOnSphere(vec3_t dir, float u, float v); void RandomDir(vec3_t dir); qvec3f CosineWeightedHemisphereSample(float u1, float u2); qvec3f vec_from_mangle(const qvec3f &m); qvec3f mangle_from_vec(const qvec3f &v); qmat3x3d RotateAboutX(double radians); qmat3x3d RotateAboutY(double radians); qmat3x3d RotateAboutZ(double radians); qmat3x3f RotateFromUpToSurfaceNormal(const qvec3f &surfaceNormal); bool AABBsDisjoint(const vec3_t minsA, const vec3_t maxsA, const vec3_t minsB, const vec3_t maxsB); void AABB_Init(vec3_t mins, vec3_t maxs, const vec3_t pt); void AABB_Expand(vec3_t mins, vec3_t maxs, const vec3_t pt); void AABB_Size(const vec3_t mins, const vec3_t maxs, vec3_t size_out); void AABB_Grow(vec3_t mins, vec3_t maxs, const vec3_t size); using tri_t = std::tuple; /// abc - clockwise ordered triangle /// p - point to get the barycentric coords of qvec3f Barycentric_FromPoint(const qvec3f &p, const tri_t &tri); qvec3f Barycentric_Random(const float r1, const float r2); /// Evaluates the given barycentric coord for the given triangle qvec3f Barycentric_ToPoint(const qvec3f &bary, const tri_t &tri); vec_t TriangleArea(const vec3_t v0, const vec3_t v1, const vec3_t v2); // noramlizes the given pdf so it sums to 1, then converts to a cdf std::vector MakeCDF(const std::vector &pdf); int SampleCDF(const std::vector &cdf, float sample); // filtering // width (height) are the filter "radius" (not "diameter") float Filter_Gaussian(float width, float height, float x, float y); // sqrt(x^2 + y^2) should be <= a, returns 0 outside that range. float Lanczos2D(float x, float y, float a); // glm geometry static inline qvec3f vec3_t_to_glm(const vec3_t vec) { return qvec3f(vec[0], vec[1], vec[2]); } static inline qvec3d qvec3d_from_vec3(const vec3_t vec) { return qvec3d(vec[0], vec[1], vec[2]); } static inline void glm_to_vec3_t(const qvec3f &glm, vec3_t out) { out[0] = glm[0]; out[1] = glm[1]; out[2] = glm[2]; } static inline void glm_to_vec3_t(const qvec3d &glm, vec3_t out) { out[0] = glm[0]; out[1] = glm[1]; out[2] = glm[2]; } // Returns (0 0 0) if we couldn't determine the normal qvec3f GLM_FaceNormal(std::vector points); std::pair GLM_MakeInwardFacingEdgePlane(const qvec3f &v0, const qvec3f &v1, const qvec3f &faceNormal); std::vector GLM_MakeInwardFacingEdgePlanes(const std::vector &points); bool GLM_EdgePlanes_PointInside(const std::vector &edgeplanes, const qvec3f &point); float GLM_EdgePlanes_PointInsideDist(const std::vector &edgeplanes, const qvec3f &point); qvec3f GLM_TriangleCentroid(const qvec3f &v0, const qvec3f &v1, const qvec3f &v2); float GLM_TriangleArea(const qvec3f &v0, const qvec3f &v1, const qvec3f &v2); qvec4f GLM_MakePlane(const qvec3f &normal, const qvec3f &point); float GLM_DistAbovePlane(const qvec4f &plane, const qvec3f &point); qvec3f GLM_ProjectPointOntoPlane(const qvec4f &plane, const qvec3f &point); float GLM_PolyArea(const std::vector &points); qvec3f GLM_PolyCentroid(const std::vector &points); qvec4f GLM_PolyPlane(const std::vector &points); /// Returns the index of the polygon edge, and the closest point on that edge, to the given point std::pair GLM_ClosestPointOnPolyBoundary(const std::vector &poly, const qvec3f &point); /// Returns `true` and the interpolated normal if `point` is in the polygon, otherwise returns false. std::pair GLM_InterpolateNormal(const std::vector &points, const std::vector &normals, const qvec3f &point); std::vector GLM_ShrinkPoly(const std::vector &poly, const float amount); /// Returns (front part, back part) std::pair,std::vector> GLM_ClipPoly(const std::vector &poly, const qvec4f &plane); class poly_random_point_state_t { public: std::vector points; std::vector triareas; std::vector triareas_cdf; }; poly_random_point_state_t GLM_PolyRandomPoint_Setup(const std::vector &points); qvec3f GLM_PolyRandomPoint(const poly_random_point_state_t &state, float r1, float r2, float r3); /// projects p onto the vw line. /// returns 0 for p==v, 1 for p==w float FractionOfLine(const qvec3f &v, const qvec3f &w, const qvec3f& p); /** * Distance from `p` to the line v<->w (extending infinitely in either direction) */ float DistToLine(const qvec3f &v, const qvec3f &w, const qvec3f& p); qvec3f ClosestPointOnLine(const qvec3f &v, const qvec3f &w, const qvec3f &p); /** * Distance from `p` to the line segment v<->w. * i.e., 0 if `p` is between v and w. */ float DistToLineSegment(const qvec3f &v, const qvec3f &w, const qvec3f &p); qvec3f ClosestPointOnLineSegment(const qvec3f &v, const qvec3f &w, const qvec3f &p); float SignedDegreesBetweenUnitVectors(const qvec3f &start, const qvec3f &end, const qvec3f &normal); enum class concavity_t { Coplanar, Concave, Convex }; concavity_t FacePairConcavity(const qvec3f &face1Center, const qvec3f &face1Normal, const qvec3f &face2Center, const qvec3f &face2Normal); // Returns weights for f(0,0), f(1,0), f(0,1), f(1,1) // from: https://en.wikipedia.org/wiki/Bilinear_interpolation#Unit_Square static inline qvec4f bilinearWeights(const float x, const float y) { Q_assert(x >= 0.0f); Q_assert(x <= 1.0f); Q_assert(y >= 0.0f); Q_assert(y <= 1.0f); return qvec4f((1.0f - x) * (1.0f - y), x * (1.0f - y), (1.0f - x) * y, x * y); } // This uses a coordinate system where the pixel centers are on integer coords. // e.g. the corners of a 3x3 pixel bitmap are at (-0.5, -0.5) and (2.5, 2.5). static inline std::array, 4> bilinearWeightsAndCoords(qvec2f pos, const qvec2i &size) { Q_assert(pos[0] >= -0.5f && pos[0] <= (size[0] - 0.5f)); Q_assert(pos[1] >= -0.5f && pos[1] <= (size[1] - 0.5f)); // Handle extrapolation. for (int i=0; i<2; i++) { if (pos[i] < 0) pos[i] = 0; if (pos[i] > (size[i] - 1)) pos[i] = (size[i] - 1); } Q_assert(pos[0] >= 0.f && pos[0] <= (size[0] - 1)); Q_assert(pos[1] >= 0.f && pos[1] <= (size[1] - 1)); qvec2i integerPart{static_cast(qv::floor(pos)[0]), static_cast(qv::floor(pos)[1])}; qvec2f fractionalPart(pos - qv::floor(pos)); // ensure integerPart + (1, 1) is still in bounds for (int i=0; i<2; i++) { if (fractionalPart[i] == 0.0f && integerPart[i] > 0) { integerPart[i] -= 1; fractionalPart[i] = 1.0f; } } Q_assert(integerPart[0] + 1 < size[0]); Q_assert(integerPart[1] + 1 < size[1]); Q_assert(qvec2f(integerPart) + fractionalPart == pos); // f(0,0), f(1,0), f(0,1), f(1,1) const qvec4f weights = bilinearWeights(fractionalPart[0], fractionalPart[1]); std::array, 4> result; for (int i=0; i<4; i++) { const float weight = weights[i]; qvec2i pos(integerPart); if ((i % 2) == 1) pos[0] += 1; if (i >= 2) pos[1] += 1; Q_assert(pos[0] >= 0); Q_assert(pos[0] < size[0]); Q_assert(pos[1] >= 0); Q_assert(pos[1] < size[1]); result[i] = std::make_pair(pos, weight); } return result; } template V bilinearInterpolate(const V &f00, const V &f10, const V &f01, const V &f11, const float x, const float y) { qvec4f weights = bilinearWeights(x,y); const V fxy = f00 * weights[0] + \ f10 * weights[1] + \ f01 * weights[2] + \ f11 * weights[3]; return fxy; } template std::vector PointsAlongLine(const V &start, const V &end, const float step) { const V linesegment = end - start; const float len = qv::length(linesegment); if (len == 0) return {}; std::vector result; const V dir = linesegment / len; const int stepCount = static_cast(len / step); for (int i=0; i<=stepCount; i++) { const V pt = start + (dir * (step * i)); result.push_back(pt); } return result; } bool LinesOverlap(const qvec3f p0, const qvec3f p1, const qvec3f q0, const qvec3f q1); #endif /* __COMMON_MATHLIB_H__ */