ericw-tools/common/mathlib.cc

628 lines
17 KiB
C++

/* 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.
*/
#include <common/cmdlib.hh>
#include <common/mathlib.hh>
#include <common/polylib.hh>
#include <common/log.hh>
#include <cassert>
#include <tuple>
#include <cmath>
#include <common/qvec.hh>
using namespace polylib;
qmat3x3d RotateAboutX(double t)
{
// https://en.wikipedia.org/wiki/Rotation_matrix#Examples
const double cost = cos(t);
const double sint = sin(t);
return qmat3x3d{
1, 0, 0, // col0
0, cost, sint, // col1
0, -sint, cost // col1
};
}
qmat3x3d RotateAboutY(double t)
{
const double cost = cos(t);
const double sint = sin(t);
return qmat3x3d{
cost, 0, -sint, // col0
0, 1, 0, // col1
sint, 0, cost // col2
};
}
qmat3x3d RotateAboutZ(double t)
{
const double cost = cos(t);
const double sint = sin(t);
return qmat3x3d{
cost, sint, 0, // col0
-sint, cost, 0, // col1
0, 0, 1 // col2
};
}
// Returns a 3x3 matrix that rotates (0,0,1) to the given surface normal.
qmat3x3f RotateFromUpToSurfaceNormal(const qvec3f &surfaceNormal)
{
constexpr qvec3f up(0, 0, 1);
constexpr qvec3f east(1, 0, 0);
constexpr qvec3f north(0, 1, 0);
// get rotation about Z axis
float x = qv::dot(east, surfaceNormal);
float y = qv::dot(north, surfaceNormal);
float theta = atan2f(y, x);
// get angle away from Z axis
float cosangleFromUp = qv::dot(up, surfaceNormal);
cosangleFromUp = min(max(-1.0f, cosangleFromUp), 1.0f);
float radiansFromUp = acosf(cosangleFromUp);
const qmat3x3d rotations = RotateAboutZ(theta) * RotateAboutY(radiansFromUp);
return qmat3x3f(rotations);
}
vec_t Random()
{
return (vec_t)rand() / RAND_MAX;
}
static std::vector<float> NormalizePDF(const std::vector<float> &pdf)
{
float pdfSum = 0.0f;
for (float val : pdf) {
pdfSum += val;
}
std::vector<float> normalizedPdf;
normalizedPdf.reserve(pdf.size());
for (float val : pdf) {
normalizedPdf.push_back(val / pdfSum);
}
return normalizedPdf;
}
std::vector<float> MakeCDF(const std::vector<float> &pdf)
{
const std::vector<float> normzliedPdf = NormalizePDF(pdf);
std::vector<float> cdf;
cdf.reserve(normzliedPdf.size());
float cdfSum = 0.0f;
for (float val : normzliedPdf) {
cdfSum += val;
cdf.push_back(cdfSum);
}
return cdf;
}
int SampleCDF(const std::vector<float> &cdf, float sample)
{
const size_t size = cdf.size();
for (size_t i = 0; i < size; i++) {
float cdfVal = cdf.at(i);
if (sample <= cdfVal) {
return i;
}
}
Q_assert_unreachable();
return 0;
}
static float Gaussian1D(float width, float x, float alpha)
{
if (fabs(x) > width)
return 0.0f;
return expf(-alpha * x * x) - expf(-alpha * width * width);
}
float Filter_Gaussian(float width, float height, float x, float y)
{
const float alpha = 0.5;
return Gaussian1D(width, x, alpha) * Gaussian1D(height, y, alpha);
}
// from https://en.wikipedia.org/wiki/Lanczos_resampling
static float Lanczos1D(float x, float a)
{
if (x == 0)
return 1;
if (x < -a || x >= a)
return 0;
float lanczos = (a * sinf(Q_PI * x) * sinf(Q_PI * x / a)) / (Q_PI * Q_PI * x * x);
return lanczos;
}
// from https://en.wikipedia.org/wiki/Lanczos_resampling#Multidimensional_interpolation
float Lanczos2D(float x, float y, float a)
{
float dist = sqrtf((x * x) + (y * y));
float lanczos = Lanczos1D(dist, a);
return lanczos;
}
using namespace std;
qvec3f FaceNormal(std::vector<qvec3f> points)
{
const int N = static_cast<int>(points.size());
float maxArea = -FLT_MAX;
int bestI = -1;
const qvec3f &p0 = points[0];
for (int i = 2; i < N; i++) {
const qvec3f &p1 = points[i - 1];
const qvec3f &p2 = points[i];
const float area = qv::TriangleArea(p0, p1, p2);
if (area > maxArea) {
maxArea = area;
bestI = i;
}
}
if (bestI == -1 || maxArea < ZERO_TRI_AREA_EPSILON)
return qvec3f{};
const qvec3f &p1 = points[bestI - 1];
const qvec3f &p2 = points[bestI];
const qvec3f normal = qv::normalize(qv::cross(p2 - p0, p1 - p0));
return normal;
}
qvec4f PolyPlane(const std::vector<qvec3f> &points)
{
const qvec3f normal = FaceNormal(points);
const float dist = qv::dot(points.at(0), normal);
return qvec4f(normal[0], normal[1], normal[2], dist);
}
std::pair<bool, qvec4f> MakeInwardFacingEdgePlane(const qvec3f &v0, const qvec3f &v1, const qvec3f &faceNormal)
{
const float v0v1len = qv::length(v1 - v0);
if (v0v1len < POINT_EQUAL_EPSILON)
return make_pair(false, qvec4f(0));
const qvec3f edgedir = (v1 - v0) / v0v1len;
const qvec3f edgeplane_normal = qv::cross(edgedir, faceNormal);
const float edgeplane_dist = qv::dot(edgeplane_normal, v0);
return make_pair(true, qvec4f(edgeplane_normal[0], edgeplane_normal[1], edgeplane_normal[2], edgeplane_dist));
}
vector<qvec4f> MakeInwardFacingEdgePlanes(const std::vector<qvec3f> &points)
{
const size_t N = points.size();
if (N < 3)
return {};
vector<qvec4f> result;
result.reserve(points.size());
const qvec3f faceNormal = FaceNormal(points);
if (qv::emptyExact(faceNormal))
return {};
for (int i = 0; i < N; i++) {
const qvec3f &v0 = points[i];
const qvec3f &v1 = points[(i + 1) % N];
const auto edgeplane = MakeInwardFacingEdgePlane(v0, v1, faceNormal);
if (!edgeplane.first)
continue;
result.push_back(edgeplane.second);
}
return result;
}
float EdgePlanes_PointInsideDist(const std::vector<qvec4f> &edgeplanes, const qvec3f &point)
{
float min = FLT_MAX;
for (int i = 0; i < edgeplanes.size(); i++) {
const float planedist = DistAbovePlane(edgeplanes[i], point);
if (planedist < min)
min = planedist;
}
return min; // "outermost" point
}
bool EdgePlanes_PointInside(const vector<qvec4f> &edgeplanes, const qvec3f &point)
{
if (edgeplanes.empty())
return false;
const float minDist = EdgePlanes_PointInsideDist(edgeplanes, point);
return minDist >= -POINT_EQUAL_EPSILON;
}
qvec4f MakePlane(const qvec3f &normal, const qvec3f &point)
{
return qvec4f(normal[0], normal[1], normal[2], qv::dot(point, normal));
}
float DistAbovePlane(const qvec4f &plane, const qvec3f &point)
{
return qv::dot(qvec3f(plane), point) - plane[3];
}
qvec3f ProjectPointOntoPlane(const qvec4f &plane, const qvec3f &point)
{
float dist = DistAbovePlane(plane, point);
qvec3f move = qvec3f(plane) * -dist;
return point + move;
}
poly_random_point_state_t PolyRandomPoint_Setup(const std::vector<qvec3f> &points)
{
Q_assert(points.size() >= 3);
std::vector<float> triareas;
triareas.reserve(points.size() - 2);
const qvec3f &v0 = points.at(0);
for (int i = 2; i < points.size(); i++) {
const qvec3f &v1 = points.at(i - 1);
const qvec3f &v2 = points.at(i);
const float triarea = qv::TriangleArea(v0, v1, v2);
Q_assert(triarea >= 0.0f);
triareas.push_back(triarea);
}
const std::vector<float> cdf = MakeCDF(triareas);
poly_random_point_state_t result;
result.points = points;
result.triareas = triareas;
result.triareas_cdf = cdf;
return result;
}
// r1, r2, r3 must be in [0, 1]
qvec3f PolyRandomPoint(const poly_random_point_state_t &state, float r1, float r2, float r3)
{
// Pick a random triangle, with probability proportional to triangle area
const float uniformRandom = r1;
const int whichTri = SampleCDF(state.triareas_cdf, uniformRandom);
Q_assert(whichTri >= 0 && whichTri < state.triareas.size());
// Pick random barycentric coords.
const qvec3f bary = qv::Barycentric_Random(r2, r3);
const qvec3f point =
qv::Barycentric_ToPoint(bary, state.points.at(0), state.points.at(1 + whichTri), state.points.at(2 + whichTri));
return point;
}
std::pair<int, qvec3f> ClosestPointOnPolyBoundary(const std::vector<qvec3f> &poly, const qvec3f &point)
{
const int N = static_cast<int>(poly.size());
int bestI = -1;
float bestDist = FLT_MAX;
qvec3f bestPointOnPoly{};
for (int i = 0; i < N; i++) {
const qvec3f &p0 = poly.at(i);
const qvec3f &p1 = poly.at((i + 1) % N);
const qvec3f c = ClosestPointOnLineSegment(p0, p1, point);
const float distToC = qv::length(c - point);
if (distToC < bestDist) {
bestI = i;
bestDist = distToC;
bestPointOnPoly = c;
}
}
Q_assert(bestI != -1);
return make_pair(bestI, bestPointOnPoly);
}
std::pair<bool, qvec3f> InterpolateNormal(
const std::vector<qvec3f> &points, const std::vector<face_normal_t> &normals, const qvec3f &point)
{
std::vector<qvec3f> normalvecs;
for (auto &normal : normals) {
normalvecs.push_back(normal.normal);
}
return InterpolateNormal(points, normalvecs, point);
}
std::pair<bool, qvec3f> InterpolateNormal(
const std::vector<qvec3f> &points, const std::vector<qvec3f> &normals, const qvec3f &point)
{
Q_assert(points.size() == normals.size());
if (points.size() < 3)
return make_pair(false, qvec3f{});
// Step through the triangles, being careful to handle zero-size ones
const qvec3f &p0 = points.at(0);
const qvec3f &n0 = normals.at(0);
const int N = points.size();
for (int i = 2; i < N; i++) {
const qvec3f &p1 = points.at(i - 1);
const qvec3f &n1 = normals.at(i - 1);
const qvec3f &p2 = points.at(i);
const qvec3f &n2 = normals.at(i);
const auto edgeplanes = MakeInwardFacingEdgePlanes({p0, p1, p2});
if (edgeplanes.size() != 3)
continue;
if (EdgePlanes_PointInside(edgeplanes, point)) {
// Found the correct triangle
const qvec3f bary = qv::Barycentric_FromPoint(point, p0, p1, p2);
if (!isfinite(bary[0]) || !isfinite(bary[1]) || !isfinite(bary[2]))
continue;
const qvec3f interpolatedNormal = qv::Barycentric_ToPoint(bary, n0, n1, n2);
return make_pair(true, interpolatedNormal);
}
}
return make_pair(false, qvec3f{});
}
/// Returns (front part, back part)
std::pair<std::vector<qvec3f>, std::vector<qvec3f>> ClipPoly(const std::vector<qvec3f> &poly, const qvec4f &plane)
{
if (poly.empty())
return make_pair(vector<qvec3f>(), vector<qvec3f>());
winding_t w = winding_t::from_winding_points(poly);
auto clipped = w.clip({plane.xyz(), plane[3]});
std::pair<std::vector<qvec3f>, std::vector<qvec3f>> result;
if (clipped[0]) {
result.first = clipped[0]->glm_winding_points();
}
if (clipped[1]) {
result.second = clipped[1]->glm_winding_points();
}
return result;
}
std::vector<qvec3f> ShrinkPoly(const std::vector<qvec3f> &poly, const float amount)
{
const vector<qvec4f> edgeplanes = MakeInwardFacingEdgePlanes(poly);
vector<qvec3f> clipped = poly;
for (const qvec4f &edge : edgeplanes) {
const qvec4f shrunkEdgePlane(edge[0], edge[1], edge[2], edge[3] + amount);
clipped = ClipPoly(clipped, shrunkEdgePlane).first;
}
return clipped;
}
// from: http://stackoverflow.com/a/1501725
// see also: http://mathworld.wolfram.com/Projection.html
float FractionOfLine(const qvec3f &v, const qvec3f &w, const qvec3f &p)
{
const qvec3f vp = p - v;
const qvec3f vw = w - v;
const float l2 = qv::dot(vw, vw);
if (l2 == 0) {
return 0;
}
const float t = qv::dot(vp, vw) / l2;
return t;
}
float DistToLine(const qvec3f &v, const qvec3f &w, const qvec3f &p)
{
const qvec3f closest = ClosestPointOnLine(v, w, p);
return qv::distance(p, closest);
}
qvec3f ClosestPointOnLine(const qvec3f &v, const qvec3f &w, const qvec3f &p)
{
const qvec3f vp = p - v;
const qvec3f vw_norm = qv::normalize(w - v);
if (qv::emptyExact(vw_norm)) {
return p;
}
const float vp_scalarproj = qv::dot(vp, vw_norm);
const qvec3f p_projected_on_vw = v + (vw_norm * vp_scalarproj);
return p_projected_on_vw;
}
float DistToLineSegment(const qvec3f &v, const qvec3f &w, const qvec3f &p)
{
const qvec3f closest = ClosestPointOnLineSegment(v, w, p);
return qv::distance(p, closest);
}
qvec3f ClosestPointOnLineSegment(const qvec3f &v, const qvec3f &w, const qvec3f &p)
{
const float frac = FractionOfLine(v, w, p);
if (frac >= 1)
return w;
if (frac <= 0)
return v;
return ClosestPointOnLine(v, w, p);
}
/// Returns degrees of clockwise rotation from start to end, assuming `normal` is pointing towards the viewer
float SignedDegreesBetweenUnitVectors(const qvec3f &start, const qvec3f &end, const qvec3f &normal)
{
const float cosangle = max(-1.0f, min(1.0f, qv::dot(start, end)));
const float unsigned_degrees = acos(cosangle) * (360.0 / (2.0 * Q_PI));
// get a normal for the rotation plane using the right-hand rule
const qvec3f rotationNormal = qv::normalize(qv::cross(start, end));
const float normalsCosAngle = qv::dot(rotationNormal, normal);
if (normalsCosAngle >= 0) {
// counterclockwise rotation
return -unsigned_degrees;
}
// clockwise rotation
return unsigned_degrees;
}
concavity_t FacePairConcavity(
const qvec3f &face1Center, const qvec3f &face1Normal, const qvec3f &face2Center, const qvec3f &face2Normal)
{
const qvec3f face1to2_dir = qv::normalize(face2Center - face1Center);
const qvec3f towards_viewer_dir = qv::cross(face1to2_dir, face1Normal);
const float degrees = SignedDegreesBetweenUnitVectors(face1Normal, face2Normal, towards_viewer_dir);
if (fabs(degrees) < DEGREES_EPSILON) {
return concavity_t::Coplanar;
} else if (degrees < 0.0f) {
return concavity_t::Concave;
} else {
return concavity_t::Convex;
}
}
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);
}
std::array<std::pair<qvec2i, float>, 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<int>(qv::floor(pos)[0]), static_cast<int>(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<std::pair<qvec2i, float>, 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;
}
/**
* do the line segments overlap at all?
* - if not colinear, returns false.
* - the direction doesn't matter.
* - only tips touching is enough
*/
bool LinesOverlap(const qvec3f &p0, const qvec3f &p1, const qvec3f &q0, const qvec3f &q1, const vec_t &on_epsilon)
{
const float q0_linedist = DistToLine(p0, p1, q0);
if (q0_linedist > on_epsilon)
return false; // not colinear
const float q1_linedist = DistToLine(p0, p1, q1);
if (q1_linedist > on_epsilon)
return false; // not colinear
const float q0_frac = FractionOfLine(p0, p1, q0);
const float q1_frac = FractionOfLine(p0, p1, q1);
if (q0_frac < 0.0 && q1_frac < 0.0)
return false;
if (q0_frac > 1.0 && q1_frac > 1.0)
return false;
return true;
}