693 lines
18 KiB
C++
693 lines
18 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 <assert.h>
|
|
|
|
#include <tuple>
|
|
#include <map>
|
|
|
|
#include <glm/glm.hpp>
|
|
#include <glm/ext.hpp>
|
|
#include <glm/gtx/closest_point.hpp>
|
|
|
|
using namespace polylib;
|
|
|
|
const vec3_t vec3_origin = { 0, 0, 0 };
|
|
|
|
qboolean
|
|
VectorCompare(const vec3_t v1, const vec3_t v2)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 3; i++)
|
|
if (fabs(v1[i] - v2[i]) > EQUAL_EPSILON)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
CrossProduct(const vec3_t v1, const vec3_t v2, vec3_t cross)
|
|
{
|
|
cross[0] = v1[1] * v2[2] - v1[2] * v2[1];
|
|
cross[1] = v1[2] * v2[0] - v1[0] * v2[2];
|
|
cross[2] = v1[0] * v2[1] - v1[1] * v2[0];
|
|
}
|
|
|
|
/*
|
|
* VecStr - handy shortcut for printf, not thread safe, obviously
|
|
*/
|
|
const char *
|
|
VecStr(const vec3_t vec)
|
|
{
|
|
static char buffers[8][20];
|
|
static int current = 0;
|
|
char *buf;
|
|
|
|
buf = buffers[current++ & 7];
|
|
q_snprintf(buf, sizeof(buffers[0]), "%i %i %i",
|
|
(int)vec[0], (int)vec[1], (int)vec[2]);
|
|
|
|
return buf;
|
|
}
|
|
|
|
const char *
|
|
VecStrf(const vec3_t vec)
|
|
{
|
|
static char buffers[8][20];
|
|
static int current = 0;
|
|
char *buf;
|
|
|
|
buf = buffers[current++ & 7];
|
|
q_snprintf(buf, sizeof(buffers[0]), "%.2f %.2f %.2f",
|
|
vec[0], vec[1], vec[2]);
|
|
|
|
return buf;
|
|
}
|
|
|
|
// from http://mathworld.wolfram.com/SpherePointPicking.html
|
|
// eqns 6,7,8
|
|
void
|
|
UniformPointOnSphere(vec3_t dir, float u1, float u2)
|
|
{
|
|
Q_assert(u1 >= 0 && u1 <= 1);
|
|
Q_assert(u2 >= 0 && u2 <= 1);
|
|
|
|
const vec_t theta = u1 * 2.0 * Q_PI;
|
|
const vec_t u = (2.0 * u2) - 1.0;
|
|
|
|
const vec_t s = sqrt(1.0 - (u * u));
|
|
dir[0] = s * cos(theta);
|
|
dir[1] = s * sin(theta);
|
|
dir[2] = u;
|
|
|
|
for (int i=0; i<3; i++) {
|
|
Q_assert(dir[i] >= -1.001);
|
|
Q_assert(dir[i] <= 1.001);
|
|
}
|
|
}
|
|
|
|
void
|
|
RandomDir(vec3_t dir)
|
|
{
|
|
UniformPointOnSphere(dir, Random(), Random());
|
|
}
|
|
|
|
glm::vec3 CosineWeightedHemisphereSample(float u1, float u2)
|
|
{
|
|
Q_assert(u1 >= 0.0f && u1 <= 1.0f);
|
|
Q_assert(u2 >= 0.0f && u2 <= 1.0f);
|
|
|
|
// Generate a uniform sample on the unit disk
|
|
// http://mathworld.wolfram.com/DiskPointPicking.html
|
|
const float sqrt_u1 = sqrt(u1);
|
|
const float theta = 2.0f * Q_PI * u2;
|
|
|
|
const float x = sqrt_u1 * cos(theta);
|
|
const float y = sqrt_u1 * sin(theta);
|
|
|
|
// Project it up onto the sphere (calculate z)
|
|
//
|
|
// We know sqrt(x^2 + y^2 + z^2) = 1
|
|
// so x^2 + y^2 + z^2 = 1
|
|
// z = sqrt(1 - x^2 - y^2)
|
|
|
|
const float temp = 1.0f - x*x - y*y;
|
|
const float z = sqrt(qmax(0.0f, temp));
|
|
|
|
return glm::vec3(x, y, z);
|
|
}
|
|
|
|
// Returns a 3x3 matrix that rotates (0,0,1) to the given surface normal.
|
|
glm::mat3x3 RotateFromUpToSurfaceNormal(const glm::vec3 &surfaceNormal)
|
|
{
|
|
return glm::toMat3(glm::rotation(glm::vec3(0,0,1), surfaceNormal));
|
|
}
|
|
|
|
bool AABBsDisjoint(const vec3_t minsA, const vec3_t maxsA,
|
|
const vec3_t minsB, const vec3_t maxsB)
|
|
{
|
|
for (int i=0; i<3; i++) {
|
|
if (maxsA[i] < (minsB[i] - EQUAL_EPSILON)) return true;
|
|
if (minsA[i] > (maxsB[i] + EQUAL_EPSILON)) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void AABB_Init(vec3_t mins, vec3_t maxs, const vec3_t pt) {
|
|
VectorCopy(pt, mins);
|
|
VectorCopy(pt, maxs);
|
|
}
|
|
|
|
void AABB_Expand(vec3_t mins, vec3_t maxs, const vec3_t pt) {
|
|
for (int i=0; i<3; i++) {
|
|
mins[i] = qmin(mins[i], pt[i]);
|
|
maxs[i] = qmax(maxs[i], pt[i]);
|
|
}
|
|
}
|
|
|
|
void AABB_Size(const vec3_t mins, const vec3_t maxs, vec3_t size_out) {
|
|
for (int i=0; i<3; i++) {
|
|
size_out[i] = maxs[i] - mins[i];
|
|
}
|
|
}
|
|
|
|
void AABB_Grow(vec3_t mins, vec3_t maxs, const vec3_t size) {
|
|
for (int i=0; i<3; i++) {
|
|
mins[i] -= size[i];
|
|
maxs[i] += size[i];
|
|
}
|
|
}
|
|
|
|
glm::vec3 Barycentric_FromPoint(const glm::vec3 &p, const tri_t &tri)
|
|
{
|
|
using std::get;
|
|
|
|
const glm::vec3 v0 = get<1>(tri) - get<0>(tri);
|
|
const glm::vec3 v1 = get<2>(tri) - get<0>(tri);
|
|
const glm::vec3 v2 = p - get<0>(tri);
|
|
float d00 = glm::dot(v0, v0);
|
|
float d01 = glm::dot(v0, v1);
|
|
float d11 = glm::dot(v1, v1);
|
|
float d20 = glm::dot(v2, v0);
|
|
float d21 = glm::dot(v2, v1);
|
|
float invDenom = (d00 * d11 - d01 * d01);
|
|
invDenom = 1.0/invDenom;
|
|
|
|
glm::vec3 res;
|
|
res[1] = (d11 * d20 - d01 * d21) * invDenom;
|
|
res[2] = (d00 * d21 - d01 * d20) * invDenom;
|
|
res[0] = 1.0f - res[1] - res[2];
|
|
return res;
|
|
}
|
|
|
|
// from global illumination total compendium p. 12
|
|
glm::vec3 Barycentric_Random(const float r1, const float r2)
|
|
{
|
|
glm::vec3 res;
|
|
res.x = 1.0f - sqrtf(r1);
|
|
res.y = r2 * sqrtf(r1);
|
|
res.z = 1.0f - res.x - res.y;
|
|
return res;
|
|
}
|
|
|
|
/// Evaluates the given barycentric coord for the given triangle
|
|
glm::vec3 Barycentric_ToPoint(const glm::vec3 &bary,
|
|
const tri_t &tri)
|
|
{
|
|
using std::get;
|
|
|
|
const glm::vec3 pt = \
|
|
(bary.x * get<0>(tri))
|
|
+ (bary.y * get<1>(tri))
|
|
+ (bary.z * get<2>(tri));
|
|
|
|
return pt;
|
|
}
|
|
|
|
|
|
vec_t
|
|
TriangleArea(const vec3_t v0, const vec3_t v1, const vec3_t v2)
|
|
{
|
|
vec3_t edge0, edge1, cross;
|
|
VectorSubtract(v2, v0, edge0);
|
|
VectorSubtract(v1, v0, edge1);
|
|
CrossProduct(edge0, edge1, cross);
|
|
|
|
return VectorLength(cross) * 0.5;
|
|
}
|
|
|
|
static std::vector<float>
|
|
NormalizePDF(const std::vector<float> &pdf)
|
|
{
|
|
float pdfSum = 0.0f;
|
|
for (float val : pdf) {
|
|
pdfSum += val;
|
|
}
|
|
|
|
std::vector<float> normalizedPdf;
|
|
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;
|
|
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 glm;
|
|
using namespace std;
|
|
|
|
glm::vec3 GLM_FaceNormal(std::vector<glm::vec3> points)
|
|
{
|
|
const int N = static_cast<int>(points.size());
|
|
float maxArea = -FLT_MAX;
|
|
int bestI = -1;
|
|
|
|
const vec3 p0 = points[0];
|
|
|
|
for (int i=2; i<N; i++) {
|
|
const vec3 p1 = points[i-1];
|
|
const vec3 p2 = points[i];
|
|
|
|
const float area = GLM_TriangleArea(p0, p1, p2);
|
|
if (area > maxArea) {
|
|
maxArea = area;
|
|
bestI = i;
|
|
}
|
|
}
|
|
|
|
if (bestI == -1 || maxArea < ZERO_TRI_AREA_EPSILON)
|
|
return vec3(0);
|
|
|
|
const vec3 p1 = points[bestI-1];
|
|
const vec3 p2 = points[bestI];
|
|
const vec3 normal = normalize(cross(p2 - p0, p1 - p0));
|
|
return normal;
|
|
}
|
|
|
|
glm::vec4 GLM_PolyPlane(const std::vector<glm::vec3> &points)
|
|
{
|
|
const vec3 normal = GLM_FaceNormal(points);
|
|
const float dist = dot(points.at(0), normal);
|
|
return vec4(normal, dist);
|
|
}
|
|
|
|
std::pair<bool, vec4>
|
|
GLM_MakeInwardFacingEdgePlane(const vec3 &v0, const vec3 &v1, const vec3 &faceNormal)
|
|
{
|
|
const float v0v1len = length(v1-v0);
|
|
if (v0v1len < POINT_EQUAL_EPSILON)
|
|
return make_pair(false, vec4(0));
|
|
|
|
const vec3 edgedir = (v1 - v0) / v0v1len;
|
|
const vec3 edgeplane_normal = cross(edgedir, faceNormal);
|
|
const float edgeplane_dist = dot(edgeplane_normal, v0);
|
|
|
|
return make_pair(true, vec4(edgeplane_normal, edgeplane_dist));
|
|
}
|
|
|
|
vector<vec4>
|
|
GLM_MakeInwardFacingEdgePlanes(const std::vector<vec3> &points)
|
|
{
|
|
const int N = points.size();
|
|
if (N < 3)
|
|
return {};
|
|
|
|
vector<vec4> result;
|
|
result.reserve(points.size());
|
|
|
|
const vec3 faceNormal = GLM_FaceNormal(points);
|
|
|
|
if (faceNormal == vec3(0,0,0))
|
|
return {};
|
|
|
|
for (int i=0; i<N; i++)
|
|
{
|
|
const vec3 v0 = points[i];
|
|
const vec3 v1 = points[(i+1) % N];
|
|
|
|
const auto edgeplane = GLM_MakeInwardFacingEdgePlane(v0, v1, faceNormal);
|
|
if (!edgeplane.first)
|
|
continue;
|
|
|
|
result.push_back(edgeplane.second);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
float GLM_EdgePlanes_PointInsideDist(const std::vector<glm::vec4> &edgeplanes, const glm::vec3 &point)
|
|
{
|
|
float min = FLT_MAX;
|
|
|
|
for (int i=0; i<edgeplanes.size(); i++) {
|
|
const float planedist = GLM_DistAbovePlane(edgeplanes[i], point);
|
|
if (planedist < min)
|
|
min = planedist;
|
|
}
|
|
|
|
return min; // "outermost" point
|
|
}
|
|
|
|
bool
|
|
GLM_EdgePlanes_PointInside(const vector<vec4> &edgeplanes, const vec3 &point)
|
|
{
|
|
if (edgeplanes.empty())
|
|
return false;
|
|
|
|
const float minDist = GLM_EdgePlanes_PointInsideDist(edgeplanes, point);
|
|
return minDist >= -POINT_EQUAL_EPSILON;
|
|
}
|
|
|
|
vec3
|
|
GLM_TriangleCentroid(const vec3 &v0, const vec3 &v1, const vec3 &v2)
|
|
{
|
|
return (v0 + v1 + v2) / 3.0f;
|
|
}
|
|
|
|
float
|
|
GLM_TriangleArea(const vec3 &v0, const vec3 &v1, const vec3 &v2)
|
|
{
|
|
return 0.5f * length(cross(v2 - v0, v1 - v0));
|
|
}
|
|
|
|
float GLM_DistAbovePlane(const glm::vec4 &plane, const glm::vec3 &point)
|
|
{
|
|
return dot(vec3(plane), point) - plane.w;
|
|
}
|
|
|
|
glm::vec3 GLM_ProjectPointOntoPlane(const glm::vec4 &plane, const glm::vec3 &point)
|
|
{
|
|
float dist = GLM_DistAbovePlane(plane, point);
|
|
vec3 move = -dist * vec3(plane);
|
|
return point + move;
|
|
}
|
|
|
|
float GLM_PolyArea(const std::vector<glm::vec3> &points)
|
|
{
|
|
Q_assert(points.size() >= 3);
|
|
|
|
float poly_area = 0;
|
|
|
|
const vec3 v0 = points.at(0);
|
|
for (int i = 2; i < points.size(); i++) {
|
|
const vec3 v1 = points.at(i-1);
|
|
const vec3 v2 = points.at(i);
|
|
|
|
const float triarea = GLM_TriangleArea(v0, v1, v2);
|
|
|
|
poly_area += triarea;
|
|
}
|
|
|
|
return poly_area;
|
|
}
|
|
|
|
glm::vec3 GLM_PolyCentroid(const std::vector<glm::vec3> &points)
|
|
{
|
|
Q_assert(points.size() >= 3);
|
|
|
|
vec3 poly_centroid(0);
|
|
float poly_area = 0;
|
|
|
|
const vec3 v0 = points.at(0);
|
|
for (int i = 2; i < points.size(); i++) {
|
|
const vec3 v1 = points.at(i-1);
|
|
const vec3 v2 = points.at(i);
|
|
|
|
const float triarea = GLM_TriangleArea(v0, v1, v2);
|
|
const vec3 tricentroid = GLM_TriangleCentroid(v0, v1, v2);
|
|
|
|
poly_area += triarea;
|
|
poly_centroid = poly_centroid + (triarea * tricentroid);
|
|
}
|
|
|
|
poly_centroid /= poly_area;
|
|
|
|
return poly_centroid;
|
|
}
|
|
|
|
glm::vec3 GLM_PolyRandomPoint(const std::vector<glm::vec3> &points)
|
|
{
|
|
Q_assert(points.size() >= 3);
|
|
|
|
// FIXME: Precompute this
|
|
float poly_area = 0;
|
|
std::vector<float> triareas;
|
|
|
|
const vec3 v0 = points.at(0);
|
|
for (int i = 2; i < points.size(); i++) {
|
|
const vec3 v1 = points.at(i-1);
|
|
const vec3 v2 = points.at(i);
|
|
|
|
const float triarea = GLM_TriangleArea(v0, v1, v2);
|
|
Q_assert(triarea >= 0.0f);
|
|
|
|
triareas.push_back(triarea);
|
|
poly_area += triarea;
|
|
}
|
|
|
|
// Pick a random triangle, with probability proportional to triangle area
|
|
const float uniformRandom = Random();
|
|
const std::vector<float> cdf = MakeCDF(triareas);
|
|
const int whichTri = SampleCDF(cdf, uniformRandom);
|
|
|
|
Q_assert(whichTri >= 0 && whichTri < triareas.size());
|
|
|
|
const tri_t tri { points.at(0), points.at(1 + whichTri), points.at(2 + whichTri) };
|
|
|
|
// Pick random barycentric coords.
|
|
const glm::vec3 bary = Barycentric_Random(Random(), Random());
|
|
const glm::vec3 point = Barycentric_ToPoint(bary, tri);
|
|
|
|
return point;
|
|
}
|
|
|
|
std::pair<int, glm::vec3> GLM_ClosestPointOnPolyBoundary(const std::vector<glm::vec3> &poly, const vec3 &point)
|
|
{
|
|
const int N = static_cast<int>(poly.size());
|
|
|
|
int bestI = -1;
|
|
float bestDist = FLT_MAX;
|
|
glm::vec3 bestPointOnPoly(0);
|
|
|
|
for (int i=0; i<N; i++) {
|
|
const glm::vec3 p0 = poly.at(i);
|
|
const glm::vec3 p1 = poly.at((i + 1) % N);
|
|
|
|
const glm::vec3 c = closestPointOnLine(point, p0, p1);
|
|
const float distToC = length(c - point);
|
|
|
|
if (distToC < bestDist) {
|
|
bestI = i;
|
|
bestDist = distToC;
|
|
bestPointOnPoly = c;
|
|
}
|
|
}
|
|
|
|
Q_assert(bestI != -1);
|
|
|
|
return make_pair(bestI, bestPointOnPoly);
|
|
}
|
|
|
|
std::pair<bool, glm::vec3> GLM_InterpolateNormal(const std::vector<glm::vec3> &points,
|
|
const std::vector<glm::vec3> &normals,
|
|
const glm::vec3 &point)
|
|
{
|
|
Q_assert(points.size() == normals.size());
|
|
|
|
// Step through the triangles, being careful to handle zero-size ones
|
|
|
|
const vec3 &p0 = points.at(0);
|
|
const vec3 &n0 = normals.at(0);
|
|
|
|
const int N = points.size();
|
|
for (int i=2; i<N; i++) {
|
|
const vec3 &p1 = points.at(i-1);
|
|
const vec3 &n1 = normals.at(i-1);
|
|
const vec3 &p2 = points.at(i);
|
|
const vec3 &n2 = normals.at(i);
|
|
|
|
const auto edgeplanes = GLM_MakeInwardFacingEdgePlanes({p0, p1, p2});
|
|
if (edgeplanes.empty())
|
|
continue;
|
|
|
|
if (GLM_EdgePlanes_PointInside(edgeplanes, point)) {
|
|
// Found the correct triangle
|
|
|
|
const vec3 bary = Barycentric_FromPoint(point, make_tuple(p0, p1, p2));
|
|
|
|
if (isnan(bary[0]) || isnan(bary[1]) || isnan(bary[2]))
|
|
continue;
|
|
|
|
const vec3 interpolatedNormal = Barycentric_ToPoint(bary, make_tuple(n0, n1, n2));
|
|
return make_pair(true, interpolatedNormal);
|
|
}
|
|
}
|
|
|
|
return make_pair(false, vec3(0));
|
|
}
|
|
|
|
static winding_t *glm_to_winding(const std::vector<glm::vec3> &poly)
|
|
{
|
|
const int N = poly.size();
|
|
winding_t *winding = AllocWinding(N);
|
|
for (int i=0; i<N; i++) {
|
|
glm_to_vec3_t(poly.at(i), winding->p[i]);
|
|
}
|
|
winding->numpoints = N;
|
|
return winding;
|
|
}
|
|
|
|
static std::vector<glm::vec3> winding_to_glm(const winding_t *w)
|
|
{
|
|
if (w == nullptr)
|
|
return {};
|
|
std::vector<glm::vec3> res;
|
|
for (int i=0; i<w->numpoints; i++) {
|
|
res.push_back(vec3_t_to_glm(w->p[i]));
|
|
}
|
|
return res;
|
|
}
|
|
|
|
/// Returns (front part, back part)
|
|
std::pair<std::vector<glm::vec3>,std::vector<glm::vec3>> GLM_ClipPoly(const std::vector<glm::vec3> &poly, const glm::vec4 &plane)
|
|
{
|
|
vec3_t normal;
|
|
winding_t *front = nullptr;
|
|
winding_t *back = nullptr;
|
|
|
|
if (poly.empty())
|
|
return make_pair(vector<vec3>(),vector<vec3>());
|
|
|
|
winding_t *w = glm_to_winding(poly);
|
|
glm_to_vec3_t(vec3(plane), normal);
|
|
ClipWinding(w, normal, plane.w, &front, &back);
|
|
|
|
const auto res = make_pair(winding_to_glm(front), winding_to_glm(back));
|
|
free(front);
|
|
free(back);
|
|
return res;
|
|
}
|
|
|
|
std::vector<glm::vec3> GLM_ShrinkPoly(const std::vector<glm::vec3> &poly, const float amount) {
|
|
const vector<vec4> edgeplanes = GLM_MakeInwardFacingEdgePlanes(poly);
|
|
|
|
vector<vec3> clipped = poly;
|
|
|
|
for (const vec4 &edge : edgeplanes) {
|
|
const vec4 shrunkEdgePlane(vec3(edge), edge.w + 1);
|
|
clipped = GLM_ClipPoly(clipped, shrunkEdgePlane).first;
|
|
}
|
|
|
|
return clipped;
|
|
}
|
|
|
|
// from: http://stackoverflow.com/a/1501725
|
|
// see also: http://mathworld.wolfram.com/Projection.html
|
|
float FractionOfLine(const glm::vec3 &v, const glm::vec3 &w, const glm::vec3& p)
|
|
{
|
|
const glm::vec3 vp = p - v;
|
|
const glm::vec3 vw = w - v;
|
|
|
|
const float l2 = glm::dot(vw, vw);
|
|
if (l2 == 0) {
|
|
return 0;
|
|
}
|
|
|
|
const float t = glm::dot(vp, vw) / l2;
|
|
return t;
|
|
}
|
|
|
|
float DistToLine(const glm::vec3 &v, const glm::vec3 &w, const glm::vec3& p)
|
|
{
|
|
const glm::vec3 closest = ClosestPointOnLine(v,w,p);
|
|
return glm::distance(p, closest);
|
|
}
|
|
|
|
glm::vec3 ClosestPointOnLine(const glm::vec3 &v, const glm::vec3 &w, const glm::vec3& p)
|
|
{
|
|
const glm::vec3 vp = p - v;
|
|
const glm::vec3 vw_norm = glm::normalize(w - v);
|
|
|
|
const float vp_scalarproj = glm::dot(vp, vw_norm);
|
|
|
|
const glm::vec3 p_projected_on_vw = v + (vw_norm * vp_scalarproj);
|
|
|
|
return p_projected_on_vw;
|
|
}
|
|
|
|
float DistToLineSegment(const glm::vec3 &v, const glm::vec3 &w, const glm::vec3& p)
|
|
{
|
|
const glm::vec3 closest = ClosestPointOnLineSegment(v,w,p);
|
|
return glm::distance(p, closest);
|
|
}
|
|
|
|
glm::vec3 ClosestPointOnLineSegment(const glm::vec3 &v, const glm::vec3 &w, const glm::vec3& p)
|
|
{
|
|
const float frac = FractionOfLine(v, w, p);
|
|
if (frac > 1)
|
|
return w;
|
|
if (frac < 0)
|
|
return v;
|
|
|
|
return ClosestPointOnLine(v, w, p);
|
|
}
|