855 lines
24 KiB
C++
855 lines
24 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "Vector3.h"
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#include "Vector2.h"
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#include "Vector4.h"
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#include "Color.h"
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#include "Quaternion.h"
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#include "Matrix.h"
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#include "Matrix3x3.h"
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#include "Transform.h"
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#include "../Types/String.h"
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// Float
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static_assert(sizeof(Float3) == 12, "Invalid Float3 type size.");
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template<>
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const Float3 Float3::Zero(0.0f);
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template<>
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const Float3 Float3::One(1.0f);
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template<>
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const Float3 Float3::Half(0.5f);
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template<>
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const Float3 Float3::UnitX(1.0f, 0.0f, 0.0f);
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template<>
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const Float3 Float3::UnitY(0.0f, 1.0f, 0.0f);
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template<>
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const Float3 Float3::UnitZ(0.0f, 0.0f, 1.0f);
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template<>
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const Float3 Float3::Up(0.0f, 1.0f, 0.0f);
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template<>
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const Float3 Float3::Down(0.0f, -1.0f, 0.0f);
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template<>
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const Float3 Float3::Left(-1.0f, 0.0f, 0.0f);
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template<>
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const Float3 Float3::Right(1.0f, 0.0f, 0.0f);
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template<>
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const Float3 Float3::Forward(0.0f, 0.0f, 1.0f);
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template<>
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const Float3 Float3::Backward(0.0f, 0.0f, -1.0f);
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template<>
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const Float3 Float3::Minimum(MIN_float);
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template<>
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const Float3 Float3::Maximum(MAX_float);
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template<>
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Float3::Vector3Base(const Float2& xy, float z)
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: X(xy.X)
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, Y(xy.Y)
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, Z(z)
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{
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}
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template<>
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Float3::Vector3Base(const Double2& xy, float z)
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: X((float)xy.X)
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, Y((float)xy.Y)
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, Z(0)
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{
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}
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template<>
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Float3::Vector3Base(const Int2& xy, float z)
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: X((float)xy.X)
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, Y((float)xy.Y)
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, Z(z)
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{
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}
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template<>
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Float3::Vector3Base(const Int3& xyz)
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: X((float)xyz.X)
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, Y((float)xyz.Y)
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, Z((float)xyz.Z)
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{
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}
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template<>
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Float3::Vector3Base(const Int4& xyz)
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: X((float)xyz.X)
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, Y((float)xyz.Y)
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, Z((float)xyz.Z)
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{
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}
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template<>
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Float3::Vector3Base(const Float4& xyz)
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: X((float)xyz.X)
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, Y((float)xyz.Y)
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, Z((float)xyz.Z)
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{
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}
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template<>
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Float3::Vector3Base(const Double4& xyz)
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: X((float)xyz.X)
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, Y((float)xyz.Y)
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, Z((float)xyz.Z)
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{
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}
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template<>
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Float3::Vector3Base(const Color& color)
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: X(color.R)
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, Y(color.G)
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, Z(color.B)
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{
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}
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template<>
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String Float3::ToString() const
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{
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return String::Format(TEXT("{}"), *this);
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}
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template<>
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void Float3::Hermite(const Float3& value1, const Float3& tangent1, const Float3& value2, const Float3& tangent2, float amount, Float3& result)
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{
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const float squared = amount * amount;
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const float cubed = amount * squared;
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const float part1 = 2.0f * cubed - 3.0f * squared + 1.0f;
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const float part2 = -2.0f * cubed + 3.0f * squared;
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const float part3 = cubed - 2.0f * squared + amount;
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const float part4 = cubed - squared;
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result.X = value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4;
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result.Y = value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4;
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result.Z = value1.Z * part1 + value2.Z * part2 + tangent1.Z * part3 + tangent2.Z * part4;
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}
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template<>
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void Float3::Reflect(const Float3& vector, const Float3& normal, Float3& result)
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{
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const Real dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z;
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result.X = vector.X - 2.0f * dot * normal.X;
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result.Y = vector.Y - 2.0f * dot * normal.Y;
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result.Z = vector.Z - 2.0f * dot * normal.Z;
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}
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template<>
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void Float3::Transform(const Float3& vector, const Quaternion& rotation, Float3& result)
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{
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const float x = rotation.X + rotation.X;
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const float y = rotation.Y + rotation.Y;
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const float z = rotation.Z + rotation.Z;
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const float wx = rotation.W * x;
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const float wy = rotation.W * y;
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const float wz = rotation.W * z;
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const float xx = rotation.X * x;
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const float xy = rotation.X * y;
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const float xz = rotation.X * z;
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const float yy = rotation.Y * y;
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const float yz = rotation.Y * z;
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const float zz = rotation.Z * z;
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result = Float3(
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vector.X * (1.0f - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy),
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vector.X * (xy + wz) + vector.Y * (1.0f - xx - zz) + vector.Z * (yz - wx),
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vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0f - xx - yy));
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}
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template<>
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Float3 Float3::Transform(const Float3& vector, const Quaternion& rotation)
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{
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const float x = rotation.X + rotation.X;
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const float y = rotation.Y + rotation.Y;
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const float z = rotation.Z + rotation.Z;
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const float wx = rotation.W * x;
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const float wy = rotation.W * y;
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const float wz = rotation.W * z;
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const float xx = rotation.X * x;
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const float xy = rotation.X * y;
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const float xz = rotation.X * z;
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const float yy = rotation.Y * y;
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const float yz = rotation.Y * z;
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const float zz = rotation.Z * z;
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return Float3(
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vector.X * (1.0f - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy),
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vector.X * (xy + wz) + vector.Y * (1.0f - xx - zz) + vector.Z * (yz - wx),
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vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0f - xx - yy));
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}
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template<>
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void Float3::Transform(const Float3& vector, const Matrix& transform, Float4& result)
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{
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result = Float4(
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vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
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vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
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vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43,
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vector.X * transform.M14 + vector.Y * transform.M24 + vector.Z * transform.M34 + transform.M44);
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}
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template<>
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void Float3::Transform(const Float3& vector, const Matrix& transform, Float3& result)
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{
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result = Float3(
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vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
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vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
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vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43);
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}
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template<>
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void Float3::Transform(const Float3& vector, const Matrix3x3& transform, Float3& result)
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{
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result = Float3(
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vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31,
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vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32,
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vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33);
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}
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template<>
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void Float3::Transform(const Float3& vector, const ::Transform& transform, Float3& result)
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{
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#if USE_LARGE_WORLDS
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Vector3 tmp;
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transform.LocalToWorld(vector, tmp);
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result = tmp;
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#else
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transform.LocalToWorld(vector, result);
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#endif
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}
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template<>
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Float3 Float3::Transform(const Float3& vector, const Matrix& transform)
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{
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return Float3(
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vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
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vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
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vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43);
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}
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template<>
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Float3 Float3::Transform(const Float3& vector, const ::Transform& transform)
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{
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Vector3 result;
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transform.LocalToWorld(vector, result);
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return result;
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}
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template<>
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void Float3::TransformCoordinate(const Float3& coordinate, const Matrix& transform, Float3& result)
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{
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Float4 v;
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v.X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + coordinate.Z * transform.M31 + transform.M41;
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v.Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + coordinate.Z * transform.M32 + transform.M42;
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v.Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + coordinate.Z * transform.M33 + transform.M43;
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v.W = 1.0f / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + coordinate.Z * transform.M34 + transform.M44);
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result = Float3(v.X * v.W, v.Y * v.W, v.Z * v.W);
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}
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template<>
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void Float3::TransformNormal(const Float3& normal, const Matrix& transform, Float3& result)
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{
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result = Float3(
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normal.X * transform.M11 + normal.Y * transform.M21 + normal.Z * transform.M31,
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normal.X * transform.M12 + normal.Y * transform.M22 + normal.Z * transform.M32,
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normal.X * transform.M13 + normal.Y * transform.M23 + normal.Z * transform.M33);
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}
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template<>
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Float3 Float3::Project(const Float3& vector, const Float3& onNormal)
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{
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const float sqrMag = Dot(onNormal, onNormal);
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if (sqrMag < ZeroTolerance)
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return Zero;
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return onNormal * Dot(vector, onNormal) / sqrMag;
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}
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template<>
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void Float3::Project(const Float3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Float3& result)
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{
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Float3 v;
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TransformCoordinate(vector, worldViewProjection, v);
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result = Float3((1.0f + v.X) * 0.5f * width + x, (1.0f - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ);
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}
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template<>
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void Float3::Unproject(const Float3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Float3& result)
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{
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Matrix matrix;
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Matrix::Invert(worldViewProjection, matrix);
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const Float3 v((vector.X - x) / width * 2.0f - 1.0f, -((vector.Y - y) / height * 2.0f - 1.0f), (vector.Z - minZ) / (maxZ - minZ));
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TransformCoordinate(v, matrix, result);
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}
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template<>
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void Float3::CreateOrthonormalBasis(Float3& xAxis, Float3& yAxis, Float3& zAxis)
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{
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xAxis -= (xAxis | zAxis) / (zAxis | zAxis) * zAxis;
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yAxis -= (yAxis | zAxis) / (zAxis | zAxis) * zAxis;
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if (xAxis.LengthSquared() < ZeroTolerance)
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xAxis = yAxis ^ zAxis;
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if (yAxis.LengthSquared() < ZeroTolerance)
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yAxis = xAxis ^ zAxis;
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xAxis.Normalize();
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yAxis.Normalize();
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zAxis.Normalize();
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}
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template<>
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void Float3::FindBestAxisVectors(Float3& firstAxis, Float3& secondAxis) const
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{
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const float absX = Math::Abs(X);
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const float absY = Math::Abs(Y);
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const float absZ = Math::Abs(Z);
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if (absZ > absX && absZ > absY)
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firstAxis = Float3(1, 0, 0);
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else
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firstAxis = Float3(0, 0, 1);
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firstAxis = (firstAxis - *this * (firstAxis | *this)).GetNormalized();
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secondAxis = firstAxis ^ *this;
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}
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template<>
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float Float3::TriangleArea(const Float3& v0, const Float3& v1, const Float3& v2)
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{
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return ((v2 - v0) ^ (v1 - v0)).Length() * 0.5f;
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}
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template<>
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float Float3::Angle(const Float3& from, const Float3& to)
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{
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const float dot = Math::Clamp(Dot(Normalize(from), Normalize(to)), -1.0f, 1.0f);
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if (Math::Abs(dot) > 1.0f - ZeroTolerance)
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return dot > 0.0f ? 0.0f : PI;
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return Math::Acos(dot);
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}
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// Double
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static_assert(sizeof(Double3) == 24, "Invalid Double3 type size.");
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template<>
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const Double3 Double3::Zero(0.0);
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template<>
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const Double3 Double3::One(1.0);
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template<>
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const Double3 Double3::Half(0.5);
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template<>
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const Double3 Double3::UnitX(1.0, 0.0, 0.0);
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template<>
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const Double3 Double3::UnitY(0.0, 1.0, 0.0);
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template<>
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const Double3 Double3::UnitZ(0.0, 0.0, 1.0);
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template<>
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const Double3 Double3::Up(0.0, 1.0, 0.0);
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template<>
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const Double3 Double3::Down(0.0, -1.0, 0.0);
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template<>
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const Double3 Double3::Left(-1.0, 0.0, 0.0);
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template<>
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const Double3 Double3::Right(1.0, 0.0, 0.0);
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template<>
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const Double3 Double3::Forward(0.0, 0.0, 1.0);
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template<>
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const Double3 Double3::Backward(0.0, 0.0, -1.0);
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template<>
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const Double3 Double3::Minimum(MIN_double);
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template<>
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const Double3 Double3::Maximum(MAX_double);
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template<>
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Double3::Vector3Base(const Float2& xy, double z)
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: X((double)xy.X)
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, Y((double)xy.Y)
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, Z(z)
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{
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}
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template<>
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Double3::Vector3Base(const Double2& xy, double z)
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: X(xy.X)
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, Y(xy.Y)
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, Z(0)
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{
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}
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template<>
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Double3::Vector3Base(const Int2& xy, double z)
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: X((double)xy.X)
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, Y((double)xy.Y)
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, Z(z)
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{
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}
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template<>
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Double3::Vector3Base(const Int3& xyz)
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: X((double)xyz.X)
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, Y((double)xyz.Y)
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, Z((double)xyz.Z)
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{
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}
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template<>
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Double3::Vector3Base(const Int4& xyz)
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: X((double)xyz.X)
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, Y((double)xyz.Y)
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, Z((double)xyz.Z)
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{
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}
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template<>
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Double3::Vector3Base(const Float4& xyz)
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: X((double)xyz.X)
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, Y((double)xyz.Y)
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, Z((double)xyz.Z)
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{
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}
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template<>
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Double3::Vector3Base(const Double4& xyz)
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: X(xyz.X)
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, Y(xyz.Y)
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, Z(xyz.Z)
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{
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}
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template<>
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Double3::Vector3Base(const Color& color)
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: X((double)color.R)
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, Y((double)color.G)
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, Z((double)color.B)
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{
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}
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template<>
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String Double3::ToString() const
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{
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return String::Format(TEXT("{}"), *this);
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}
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template<>
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void Double3::Hermite(const Double3& value1, const Double3& tangent1, const Double3& value2, const Double3& tangent2, double amount, Double3& result)
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{
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const double squared = amount * amount;
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const double cubed = amount * squared;
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const double part1 = 2.0 * cubed - 3.0 * squared + 1.0;
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const double part2 = -2.0 * cubed + 3.0 * squared;
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const double part3 = cubed - 2.0 * squared + amount;
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const double part4 = cubed - squared;
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result.X = value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4;
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result.Y = value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4;
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result.Z = value1.Z * part1 + value2.Z * part2 + tangent1.Z * part3 + tangent2.Z * part4;
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}
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template<>
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void Double3::Reflect(const Double3& vector, const Double3& normal, Double3& result)
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{
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const double dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z;
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result.X = vector.X - 2.0 * dot * normal.X;
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result.Y = vector.Y - 2.0 * dot * normal.Y;
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result.Z = vector.Z - 2.0 * dot * normal.Z;
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}
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template<>
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void Double3::Transform(const Double3& vector, const Quaternion& rotation, Double3& result)
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{
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const float x = rotation.X + rotation.X;
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const float y = rotation.Y + rotation.Y;
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const float z = rotation.Z + rotation.Z;
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const float wx = rotation.W * x;
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const float wy = rotation.W * y;
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const float wz = rotation.W * z;
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const float xx = rotation.X * x;
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const float xy = rotation.X * y;
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const float xz = rotation.X * z;
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const float yy = rotation.Y * y;
|
|
const float yz = rotation.Y * z;
|
|
const float zz = rotation.Z * z;
|
|
result = Double3(
|
|
vector.X * (1.0f - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy),
|
|
vector.X * (xy + wz) + vector.Y * (1.0f - xx - zz) + vector.Z * (yz - wx),
|
|
vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0f - xx - yy));
|
|
}
|
|
|
|
template<>
|
|
Double3 Double3::Transform(const Double3& vector, const Quaternion& rotation)
|
|
{
|
|
const float x = rotation.X + rotation.X;
|
|
const float y = rotation.Y + rotation.Y;
|
|
const float z = rotation.Z + rotation.Z;
|
|
const float wx = rotation.W * x;
|
|
const float wy = rotation.W * y;
|
|
const float wz = rotation.W * z;
|
|
const float xx = rotation.X * x;
|
|
const float xy = rotation.X * y;
|
|
const float xz = rotation.X * z;
|
|
const float yy = rotation.Y * y;
|
|
const float yz = rotation.Y * z;
|
|
const float zz = rotation.Z * z;
|
|
return Double3(
|
|
vector.X * double(1.0f - yy - zz) + vector.Y * double(xy - wz) + vector.Z * double(xz + wy),
|
|
vector.X * double(xy + wz) + vector.Y * double(1.0f - xx - zz) + vector.Z * double(yz - wx),
|
|
vector.X * double(xz - wy) + vector.Y * double(yz + wx) + vector.Z * double(1.0f - xx - yy));
|
|
}
|
|
|
|
template<>
|
|
void Double3::Transform(const Double3& vector, const Matrix& transform, Double4& result)
|
|
{
|
|
result = Double4(
|
|
vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
|
|
vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
|
|
vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43,
|
|
vector.X * transform.M14 + vector.Y * transform.M24 + vector.Z * transform.M34 + transform.M44);
|
|
}
|
|
|
|
template<>
|
|
void Double3::Transform(const Double3& vector, const Matrix& transform, Double3& result)
|
|
{
|
|
result = Double3(
|
|
vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
|
|
vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
|
|
vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43);
|
|
}
|
|
|
|
template<>
|
|
void Double3::Transform(const Double3& vector, const Matrix3x3& transform, Double3& result)
|
|
{
|
|
result = Double3(
|
|
vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31,
|
|
vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32,
|
|
vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33);
|
|
}
|
|
|
|
template<>
|
|
void Double3::Transform(const Double3& vector, const ::Transform& transform, Double3& result)
|
|
{
|
|
#if USE_LARGE_WORLDS
|
|
transform.LocalToWorld(vector, result);
|
|
#else
|
|
Vector3 tmp;
|
|
transform.LocalToWorld(vector, tmp);
|
|
result = tmp;
|
|
#endif
|
|
}
|
|
|
|
template<>
|
|
Double3 Double3::Transform(const Double3& vector, const Matrix& transform)
|
|
{
|
|
return Double3(
|
|
vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41,
|
|
vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42,
|
|
vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43);
|
|
}
|
|
|
|
template<>
|
|
Double3 Double3::Transform(const Double3& vector, const ::Transform& transform)
|
|
{
|
|
Vector3 result;
|
|
transform.LocalToWorld(vector, result);
|
|
return result;
|
|
}
|
|
|
|
template<>
|
|
void Double3::TransformCoordinate(const Double3& coordinate, const Matrix& transform, Double3& result)
|
|
{
|
|
Double4 v;
|
|
v.X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + coordinate.Z * transform.M31 + transform.M41;
|
|
v.Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + coordinate.Z * transform.M32 + transform.M42;
|
|
v.Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + coordinate.Z * transform.M33 + transform.M43;
|
|
v.W = 1.0 / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + coordinate.Z * transform.M34 + transform.M44);
|
|
result = Double3(v.X * v.W, v.Y * v.W, v.Z * v.W);
|
|
}
|
|
|
|
template<>
|
|
void Double3::TransformNormal(const Double3& normal, const Matrix& transform, Double3& result)
|
|
{
|
|
result = Double3(
|
|
normal.X * transform.M11 + normal.Y * transform.M21 + normal.Z * transform.M31,
|
|
normal.X * transform.M12 + normal.Y * transform.M22 + normal.Z * transform.M32,
|
|
normal.X * transform.M13 + normal.Y * transform.M23 + normal.Z * transform.M33);
|
|
}
|
|
|
|
template<>
|
|
Double3 Double3::Project(const Double3& vector, const Double3& onNormal)
|
|
{
|
|
const Real sqrMag = Dot(onNormal, onNormal);
|
|
if (sqrMag < ZeroTolerance)
|
|
return Zero;
|
|
return onNormal * Dot(vector, onNormal) / sqrMag;
|
|
}
|
|
|
|
template<>
|
|
void Double3::Project(const Double3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Double3& result)
|
|
{
|
|
Double3 v;
|
|
TransformCoordinate(vector, worldViewProjection, v);
|
|
result = Double3((1.0f + v.X) * 0.5f * width + x, (1.0f - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ);
|
|
}
|
|
|
|
template<>
|
|
void Double3::Unproject(const Double3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Double3& result)
|
|
{
|
|
Matrix matrix;
|
|
Matrix::Invert(worldViewProjection, matrix);
|
|
const Double3 v((vector.X - x) / width * 2.0f - 1.0f, -((vector.Y - y) / height * 2.0f - 1.0f), (vector.Z - minZ) / (maxZ - minZ));
|
|
TransformCoordinate(v, matrix, result);
|
|
}
|
|
|
|
template<>
|
|
void Double3::CreateOrthonormalBasis(Double3& xAxis, Double3& yAxis, Double3& zAxis)
|
|
{
|
|
xAxis -= (xAxis | zAxis) / (zAxis | zAxis) * zAxis;
|
|
yAxis -= (yAxis | zAxis) / (zAxis | zAxis) * zAxis;
|
|
if (xAxis.LengthSquared() < ZeroTolerance)
|
|
xAxis = yAxis ^ zAxis;
|
|
if (yAxis.LengthSquared() < ZeroTolerance)
|
|
yAxis = xAxis ^ zAxis;
|
|
xAxis.Normalize();
|
|
yAxis.Normalize();
|
|
zAxis.Normalize();
|
|
}
|
|
|
|
template<>
|
|
void Double3::FindBestAxisVectors(Double3& firstAxis, Double3& secondAxis) const
|
|
{
|
|
const double absX = Math::Abs(X);
|
|
const double absY = Math::Abs(Y);
|
|
const double absZ = Math::Abs(Z);
|
|
if (absZ > absX && absZ > absY)
|
|
firstAxis = Double3(1, 0, 0);
|
|
else
|
|
firstAxis = Double3(0, 0, 1);
|
|
firstAxis = (firstAxis - *this * (firstAxis | *this)).GetNormalized();
|
|
secondAxis = firstAxis ^ *this;
|
|
}
|
|
|
|
template<>
|
|
double Double3::TriangleArea(const Double3& v0, const Double3& v1, const Double3& v2)
|
|
{
|
|
return ((v2 - v0) ^ (v1 - v0)).Length() * 0.5;
|
|
}
|
|
|
|
template<>
|
|
double Double3::Angle(const Double3& from, const Double3& to)
|
|
{
|
|
const double dot = Math::Clamp(Dot(Normalize(from), Normalize(to)), -1.0, 1.0);
|
|
if (Math::Abs(dot) > 1.0 - ZeroTolerance)
|
|
return dot > 0.0 ? 0.0 : PI;
|
|
return Math::Acos(dot);
|
|
}
|
|
|
|
// Int
|
|
|
|
static_assert(sizeof(Int3) == 12, "Invalid Int3 type size.");
|
|
|
|
template<>
|
|
const Int3 Int3::Zero(0);
|
|
template<>
|
|
const Int3 Int3::One(1);
|
|
template<>
|
|
const Int3 Int3::Half(1);
|
|
template<>
|
|
const Int3 Int3::UnitX(1, 0, 0);
|
|
template<>
|
|
const Int3 Int3::UnitY(0, 1, 0);
|
|
template<>
|
|
const Int3 Int3::UnitZ(0, 0, 1);
|
|
template<>
|
|
const Int3 Int3::Up(0, 1, 0);
|
|
template<>
|
|
const Int3 Int3::Down(0, -1, 0);
|
|
template<>
|
|
const Int3 Int3::Left(-1, 0, 0);
|
|
template<>
|
|
const Int3 Int3::Right(1, 0, 0);
|
|
template<>
|
|
const Int3 Int3::Forward(0, 0, 1);
|
|
template<>
|
|
const Int3 Int3::Backward(0, 0, -1);
|
|
template<>
|
|
const Int3 Int3::Minimum(MIN_int32);
|
|
template<>
|
|
const Int3 Int3::Maximum(MAX_int32);
|
|
|
|
template<>
|
|
Int3::Vector3Base(const Float2& xy, int32 z)
|
|
: X((int32)xy.X)
|
|
, Y((int32)xy.Y)
|
|
, Z(z)
|
|
{
|
|
}
|
|
|
|
template<>
|
|
Int3::Vector3Base(const Double2& xy, int32 z)
|
|
: X((int32)xy.X)
|
|
, Y((int32)xy.Y)
|
|
, Z(0)
|
|
{
|
|
}
|
|
|
|
template<>
|
|
Int3::Vector3Base(const Int2& xy, int32 z)
|
|
: X(xy.X)
|
|
, Y(xy.Y)
|
|
, Z(z)
|
|
{
|
|
}
|
|
|
|
template<>
|
|
Int3::Vector3Base(const Int3& xyz)
|
|
: X(xyz.X)
|
|
, Y(xyz.Y)
|
|
, Z(xyz.Z)
|
|
{
|
|
}
|
|
|
|
template<>
|
|
Int3::Vector3Base(const Int4& xyz)
|
|
: X(xyz.X)
|
|
, Y(xyz.Y)
|
|
, Z(xyz.Z)
|
|
{
|
|
}
|
|
|
|
template<>
|
|
Int3::Vector3Base(const Float4& xyz)
|
|
: X((int32)xyz.X)
|
|
, Y((int32)xyz.Y)
|
|
, Z((int32)xyz.Z)
|
|
{
|
|
}
|
|
|
|
template<>
|
|
Int3::Vector3Base(const Double4& xyz)
|
|
: X((int32)xyz.X)
|
|
, Y((int32)xyz.Y)
|
|
, Z((int32)xyz.Z)
|
|
{
|
|
}
|
|
|
|
template<>
|
|
Int3::Vector3Base(const Color& color)
|
|
: X((int32)color.R)
|
|
, Y((int32)color.G)
|
|
, Z((int32)color.B)
|
|
{
|
|
}
|
|
|
|
template<>
|
|
String Int3::ToString() const
|
|
{
|
|
return String::Format(TEXT("{}"), *this);
|
|
}
|
|
|
|
template<>
|
|
void Int3::Hermite(const Int3& value1, const Int3& tangent1, const Int3& value2, const Int3& tangent2, int32 amount, Int3& result)
|
|
{
|
|
result = value1;
|
|
}
|
|
|
|
template<>
|
|
void Int3::Reflect(const Int3& vector, const Int3& normal, Int3& result)
|
|
{
|
|
result = vector;
|
|
}
|
|
|
|
template<>
|
|
void Int3::Transform(const Int3& vector, const Quaternion& rotation, Int3& result)
|
|
{
|
|
result = vector;
|
|
}
|
|
|
|
template<>
|
|
Int3 Int3::Transform(const Int3& vector, const Quaternion& rotation)
|
|
{
|
|
return vector;
|
|
}
|
|
|
|
template<>
|
|
void Int3::Transform(const Int3& vector, const Matrix& transform, Int4& result)
|
|
{
|
|
result = Int4(vector);
|
|
}
|
|
|
|
template<>
|
|
void Int3::Transform(const Int3& vector, const Matrix& transform, Int3& result)
|
|
{
|
|
result = vector;
|
|
}
|
|
|
|
template<>
|
|
void Int3::Transform(const Int3& vector, const Matrix3x3& transform, Int3& result)
|
|
{
|
|
result = vector;
|
|
}
|
|
|
|
template<>
|
|
void Int3::Transform(const Int3& vector, const ::Transform& transform, Int3& result)
|
|
{
|
|
result = vector;
|
|
}
|
|
|
|
template<>
|
|
Int3 Int3::Transform(const Int3& vector, const Matrix& transform)
|
|
{
|
|
return vector;
|
|
}
|
|
|
|
template<>
|
|
Int3 Int3::Transform(const Int3& vector, const ::Transform& transform)
|
|
{
|
|
return vector;
|
|
}
|
|
|
|
template<>
|
|
void Int3::TransformCoordinate(const Int3& coordinate, const Matrix& transform, Int3& result)
|
|
{
|
|
result = coordinate;
|
|
}
|
|
|
|
template<>
|
|
void Int3::TransformNormal(const Int3& normal, const Matrix& transform, Int3& result)
|
|
{
|
|
result = normal;
|
|
}
|
|
|
|
template<>
|
|
Int3 Int3::Project(const Int3& vector, const Int3& onNormal)
|
|
{
|
|
return Zero;
|
|
}
|
|
|
|
template<>
|
|
void Int3::Project(const Int3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Int3& result)
|
|
{
|
|
result = vector;
|
|
}
|
|
|
|
template<>
|
|
void Int3::Unproject(const Int3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Int3& result)
|
|
{
|
|
result = vector;
|
|
}
|
|
|
|
template<>
|
|
void Int3::CreateOrthonormalBasis(Int3& xAxis, Int3& yAxis, Int3& zAxis)
|
|
{
|
|
}
|
|
|
|
template<>
|
|
void Int3::FindBestAxisVectors(Int3& firstAxis, Int3& secondAxis) const
|
|
{
|
|
}
|
|
|
|
template<>
|
|
int32 Int3::TriangleArea(const Int3& v0, const Int3& v1, const Int3& v2)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
template<>
|
|
int32 Int3::Angle(const Int3& from, const Int3& to)
|
|
{
|
|
return 0;
|
|
}
|