// // Filename : GeomUtils.h // Author(s) : Stephane Grabli // Purpose : Various tools for geometry // Date of creation : 12/04/2002 // /////////////////////////////////////////////////////////////////////////////// // // Copyright (C) : Please refer to the COPYRIGHT file distributed // with this source distribution. // // 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. // /////////////////////////////////////////////////////////////////////////////// #ifndef GEOMUTILS_H # define GEOMUTILS_H # include # include "../system/FreestyleConfig.h" # include "Geom.h" using namespace std; using namespace Geometry; namespace GeomUtils { // // Templated procedures // ///////////////////////////////////////////////////////////////////////////// /*! Computes the distance from a point P to a segment AB */ template real distPointSegment( const T& P, const T& A , const T& B) { T AB, AP, BP; AB = B - A; AP = P - A; BP = P - B; real c1(AB * AP); if (c1 <= 0) return AP.norm(); real c2(AB * AB); if (c2 <= c1) return BP.norm(); real b = c1 / c2; T Pb, PPb; Pb = A + b * AB; PPb = P - Pb; return PPb.norm(); } // // Non-templated procedures // ///////////////////////////////////////////////////////////////////////////// typedef enum { DONT_INTERSECT, DO_INTERSECT, COLINEAR, COINCIDENT } intersection_test; LIB_GEOMETRY_EXPORT intersection_test intersect2dSeg2dSeg(const Vec2r& p1, const Vec2r& p2, // first segment const Vec2r& p3, const Vec2r& p4, // second segment Vec2r& res); // found intersection point LIB_GEOMETRY_EXPORT intersection_test intersect2dLine2dLine(const Vec2r& p1, const Vec2r& p2, // first segment const Vec2r& p3, const Vec2r& p4, // second segment Vec2r& res); // found intersection point LIB_GEOMETRY_EXPORT intersection_test intersect2dSeg2dSegParametric(const Vec2r& p1, const Vec2r& p2, // first segment const Vec2r& p3, const Vec2r& p4, // second segment real& t, // I = P1 + t * P1P2) real& u); // I = P3 + u * P3P4 /*! check whether a 2D segment intersect a 2D region or not */ LIB_GEOMETRY_EXPORT bool intersect2dSeg2dArea(const Vec2r& min, const Vec2r& max, const Vec2r& A, const Vec2r& B); /*! check whether a 2D segment is included in a 2D region or not */ LIB_GEOMETRY_EXPORT bool include2dSeg2dArea(const Vec2r& min, const Vec2r& max, const Vec2r& A, const Vec2r& B); /*! Box-triangle overlap test, adapted from Tomas Akenine-Möller code */ LIB_GEOMETRY_EXPORT bool overlapTriangleBox(Vec3r& boxcenter, Vec3r& boxhalfsize, Vec3r triverts[3]); /*! Fast, Minimum Storage Ray-Triangle Intersection, * adapted from Tomas Möller and Ben Trumbore code. */ LIB_GEOMETRY_EXPORT bool intersectRayTriangle(Vec3r& orig, Vec3r& dir, Vec3r& v0, Vec3r& v1, Vec3r& v2, real& t, // I = orig + t * dir real& u, real& v, // I = (1-u-v)*v0+u*v1+v*v2 real epsilon = M_EPSILON); // the epsilon to use /*! Intersection between plane and ray * adapted from Graphics Gems, Didier Badouel */ LIB_GEOMETRY_EXPORT intersection_test intersectRayPlane(Vec3r& orig, Vec3r& dir, // ray origin and direction Vec3r& norm, real d, // plane's normal and offset (plane = { P / P.N + d = 0 }) real& t, // I = orig + t * dir real epsilon = M_EPSILON); // the epsilon to use /*! Intersection Ray-Bounding box (axis aligned). * Adapted from Williams et al, "An Efficient Robust Ray-Box Intersection Algorithm", * JGT 10:1 (2005), pp. 49-54. * Returns */ LIB_GEOMETRY_EXPORT bool intersectRayBBox(const Vec3r& orig, const Vec3r& dir, // ray origin and direction const Vec3r& boxMin, const Vec3r& boxMax, // the bbox real t0, real t1, // the interval in which at least on of the intersections must happen real& tmin, real& tmax, // Imin=orig+tmin*dir is the first intersection, Imax=orig+tmax*dir is the second intersection real epsilon = M_EPSILON); // the epsilon to use /*! Checks whether 3D point P lies inside or outside of the triangle ABC */ LIB_GEOMETRY_EXPORT bool includePointTriangle(Vec3r& P, Vec3r& A, Vec3r& B, Vec3r& C); LIB_GEOMETRY_EXPORT void transformVertex(const Vec3r& vert, const Matrix44r& matrix, Vec3r& res); LIB_GEOMETRY_EXPORT void transformVertices(const vector& vertices, const Matrix44r& trans, vector& res); LIB_GEOMETRY_EXPORT Vec3r rotateVector(const Matrix44r& mat, const Vec3r& v); // // Coordinates systems changing procedures // ///////////////////////////////////////////////////////////////////////////// /*! From world to image * p * point's coordinates expressed in world coordinates system * q * vector in which the result will be stored * model_view_matrix * The model view matrix expressed in line major order (OpenGL * matrices are column major ordered) * projection_matrix * The projection matrix expressed in line major order (OpenGL * matrices are column major ordered) * viewport * The viewport: x,y coordinates followed by width and height (OpenGL like viewport) */ LIB_GEOMETRY_EXPORT void fromWorldToImage(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4], const real projection_matrix[4][4], const int viewport[4]); /*! From world to image * p * point's coordinates expressed in world coordinates system * q * vector in which the result will be stored * transform * The transformation matrix (gathering model view and projection), * expressed in line major order (OpenGL matrices are column major ordered) * viewport * The viewport: x,y coordinates followed by width and height (OpenGL like viewport) */ LIB_GEOMETRY_EXPORT void fromWorldToImage(const Vec3r& p, Vec3r& q, const real transform[4][4], const int viewport[4]); /*! Projects from world coordinates to camera coordinates * Returns the point's coordinates expressed in the camera's * coordinates system. * p * point's coordinates expressed in world coordinates system * q * vector in which the result will be stored * model_view_matrix * The model view matrix expressed in line major order (OpenGL * matrices are column major ordered) */ LIB_GEOMETRY_EXPORT void fromWorldToCamera(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4]); /*! Projects from World Coordinates to retina coordinates * Returns the point's coordinates expressed in Retina system. * p * point's coordinates expressed in camera system * q * vector in which the result will be stored * projection_matrix * The projection matrix expressed in line major order (OpenGL * matrices are column major ordered) */ LIB_GEOMETRY_EXPORT void fromCameraToRetina(const Vec3r& p, Vec3r& q, const real projection_matrix[4][4]); /*! From retina to image. * Returns the coordinates expressed in Image coorinates system. * p * point's coordinates expressed in retina system * q * vector in which the result will be stored * viewport * The viewport: x,y coordinates followed by width and height (OpenGL like viewport). */ LIB_GEOMETRY_EXPORT void fromRetinaToImage(const Vec3r& p, Vec3r& q, const int viewport[4]); /*! From image to retina * p * point's coordinates expressed in image system * q * vector in which the result will be stored * viewport * The viewport: x,y coordinates followed by width and height (OpenGL like viewport). */ LIB_GEOMETRY_EXPORT void fromImageToRetina(const Vec3r& p, Vec3r& q, const int viewport[4]); /*! computes the coordinates of q in the camera coordinates system, * using the known z coordinates of the 3D point. * That means that this method does not inverse any matrices, * it only computes X and Y from x,y and Z) * p * point's coordinates expressed in retina system * q * vector in which the result will be stored * projection_matrix * The projection matrix expressed in line major order (OpenGL * matrices are column major ordered) */ LIB_GEOMETRY_EXPORT void fromRetinaToCamera(const Vec3r& p, Vec3r& q, real z, const real projection_matrix[4][4]); /*! Projects from camera coordinates to world coordinates * Returns the point's coordinates expressed in the world's * coordinates system. * p * point's coordinates expressed in the camera coordinates system * q * vector in which the result will be stored * model_view_matrix * The model view matrix expressed in line major order (OpenGL * matrices are column major ordered) */ LIB_GEOMETRY_EXPORT void fromCameraToWorld(const Vec3r& p, Vec3r& q, const real model_view_matrix[4][4]); } // end of namespace GeomUtils #endif // GEOMUTILS_H