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float3.cs
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1 /* The MIT License
2  *
3  * Copyright (c) 2010 Intel Corporation.
4  * All rights reserved.
5  *
6  * Based on the convexdecomposition library from
7  * <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax.
8  *
9  * Permission is hereby granted, free of charge, to any person obtaining a copy
10  * of this software and associated documentation files (the "Software"), to deal
11  * in the Software without restriction, including without limitation the rights
12  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13  * copies of the Software, and to permit persons to whom the Software is
14  * furnished to do so, subject to the following conditions:
15  *
16  * The above copyright notice and this permission notice shall be included in
17  * all copies or substantial portions of the Software.
18  *
19  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25  * THE SOFTWARE.
26  */
27 
28 using System;
29 
30 namespace OpenSim.Region.PhysicsModules.ConvexDecompositionDotNet
31 {
32  public class float3 : IEquatable<float3>
33  {
34  public float x;
35  public float y;
36  public float z;
37 
38  public float3()
39  {
40  x = 0;
41  y = 0;
42  z = 0;
43  }
44 
45  public float3(float _x, float _y, float _z)
46  {
47  x = _x;
48  y = _y;
49  z = _z;
50  }
51 
52  public float3(float3 f)
53  {
54  x = f.x;
55  y = f.y;
56  z = f.z;
57  }
58 
59  public float this[int i]
60  {
61  get
62  {
63  switch (i)
64  {
65  case 0: return x;
66  case 1: return y;
67  case 2: return z;
68  }
69  throw new ArgumentOutOfRangeException();
70  }
71  }
72 
73  public float Distance(float3 a)
74  {
75  float3 d = new float3(a.x - x, a.y - y, a.z - z);
76  return d.Length();
77  }
78 
79  public float Distance2(float3 a)
80  {
81  float dx = a.x - x;
82  float dy = a.y - y;
83  float dz = a.z - z;
84  return dx * dx + dy * dy + dz * dz;
85  }
86 
87  public float Length()
88  {
89  return (float)Math.Sqrt(x * x + y * y + z * z);
90  }
91 
92  public float Area(float3 p1, float3 p2)
93  {
94  float A = Partial(p1);
95  A += p1.Partial(p2);
96  A += p2.Partial(this);
97  return A * 0.5f;
98  }
99 
100  public float Partial(float3 p)
101  {
102  return (x * p.y) - (p.x * y);
103  }
104 
105  // Given a point and a line (defined by two points), compute the closest point
106  // in the line. (The line is treated as infinitely long.)
107  public void NearestPointInLine(float3 point, float3 line0, float3 line1)
108  {
109  float3 nearestPoint = new float3();
110  float3 lineDelta = line1 - line0;
111 
112  // Handle degenerate lines
113  if (lineDelta == float3.Zero)
114  {
115  nearestPoint = line0;
116  }
117  else
118  {
119  float delta = float3.dot(point - line0, lineDelta) / float3.dot(lineDelta, lineDelta);
120  nearestPoint = line0 + lineDelta * delta;
121  }
122 
123  this.x = nearestPoint.x;
124  this.y = nearestPoint.y;
125  this.z = nearestPoint.z;
126  }
127 
128  // Given a point and a line segment (defined by two points), compute the closest point
129  // in the line. Cap the point at the endpoints of the line segment.
130  public void NearestPointInLineSegment(float3 point, float3 line0, float3 line1)
131  {
132  float3 nearestPoint = new float3();
133  float3 lineDelta = line1 - line0;
134 
135  // Handle degenerate lines
136  if (lineDelta == Zero)
137  {
138  nearestPoint = line0;
139  }
140  else
141  {
142  float delta = float3.dot(point - line0, lineDelta) / float3.dot(lineDelta, lineDelta);
143 
144  // Clamp the point to conform to the segment's endpoints
145  if (delta < 0)
146  delta = 0;
147  else if (delta > 1)
148  delta = 1;
149 
150  nearestPoint = line0 + lineDelta * delta;
151  }
152 
153  this.x = nearestPoint.x;
154  this.y = nearestPoint.y;
155  this.z = nearestPoint.z;
156  }
157 
158  // Given a point and a triangle (defined by three points), compute the closest point
159  // in the triangle. Clamp the point so it's confined to the area of the triangle.
160  public void NearestPointInTriangle(float3 point, float3 triangle0, float3 triangle1, float3 triangle2)
161  {
162  float3 nearestPoint = new float3();
163 
164  float3 lineDelta0 = triangle1 - triangle0;
165  float3 lineDelta1 = triangle2 - triangle0;
166 
167  // Handle degenerate triangles
168  if ((lineDelta0 == Zero) || (lineDelta1 == Zero))
169  {
170  nearestPoint.NearestPointInLineSegment(point, triangle1, triangle2);
171  }
172  else if (lineDelta0 == lineDelta1)
173  {
174  nearestPoint.NearestPointInLineSegment(point, triangle0, triangle1);
175  }
176  else
177  {
178  float3[] axis = new float3[3] { new float3(), new float3(), new float3() };
179  axis[0].NearestPointInLine(triangle0, triangle1, triangle2);
180  axis[1].NearestPointInLine(triangle1, triangle0, triangle2);
181  axis[2].NearestPointInLine(triangle2, triangle0, triangle1);
182 
183  float3 axisDot = new float3();
184  axisDot.x = dot(triangle0 - axis[0], point - axis[0]);
185  axisDot.y = dot(triangle1 - axis[1], point - axis[1]);
186  axisDot.z = dot(triangle2 - axis[2], point - axis[2]);
187 
188  bool bForce = true;
189  float bestMagnitude2 = 0;
190  float closeMagnitude2;
191  float3 closePoint = new float3();
192 
193  if (axisDot.x < 0f)
194  {
195  closePoint.NearestPointInLineSegment(point, triangle1, triangle2);
196  closeMagnitude2 = point.Distance2(closePoint);
197  if (bForce || (bestMagnitude2 > closeMagnitude2))
198  {
199  bForce = false;
200  bestMagnitude2 = closeMagnitude2;
201  nearestPoint = closePoint;
202  }
203  }
204  if (axisDot.y < 0f)
205  {
206  closePoint.NearestPointInLineSegment(point, triangle0, triangle2);
207  closeMagnitude2 = point.Distance2(closePoint);
208  if (bForce || (bestMagnitude2 > closeMagnitude2))
209  {
210  bForce = false;
211  bestMagnitude2 = closeMagnitude2;
212  nearestPoint = closePoint;
213  }
214  }
215  if (axisDot.z < 0f)
216  {
217  closePoint.NearestPointInLineSegment(point, triangle0, triangle1);
218  closeMagnitude2 = point.Distance2(closePoint);
219  if (bForce || (bestMagnitude2 > closeMagnitude2))
220  {
221  bForce = false;
222  bestMagnitude2 = closeMagnitude2;
223  nearestPoint = closePoint;
224  }
225  }
226 
227  // If bForce is true at this point, it means the nearest point lies
228  // inside the triangle; use the nearest-point-on-a-plane equation
229  if (bForce)
230  {
231  float3 normal;
232 
233  // Get the normal of the polygon (doesn't have to be a unit vector)
234  normal = float3.cross(lineDelta0, lineDelta1);
235 
236  float3 pointDelta = point - triangle0;
237  float delta = float3.dot(normal, pointDelta) / float3.dot(normal, normal);
238 
239  nearestPoint = point - normal * delta;
240  }
241  }
242 
243  this.x = nearestPoint.x;
244  this.y = nearestPoint.y;
245  this.z = nearestPoint.z;
246  }
247 
248  public static float3 operator +(float3 a, float3 b)
249  {
250  return new float3(a.x + b.x, a.y + b.y, a.z + b.z);
251  }
252 
253  public static float3 operator -(float3 a, float3 b)
254  {
255  return new float3(a.x - b.x, a.y - b.y, a.z - b.z);
256  }
257 
258  public static float3 operator -(float3 a, float s)
259  {
260  return new float3(a.x - s, a.y - s, a.z - s);
261  }
262 
263  public static float3 operator -(float3 v)
264  {
265  return new float3(-v.x, -v.y, -v.z);
266  }
267 
268  public static float3 operator *(float3 v, float s)
269  {
270  return new float3(v.x * s, v.y * s, v.z * s);
271  }
272 
273  public static float3 operator *(float s, float3 v)
274  {
275  return new float3(v.x * s, v.y * s, v.z * s);
276  }
277 
278  public static float3 operator *(float3 v, float3x3 m)
279  {
280  return new float3((m.x.x * v.x + m.y.x * v.y + m.z.x * v.z), (m.x.y * v.x + m.y.y * v.y + m.z.y * v.z), (m.x.z * v.x + m.y.z * v.y + m.z.z * v.z));
281  }
282 
283  public static float3 operator *(float3x3 m, float3 v)
284  {
285  return new float3(dot(m.x, v), dot(m.y, v), dot(m.z, v));
286  }
287 
288  public static float3 operator /(float3 v, float s)
289  {
290  float sinv = 1.0f / s;
291  return new float3(v.x * sinv, v.y * sinv, v.z * sinv);
292  }
293 
294  public bool Equals(float3 other)
295  {
296  return this == other;
297  }
298 
299  public override bool Equals(object obj)
300  {
301  float3 f = obj as float3;
302  if (f == null)
303  return false;
304 
305  return this == f;
306  }
307 
308  public override int GetHashCode()
309  {
310  return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
311  }
312 
313  public static bool operator ==(float3 a, float3 b)
314  {
315  // If both are null, or both are same instance, return true.
316  if (System.Object.ReferenceEquals(a, b))
317  return true;
318  // If one is null, but not both, return false.
319  if (((object)a == null) || ((object)b == null))
320  return false;
321 
322  return (a.x == b.x && a.y == b.y && a.z == b.z);
323  }
324 
325  public static bool operator !=(float3 a, float3 b)
326  {
327  return (a.x != b.x || a.y != b.y || a.z != b.z);
328  }
329 
330  public static float dot(float3 a, float3 b)
331  {
332  return a.x * b.x + a.y * b.y + a.z * b.z;
333  }
334 
335  public static float3 cmul(float3 v1, float3 v2)
336  {
337  return new float3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z);
338  }
339 
340  public static float3 cross(float3 a, float3 b)
341  {
342  return new float3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
343  }
344 
345  public static float3 Interpolate(float3 v0, float3 v1, float alpha)
346  {
347  return v0 * (1 - alpha) + v1 * alpha;
348  }
349 
350  public static float3 Round(float3 a, int digits)
351  {
352  return new float3((float)Math.Round(a.x, digits), (float)Math.Round(a.y, digits), (float)Math.Round(a.z, digits));
353  }
354 
355  public static float3 VectorMax(float3 a, float3 b)
356  {
357  return new float3(Math.Max(a.x, b.x), Math.Max(a.y, b.y), Math.Max(a.z, b.z));
358  }
359 
360  public static float3 VectorMin(float3 a, float3 b)
361  {
362  return new float3(Math.Min(a.x, b.x), Math.Min(a.y, b.y), Math.Min(a.z, b.z));
363  }
364 
365  public static float3 vabs(float3 v)
366  {
367  return new float3(Math.Abs(v.x), Math.Abs(v.y), Math.Abs(v.z));
368  }
369 
370  public static float magnitude(float3 v)
371  {
372  return (float)Math.Sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
373  }
374 
375  public static float3 normalize(float3 v)
376  {
377  float d = magnitude(v);
378  if (d == 0)
379  d = 0.1f;
380  d = 1 / d;
381  return new float3(v.x * d, v.y * d, v.z * d);
382  }
383 
384  public static float3 safenormalize(float3 v)
385  {
386  if (magnitude(v) <= 0.0f)
387  return new float3(1, 0, 0);
388  else
389  return normalize(v);
390  }
391 
392  public static float Yaw(float3 v)
393  {
394  return (v.y == 0.0 && v.x == 0.0) ? 0.0f : (float)Math.Atan2(-v.x, v.y) * (180.0f / 3.14159264f);
395  }
396 
397  public static float Pitch(float3 v)
398  {
399  return (float)Math.Atan2(v.z, Math.Sqrt(v.x * v.x + v.y * v.y)) * (180.0f / 3.14159264f);
400  }
401 
402  public float ComputePlane(float3 A, float3 B, float3 C)
403  {
404  float vx, vy, vz, wx, wy, wz, vw_x, vw_y, vw_z, mag;
405 
406  vx = (B.x - C.x);
407  vy = (B.y - C.y);
408  vz = (B.z - C.z);
409 
410  wx = (A.x - B.x);
411  wy = (A.y - B.y);
412  wz = (A.z - B.z);
413 
414  vw_x = vy * wz - vz * wy;
415  vw_y = vz * wx - vx * wz;
416  vw_z = vx * wy - vy * wx;
417 
418  mag = (float)Math.Sqrt((vw_x * vw_x) + (vw_y * vw_y) + (vw_z * vw_z));
419 
420  if (mag < 0.000001f)
421  {
422  mag = 0;
423  }
424  else
425  {
426  mag = 1.0f / mag;
427  }
428 
429  x = vw_x * mag;
430  y = vw_y * mag;
431  z = vw_z * mag;
432 
433  float D = 0.0f - ((x * A.x) + (y * A.y) + (z * A.z));
434  return D;
435  }
436 
437  public override string ToString()
438  {
439  return String.Format("<{0}, {1}, {2}>", x, y, z);
440  }
441 
442  public static readonly float3 Zero = new float3();
443  }
444 }
void NearestPointInLine(float3 point, float3 line0, float3 line1)
Definition: float3.cs:107
void NearestPointInTriangle(float3 point, float3 triangle0, float3 triangle1, float3 triangle2)
Definition: float3.cs:160
void NearestPointInLineSegment(float3 point, float3 line0, float3 line1)
Definition: float3.cs:130
float ComputePlane(float3 A, float3 B, float3 C)
Definition: float3.cs:402
static float3 Interpolate(float3 v0, float3 v1, float alpha)
Definition: float3.cs:345