OpenSubdiv/examples/simpleCpu/algebra.h
manuelk 3ae50d1c50 Amending Apache license language & file headers.
New text:

     Copyright 2013 Pixar

     Licensed under the Apache License, Version 2.0 (the "Apache License")
     with the following modification; you may not use this file except in
     compliance with the Apache License and the following modification to it:
     Section 6. Trademarks. is deleted and replaced with:

     6. Trademarks. This License does not grant permission to use the trade
        names, trademarks, service marks, or product names of the Licensor
        and its affiliates, except as required to comply with Section 4(c) of
        the License and to reproduce the content of the NOTICE file.

     You may obtain a copy of the Apache License at

         http://www.apache.org/licenses/LICENSE-2.0

     Unless required by applicable law or agreed to in writing, software
     distributed under the Apache License with the above modification is
     distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
     KIND, either express or implied. See the Apache License for the specific
     language governing permissions and limitations under the Apache License.
2013-09-26 12:04:57 -07:00

235 lines
5.7 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#pragma once
#include <limits>
#include <cmath>
#include <vector>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <iomanip>
//
// A few basic linear algebra operations
//
//
// Make the given matrix an identity matrix
//
inline void setIdentity(float* m)
{
m[0] = m[5] = m[10] = m[15] = 1.0f;
m[1] = m[2] = m[3] = m[4] = m[6] = m[7] = m[8] = m[9] = m[11] = m[12] = m[13] = m[14] = 0.0f;
}
//
// Multiply A * B and store the result in D
//
inline void
multMatrix(float *d, const float *a, const float *b)
{
for (int i=0; i<4; ++i)
{
for (int j=0; j<4; ++j)
{
d[i*4 + j] =
a[i*4 + 0] * b[0*4 + j] +
a[i*4 + 1] * b[1*4 + j] +
a[i*4 + 2] * b[2*4 + j] +
a[i*4 + 3] * b[3*4 + j];
}
}
}
//
// Create a perspective projection matrix
//
void setPersp( float fov, float aspect, float znear, float zfar, float* m )
{
float xymax = znear * tanf(fov * 3.141592653589793238462f / 360.f);
float ymin = -xymax;
float xmin = -xymax;
float width = xymax - xmin;
float height = xymax - ymin;
float depth = zfar - znear;
float q = -(zfar + znear) / depth;
float qn = -2 * (zfar * znear) / depth;
float w = 2 * znear / width;
w = w / aspect;
float h = 2 * znear / height;
m[0] = w;
m[1] = 0.f;
m[2] = 0.f;
m[3] = 0.f;
m[4] = 0.f;
m[5] = h;
m[6] = 0.f;
m[7] = 0.f;
m[8] = 0.f;
m[9] = 0.f;
m[10] = q;
m[11] = -1;
m[12] = 0.f;
m[13] = 0.f;
m[14] = qn;
m[15] = 0.f;
}
//
// Apply a translation to the given matrix m
//
void
translateMatrix(float x, float y, float z, float* m)
{
m[0] += m[3]*x; m[4] += m[7]*x; m[8] += m[11]*x; m[12] += m[15]*x;
m[1] += m[3]*y; m[5] += m[7]*y; m[9] += m[11]*y; m[13] += m[15]*y;
m[2] += m[3]*z; m[6] += m[7]*z; m[10]+= m[11]*z; m[14] += m[15]*z;
}
//
// Apply a rotation to the given matrix m
//
void
rotateMatrix(float angle, float x, float y, float z, float* m)
{
float rads = float((2*3.14159 / 360.) * angle);
float c = cosf(rads);
float s = sinf(rads);
float xx = x * x;
float xy = x * y;
float xz = x * z;
float yy = y * y;
float yz = y * z;
float zz = z * z;
float m2[16];
m2[0] = xx * (1 - c) + c;
m2[4] = xy * (1 - c) - z * s;
m2[8] = xz * (1 - c) + y * s;
m2[12] = 0;
m2[1] = xy * (1 - c) + z * s;
m2[5] = yy * (1 - c) + c;
m2[9] = yz * (1 - c) - x * s;
m2[13] = 0;
m2[2] = xz * (1 - c) - y * s;
m2[6] = yz * (1 - c) + x * s;
m2[10]= zz * (1 - c) + c;
m2[14]= 0;
m2[3]= 0;
m2[7]= 0;
m2[11]= 0;
m2[15]= 1;
float mOrig[16];
for (int i = 0; i < 16; i++)
mOrig[i] = m[i];
multMatrix(m, mOrig, m2);
}
//
// Print out the matrix (as usual, column-major order is assumed)
//
inline void printMatrix(float* m)
{
for (int r = 0; r < 4; r++) {
std::cout << " ";
for (int c = 0; c < 4; c++) {
std::cout << std::setprecision(3) << m[c*4 + r];
if (c != 3)
std::cout << ",";
else
std::cout << std::endl;
}
}
}
//
// Perform a cross-product of three points to calculate a face normal
//
inline void
cross(float *n, const float *p0, const float *p1, const float *p2)
{
float a[3] = { p1[0]-p0[0], p1[1]-p0[1], p1[2]-p0[2] };
float b[3] = { p2[0]-p0[0], p2[1]-p0[1], p2[2]-p0[2] };
n[0] = a[1]*b[2]-a[2]*b[1];
n[1] = a[2]*b[0]-a[0]*b[2];
n[2] = a[0]*b[1]-a[1]*b[0];
float rn = 1.0f/sqrtf(n[0]*n[0] + n[1]*n[1] + n[2]*n[2]);
n[0] *= rn;
n[1] *= rn;
n[2] *= rn;
}
//
// Normalize the given vector
//
inline void
normalize(float * p)
{
float dist = sqrtf( p[0]*p[0] + p[1]*p[1] + p[2]*p[2] );
p[0]/=dist;
p[1]/=dist;
p[2]/=dist;
}
//
// Compute the center of the list of points and the size of the bound
//
inline void
computeCenterAndSize(const std::vector<float>& positions, float* center, float* size)
{
float fmax = std::numeric_limits<float>().max(),
fmin = std::numeric_limits<float>().min();
float min[3] = { fmax, fmax, fmax};
float max[3] = { fmin, fmin, fmin};
for (size_t i=0; i < positions.size()/3; ++i) {
for(int j=0; j<3; ++j) {
float v = positions[i*3+j];
min[j] = std::min(min[j], v);
max[j] = std::max(max[j], v);
}
}
for (int j=0; j<3; ++j) {
center[j] = (min[j] + max[j]) * 0.5f;
*size += (max[j]-min[j])*(max[j]-min[j]);
}
*size = sqrtf(*size);
}