Flywheel/joml/GeometryUtils.java
PepperCode1 a42c027b6f Scheme-a-version
- Fix Resources not being closed properly
- Change versioning scheme to match Create
- Add LICENSE to built jar
- Fix mods.toml version sync
- Move JOML code to non-src directory
- Update Gradle
- Organize imports
2022-07-15 00:00:54 -07:00

247 lines
9.6 KiB
Java

/*
* The MIT License
*
* Copyright (c) 2015-2021 Kai Burjack
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package com.jozufozu.flywheel.repack.joml;
/**
* Useful geometry methods.
*
* @author Kai Burjack
* @author Richard Greenlees
*/
public class GeometryUtils {
/**
* Compute two arbitrary vectors perpendicular to the given normalized vector <code>(x, y, z)</code>, and store them in <code>dest1</code> and <code>dest2</code>,
* respectively.
* <p>
* The computed vectors will themselves be perpendicular to each another and normalized. So the tree vectors <code>(x, y, z)</code>, <code>dest1</code> and
* <code>dest2</code> form an orthonormal basis.
*
* @param x
* the x coordinate of the normalized input vector
* @param y
* the y coordinate of the normalized input vector
* @param z
* the z coordinate of the normalized input vector
* @param dest1
* will hold the first perpendicular vector
* @param dest2
* will hold the second perpendicular vector
*/
public static void perpendicular(float x, float y, float z, Vector3f dest1, Vector3f dest2) {
float magX = z * z + y * y;
float magY = z * z + x * x;
float magZ = y * y + x * x;
float mag;
if (magX > magY && magX > magZ) {
dest1.x = 0;
dest1.y = z;
dest1.z = -y;
mag = magX;
} else if (magY > magZ) {
dest1.x = -z;
dest1.y = 0;
dest1.z = x;
mag = magY;
} else {
dest1.x = y;
dest1.y = -x;
dest1.z = 0;
mag = magZ;
}
float len = Math.invsqrt(mag);
dest1.x *= len;
dest1.y *= len;
dest1.z *= len;
dest2.x = y * dest1.z - z * dest1.y;
dest2.y = z * dest1.x - x * dest1.z;
dest2.z = x * dest1.y - y * dest1.x;
}
/**
* Compute two arbitrary vectors perpendicular to the given normalized vector <code>v</code>, and store them in <code>dest1</code> and <code>dest2</code>,
* respectively.
* <p>
* The computed vectors will themselves be perpendicular to each another and normalized. So the tree vectors <code>v</code>, <code>dest1</code> and
* <code>dest2</code> form an orthonormal basis.
*
* @param v
* the {@link Vector3f#normalize() normalized} input vector
* @param dest1
* will hold the first perpendicular vector
* @param dest2
* will hold the second perpendicular vector
*/
public static void perpendicular(Vector3fc v, Vector3f dest1, Vector3f dest2) {
perpendicular(v.x(), v.y(), v.z(), dest1, dest2);
}
/**
* Calculate the normal of a surface defined by points <code>v1</code>, <code>v2</code> and <code>v3</code> and store it in <code>dest</code>.
*
* @param v0
* the first position
* @param v1
* the second position
* @param v2
* the third position
* @param dest
* will hold the result
*/
public static void normal(Vector3fc v0, Vector3fc v1, Vector3fc v2, Vector3f dest) {
normal(v0.x(), v0.y(), v0.z(), v1.x(), v1.y(), v1.z(), v2.x(), v2.y(), v2.z(), dest);
}
/**
* Calculate the normal of a surface defined by points <code>(v1X, v1Y, v1Z)</code>, <code>(v2X, v2Y, v2Z)</code> and <code>(v3X, v3Y, v3Z)</code>
* and store it in <code>dest</code>.
*
* @param v0X
* the x coordinate of the first position
* @param v0Y
* the y coordinate of the first position
* @param v0Z
* the z coordinate of the first position
* @param v1X
* the x coordinate of the second position
* @param v1Y
* the y coordinate of the second position
* @param v1Z
* the z coordinate of the second position
* @param v2X
* the x coordinate of the third position
* @param v2Y
* the y coordinate of the third position
* @param v2Z
* the z coordinate of the third position
* @param dest
* will hold the result
*/
public static void normal(float v0X, float v0Y, float v0Z, float v1X, float v1Y, float v1Z, float v2X, float v2Y, float v2Z, Vector3f dest) {
dest.x = ((v1Y - v0Y) * (v2Z - v0Z)) - ((v1Z - v0Z) * (v2Y - v0Y));
dest.y = ((v1Z - v0Z) * (v2X - v0X)) - ((v1X - v0X) * (v2Z - v0Z));
dest.z = ((v1X - v0X) * (v2Y - v0Y)) - ((v1Y - v0Y) * (v2X - v0X));
dest.normalize();
}
/**
* Calculate the surface tangent for the three supplied vertices and UV coordinates and store the result in <code>dest</code>.
*
* @param v1
* XYZ of first vertex
* @param uv1
* UV of first vertex
* @param v2
* XYZ of second vertex
* @param uv2
* UV of second vertex
* @param v3
* XYZ of third vertex
* @param uv3
* UV of third vertex
* @param dest
* the tangent will be stored here
*/
public static void tangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f dest) {
float DeltaV1 = uv2.y() - uv1.y();
float DeltaV2 = uv3.y() - uv1.y();
float f = 1.0f / ((uv2.x() - uv1.x()) * DeltaV2 - (uv3.x() - uv1.x()) * DeltaV1);
dest.x = f * (DeltaV2 * (v2.x() - v1.x()) - DeltaV1 * (v3.x() - v1.x()));
dest.y = f * (DeltaV2 * (v2.y() - v1.y()) - DeltaV1 * (v3.y() - v1.y()));
dest.z = f * (DeltaV2 * (v2.z() - v1.z()) - DeltaV1 * (v3.z() - v1.z()));
dest.normalize();
}
/**
* Calculate the surface bitangent for the three supplied vertices and UV coordinates and store the result in <code>dest</code>.
*
* @param v1
* XYZ of first vertex
* @param uv1
* UV of first vertex
* @param v2
* XYZ of second vertex
* @param uv2
* UV of second vertex
* @param v3
* XYZ of third vertex
* @param uv3
* UV of third vertex
* @param dest
* the binormal will be stored here
*/
public static void bitangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f dest) {
float DeltaU1 = uv2.x() - uv1.x();
float DeltaU2 = uv3.x() - uv1.x();
float f = 1.0f / (DeltaU1 * (uv3.y() - uv1.y()) - DeltaU2 * (uv2.y() - uv1.y()));
dest.x = f * (-DeltaU2 * (v2.x() - v1.x()) + DeltaU1 * (v3.x() - v1.x()));
dest.y = f * (-DeltaU2 * (v2.y() - v1.y()) + DeltaU1 * (v3.y() - v1.y()));
dest.z = f * (-DeltaU2 * (v2.z() - v1.z()) + DeltaU1 * (v3.z() - v1.z()));
dest.normalize();
}
/**
* Calculate the surface tangent and bitangent for the three supplied vertices and UV coordinates and store the result in <code>dest</code>.
*
* @param v1
* XYZ of first vertex
* @param uv1
* UV of first vertex
* @param v2
* XYZ of second vertex
* @param uv2
* UV of second vertex
* @param v3
* XYZ of third vertex
* @param uv3
* UV of third vertex
* @param destTangent
* the tangent will be stored here
* @param destBitangent
* the bitangent will be stored here
*/
public static void tangentBitangent(Vector3fc v1, Vector2fc uv1, Vector3fc v2, Vector2fc uv2, Vector3fc v3, Vector2fc uv3, Vector3f destTangent, Vector3f destBitangent) {
float DeltaV1 = uv2.y() - uv1.y();
float DeltaV2 = uv3.y() - uv1.y();
float DeltaU1 = uv2.x() - uv1.x();
float DeltaU2 = uv3.x() - uv1.x();
float f = 1.0f / (DeltaU1 * DeltaV2 - DeltaU2 * DeltaV1);
destTangent.x = f * (DeltaV2 * (v2.x() - v1.x()) - DeltaV1 * (v3.x() - v1.x()));
destTangent.y = f * (DeltaV2 * (v2.y() - v1.y()) - DeltaV1 * (v3.y() - v1.y()));
destTangent.z = f * (DeltaV2 * (v2.z() - v1.z()) - DeltaV1 * (v3.z() - v1.z()));
destTangent.normalize();
destBitangent.x = f * (-DeltaU2 * (v2.x() - v1.x()) + DeltaU1 * (v3.x() - v1.x()));
destBitangent.y = f * (-DeltaU2 * (v2.y() - v1.y()) + DeltaU1 * (v3.y() - v1.y()));
destBitangent.z = f * (-DeltaU2 * (v2.z() - v1.z()) + DeltaU1 * (v3.z() - v1.z()));
destBitangent.normalize();
}
}