mirror of
https://github.com/Jozufozu/Flywheel.git
synced 2024-11-10 12:34:11 +01:00
a42c027b6f
- 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
338 lines
14 KiB
Java
338 lines
14 KiB
Java
/*
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* The MIT License
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*
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* Copyright (c) 2015-2021 Kai Burjack
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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package com.jozufozu.flywheel.repack.joml;
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/**
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* Contains various interpolation functions.
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*
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* @author Kai Burjack
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*/
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public class Interpolationf {
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/**
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* Bilinearly interpolate the single scalar value <i>f</i> over the given triangle.
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* <p>
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* Reference: <a href="https://en.wikipedia.org/wiki/Barycentric_coordinate_system">https://en.wikipedia.org/</a>
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*
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* @param v0X
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* the x coordinate of the first triangle vertex
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* @param v0Y
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* the y coordinate of the first triangle vertex
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* @param f0
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* the value of <i>f</i> at the first vertex
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* @param v1X
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* the x coordinate of the second triangle vertex
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* @param v1Y
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* the y coordinate of the second triangle vertex
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* @param f1
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* the value of <i>f</i> at the second vertex
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* @param v2X
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* the x coordinate of the third triangle vertex
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* @param v2Y
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* the y coordinate of the third triangle vertex
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* @param f2
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* the value of <i>f</i> at the third vertex
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* @param x
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* the x coordinate of the point to interpolate <i>f</i> at
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* @param y
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* the y coordinate of the point to interpolate <i>f</i> at
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* @return the interpolated value of <i>f</i>
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*/
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public static float interpolateTriangle(
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float v0X, float v0Y, float f0,
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float v1X, float v1Y, float f1,
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float v2X, float v2Y, float f2,
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float x, float y) {
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float v12Y = v1Y - v2Y;
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float v21X = v2X - v1X;
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float v02X = v0X - v2X;
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float yv2Y = y - v2Y;
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float xv2X = x - v2X;
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float v02Y = v0Y - v2Y;
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float invDen = 1.0f / (v12Y * v02X + v21X * v02Y);
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float l1 = (v12Y * xv2X + v21X * yv2Y) * invDen;
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float l2 = (v02X * yv2Y - v02Y * xv2X) * invDen;
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return l1 * f0 + l2 * f1 + (1.0f - l1 - l2) * f2;
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}
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/**
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* Bilinearly interpolate the two-dimensional vector <i>f</i> over the given triangle and store the result in <code>dest</code>.
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* <p>
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* Reference: <a href="https://en.wikipedia.org/wiki/Barycentric_coordinate_system">https://en.wikipedia.org/</a>
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*
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* @param v0X
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* the x coordinate of the first triangle vertex
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* @param v0Y
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* the y coordinate of the first triangle vertex
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* @param f0X
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* the x component of the value of <i>f</i> at the first vertex
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* @param f0Y
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* the y component of the value of <i>f</i> at the first vertex
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* @param v1X
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* the x coordinate of the second triangle vertex
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* @param v1Y
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* the y coordinate of the second triangle vertex
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* @param f1X
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* the x component of the value of <i>f</i> at the second vertex
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* @param f1Y
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* the y component of the value of <i>f</i> at the second vertex
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* @param v2X
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* the x coordinate of the third triangle vertex
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* @param v2Y
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* the y coordinate of the third triangle vertex
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* @param f2X
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* the x component of the value of <i>f</i> at the third vertex
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* @param f2Y
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* the y component of the value of <i>f</i> at the third vertex
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* @param x
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* the x coordinate of the point to interpolate <i>f</i> at
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* @param y
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* the y coordinate of the point to interpolate <i>f</i> at
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* @param dest
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* will hold the interpolation result
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* @return dest
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*/
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public static Vector2f interpolateTriangle(
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float v0X, float v0Y, float f0X, float f0Y,
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float v1X, float v1Y, float f1X, float f1Y,
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float v2X, float v2Y, float f2X, float f2Y,
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float x, float y, Vector2f dest) {
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float v12Y = v1Y - v2Y;
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float v21X = v2X - v1X;
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float v02X = v0X - v2X;
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float yv2Y = y - v2Y;
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float xv2X = x - v2X;
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float v02Y = v0Y - v2Y;
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float invDen = 1.0f / (v12Y * v02X + v21X * v02Y);
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float l1 = (v12Y * xv2X + v21X * yv2Y) * invDen;
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float l2 = (v02X * yv2Y - v02Y * xv2X) * invDen;
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float l3 = 1.0f - l1 - l2;
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dest.x = l1 * f0X + l2 * f1X + l3 * f2X;
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dest.y = l1 * f0Y + l2 * f1Y + l3 * f2Y;
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return dest;
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}
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/**
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* Compute the first-order derivative of a linear two-dimensional function <i>f</i> with respect to X
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* and store the result in <code>dest</code>.
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* <p>
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* This method computes the constant rate of change for <i>f</i> given the three values of <i>f</i>
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* at the specified three inputs <code>(v0X, v0Y)</code>, <code>(v1X, v1Y)</code> and <code>(v2X, v2Y)</code>.
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*
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* @param v0X
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* the x coordinate of the first triangle vertex
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* @param v0Y
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* the y coordinate of the first triangle vertex
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* @param f0X
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* the x component of the value of <i>f</i> at the first vertex
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* @param f0Y
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* the y component of the value of <i>f</i> at the first vertex
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* @param v1X
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* the x coordinate of the second triangle vertex
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* @param v1Y
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* the y coordinate of the second triangle vertex
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* @param f1X
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* the x component of the value of <i>f</i> at the second vertex
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* @param f1Y
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* the y component of the value of <i>f</i> at the second vertex
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* @param v2X
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* the x coordinate of the third triangle vertex
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* @param v2Y
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* the y coordinate of the third triangle vertex
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* @param f2X
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* the x component of the value of <i>f</i> at the third vertex
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* @param f2Y
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* the y component of the value of <i>f</i> at the third vertex
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* @param dest
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* will hold the result
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* @return dest
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*/
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public static Vector2f dFdxLinear(
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float v0X, float v0Y, float f0X, float f0Y,
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float v1X, float v1Y, float f1X, float f1Y,
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float v2X, float v2Y, float f2X, float f2Y, Vector2f dest) {
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float v12Y = v1Y - v2Y;
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float v02Y = v0Y - v2Y;
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float den = v12Y * (v0X - v2X) + (v2X - v1X) * v02Y;
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float l3_1 = den - v12Y + v02Y;
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float invDen = 1.0f / den;
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dest.x = invDen * (v12Y * f0X - v02Y * f1X + l3_1 * f2X) - f2X;
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dest.y = invDen * (v12Y * f0Y - v02Y * f1Y + l3_1 * f2Y) - f2Y;
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return dest;
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}
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/**
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* Compute the first-order derivative of a linear two-dimensional function <i>f</i> with respect to Y
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* and store the result in <code>dest</code>.
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* <p>
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* This method computes the constant rate of change for <i>f</i> given the three values of <i>f</i>
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* at the specified three inputs <code>(v0X, v0Y)</code>, <code>(v1X, v1Y)</code> and <code>(v2X, v2Y)</code>.
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*
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* @param v0X
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* the x coordinate of the first triangle vertex
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* @param v0Y
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* the y coordinate of the first triangle vertex
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* @param f0X
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* the x component of the value of <i>f</i> at the first vertex
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* @param f0Y
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* the y component of the value of <i>f</i> at the first vertex
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* @param v1X
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* the x coordinate of the second triangle vertex
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* @param v1Y
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* the y coordinate of the second triangle vertex
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* @param f1X
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* the x component of the value of <i>f</i> at the second vertex
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* @param f1Y
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* the y component of the value of <i>f</i> at the second vertex
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* @param v2X
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* the x coordinate of the third triangle vertex
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* @param v2Y
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* the y coordinate of the third triangle vertex
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* @param f2X
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* the x component of the value of <i>f</i> at the third vertex
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* @param f2Y
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* the y component of the value of <i>f</i> at the third vertex
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* @param dest
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* will hold the result
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* @return dest
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*/
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public static Vector2f dFdyLinear(
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float v0X, float v0Y, float f0X, float f0Y,
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float v1X, float v1Y, float f1X, float f1Y,
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float v2X, float v2Y, float f2X, float f2Y,
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Vector2f dest) {
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float v21X = v2X - v1X;
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float v02X = v0X - v2X;
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float den = (v1Y - v2Y) * v02X + v21X * (v0Y - v2Y);
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float l3_1 = den - v21X - v02X;
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float invDen = 1.0f / den;
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dest.x = invDen * (v21X * f0X + v02X * f1X + l3_1 * f2X) - f2X;
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dest.y = invDen * (v21X * f0Y + v02X * f1Y + l3_1 * f2Y) - f2Y;
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return dest;
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}
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/**
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* Bilinearly interpolate the three-dimensional vector <i>f</i> over the given triangle and store the result in <code>dest</code>.
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* <p>
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* Reference: <a href="https://en.wikipedia.org/wiki/Barycentric_coordinate_system">https://en.wikipedia.org/</a>
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*
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* @param v0X
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* the x coordinate of the first triangle vertex
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* @param v0Y
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* the y coordinate of the first triangle vertex
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* @param f0X
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* the x component of the value of <i>f</i> at the first vertex
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* @param f0Y
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* the y component of the value of <i>f</i> at the first vertex
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* @param f0Z
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* the z component of the value of <i>f</i> at the first vertex
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* @param v1X
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* the x coordinate of the second triangle vertex
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* @param v1Y
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* the y coordinate of the second triangle vertex
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* @param f1X
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* the x component of the value of <i>f</i> at the second vertex
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* @param f1Y
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* the y component of the value of <i>f</i> at the second vertex
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* @param f1Z
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* the z component of the value of <i>f</i> at the second vertex
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* @param v2X
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* the x coordinate of the third triangle vertex
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* @param v2Y
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* the y coordinate of the third triangle vertex
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* @param f2X
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* the x component of the value of <i>f</i> at the third vertex
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* @param f2Y
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* the y component of the value of <i>f</i> at the third vertex
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* @param f2Z
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* the z component of the value of <i>f</i> at the third vertex
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* @param x
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* the x coordinate of the point to interpolate <i>f</i> at
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* @param y
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* the y coordinate of the point to interpolate <i>f</i> at
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* @param dest
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* will hold the interpolation result
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* @return dest
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*/
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public static Vector3f interpolateTriangle(
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float v0X, float v0Y, float f0X, float f0Y, float f0Z,
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float v1X, float v1Y, float f1X, float f1Y, float f1Z,
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float v2X, float v2Y, float f2X, float f2Y, float f2Z,
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float x, float y, Vector3f dest) {
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// compute interpolation factors
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Vector3f t = dest;
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interpolationFactorsTriangle(v0X, v0Y, v1X, v1Y, v2X, v2Y, x, y, t);
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// interpolate using these factors
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return dest.set(t.x * f0X + t.y * f1X + t.z * f2X,
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t.x * f0Y + t.y * f1Y + t.z * f2Y,
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t.x * f0Z + t.y * f1Z + t.z * f2Z);
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}
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/**
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* Compute the interpolation factors <code>(t0, t1, t2)</code> in order to interpolate an arbitrary value over a given
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* triangle at the given point <code>(x, y)</code>.
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* <p>
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* This method takes in the 2D vertex positions of the three vertices of a triangle and stores in <code>dest</code> the
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* factors <code>(t0, t1, t2)</code> in the equation <code>v' = v0 * t0 + v1 * t1 + v2 * t2</code> where <code>(v0, v1, v2)</code> are
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* arbitrary (scalar or vector) values associated with the respective vertices of the triangle. The computed value <code>v'</code>
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* is the interpolated value at the given position <code>(x, y)</code>.
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*
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* @param v0X
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* the x coordinate of the first triangle vertex
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* @param v0Y
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* the y coordinate of the first triangle vertex
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* @param v1X
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* the x coordinate of the second triangle vertex
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* @param v1Y
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* the y coordinate of the second triangle vertex
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* @param v2X
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* the x coordinate of the third triangle vertex
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* @param v2Y
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* the y coordinate of the third triangle vertex
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* @param x
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* the x coordinate of the point to interpolate at
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* @param y
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* the y coordinate of the point to interpolate at
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* @param dest
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* will hold the interpolation factors <code>(t0, t1, t2)</code>
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* @return dest
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*/
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public static Vector3f interpolationFactorsTriangle(
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float v0X, float v0Y, float v1X, float v1Y, float v2X, float v2Y,
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float x, float y, Vector3f dest) {
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float v12Y = v1Y - v2Y;
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float v21X = v2X - v1X;
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float v02X = v0X - v2X;
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float yv2Y = y - v2Y;
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float xv2X = x - v2X;
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float v02Y = v0Y - v2Y;
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float invDen = 1.0f / (v12Y * v02X + v21X * v02Y);
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dest.x = (v12Y * xv2X + v21X * yv2Y) * invDen;
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dest.y = (v02X * yv2Y - v02Y * xv2X) * invDen;
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dest.z = 1.0f - dest.x - dest.y;
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return dest;
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}
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}
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