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authorKT <tran0563@umn.edu>2021-09-21 10:05:57 -0500
committerKT <tran0563@umn.edu>2021-09-21 10:05:57 -0500
commita75b08b76f91451bb586b154fdca872955d8a57a (patch)
treedd1c30f65162c1e12b8f6481bbd102d69f5c7196 /dev/MinGfx
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-rw-r--r--dev/MinGfx/src/gfxmath.cc55
-rw-r--r--dev/MinGfx/src/gfxmath.h16
-rw-r--r--dev/MinGfx/src/quaternion.cc19
-rw-r--r--dev/MinGfx/src/quick_shapes.cc62
-rw-r--r--dev/MinGfx/src/ray.h9
5 files changed, 119 insertions, 42 deletions
diff --git a/dev/MinGfx/src/gfxmath.cc b/dev/MinGfx/src/gfxmath.cc
index 11180e6..28cfedf 100644
--- a/dev/MinGfx/src/gfxmath.cc
+++ b/dev/MinGfx/src/gfxmath.cc
@@ -19,6 +19,61 @@ const float GfxMath::PI = 3.14159265359f;
const float GfxMath::TWO_PI = 6.28318530718f;
const float GfxMath::HALF_PI = 1.57079632679f;
+float GfxMath::sin(float a) {
+#ifdef WIN32
+ return std::sinf(a);
+#else
+ return std::sin(a);
+#endif
+}
+
+float GfxMath::cos(float a) {
+#ifdef WIN32
+ return std::cosf(a);
+#else
+ return std::cos(a);
+#endif
+}
+
+float GfxMath::tan(float a) {
+#ifdef WIN32
+ return std::tanf(a);
+#else
+ return std::tan(a);
+#endif
+}
+
+float GfxMath::asin(float a) {
+#ifdef WIN32
+ return std::asinf(a);
+#else
+ return std::asin(a);
+#endif
+}
+
+float GfxMath::acos(float a) {
+#ifdef WIN32
+ return std::acosf(a);
+#else
+ return std::acos(a);
+#endif
+}
+
+float GfxMath::atan(float a) {
+#ifdef WIN32
+ return std::atanf(a);
+#else
+ return std::atan(a);
+#endif
+}
+
+float GfxMath::atan2(float a, float b) {
+#ifdef WIN32
+ return std::atan2f(a, b);
+#else
+ return std::atan2(a, b);
+#endif
+}
float GfxMath::Clamp(float x, float a, float b) {
return std::min(std::max(x, a), b);
diff --git a/dev/MinGfx/src/gfxmath.h b/dev/MinGfx/src/gfxmath.h
index 09a3a1d..86c1061 100644
--- a/dev/MinGfx/src/gfxmath.h
+++ b/dev/MinGfx/src/gfxmath.h
@@ -28,6 +28,22 @@ namespace mingfx {
class GfxMath {
public:
+ /// MinGfx specific implementations of trigonometric functions included to
+ /// solve compilation issues between different platforms.
+ static float sin(float a);
+
+ static float cos(float a);
+
+ static float tan(float a);
+
+ static float asin(float a);
+
+ static float acos(float a);
+
+ static float atan(float a);
+
+ static float atan2(float a, float b);
+
/// Returns a if x is less than a and b if x is greater than b.
static float Clamp(float x, float a, float b);
diff --git a/dev/MinGfx/src/quaternion.cc b/dev/MinGfx/src/quaternion.cc
index 4f2998f..24830c8 100644
--- a/dev/MinGfx/src/quaternion.cc
+++ b/dev/MinGfx/src/quaternion.cc
@@ -116,12 +116,13 @@ Quaternion Quaternion::Slerp(const Quaternion &other, float alpha) const {
return result;
}
- GfxMath::Clamp(dot, -1, 1); // Robustness: Stay within domain of acos()
- float theta_0 = acos(dot); // theta_0 = angle between input vectors
- float theta = theta_0 * alpha; // theta = angle between v0 and result
+ GfxMath::Clamp(dot, -1, 1); // Robustness: Stay within domain of acos()
+ float theta_0 = GfxMath::acos(dot); // theta_0 = angle between input vectors
+ float theta = theta_0 * alpha; // theta = angle between v0 and result
- float s0 = cos(theta) - dot * sin(theta) / sin(theta_0); // == sin(theta_0 - theta) / sin(theta_0)
- float s1 = sin(theta) / sin(theta_0);
+ float s0 = GfxMath::cos(theta) - dot
+ * GfxMath::sin(theta) / GfxMath::sin(theta_0); // == sin(theta_0 - theta) / sin(theta_0)
+ float s1 = GfxMath::sin(theta) / GfxMath::sin(theta_0);
return (s0 * v0) + (s1 * v1);
}
@@ -177,10 +178,10 @@ Quaternion Quaternion::Conjugate() const {
Quaternion Quaternion::FromAxisAngle(const Vector3 &axis, float angle) {
// [qx, qy, qz, qw] = [sin(a/2) * vx, sin(a/2)* vy, sin(a/2) * vz, cos(a/2)]
- float x = sin(angle/2.0f) * axis[0];
- float y = sin(angle/2.0f) * axis[1];
- float z = sin(angle/2.0f) * axis[2];
- float w = cos(angle/2.0f);
+ float x = GfxMath::sin(angle/2.0) * axis[0];
+ float y = GfxMath::sin(angle/2.0) * axis[1];
+ float z = GfxMath::sin(angle/2.0) * axis[2];
+ float w = GfxMath::cos(angle/2.0);
return Quaternion(x,y,z,w);
}
diff --git a/dev/MinGfx/src/quick_shapes.cc b/dev/MinGfx/src/quick_shapes.cc
index 388aa3d..01f187a 100644
--- a/dev/MinGfx/src/quick_shapes.cc
+++ b/dev/MinGfx/src/quick_shapes.cc
@@ -11,6 +11,7 @@
#include <iostream>
#include <string>
+#include "gfxmath.h"
namespace mingfx {
@@ -180,11 +181,10 @@ void QuickShapes::initCyl() {
const int nslices = 20;
for (int s=1; s<nslices+1; s++) {
- int slast = s - 1;
- GLfloat xlast = std::cosf(-TWOPI * (float)slast / (float)nslices);
- GLfloat zlast = std::sinf(-TWOPI * (float)slast/(float)nslices);
- GLfloat xnew = std::cosf(-TWOPI * (float)(s)/(float)nslices);
- GLfloat znew = std::sinf(-TWOPI * (float)(s)/(float)nslices);
+ GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices);
+ GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices);
// one triangle on the top
verts.push_back(top);
@@ -245,11 +245,10 @@ void QuickShapes::initCone() {
const int nslices = 20;
for (int s=1; s<nslices+1; s++) {
- int slast = s - 1;
- GLfloat xlast = std::cosf(-TWOPI * (float)slast/(float)nslices);
- GLfloat zlast = std::sinf(-TWOPI * (float)slast/(float)nslices);
- GLfloat xnew = std::cosf(-TWOPI * (float)(s)/(float)nslices);
- GLfloat znew = std::sinf(-TWOPI * (float)(s)/(float)nslices);
+ GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices);
+ GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices);
// one triangle on the side
// normals are a bit more complex than for other shapes...
@@ -309,28 +308,30 @@ void QuickShapes::initSph() {
const int nslices = 40;
const int nstacks = 40;
for (int s=1; s<nslices+1; s++) {
- int slast = s - 1;
- GLfloat xlast = std::cosf(-TWOPI * (float)slast/(float)nslices);
- GLfloat zlast = std::sinf(-TWOPI * (float)slast/(float)nslices);
- GLfloat xnew = std::cosf(-TWOPI * (float)(s)/(float)nslices);
- GLfloat znew = std::sinf(-TWOPI * (float)(s)/(float)nslices);
+ GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices);
+ GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices);
float stackstep = PI/(float)nstacks;
// one triangle on the top
verts.push_back(top);
- verts.push_back(Vertex(std::sinf(stackstep)*xlast,std::cosf(stackstep),std::sinf(stackstep)*zlast,
- std::sinf(stackstep)*xlast,std::cosf(stackstep),std::sinf(stackstep)*zlast));
- verts.push_back(Vertex(std::sinf(stackstep)*xnew,std::cosf(stackstep),std::sinf(stackstep)*znew,
- std::sinf(stackstep)*xnew,std::cosf(stackstep),std::sinf(stackstep)*znew));
+ verts.push_back(Vertex(GfxMath::sin(stackstep)*xlast,GfxMath::cos(stackstep),
+ GfxMath::sin(stackstep)*zlast,
+ GfxMath::sin(stackstep)*xlast,GfxMath::cos(stackstep),
+ GfxMath::sin(stackstep)*zlast));
+ verts.push_back(Vertex(GfxMath::sin(stackstep)*xnew,GfxMath::cos(stackstep),
+ GfxMath::sin(stackstep)*znew,
+ GfxMath::sin(stackstep)*xnew,GfxMath::cos(stackstep),
+ GfxMath::sin(stackstep)*znew));
for (int t=2; t<nstacks; t++) {
- int tlast = t - 1;
- GLfloat ylast = std::cosf(PI*(float)(tlast)/(float)nstacks);
- GLfloat ynew = std::cosf(PI*(float)(t)/(float)nstacks);
+ GLfloat ylast = GfxMath::cos(PI*(float)(t-1)/(float)nstacks);
+ GLfloat ynew = GfxMath::cos(PI*(float)(t)/(float)nstacks);
- GLfloat rlast = std::sinf(PI * (float)(tlast)/(float)nstacks);
- GLfloat rnew = std::sinf(PI * (float)(t)/(float)nstacks);
+ GLfloat rlast = GfxMath::sin(PI * (float)(t-1)/(float)nstacks);
+ GLfloat rnew = GfxMath::sin(PI * (float)(t)/(float)nstacks);
// two triangles to create a rect on the side
verts.push_back(Vertex(rlast*xlast,ylast,rlast*zlast, rlast*xlast,ylast,rlast*zlast));
@@ -344,12 +345,17 @@ void QuickShapes::initSph() {
// one triangle on the bottom
verts.push_back(bot);
- verts.push_back(Vertex(std::sinf(stackstep)*xnew,std::cosf(PI-stackstep),std::sinf(stackstep)*znew,
- std::sinf(stackstep)*xnew,std::cosf(PI-stackstep),std::sinf(stackstep)*znew));
- verts.push_back(Vertex(std::sinf(stackstep)*xlast,std::cosf(PI-stackstep),std::sinf(stackstep)*zlast,
- std::sinf(stackstep)*xlast,std::cosf(PI-stackstep),std::sinf(stackstep)*zlast));
+ verts.push_back(Vertex(GfxMath::sin(stackstep)*xnew,GfxMath::cos(PI-stackstep),
+ GfxMath::sin(stackstep)*znew,
+ GfxMath::sin(stackstep)*xnew,GfxMath::cos(PI-stackstep),
+ GfxMath::sin(stackstep)*znew));
+ verts.push_back(Vertex(GfxMath::sin(stackstep)*xlast,GfxMath::cos(PI-stackstep),
+ GfxMath::sin(stackstep)*zlast,
+ GfxMath::sin(stackstep)*xlast,GfxMath::cos(PI-stackstep),
+ GfxMath::sin(stackstep)*zlast));
}
+
std::vector<Point3> vertices;
std::vector<Vector3> normals;
for (int i = 0; i < verts.size(); i++) {
diff --git a/dev/MinGfx/src/ray.h b/dev/MinGfx/src/ray.h
index 8e84546..d1b41b6 100644
--- a/dev/MinGfx/src/ray.h
+++ b/dev/MinGfx/src/ray.h
@@ -33,14 +33,13 @@ namespace mingfx {
Example:
~~~
// Create a pick ray from the mouse position
- void MyGraphicsApp::OnLeftMouseDown(const Point2 &pos) {
- Point2 mouse_xy = PixelsToNormalizedDeviceCoords(pos);
- float mouse_z = ReadZValueAtPixel(pos);
- Point3 mouse_3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, mouse_xy, mouse_z);
+ void MyGraphicsApp::OnLeftMouseDown(const Point2 &mouse_in_2d_pixels) {
+ Point2 mouse_in_2d_ndc = PixelsToNormalizedDeviceCoords(mouse_in_2d_pixels);
+ Point3 mouse_in_3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, mouse_in_2d_ndc);
Matrix4 camera_matrix = view_matrix.Inverse();
Point3 eye = camera_matrix.ColumnToPoint3(3);
- Ray pick_ray(eye, mouse_3d - eye);
+ Ray pick_ray(eye, mouse_in_3d - eye);
// check to see if the ray intersects a sphere
float t;