From b38e870d6be22a377bf7b0fb5048801886ebaa77 Mon Sep 17 00:00:00 2001 From: Matt Strapp Date: Mon, 27 Sep 2021 21:44:53 -0500 Subject: do ws2 --- dev/MinGfx/src/gfxmath.cc | 274 +++++++++++++++++++++++----------------------- 1 file changed, 137 insertions(+), 137 deletions(-) (limited to 'dev/MinGfx/src/gfxmath.cc') diff --git a/dev/MinGfx/src/gfxmath.cc b/dev/MinGfx/src/gfxmath.cc index 28cfedf..19d99ef 100644 --- a/dev/MinGfx/src/gfxmath.cc +++ b/dev/MinGfx/src/gfxmath.cc @@ -1,137 +1,137 @@ -/* - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - See corresponding header file for details. - */ - -#include "gfxmath.h" - -#define _USE_MATH_DEFINES -#include -#include - -#include "ray.h" - - -namespace mingfx { - -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); -} - -float GfxMath::ToRadians(float degrees) { - return degrees * GfxMath::PI / 180.0f; -} - -float GfxMath::ToDegrees(float radians) { - return radians * 180.0f / GfxMath::PI; -} - -Vector3 GfxMath::ToRadians(Vector3 degrees) { - return Vector3(ToRadians(degrees[0]), ToRadians(degrees[1]), ToRadians(degrees[2])); -} - -Vector3 GfxMath::ToDegrees(Vector3 radians) { - return Vector3(ToDegrees(radians[0]), ToDegrees(radians[1]), ToDegrees(radians[2])); -} - -float GfxMath::Lerp(float a, float b, float alpha) { - return (1.0f-alpha)*a + alpha*b; -} - -int GfxMath::iLerp(int a, int b, float alpha) { - return (int)std::round((1.0f-alpha)*(float)a + alpha*(float)b); -} - -Point3 GfxMath::ScreenToNearPlane(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint) { - Matrix4 filmPtToWorld = (P*V).Inverse(); - return filmPtToWorld * Point3(ndcPoint[0], ndcPoint[1], -1.0); -} - - -Point3 GfxMath::ScreenToWorld(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint, float zValue) { - Matrix4 filmPtToWorld = (P*V).Inverse(); - float zneg1topos1 = zValue*2.0f - 1.0f; - return filmPtToWorld * Point3(ndcPoint[0], ndcPoint[1], zneg1topos1); -} - - -Point3 GfxMath::ScreenToDepthPlane(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint, float planeDepth) { - Point3 pNear = ScreenToNearPlane(V, P, ndcPoint); - - Matrix4 camMat = V.Inverse(); - Point3 eye = camMat.ColumnToPoint3(3); - Vector3 look = -camMat.ColumnToVector3(2); - - Ray r(eye, pNear - eye); - - Point3 p3D; - float t; - if (!r.IntersectPlane(eye + planeDepth*look, -look, &t, &p3D)) { - std::cerr << "filmplane2D_to_plane3D() error -- no intersection found!" << std::endl; - } - return p3D; -} - - -} // end namespace +/* + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + See corresponding header file for details. + */ + +#include "gfxmath.h" + +#define _USE_MATH_DEFINES +#include +#include + +#include "ray.h" + + +namespace mingfx { + +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); +} + +float GfxMath::ToRadians(float degrees) { + return degrees * GfxMath::PI / 180.0f; +} + +float GfxMath::ToDegrees(float radians) { + return radians * 180.0f / GfxMath::PI; +} + +Vector3 GfxMath::ToRadians(Vector3 degrees) { + return Vector3(ToRadians(degrees[0]), ToRadians(degrees[1]), ToRadians(degrees[2])); +} + +Vector3 GfxMath::ToDegrees(Vector3 radians) { + return Vector3(ToDegrees(radians[0]), ToDegrees(radians[1]), ToDegrees(radians[2])); +} + +float GfxMath::Lerp(float a, float b, float alpha) { + return (1.0f-alpha)*a + alpha*b; +} + +int GfxMath::iLerp(int a, int b, float alpha) { + return (int)std::round((1.0f-alpha)*(float)a + alpha*(float)b); +} + +Point3 GfxMath::ScreenToNearPlane(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint) { + Matrix4 filmPtToWorld = (P*V).Inverse(); + return filmPtToWorld * Point3(ndcPoint[0], ndcPoint[1], -1.0); +} + + +Point3 GfxMath::ScreenToWorld(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint, float zValue) { + Matrix4 filmPtToWorld = (P*V).Inverse(); + float zneg1topos1 = zValue*2.0f - 1.0f; + return filmPtToWorld * Point3(ndcPoint[0], ndcPoint[1], zneg1topos1); +} + + +Point3 GfxMath::ScreenToDepthPlane(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint, float planeDepth) { + Point3 pNear = ScreenToNearPlane(V, P, ndcPoint); + + Matrix4 camMat = V.Inverse(); + Point3 eye = camMat.ColumnToPoint3(3); + Vector3 look = -camMat.ColumnToVector3(2); + + Ray r(eye, pNear - eye); + + Point3 p3D; + float t; + if (!r.IntersectPlane(eye + planeDepth*look, -look, &t, &p3D)) { + std::cerr << "filmplane2D_to_plane3D() error -- no intersection found!" << std::endl; + } + return p3D; +} + + +} // end namespace -- cgit v1.2.3