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667 lines (552 loc) · 17.6 KB
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#pragma once
#include <math.h>
#include <vector>
#include <limits>
typedef unsigned int UINT;
class float2
{
public:
float x = 0.0f;
float y = 0.0f;
float2()
{
}
float2(float x, float y)
{
float2::x = x;
float2::y = y;
}
float2 operator*(const float& a)
{
return float2(x * a, y * a);
}
float2 operator/(const float& a)
{
return float2(x / a, y / a);
}
float2 operator*(const float2& a)
{
return float2(x * a.x, y * a.y);
}
float2 operator+(const float2& a)
{
return float2(x + a.x, y + a.y);
}
float2 operator-(const float2& a)
{
return float2(x - a.x, y - a.y);
}
float Magnitude()
{
return sqrt(x * x + y * y);
}
};
class float3
{
public:
float x;
float y;
float z;
float3()
{
}
float3(float x, float y, float z)
{
float3::x = x;
float3::y = y;
float3::z = z;
}
float3 operator+(const float3& a)
{
return float3(x + a.x, y + a.y, z + a.z);
}
float3 operator-(const float3& a)
{
return float3(x - a.x, y - a.y, z - a.z);
}
float3 operator*(const float& a)
{
return float3(x * a, y * a, z * a);
}
float3 operator*(const float3& a)
{
return float3(x * a.x, y * a.y, z * a.z);
}
float3 operator/(const float& a)
{
return float3(x / a, y / a, z / a);
}
float3 Normalized()
{
return float3(x, y, z) / Magnitude();
}
float Magnitude()
{
return sqrt(x * x + y * y + z * z);
}
};
class float4
{
public:
float x;
float y;
float z;
float w;
float4()
{
}
float4(float x, float y, float z, float w)
{
float4::x = x;
float4::y = y;
float4::z = z;
float4::w = w;
}
float4 operator+(const float4& a)
{
return float4(x + a.x, y + a.y, z + a.z, w + a.w);
}
float4 operator-(const float4& a)
{
return float4(x - a.x, y - a.y, z - a.z, w + a.w);
}
float4 operator*(const float& a)
{
return float4(x * a, y * a, z * a, w * a);
}
float4 operator/(const float& a)
{
return float4(x / a, y / a, z / a, w / a);
}
float4 Normalized()
{
return float4(x, y, z, w) / Magnitude();
}
float Magnitude()
{
return sqrt(x * x + y * y + z * z); // w?
}
};
class matrix4x4
{
public:
float m00;
float m01;
float m02;
float m03;
float m10;
float m11;
float m12;
float m13;
float m20;
float m21;
float m22;
float m23;
float m30;
float m31;
float m32;
float m33;
// Should probably move this out of inline
matrix4x4 operator*(const matrix4x4& a)
{
matrix4x4 results;
results.m00 = m00 * a.m00 + m01 * a.m10 + m02 * a.m20 + m03 * a.m30;
results.m01 = m00 * a.m01 + m01 * a.m11 + m02 * a.m21 + m03 * a.m31;
results.m02 = m00 * a.m02 + m01 * a.m12 + m02 * a.m22 + m03 * a.m32;
results.m03 = m00 * a.m03 + m01 * a.m13 + m02 * a.m23 + m03 * a.m33;
results.m10 = m10 * a.m00 + m11 * a.m10 + m12 * a.m20 + m13 * a.m30;
results.m11 = m10 * a.m01 + m11 * a.m11 + m12 * a.m21 + m13 * a.m31;
results.m12 = m10 * a.m02 + m11 * a.m12 + m12 * a.m22 + m13 * a.m32;
results.m13 = m10 * a.m03 + m11 * a.m13 + m12 * a.m23 + m13 * a.m33;
results.m20 = m20 * a.m00 + m21 * a.m10 + m22 * a.m20 + m23 * a.m30;
results.m21 = m20 * a.m01 + m21 * a.m11 + m22 * a.m21 + m23 * a.m31;
results.m22 = m20 * a.m02 + m21 * a.m12 + m22 * a.m22 + m23 * a.m32;
results.m23 = m20 * a.m03 + m21 * a.m13 + m22 * a.m23 + m23 * a.m33;
results.m30 = m30 * a.m00 + m31 * a.m10 + m32 * a.m20 + m33 * a.m30;
results.m31 = m30 * a.m01 + m31 * a.m11 + m32 * a.m21 + m33 * a.m31;
results.m32 = m30 * a.m02 + m31 * a.m12 + m32 * a.m22 + m33 * a.m32;
results.m33 = m30 * a.m03 + m31 * a.m13 + m32 * a.m23 + m33 * a.m33;
return results;
}
float4 operator*(const float4& a)
{
return float4(m00 * a.x + m01 * a.y + m02 * a.z + m03 * a.w, m10 * a.x + m11 * a.y + m12 * a.z + m13 * a.w, m20 * a.x + m21 * a.y + m22 * a.z + m23 * a.w, m30 * a.x + m31 * a.y + m32 * a.z + m33 * a.w);
}
matrix4x4 Tranpose()
{
matrix4x4 results;
results.m00 = m00;
results.m01 = m10;
results.m02 = m20;
results.m03 = m30;
results.m10 = m01;
results.m11 = m11;
results.m12 = m21;
results.m13 = m31;
results.m20 = m02;
results.m21 = m12;
results.m22 = m22;
results.m23 = m32;
results.m30 = m03;
results.m31 = m13;
results.m32 = m23;
results.m33 = m33;
return results;
}
float Det()
{
return m03 * m12 * m21 * m30 - m02 * m13 * m21 * m30 - m03 * m11 * m22 * m30 + m01 * m13 * m22 * m30 +
m02 * m11 * m23 * m30 - m01 * m12 * m23 * m30 - m03 * m12 * m20 * m31 + m02 * m13 * m20 * m31 +
m03 * m10 * m22 * m31 - m00 * m13 * m22 * m31 - m02 * m10 * m23 * m31 + m00 * m12 * m23 * m31 +
m03 * m11 * m20 * m32 - m01 * m13 * m20 * m32 - m03 * m10 * m21 * m32 + m00 * m13 * m21 * m32 +
m01 * m10 * m23 * m32 - m00 * m11 * m23 * m32 - m02 * m11 * m20 * m33 + m01 * m12 * m20 * m33 +
m02 * m10 * m21 * m33 - m00 * m12 * m21 * m33 - m01 * m10 * m22 * m33 + m00 * m11 * m22 * m33;
}
// Not optimized for transformation matrices
matrix4x4 Invert()
{
matrix4x4 results = matrix4x4();
results.m00 = results.m12 * results.m23 * results.m31 - results.m13 * results.m22 * results.m31 + results.m13 * results.m21 * results.m32 - results.m11 * results.m23 * results.m32 - results.m12 * results.m21 * results.m33 + results.m11 * results.m22 * results.m33;
results.m01 = results.m03 * results.m22 * results.m31 - results.m02 * results.m23 * results.m31 - results.m03 * results.m21 * results.m32 + results.m01 * results.m23 * results.m32 + results.m02 * results.m21 * results.m33 - results.m01 * results.m22 * results.m33;
results.m02 = results.m02 * results.m13 * results.m31 - results.m03 * results.m12 * results.m31 + results.m03 * results.m11 * results.m32 - results.m01 * results.m13 * results.m32 - results.m02 * results.m11 * results.m33 + results.m01 * results.m12 * results.m33;
results.m03 = results.m03 * results.m12 * results.m21 - results.m02 * results.m13 * results.m21 - results.m03 * results.m11 * results.m22 + results.m01 * results.m13 * results.m22 + results.m02 * results.m11 * results.m23 - results.m01 * results.m12 * results.m23;
results.m10 = results.m13 * results.m22 * results.m30 - results.m12 * results.m23 * results.m30 - results.m13 * results.m20 * results.m32 + results.m10 * results.m23 * results.m32 + results.m12 * results.m20 * results.m33 - results.m10 * results.m22 * results.m33;
results.m11 = results.m02 * results.m23 * results.m30 - results.m03 * results.m22 * results.m30 + results.m03 * results.m20 * results.m32 - results.m00 * results.m23 * results.m32 - results.m02 * results.m20 * results.m33 + results.m00 * results.m22 * results.m33;
results.m12 = results.m03 * results.m12 * results.m30 - results.m02 * results.m13 * results.m30 - results.m03 * results.m10 * results.m32 + results.m00 * results.m13 * results.m32 + results.m02 * results.m10 * results.m33 - results.m00 * results.m12 * results.m33;
results.m13 = results.m02 * results.m13 * results.m20 - results.m03 * results.m12 * results.m20 + results.m03 * results.m10 * results.m22 - results.m00 * results.m13 * results.m22 - results.m02 * results.m10 * results.m23 + results.m00 * results.m12 * results.m23;
results.m20 = results.m11 * results.m23 * results.m30 - results.m13 * results.m21 * results.m30 + results.m13 * results.m20 * results.m31 - results.m10 * results.m23 * results.m31 - results.m11 * results.m20 * results.m33 + results.m10 * results.m21 * results.m33;
results.m21 = results.m03 * results.m21 * results.m30 - results.m01 * results.m23 * results.m30 - results.m03 * results.m20 * results.m31 + results.m00 * results.m23 * results.m31 + results.m01 * results.m20 * results.m33 - results.m00 * results.m21 * results.m33;
results.m22 = results.m01 * results.m13 * results.m30 - results.m03 * results.m11 * results.m30 + results.m03 * results.m10 * results.m31 - results.m00 * results.m13 * results.m31 - results.m01 * results.m10 * results.m33 + results.m00 * results.m11 * results.m33;
results.m23 = results.m03 * results.m11 * results.m20 - results.m01 * results.m13 * results.m20 - results.m03 * results.m10 * results.m21 + results.m00 * results.m13 * results.m21 + results.m01 * results.m10 * results.m23 - results.m00 * results.m11 * results.m23;
results.m30 = results.m12 * results.m21 * results.m30 - results.m11 * results.m22 * results.m30 - results.m12 * results.m20 * results.m31 + results.m10 * results.m22 * results.m31 + results.m11 * results.m20 * results.m32 - results.m10 * results.m21 * results.m32;
results.m31 = results.m01 * results.m22 * results.m30 - results.m02 * results.m21 * results.m30 + results.m02 * results.m20 * results.m31 - results.m00 * results.m22 * results.m31 - results.m01 * results.m20 * results.m32 + results.m00 * results.m21 * results.m32;
results.m32 = results.m02 * results.m11 * results.m30 - results.m01 * results.m12 * results.m30 - results.m02 * results.m10 * results.m31 + results.m00 * results.m12 * results.m31 + results.m01 * results.m10 * results.m32 - results.m00 * results.m11 * results.m32;
results.m33 = results.m01 * results.m12 * results.m20 - results.m02 * results.m11 * results.m20 + results.m02 * results.m10 * results.m21 - results.m00 * results.m12 * results.m21 - results.m01 * results.m10 * results.m22 + results.m00 * results.m11 * results.m22;
float invDet = results.Det();
results.m00 *= invDet;
results.m01 *= invDet;
results.m02 *= invDet;
results.m03 *= invDet;
results.m10 *= invDet;
results.m11 *= invDet;
results.m12 *= invDet;
results.m13 *= invDet;
results.m20 *= invDet;
results.m21 *= invDet;
results.m22 *= invDet;
results.m23 *= invDet;
results.m30 *= invDet;
results.m31 *= invDet;
results.m32 *= invDet;
results.m33 *= invDet;
return results;
}
};
class Triangle2
{
public:
float2 p1;
float2 p2;
float2 p3;
Triangle2()
{
}
Triangle2(float2 p1, float2 p2, float2 p3)
{
Triangle2::p1 = p1;
Triangle2::p2 = p2;
Triangle2::p3 = p3;
}
};
class Triangle3
{
public:
float3 p1;
float3 p2;
float3 p3;
Triangle3()
{
}
Triangle3(float3 p1, float3 p2, float3 p3)
{
Triangle3::p1 = p1;
Triangle3::p2 = p2;
Triangle3::p3 = p3;
}
};
class Triangle4
{
public:
float4 p1;
float4 p2;
float4 p3;
Triangle4()
{
}
Triangle4(float4 p1, float4 p2, float4 p3)
{
Triangle4::p1 = p1;
Triangle4::p2 = p2;
Triangle4::p3 = p3;
}
};
class Ray
{
public:
float3 start;
float3 direction;
Ray(float3 start, float3 direction)
{
Ray::start = start;
Ray::direction = direction;
}
};
class MathHelper
{
public:
// Matrices
static matrix4x4 MatrixIdentity()
{
matrix4x4 results;
results.m00 = 1.0f;
results.m01 = 0.0f;
results.m02 = 0.0f;
results.m03 = 0.0f;
results.m10 = 0.0f;
results.m11 = 1.0f;
results.m12 = 0.0f;
results.m13 = 0.0f;
results.m20 = 0.0f;
results.m21 = 0.0f;
results.m22 = 1.0f;
results.m23 = 0.0f;
results.m30 = 0.0f;
results.m31 = 0.0f;
results.m32 = 0.0f;
results.m33 = 1.0f;
return results;
}
static matrix4x4 MatrixRotateX(float radians)
{
matrix4x4 results;
results.m00 = 1.0f;
results.m01 = 0.0f;
results.m02 = 0.0f;
results.m03 = 0.0f;
results.m10 = 0.0f;
results.m11 = cos(radians);
results.m12 = -sin(radians);
results.m13 = 0.0f;
results.m20 = 0.0f;
results.m21 = sin(radians);
results.m22 = cos(radians);
results.m23 = 0.0f;
results.m30 = 0.0f;
results.m31 = 0.0f;
results.m32 = 0.0f;
results.m33 = 1.0f;
return results;
}
static matrix4x4 MatrixRotateY(float radians)
{
matrix4x4 results;
results.m00 = cos(radians);
results.m01 = 0.0f;
results.m02 = sin(radians);
results.m03 = 0.0f;
results.m10 = 0.0f;
results.m11 = 1.0f;
results.m12 = 0.0f;
results.m13 = 0.0f;
results.m20 = -sin(radians);
results.m21 = 0.0f;
results.m22 = cos(radians);
results.m23 = 0.0f;
results.m30 = 0.0f;
results.m31 = 0.0f;
results.m32 = 0.0f;
results.m33 = 1.0f;
return results;
}
static matrix4x4 MatrixRotateZ(float radians)
{
matrix4x4 results;
results.m00 = cos(radians);
results.m01 = -sin(radians);
results.m02 = 0.0f;
results.m03 = 0.0f;
results.m10 = sin(radians);
results.m11 = cos(radians);
results.m12 = 0.0f;
results.m13 = 0.0f;
results.m20 = 0.0f;
results.m21 = 0.0f;
results.m22 = 1.0f;
results.m23 = 0.0f;
results.m30 = 0.0f;
results.m31 = 0.0f;
results.m32 = 0.0f;
results.m33 = 1.0f;
return results;
}
static matrix4x4 MatrixTranslate(float x, float y, float z)
{
matrix4x4 results;
results.m00 = 1.0f;
results.m01 = 0.0f;
results.m02 = 0.0f;
results.m03 = x;
results.m10 = 0.0f;
results.m11 = 1.0f;
results.m12 = 0.0f;
results.m13 = y;
results.m20 = 0.0f;
results.m21 = 0.0f;
results.m22 = 1.0f;
results.m23 = z;
results.m30 = 0.0f;
results.m31 = 0.0f;
results.m32 = 0.0f;
results.m33 = 1.0f;
return results;
}
static matrix4x4 MatrixScale(float x, float y, float z)
{
matrix4x4 results;
results.m00 = x;
results.m01 = 0.0f;
results.m02 = 0.0f;
results.m03 = 0.0f;
results.m10 = 0.0f;
results.m11 = y;
results.m12 = 0.0f;
results.m13 = 0.0f;
results.m20 = 0.0f;
results.m21 = 0.0f;
results.m22 = z;
results.m23 = 0.0f;
results.m30 = 0.0f;
results.m31 = 0.0f;
results.m32 = 0.0f;
results.m33 = 1.0f;
return results;
}
static matrix4x4 MatrixScale(float s)
{
return MatrixScale(s, s, s);
}
// Vector Operations
static float Cross(float2 a, float2 b)
{
return a.x * b.y - a.y * b.x;
}
static float3 Cross(float3 a, float3 b)
{
return float3(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
}
static float2 ProjAToB(float2 a, float2 b)
{
float m = b.Magnitude();
return b * (Dot(a, b) / (m * m));
}
static float3 ProjAToB(float3 a, float3 b)
{
float m = b.Magnitude();
return b * (Dot(a, b) / (m * m));
}
static float Dot(float4 a, float4 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
static float Dot(float3 a, float3 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
static float Dot(float2 a, float2 b)
{
return a.x * b.x + a.y * b.y;
}
// Converts float3 to float4 with w as 1
static float4 ToFloat4(float3 a)
{
return float4(a.x, a.y, a.z, 1.0f);
}
// Converts float3 to float4 with w as 0
static float4 ToFloat4w0(float3 a)
{
return float4(a.x, a.y, a.z, 0.0f);
}
static float3 ToFloat3(float4 a)
{
return float3(a.x, a.y, a.z);
}
static float2 ToFloat2(float3 a)
{
return float2(a.x, a.y);
}
// Triangles
static float TriangleArea(float2 p1, float2 p2, float2 p3)
{
return abs(Cross(p2 - p1, p3 - p1)) / 2;
}
// Computes bary centric of point p
static float3 BaryCentric(float2 p, float2 a, float2 b, float2 c)
{
float2 v0 = b - a;
float2 v1 = c - a;
float2 v2 = p - a;
float d00 = MathHelper::Dot(v0, v0);
float d01 = MathHelper::Dot(v0, v1);
float d11 = MathHelper::Dot(v1, v1);
float d20 = MathHelper::Dot(v2, v0);
float d21 = MathHelper::Dot(v2, v1);
float denom = d00 * d11 - d01 * d01;
float v = (d11 * d20 - d01 * d21) / denom;
float w = (d00 * d21 - d01 * d20) / denom;
float u = 1.0f - v - w;
return float3(u, v, w);
}
static float3 BaryCentric(float3 p, float3 a, float3 b, float3 c)
{
float3 v0 = b - a;
float3 v1 = c - a;
float3 v2 = p - a;
float d00 = MathHelper::Dot(v0, v0);
float d01 = MathHelper::Dot(v0, v1);
float d11 = MathHelper::Dot(v1, v1);
float d20 = MathHelper::Dot(v2, v0);
float d21 = MathHelper::Dot(v2, v1);
float denom = d00 * d11 - d01 * d01;
float v = (d11 * d20 - d01 * d21) / denom;
float w = (d00 * d21 - d01 * d20) / denom;
float u = 1.0f - v - w;
return float3(u, v, w);
}
// Etc
static Ray ComputeEyeRay(float2 pos, UINT width, UINT height, float fov, float nearZ)
{
float aspectRatio = (float)(width / height);
float s = 2.0f * tan(fov * 0.5f);
float3 start = float3((pos.x / width - 0.5f) * s /** aspectRatio*/, (pos.y / height - 0.5f) * s, 1.0f) * nearZ;
return Ray(start, start.Normalized());
}
// Returns float4(bCoords1, bCoords2, bCoords3, zDepth)
// If failed returns float4(0.0f, 0.0f, 0.0f, maxFloat)
static float4 TriangleRayIntersection(Ray ray, float3 p1, float3 p2, float3 p3, float3 n)
{
// Use plane/ray intersection to get the point on the plane
// Ray plane intersection
float denom = MathHelper::Dot(ray.direction, n);
if (abs(denom) > 0.0001f)
{
float t = MathHelper::Dot(p1 - ray.start, n) / denom;
float3 p = ray.start + ray.direction * t;
float3 bCoords = BaryCentric(p, p1, p2, p3);
if(bCoords.x >= 0.0f && bCoords.y >= 0.0f && bCoords.z >= 0.0f)
return float4(bCoords.x, bCoords.y, bCoords.z, p.z);
}
return float4(0.0f, 0.0f, 0.0f, std::numeric_limits<float>::max());
}
};