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			179 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			179 lines
		
	
	
	
		
			5.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
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 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "Matrix.h"
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#include "Quaternion.h"
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#include "Tools.h"
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#include <algorithm>
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#include <ostream>
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#include <math.h>
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#include <float.h>  // for FLT_EPSILON
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#include "mozilla/FloatingPoint.h"  // for UnspecifiedNaN
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namespace mozilla {
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namespace gfx {
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/* Force small values to zero.  We do this to avoid having sin(360deg)
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 * evaluate to a tiny but nonzero value.
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 */
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double FlushToZero(double aVal) {
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  // XXX Is double precision really necessary here
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  if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON) {
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    return 0.0f;
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  } else {
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    return aVal;
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  }
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}
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/* Computes tan(aTheta).  For values of aTheta such that tan(aTheta) is
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 * undefined or very large, SafeTangent returns a manageably large value
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 * of the correct sign.
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 */
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double SafeTangent(double aTheta) {
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  // XXX Is double precision really necessary here
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  const double kEpsilon = 0.0001;
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  /* tan(theta) = sin(theta)/cos(theta); problems arise when
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   * cos(theta) is too close to zero.  Limit cos(theta) to the
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   * range [-1, -epsilon] U [epsilon, 1].
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   */
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  double sinTheta = sin(aTheta);
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  double cosTheta = cos(aTheta);
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  if (cosTheta >= 0 && cosTheta < kEpsilon) {
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    cosTheta = kEpsilon;
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  } else if (cosTheta < 0 && cosTheta >= -kEpsilon) {
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    cosTheta = -kEpsilon;
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  }
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  return FlushToZero(sinTheta / cosTheta);
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}
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template <>
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Matrix Matrix::Rotation(Float aAngle) {
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  Matrix newMatrix;
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  Float s = sinf(aAngle);
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  Float c = cosf(aAngle);
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  newMatrix._11 = c;
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  newMatrix._12 = s;
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  newMatrix._21 = -s;
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  newMatrix._22 = c;
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  return newMatrix;
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}
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template <>
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MatrixDouble MatrixDouble::Rotation(Double aAngle) {
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  MatrixDouble newMatrix;
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  Double s = sin(aAngle);
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  Double c = cos(aAngle);
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  newMatrix._11 = c;
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  newMatrix._12 = s;
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  newMatrix._21 = -s;
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  newMatrix._22 = c;
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  return newMatrix;
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}
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template <>
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Matrix4x4 MatrixDouble::operator*(const Matrix4x4& aMatrix) const {
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  Matrix4x4 resultMatrix;
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  resultMatrix._11 = this->_11 * aMatrix._11 + this->_12 * aMatrix._21;
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  resultMatrix._12 = this->_11 * aMatrix._12 + this->_12 * aMatrix._22;
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  resultMatrix._13 = this->_11 * aMatrix._13 + this->_12 * aMatrix._23;
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  resultMatrix._14 = this->_11 * aMatrix._14 + this->_12 * aMatrix._24;
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  resultMatrix._21 = this->_21 * aMatrix._11 + this->_22 * aMatrix._21;
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  resultMatrix._22 = this->_21 * aMatrix._12 + this->_22 * aMatrix._22;
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  resultMatrix._23 = this->_21 * aMatrix._13 + this->_22 * aMatrix._23;
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  resultMatrix._24 = this->_21 * aMatrix._14 + this->_22 * aMatrix._24;
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  resultMatrix._31 = aMatrix._31;
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  resultMatrix._32 = aMatrix._32;
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  resultMatrix._33 = aMatrix._33;
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  resultMatrix._34 = aMatrix._34;
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  resultMatrix._41 =
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      this->_31 * aMatrix._11 + this->_32 * aMatrix._21 + aMatrix._41;
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  resultMatrix._42 =
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      this->_31 * aMatrix._12 + this->_32 * aMatrix._22 + aMatrix._42;
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  resultMatrix._43 =
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      this->_31 * aMatrix._13 + this->_32 * aMatrix._23 + aMatrix._43;
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  resultMatrix._44 =
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      this->_31 * aMatrix._14 + this->_32 * aMatrix._24 + aMatrix._44;
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  return resultMatrix;
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}
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// Intersect the polygon given by aPoints with the half space induced by
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// aPlaneNormal and return the resulting polygon. The returned points are
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// stored in aDestBuffer, and its meaningful subspan is returned.
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template <typename F>
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Span<Point4DTyped<UnknownUnits, F>> IntersectPolygon(
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    Span<Point4DTyped<UnknownUnits, F>> aPoints,
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    const Point4DTyped<UnknownUnits, F>& aPlaneNormal,
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    Span<Point4DTyped<UnknownUnits, F>> aDestBuffer) {
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  if (aPoints.Length() < 1 || aDestBuffer.Length() < 1) {
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    return {};
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  }
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  size_t nextIndex = 0;  // aDestBuffer[nextIndex] is the next emitted point.
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  // Iterate over the polygon edges. In each iteration the current edge
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  // is the edge from *prevPoint to point. If the two end points lie on
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  // different sides of the plane, we have an intersection. Otherwise,
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  // the edge is either completely "inside" the half-space created by
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  // the clipping plane, and we add curPoint, or it is completely
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  // "outside", and we discard curPoint. This loop can create duplicated
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  // points in the polygon.
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  const auto* prevPoint = &aPoints[aPoints.Length() - 1];
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  F prevDot = aPlaneNormal.DotProduct(*prevPoint);
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  for (const auto& curPoint : aPoints) {
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    F curDot = aPlaneNormal.DotProduct(curPoint);
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    if ((curDot >= 0.0) != (prevDot >= 0.0)) {
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      // An intersection with the clipping plane has been detected.
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      // Interpolate to find the intersecting curPoint and emit it.
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      F t = -prevDot / (curDot - prevDot);
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      aDestBuffer[nextIndex++] = curPoint * t + *prevPoint * (1.0 - t);
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      if (nextIndex >= aDestBuffer.Length()) {
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        break;
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      }
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    }
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    if (curDot >= 0.0) {
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      // Emit any source points that are on the positive side of the
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      // clipping plane.
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      aDestBuffer[nextIndex++] = curPoint;
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      if (nextIndex >= aDestBuffer.Length()) {
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        break;
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      }
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    }
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    prevPoint = &curPoint;
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    prevDot = curDot;
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  }
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  return aDestBuffer.To(nextIndex);
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}
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template Span<Point4DTyped<UnknownUnits, Float>> IntersectPolygon(
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    Span<Point4DTyped<UnknownUnits, Float>> aPoints,
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    const Point4DTyped<UnknownUnits, Float>& aPlaneNormal,
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    Span<Point4DTyped<UnknownUnits, Float>> aDestBuffer);
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template Span<Point4DTyped<UnknownUnits, Double>> IntersectPolygon(
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    Span<Point4DTyped<UnknownUnits, Double>> aPoints,
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    const Point4DTyped<UnknownUnits, Double>& aPlaneNormal,
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    Span<Point4DTyped<UnknownUnits, Double>> aDestBuffer);
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}  // namespace gfx
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}  // namespace mozilla
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