]> gerrit.simantics Code Review - simantics/3d.git/blobdiff - org.simantics.g3d/src/org/simantics/proconf/g3d/base/MathTools.java
git-svn-id: https://www.simantics.org/svn/simantics/3d/trunk@22280 ac1ea38d-2e2b...
[simantics/3d.git] / org.simantics.g3d / src / org / simantics / proconf / g3d / base / MathTools.java
diff --git a/org.simantics.g3d/src/org/simantics/proconf/g3d/base/MathTools.java b/org.simantics.g3d/src/org/simantics/proconf/g3d/base/MathTools.java
new file mode 100644 (file)
index 0000000..5a287b5
--- /dev/null
@@ -0,0 +1,395 @@
+/*******************************************************************************\r
+ * Copyright (c) 2007- VTT Technical Research Centre of Finland.\r
+ * All rights reserved. This program and the accompanying materials\r
+ * are made available under the terms of the Eclipse Public License v1.0\r
+ * which accompanies this distribution, and is available at\r
+ * http://www.eclipse.org/legal/epl-v10.html\r
+ *\r
+ * Contributors:\r
+ *     VTT Technical Research Centre of Finland - initial API and implementation\r
+ *******************************************************************************/\r
+package org.simantics.proconf.g3d.base;\r
+\r
+import javax.vecmath.AxisAngle4d;\r
+import javax.vecmath.Matrix3d;\r
+import javax.vecmath.Point3d;\r
+import javax.vecmath.Quat4d;\r
+import javax.vecmath.Tuple3d;\r
+import javax.vecmath.Vector3d;\r
+\r
+import com.jme.math.Vector2f;\r
+\r
+/**\r
+ * Some useful geometry related math functions. Beware, methods may modify their input parameters!\r
+ * \r
+ * @author Marko Luukkainen\r
+ *\r
+ */\r
+public class MathTools {\r
+    \r
+    static double EPS = 0.001;\r
+    \r
+    public static Vector3d closestPointOnEdge(Vector3d point, Vector3d edgePoint1, Vector3d edgePoint2) {\r
+        point.sub(edgePoint1);\r
+        Vector3d v = new Vector3d(edgePoint2);\r
+        v.sub(edgePoint1);\r
+        double t = v.dot(point);\r
+        t /= v.lengthSquared();\r
+        if (t <= 0.0f)\r
+          return edgePoint1;\r
+        if (t >= 1.0f)\r
+          return edgePoint2;\r
+        v.scale(t);\r
+        v.add(edgePoint1);\r
+        return v;   \r
+    }\r
+    \r
+    public static Vector3d closestPointOnStraight(Point3d point, Point3d straightPoint, Vector3d straightDir) {\r
+        Vector3d v = new Vector3d(point);\r
+        v.sub(straightPoint);\r
+        double t = straightDir.dot(v);\r
+        t /= straightDir.lengthSquared();\r
+        v.set(straightDir);\r
+        v.scale(t);\r
+        v.add(straightPoint);\r
+        return v;   \r
+    }\r
+    \r
+    public static Vector3d closestPointOnStraight(Point3d point, Point3d straightPoint, Vector3d straightDir, double u[]) {\r
+        Vector3d v = new Vector3d(point);\r
+        v.sub(straightPoint);\r
+        u[0] = straightDir.dot(v);\r
+        u[0] /= straightDir.lengthSquared();\r
+        v.set(straightDir);\r
+        v.scale(u[0]);\r
+        v.add(straightPoint);\r
+        return v;   \r
+    }\r
+    \r
+    public static double distanceFromPlane(Vector3d point, Vector3d planeNormal, Tuple3d planePoint) {\r
+        point.sub(planePoint);\r
+        \r
+        return planeNormal.dot(point);\r
+    }\r
+      \r
+    public static double distanceFromPlane(Vector3d point, Vector3d planeNormal, float d) {\r
+        return (planeNormal.dot(point) + d);\r
+    }\r
+    \r
+    public static boolean intersectStraightPlane(Tuple3d linePoint, Vector3d lineDir, Tuple3d planePoint, Vector3d planeNormal, Tuple3d intersectPoint) {\r
+        intersectPoint.set(planePoint);\r
+        intersectPoint.sub(linePoint);\r
+        double u = planeNormal.dot(new Vector3d(intersectPoint));\r
+        double v = planeNormal.dot(lineDir);\r
+        if (Math.abs(v) < EPS)\r
+            return false;\r
+        u /= v;\r
+        intersectPoint.set(lineDir);\r
+        intersectPoint.scale(u);\r
+        intersectPoint.add(linePoint);\r
+        return true;\r
+    }\r
+    \r
+    public static boolean intersectStraightPlane(Tuple3d linePoint, Vector3d lineDir, Tuple3d planePoint, Vector3d planeNormal, Vector3d intersectPoint, double[] u) {\r
+        intersectPoint.set(planePoint);\r
+        intersectPoint.sub(linePoint);\r
+        u[0] = planeNormal.dot(intersectPoint);\r
+        double v = planeNormal.dot(lineDir);\r
+        if (Math.abs(v) < EPS)\r
+            return false;\r
+        u[0] /= v;\r
+        intersectPoint.set(lineDir);\r
+        intersectPoint.scale(u[0]);\r
+        intersectPoint.add(linePoint);\r
+        return true;\r
+    }\r
+    \r
+    public static boolean intersectLineLine(Vector3d p1,Vector3d p2,Vector3d p3,Vector3d p4,Vector3d pa,Vector3d pb) {\r
+            Vector3d p13 = new Vector3d();\r
+            Vector3d p43 = new Vector3d();\r
+            Vector3d p21 = new Vector3d();\r
+            double d1343,d4321,d1321,d4343,d2121;\r
+            double numer,denom;\r
+            p13.sub(p1, p3);\r
+            p43.sub(p4,p3);\r
+            if (Math.abs(p43.x)  < EPS && Math.abs(p43.y)  < EPS && Math.abs(p43.z)  < EPS)\r
+               return false;\r
+            p21.sub(p2,p1);\r
+            if (Math.abs(p21.x)  < EPS && Math.abs(p21.y)  < EPS && Math.abs(p21.z)  < EPS)\r
+               return false;\r
+\r
+            d1343 = p13.dot(p43);\r
+            d4321 = p43.dot(p21);\r
+            d1321 = p13.dot(p21);\r
+            d4343 = p43.lengthSquared();\r
+            d2121 = p21.lengthSquared();\r
+\r
+            denom = d2121 * d4343 - d4321 * d4321;\r
+            if (Math.abs(denom) < EPS)\r
+               return false;\r
+            numer = d1343 * d4321 - d1321 * d4343;\r
+\r
+            double mua = numer / denom;\r
+            double mub = (d1343 + d4321 * mua) / d4343;\r
\r
+            pa.x = p1.x + mua * p21.x;\r
+            pa.y = p1.y + mua * p21.y;\r
+            pa.z = p1.z + mua * p21.z;\r
+            pb.x = p3.x + mub * p43.x;\r
+            pb.y = p3.y + mub * p43.y;\r
+            pb.z = p3.z + mub * p43.z;\r
+\r
+            return true;\r
+    }\r
+    \r
+    public static boolean intersectStraightStraight(Vector3d p1,Vector3d p21,Vector3d p3,Vector3d p43,Tuple3d pa,Tuple3d pb) {\r
+        Vector3d p13 = new Vector3d();\r
+\r
+        double d1343,d4321,d1321,d4343,d2121;\r
+        double numer,denom;\r
+        \r
+        p13.sub(p1, p3);\r
+        if (Math.abs(p43.x)  < EPS && Math.abs(p43.y)  < EPS && Math.abs(p43.z)  < EPS)\r
+           return false;\r
+        if (Math.abs(p21.x)  < EPS && Math.abs(p21.y)  < EPS && Math.abs(p21.z)  < EPS)\r
+           return false;\r
+\r
+        d1343 = p13.dot(p43);\r
+        d4321 = p43.dot(p21);\r
+        d1321 = p13.dot(p21);\r
+        d4343 = p43.lengthSquared();\r
+        d2121 = p21.lengthSquared();\r
+\r
+        denom = d2121 * d4343 - d4321 * d4321;\r
+        if (Math.abs(denom) < EPS)\r
+           return false;\r
+        numer = d1343 * d4321 - d1321 * d4343;\r
+\r
+        double mua = numer / denom;\r
+        double mub = (d1343 + d4321 * mua) / d4343;\r
+\r
+        pa.x = p1.x + mua * p21.x;\r
+        pa.y = p1.y + mua * p21.y;\r
+        pa.z = p1.z + mua * p21.z;\r
+        pb.x = p3.x + mub * p43.x;\r
+        pb.y = p3.y + mub * p43.y;\r
+        pb.z = p3.z + mub * p43.z;\r
+\r
+        return true;\r
+   }\r
+    \r
+    /**\r
+     * Calculate the line segment PaPb that is the shortest route between\r
+     *  two lines P1P2 and P3P4. Calculate also the values of mua and mub where\r
+     *  Pa = P1 + mua (P2 - P1)\r
+     *  Pb = P3 + mub (P4 - P3)\r
+     * @param p1\r
+     * @param p21\r
+     * @param p3\r
+     * @param p43\r
+     * @param pa\r
+     * @param pb\r
+     * @param mu\r
+     * @return\r
+     */\r
+    public static boolean intersectStraightStraight(Tuple3d p1,Vector3d p21,Tuple3d p3,Vector3d p43,Tuple3d pa,Tuple3d pb, double mu[]) {\r
+        Vector3d p13 = new Vector3d();\r
+\r
+        double d1343,d4321,d1321,d4343,d2121;\r
+        double numer,denom;\r
+        double EPS = 0.001;\r
+        p13.sub(p1, p3);\r
+        if (Math.abs(p43.x)  < EPS && Math.abs(p43.y)  < EPS && Math.abs(p43.z)  < EPS)\r
+           return false;\r
+        if (Math.abs(p21.x)  < EPS && Math.abs(p21.y)  < EPS && Math.abs(p21.z)  < EPS)\r
+           return false;\r
+\r
+        d1343 = p13.dot(p43);\r
+        d4321 = p43.dot(p21);\r
+        d1321 = p13.dot(p21);\r
+        d4343 = p43.lengthSquared();\r
+        d2121 = p21.lengthSquared();\r
+\r
+        denom = d2121 * d4343 - d4321 * d4321;\r
+        if (Math.abs(denom) < EPS)\r
+           return false;\r
+        numer = d1343 * d4321 - d1321 * d4343;\r
+\r
+        mu[0] = numer / denom;\r
+        mu[1] = (d1343 + d4321 * mu[0]) / d4343;\r
+\r
+        pa.x = p1.x + mu[0] * p21.x;\r
+        pa.y = p1.y + mu[0] * p21.y;\r
+        pa.z = p1.z + mu[0] * p21.z;\r
+        pb.x = p3.x + mu[1] * p43.x;\r
+        pb.y = p3.y + mu[1] * p43.y;\r
+        pb.z = p3.z + mu[1] * p43.z;\r
+\r
+        return true;\r
+   }\r
+   \r
+   public static AxisAngle4d getFromEuler2(Vector3d euler) {\r
+       AxisAngle4d aa = new AxisAngle4d();\r
+       aa.angle = euler.length();\r
+       Vector3d normal = new Vector3d(euler);\r
+       if (aa.angle > EPS) {\r
+           normal.normalize();\r
+           aa.x = normal.x;\r
+           aa.y = normal.y;\r
+           aa.z = normal.z;\r
+       } else {\r
+           aa.x = 1.0;\r
+           aa.y = 0.0;\r
+           aa.z = 0.0;\r
+       }\r
+       \r
+       return aa;\r
+   }\r
+   \r
+   public static Vector3d getEuler(AxisAngle4d aa) {\r
+       Vector3d euler = new Vector3d(aa.x,aa.y,aa.z);\r
+       euler.scale(aa.angle);\r
+       return euler;\r
+   }\r
+   \r
+   public static void rotate(Quat4d q, Tuple3d in, Tuple3d out) {\r
+       // p' = q * p * q'\r
+       double tw =           - q.x*in.x - q.y*in.y - q.z*in.z;\r
+       double tx =  q.w*in.x            + q.y*in.z - q.z*in.y;\r
+       double ty =  q.w*in.y - q.x*in.z            + q.z*in.x;\r
+       double tz =  q.w*in.z + q.x*in.y - q.y*in.x           ;\r
+       \r
+       //temp * q' -> x = -x, y = -y z = -z\r
+       //out.w = tw*q.w + tx*q.x + ty*q.y + tz*q.z;\r
+       out.x =  -tw*q.x + tx*q.w - ty*q.z + tz*q.y;\r
+       out.y =  -tw*q.y + tx*q.z + ty*q.w - tz*q.x;\r
+       out.z =  -tw*q.z - tx*q.y + ty*q.x + tz*q.w;  \r
+   }\r
+   \r
+   public static void getMatrix(Quat4d quat, Matrix3d m) {\r
+                  m.m00 = 1.0f - 2.0 * (quat.y * quat.y + quat.z * quat.z);\r
+                  m.m01 = 2.0 * (quat.x * quat.y + quat.w * quat.z);\r
+                  m.m02 = 2.0 * (quat.x * quat.z - quat.w * quat.y);\r
+                  m.m10 = 2.0 * (quat.x * quat.y - quat.w * quat.z);\r
+                  m.m11 = 1.0 - 2.0f * (quat.x * quat.x + quat.z * quat.z);\r
+                  m.m12 = 2.0 * (quat.y * quat.z + quat.w * quat.x);\r
+                  m.m20 = 2.0 * (quat.x * quat.z + quat.w * quat.y);\r
+                  m.m21 = 2.0 * (quat.y * quat.z - quat.w * quat.x);\r
+                  m.m22 = 1.0 - 2.0f * (quat.x * quat.x + quat.y * quat.y);\r
+\r
+   }\r
+   \r
+   public static void getQuat(Matrix3d mat, Quat4d quat) {\r
+          double tr = mat.m00 + mat.m11 + mat.m22;\r
+               if (tr > 0.0) {\r
+                       double s = Math.sqrt(tr + 1.0);\r
+                       quat.w = 0.5 * s;\r
+                       s = 0.5 / s;\r
+                       quat.x = (mat.m21 - mat.m12) * s;\r
+                       quat.y = (mat.m02 - mat.m20) * s;\r
+                       quat.z = (mat.m10 - mat.m01) * s;\r
+               } else {\r
+                       int i = 0, j, k;\r
+                       if (mat.m11 > mat.m00)\r
+                               i = 1;\r
+                       if (mat.m22 > mat.getElement(i, i))\r
+                               i = 2;\r
+                       int nxt[] = { 1, 2, 0 };\r
+\r
+                       j = nxt[i];\r
+                       k = nxt[j];\r
+\r
+                       double s = Math\r
+                                       .sqrt((mat.getElement(i, i) - (mat.getElement(j, j) + mat\r
+                                                       .getElement(k, k))) + 1.0);\r
+\r
+                       double q[] = new double[3];\r
+                       q[i] = s * 0.5;\r
+\r
+                       if (Math.abs(s) > 0.001)\r
+                               s = 0.5 / s;\r
+\r
+                       quat.w = (mat.getElement(k, j) - mat.getElement(j, k)) * s;\r
+                       q[j] = (mat.getElement(j, i) + mat.getElement(i, j)) * s;\r
+                       q[k] = (mat.getElement(k, i) + mat.getElement(i, k)) * s;\r
+\r
+                       quat.x = q[0];\r
+                       quat.y = q[1];\r
+                       quat.z = q[2];\r
+               }\r
+       }\r
+   \r
+   \r
+       /*\r
+        * Cohen-Sutherland\r
+        */\r
+       \r
+       private static final int IN = 0;\r
+       private static final int LEFT = 1;\r
+       private static final int RIGHT = 2;\r
+       private static final int BOTTOM = 4;\r
+       private static final int TOP = 8;\r
+       \r
+       \r
+       private static int bitcode(Vector2f p1, Vector2f min, Vector2f max) {\r
+               int code = IN;\r
+               if (p1.x < min.x)\r
+                       code |= LEFT;\r
+               else if (p1.x > max.x)\r
+                       code |= RIGHT;\r
+               if (p1.y < min.y)\r
+                       code |= BOTTOM;\r
+               else if (p1.y > max.y)\r
+                       code |= TOP;\r
+               return code;\r
+       }\r
+       \r
+       public static boolean clipLineRectangle(Vector2f p1,Vector2f p2, Vector2f min, Vector2f max, Vector2f r1, Vector2f r2) {\r
+               while (true) {\r
+                       int o1 = bitcode(p1, min, max);\r
+                       int o2 = bitcode(p2, min, max);\r
+                       int and = o1 & o2;\r
+                       int or = o1 | o2;\r
+                       if (and != IN) {\r
+                               return false;\r
+                       }\r
+                       if (or == IN) {\r
+                               r1.set(p1);\r
+                               r2.set(p2);\r
+                               return true;\r
+                       }\r
+                       if (o1 == IN) {\r
+                               Vector2f t = p1;\r
+                               p1 = p2;\r
+                               p2 = t;\r
+                               int t2 = o1;\r
+                               o1 = o2;\r
+                               o2 = t2;\r
+                       }\r
+                       if ((o1 & TOP) != IN) {\r
+                               float t = (max.y - p1.y) / (p2.y - p1.y);\r
+                               p1.x += t * (p2.x - p1.x);\r
+                               p1.y = max.y;\r
+                       } else if ((o1 & BOTTOM) != IN) {\r
+                               float t = (min.y - p1.y) / (p2.y - p1.y);\r
+                               p1.x += t * (p2.x - p1.x);\r
+                               p1.y = min.y;\r
+                       } else if ((o1 & LEFT) != IN) {\r
+                               float t = (min.x - p1.x) / (p2.x - p1.x);\r
+                               p1.y += t * (p2.y - p1.y);\r
+                               p1.x = min.x;\r
+                       } else if ((o1 & RIGHT) != IN) {\r
+                               float t = (max.x - p1.x) / (p2.x - p1.x);\r
+                               p1.y += t * (p2.y - p1.y);\r
+                               p1.x = max.x;\r
+                       } else {\r
+                               throw new RuntimeException("Error in clipping code");\r
+                       }\r
+               }\r
+               \r
+       }\r
+       \r
+       public static double square(double d) {\r
+               return d * d;\r
+       }\r
+}\r