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6.36 kB
| // Copyright 2021 DeepMind Technologies Limited | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| //----------------------------- utility ------------------------------------------------------------ | |
| // compute normal vector to given triangle, return length | |
| void mjr_makeNormal(float* normal, const float* p1, const float* p2, const float* p3) { | |
| float v1[3] = {p2[0]-p1[0], p2[1]-p1[1], p2[2]-p1[2]}; | |
| float v2[3] = {p3[0]-p1[0], p3[1]-p1[1], p3[2]-p1[2]}; | |
| mjr_crossVec(normal, v1, v2); | |
| mjr_normalizeVec(normal); | |
| } | |
| // set 4 floats | |
| void mjr_setf4(float* vec, float f0, float f1, float f2, float f3) { | |
| vec[0] = f0; | |
| vec[1] = f1; | |
| vec[2] = f2; | |
| vec[3] = f3; | |
| } | |
| // set 3 floats | |
| void mjr_setf3(float* vec, float f0, float f1, float f2) { | |
| vec[0] = f0; | |
| vec[1] = f1; | |
| vec[2] = f2; | |
| } | |
| // multiply 4-by-4 matrices, column-major | |
| void mjr_mulMat44(float* res, const float* A, const float* B) { | |
| for (int r=0; r < 4; r++) { | |
| for (int c=0; c < 4; c++) { | |
| res[r+4*c] = 0; | |
| for (int i=0; i < 4; i++) { | |
| res[r+4*c] += A[r+4*i]*B[i+4*c]; | |
| } | |
| } | |
| } | |
| } | |
| // get row from 4-by-4 matrix, column-major | |
| void mjr_getrow4(float* res, const float* A, int r) { | |
| res[0] = A[r]; | |
| res[1] = A[r+4]; | |
| res[2] = A[r+8]; | |
| res[3] = A[r+12]; | |
| } | |
| // compute vector cross-product a = b x c | |
| void mjr_crossVec(float* a, const float* b, const float* c) { | |
| a[0] = b[1]*c[2] - b[2]*c[1]; | |
| a[1] = b[2]*c[0] - b[0]*c[2]; | |
| a[2] = b[0]*c[1] - b[1]*c[0]; | |
| } | |
| // normalize vector | |
| void mjr_normalizeVec(float* v) { | |
| float scl, len = sqrtf(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); | |
| if (len < 1E-10f) { | |
| v[0] = 0; | |
| v[1] = 0; | |
| v[2] = 1; | |
| } else { | |
| scl = 1.0f/len; | |
| v[0] *= scl; | |
| v[1] *= scl; | |
| v[2] *= scl; | |
| } | |
| } | |
| // construct orthogonal vector (for up-direction) | |
| void mjr_orthoVec(float* res, const float* v) { | |
| float other[3] = {-1, 0, 0}; | |
| // try cross with negative X-axis | |
| mjr_crossVec(res, v, other); | |
| // success | |
| if (res[0]*res[0]+res[1]*res[1]+res[2]*res[2] > 0.01) { | |
| mjr_normalizeVec(res); | |
| return; | |
| } | |
| // otherwise use positive Y-axis | |
| other[0] = 0; | |
| other[1] = 1; | |
| mjr_crossVec(res, v, other); | |
| mjr_normalizeVec(res); | |
| } | |
| // compute dot-product | |
| float mjr_dotVec(const float* a, const float* b) { | |
| return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; | |
| } | |
| // multiply 4x4 matrix by vector; column-major (OpenGL format) | |
| void mjr_multiply4(float* res, const float* mat, const float* vec) { | |
| for (int i=0; i < 4; i++) { | |
| res[i] = 0; | |
| for (int j=0; j < 4; j++) { | |
| res[i] += mat[i+4*j]*vec[j]; | |
| } | |
| } | |
| } | |
| // gluLookAt replacement, with forward instead of center | |
| void mjr_lookAt(const float* eye, const float* forward, const float* up) { | |
| float f[3] = {forward[0], forward[1], forward[2]}; | |
| float s[3], u[3], mat[16]; | |
| // prepare vectors | |
| mjr_normalizeVec(f); | |
| mjr_crossVec(s, f, up); | |
| mjr_normalizeVec(s); | |
| mjr_crossVec(u, s, f); | |
| mjr_normalizeVec(u); | |
| // fill in 4x4 matrix (column-major OpenGL format) | |
| mat[0] = s[0]; | |
| mat[1] = u[0]; | |
| mat[2] = -f[0]; | |
| mat[3] = 0; | |
| mat[4] = s[1]; | |
| mat[5] = u[1]; | |
| mat[6] = -f[1]; | |
| mat[7] = 0; | |
| mat[8] = s[2]; | |
| mat[9] = u[2]; | |
| mat[10]= -f[2]; | |
| mat[11]= 0; | |
| mat[12]= -mjr_dotVec(s, eye); | |
| mat[13]= -mjr_dotVec(u, eye); | |
| mat[14]= mjr_dotVec(f, eye); | |
| mat[15]= 1; | |
| // set matrix in OpenGL | |
| glMultMatrixf(mat); | |
| } | |
| // gluPerspective replacement | |
| void mjr_perspective(float fovy, float aspect, float znear, float zfar) { | |
| double h, w; | |
| // compute width and height | |
| h = tan((double)fovy / 360.0 * mjPI) * (double)znear; | |
| w = h * (double)aspect; | |
| // make symmetric frustrum | |
| glFrustum(-w, w, -h, h, (double)znear, (double)zfar); | |
| } | |
| // set reflection matrix | |
| void mjr_reflect(const float* pos, const float* mat) { | |
| float reflect[16], v[3], vvt[9]; | |
| // copy axis | |
| v[0] = mat[2]; | |
| v[1] = mat[5]; | |
| v[2] = mat[8]; | |
| // compute outer product v*vT | |
| for (int i=0; i < 3; i++) { | |
| for (int j=0; j < 3; j++) { | |
| vvt[3*i+j] = v[i]*v[j]; | |
| } | |
| } | |
| // construct reflection matrix | |
| reflect[0] = 1-2*vvt[0]; | |
| reflect[1] = -2*vvt[1]; | |
| reflect[2] = -2*vvt[2]; | |
| reflect[3] = 0; | |
| reflect[4] = -2*vvt[3]; | |
| reflect[5] = 1-2*vvt[4]; | |
| reflect[6] = -2*vvt[5]; | |
| reflect[7] = 0; | |
| reflect[8] = -2*vvt[6]; | |
| reflect[9] = -2*vvt[7]; | |
| reflect[10] = 1-2*vvt[8]; | |
| reflect[11] = 0; | |
| reflect[12] = 2*mjr_dotVec(vvt, pos); | |
| reflect[13] = 2*mjr_dotVec(vvt+3, pos); | |
| reflect[14] = 2*mjr_dotVec(vvt+6, pos); | |
| reflect[15] = 1; | |
| // multiply current OpenGL matrix | |
| glMultMatrixf(reflect); | |
| } | |
| // set transformation matrix | |
| void mjr_transform(const float* translate, const float* rotate, float scale) { | |
| mjtNum quat[4], mat[9]; | |
| float glmat[16]; | |
| // construct matrix rotation | |
| mju_f2n(quat, rotate, 4); | |
| mju_quat2Mat(mat, quat); | |
| // prepare transformation matrix | |
| glmat[0] = scale * (float)mat[0]; | |
| glmat[1] = scale * (float)mat[3]; | |
| glmat[2] = scale * (float)mat[6]; | |
| glmat[3] = 0; | |
| glmat[4] = scale * (float)mat[1]; | |
| glmat[5] = scale * (float)mat[4]; | |
| glmat[6] = scale * (float)mat[7]; | |
| glmat[7] = 0; | |
| glmat[8] = scale * (float)mat[2]; | |
| glmat[9] = scale * (float)mat[5]; | |
| glmat[10]= scale * (float)mat[8]; | |
| glmat[11]= 0; | |
| glmat[12]= translate[0]; | |
| glmat[13]= translate[1]; | |
| glmat[14]= translate[2]; | |
| glmat[15] = 1; | |
| // multiply current OpenGL matrix | |
| glMultMatrixf(glmat); | |
| } | |
| // Find first rectangle containing mouse, -1: not found. | |
| int mjr_findRect(int x, int y, int nrect, const mjrRect* rect) { | |
| // scan | |
| for (int i=0; i < nrect; i++) { | |
| if (x >= rect[i].left && | |
| x < rect[i].left+rect[i].width && | |
| y >= rect[i].bottom && | |
| y < rect[i].bottom+rect[i].height) { | |
| return i; | |
| } | |
| } | |
| // not found | |
| return -1; | |
| } | |