/usr/src/castle-game-engine-4.1.1/base/castlevectors_dualimplementation.inc is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 | {
Copyright 2003-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Implementation of CastleVectors for both floating-point types
(Single and Double). This is included two times within castlevectors.pas
implementation, with macros like TVector3 and TScalar
defined for appropriate floating-point types. }
{$define VECTOR_OP_FUNCS:=
function VectorOpFuncName(const V1, V2: TVector2): TVector2;
begin
Result[0] := V1[0] VectorOp V2[0];
Result[1] := V1[1] VectorOp V2[1];
end;
function VectorOpFuncName(const V1, V2: TVector3): TVector3;
begin
Result[0] := V1[0] VectorOp V2[0];
Result[1] := V1[1] VectorOp V2[1];
Result[2] := V1[2] VectorOp V2[2];
end;
function VectorOpFuncName(const V1, V2: TVector4): TVector4;
begin
Result[0] := V1[0] VectorOp V2[0];
Result[1] := V1[1] VectorOp V2[1];
Result[2] := V1[2] VectorOp V2[2];
Result[3] := V1[3] VectorOp V2[3];
end;
procedure VectorOpTo1stFuncName(var v1: TVector2; const v2: TVector2);
begin
V1[0] VectorOpTo1st V2[0];
V1[1] VectorOpTo1st V2[1];
end;
procedure VectorOpTo1stFuncName(var V1: TVector3; const V2: TVector3);
begin
V1[0] VectorOpTo1st V2[0];
V1[1] VectorOpTo1st V2[1];
V1[2] VectorOpTo1st V2[2];
end;
procedure VectorOpTo1stFuncName(var v1: TVector4; const v2: TVector4);
begin
V1[0] VectorOpTo1st V2[0];
V1[1] VectorOpTo1st V2[1];
V1[2] VectorOpTo1st V2[2];
V1[3] VectorOpTo1st V2[3];
end;
}
{$define VectorOpFuncName := VectorSubtract}
{$define VectorOpTo1stFuncName := VectorSubtractTo1st}
{$define VectorOp := -}
{$define VectorOpTo1st := -=}
VECTOR_OP_FUNCS
{$define VectorOpFuncName := VectorAdd}
{$define VectorOpTo1stFuncName := VectorAddTo1st}
{$define VectorOp:= +}
{$define VectorOpTo1st:= +=}
VECTOR_OP_FUNCS
{$undef VectorOpFuncName}
{$undef VectorOpTo1stFuncName}
{$undef VectorOp}
{$undef VectorOpTo1st}
{$undef VECTOR_OP_FUNCS}
function VectorScale(const v1: TVector2; const Scalar: TScalar): TVector2;
begin
Result[0] := V1[0] * Scalar;
Result[1] := V1[1] * Scalar;
end;
function VectorScale(const v1: TVector3; const Scalar: TScalar): TVector3;
begin
Result[0] := V1[0] * Scalar;
Result[1] := V1[1] * Scalar;
Result[2] := V1[2] * Scalar;
end;
function VectorScale(const v1: TVector4; const Scalar: TScalar): TVector4;
begin
Result[0] := V1[0] * Scalar;
Result[1] := V1[1] * Scalar;
Result[2] := V1[2] * Scalar;
Result[3] := V1[3] * Scalar;
end;
procedure VectorScaleTo1st(var v1: TVector2; const Scalar: TScalar);
begin
V1[0] *= Scalar;
V1[1] *= Scalar;
end;
procedure VectorScaleTo1st(var v1: TVector3; const Scalar: TScalar);
begin
V1[0] *= Scalar;
V1[1] *= Scalar;
V1[2] *= Scalar;
end;
procedure VectorScaleTo1st(var v1: TVector4; const Scalar: TScalar);
begin
V1[0] *= Scalar;
V1[1] *= Scalar;
V1[2] *= Scalar;
V1[3] *= Scalar;
end;
function VectorNegate(const v: TVector2): TVector2;
begin
Result[0] := -v[0];
Result[1] := -v[1];
end;
function VectorNegate(const v: TVector3): TVector3;
begin
Result[0] := -v[0];
Result[1] := -v[1];
Result[2] := -v[2];
end;
function VectorNegate(const v: TVector4): TVector4;
begin
Result[0] := -v[0];
Result[1] := -v[1];
Result[2] := -v[2];
Result[3] := -v[3];
end;
procedure VectorNegateTo1st(var v: TVector2);
begin
v[0] := -v[0];
v[1] := -v[1];
end;
procedure VectorNegateTo1st(var v: TVector3);
begin
v[0] := -v[0];
v[1] := -v[1];
v[2] := -v[2];
end;
procedure VectorNegateTo1st(var v: TVector4);
begin
v[0] := -v[0];
v[1] := -v[1];
v[2] := -v[2];
v[3] := -v[3];
end;
function VectorProduct(const V1, V2: TVector3): TVector3;
begin
Result[0] := V1[1]*V2[2] - V1[2]*V2[1];
Result[1] := V1[2]*V2[0] - V1[0]*V2[2];
Result[2] := V1[0]*V2[1] - V1[1]*V2[0];
end;
function VectorDotProduct(const V1, V2: TVector2): TScalar;
begin
result := V1[0]*V2[0]+ V1[1]*V2[1];
end;
function VectorDotProduct(const V1, V2: TVector3): TScalar;
begin
result := V1[0]*V2[0]+ V1[1]*V2[1]+ V1[2]*V2[2];
end;
function VectorDotProduct(const V1, V2: TVector4): TScalar;
begin
result := V1[0]*V2[0]+ V1[1]*V2[1]+ V1[2]*V2[2]+ V1[3]*V2[3];
end;
function VectorDotProduct(const V1: TVector3; const V2: TVector4): TScalar;
begin
result := V1[0]*V2[0]+ V1[1]*V2[1]+ V1[2]*V2[2]+ V2[3];
end;
function VectorMultiplyComponents(const V1, V2: TVector3): TVector3;
begin
Result[0] := V1[0] * V2[0];
Result[1] := V1[1] * V2[1];
Result[2] := V1[2] * V2[2];
end;
procedure VectorMultiplyComponentsTo1st(var V1: TVector3; const V2: TVector3);
begin
V1[0] *= V2[0];
V1[1] *= V2[1];
V1[2] *= V2[2];
end;
procedure SwapValues(var V1, V2: TVector2);
var
Tmp: TVector2;
begin
Tmp := V1;
V1 := V2;
V2 := Tmp;
end;
procedure SwapValues(var V1, V2: TVector3);
var
Tmp: TVector3;
begin
Tmp := V1;
V1 := V2;
V2 := Tmp;
end;
procedure SwapValues(var V1, V2: TVector4);
var
Tmp: TVector4;
begin
Tmp := V1;
V1 := V2;
V2 := Tmp;
end;
function VectorAverage(const V: TVector3): TScalar;
begin
Result := (V[0] + V[1] + V[2]) / 3;
end;
operator := (const V: TVector2_): TVector2;
begin
Result := V.Data;
end;
operator := (const V: TVector3_): TVector3;
begin
Result := V.Data;
end;
operator := (const V: TVector4_): TVector4;
begin
Result := V.Data;
end;
operator := (const V: TVector2): TVector2_;
begin
Result.Data := V;
end;
operator := (const V: TVector3): TVector3_;
begin
Result.Data := V;
end;
operator := (const V: TVector4): TVector4_;
begin
Result.Data := V;
end;
procedure NormalizeTo1st(var V: TVector3);
var
len: TScalar;
begin
len := Sqrt( Sqr(V[0]) + Sqr(V[1]) + Sqr(V[2]) );
if len = 0.0 then exit;
V[0] /= len;
V[1] /= len;
V[2] /= len;
end;
procedure NormalizePlaneTo1st(var v: TVector4);
var
len: TScalar;
begin
len := Sqrt( Sqr(V[0]) + Sqr(V[1]) + Sqr(V[2]) );
V[0] /= len;
V[1] /= len;
V[2] /= len;
V[3] /= len;
end;
function ZeroVector(const V: TVector3): boolean;
begin
result := (Abs(V[0]) < ScalarEqualityEpsilon) and
(Abs(V[1]) < ScalarEqualityEpsilon) and
(Abs(V[2]) < ScalarEqualityEpsilon);
end;
function ZeroVector(const V: TVector4): boolean;
begin
result := (Abs(V[0]) < ScalarEqualityEpsilon) and
(Abs(V[1]) < ScalarEqualityEpsilon) and
(Abs(V[2]) < ScalarEqualityEpsilon) and
(Abs(V[3]) < ScalarEqualityEpsilon);
end;
function ZeroVector(const V: TVector3; const EqualityEpsilon: TScalar): boolean;
begin
result := (Abs(V[0]) < EqualityEpsilon) and
(Abs(V[1]) < EqualityEpsilon) and
(Abs(V[2]) < EqualityEpsilon);
end;
function ZeroVector(const V: TVector4; const EqualityEpsilon: TScalar): boolean;
begin
result := (Abs(V[0]) < EqualityEpsilon) and
(Abs(V[1]) < EqualityEpsilon) and
(Abs(V[2]) < EqualityEpsilon) and
(Abs(V[3]) < EqualityEpsilon);
end;
function PerfectlyZeroVector(const V: TVector3): boolean;
begin
Result := IsMemCharFilled(v, SizeOf(v), #0);
end;
function PerfectlyZeroVector(const V: TVector4): boolean;
begin
Result := IsMemCharFilled(v, SizeOf(v), #0);
end;
function VectorAdjustToLength(const v: TVector3; VecLen: TScalar): TVector3;
begin
result := VectorScale(v, VecLen/VectorLen(v));
end;
procedure VectorAdjustToLengthTo1st(var v: TVector3; VecLen: TScalar);
begin
VectorScaleTo1st(v, VecLen/VectorLen(v));
end;
function VectorLen(const v: TVector2): TScalar;
begin
Result := Sqrt(VectorLenSqr(v));
end;
function VectorLenSqr(const v: TVector2): TScalar;
begin
Result := Sqr(v[0]) + Sqr(v[1]);
end;
function VectorLen(const v: TVector3): TScalar;
begin
Result := Sqrt(VectorLenSqr(v));
end;
function VectorLenSqr(const v: TVector3): TScalar;
begin
Result := Sqr(v[0]) + Sqr(v[1]) + Sqr(v[2]);
end;
function VectorLen(const v: TVector4): TScalar;
begin
Result := Sqrt(VectorLenSqr(v));
end;
function VectorLenSqr(const v: TVector4): TScalar;
begin
Result := Sqr(v[0]) + Sqr(v[1]) + Sqr(v[2]) + Sqr(v[3]);
end;
function VectorPowerComponents(const v: TVector3; const Exp: TScalar): TVector3;
begin
Result[0] := Power(v[0], Exp);
Result[1] := Power(v[1], Exp);
Result[2] := Power(v[2], Exp);
end;
procedure VectorPowerComponentsTo1st(var v: TVector3; const Exp: TScalar);
begin
v[0] := Power(v[0], Exp);
v[1] := Power(v[1], Exp);
v[2] := Power(v[2], Exp);
end;
function CosAngleBetweenVectors(const V1, V2: TVector3): TScalar;
var
LensSquared: Float;
begin
(* jak widac, wykrecam sie jednym pierwiastkowaniem pierwiastkujac
VectorLenSqr(v1) i VectorLenSqr(v2) jednoczesnie. *)
LensSquared := VectorLenSqr(v1) * VectorLenSqr(v2);
if LensSquared < ScalarEqualityEpsilon then
raise EVectorInvalidOp.Create(
'Cannot calculate angle between vectors, at least one of the vectors is zero');
(* musimy robic tu Clamp do (-1, 1) bo praktyka pokazala ze czasami na skutek
bledow obliczen zmiennoprzec. wynik tej funkcji jest maciupinke poza
zakresem. A Cosinum musi byc w zakresie -1..1, w szczegolnosci
ArcCos() dla czegos choc troche poza zakresem wywala paskudny EInvalidArgument *)
result := Clamped(
VectorDotProduct(V1, V2) / Sqrt(LensSquared), -1.0, 1.0);
end;
function AngleRadBetweenVectors(const V1, V2: TVector3): TScalar;
begin
result := ArcCos(CosAngleBetweenVectors(V1, V2));
end;
function CosAngleBetweenNormals(const V1, V2: TVector3): TScalar;
begin
result := Clamped(VectorDotProduct(V1, V2), -1.0, 1.0);
end;
function AngleRadBetweenNormals(const V1, V2: TVector3): TScalar;
begin
result := ArcCos(CosAngleBetweenNormals(V1, V2));
end;
function RotationAngleRadBetweenVectors(const V1, V2, Cross: TVector3): TScalar;
begin
Result := AngleRadBetweenVectors(V1, V2);
if PointsDistanceSqr(RotatePointAroundAxisRad( Result, V1, Cross), V2) >
PointsDistanceSqr(RotatePointAroundAxisRad(-Result, V1, Cross), V2) then
Result := -Result;
{ Note that an assertion here that
PointsDistance(RotatePointAroundAxisRad(Result, V1, Cross), V2)
is zero would *not* be correct: V1 and V2 may have different
lengths, and then really neither Result nor -Result will get
V1 to rotate exactly to V2. However, the algorithm is still correct:
The valid Result (AngleRadBetweenVectors or -AngleRadBetweenVectors)
will result in shorter distance (difference between V1 and V2 lengths),
the invalid result would for sure make longer distance. }
{ Commented out by default because this assertion is costly.
But it should be valid, you can uncomment it for test!
Assert(FloatsEqual(
PointsDistance(RotatePointAroundAxisRad(Result, V1, Cross), V2),
Abs(VectorLen(V1) - VectorLen(V2)), 0.01));
}
end;
function RotationAngleRadBetweenVectors(const V1, V2: TVector3): TScalar;
begin
Result := RotationAngleRadBetweenVectors(V1, V2, VectorProduct(V1, V2));
end;
function Normalized(const v: TVector3): TVector3;
begin
result := v;
NormalizeTo1st(result);
end;
function Vector_Get_Normalized(const V: TVector3_): TVector3_;
begin
Result.Data := V.Data;
NormalizeTo1st(Result.Data);
end;
procedure Vector_Normalize(var V: TVector3_);
begin
NormalizeTo1st(V.Data);
end;
function RotatePointAroundAxisDeg(Angle: TScalar; const Point: TVector3;
const Axis: TVector3): TVector3;
begin
result := RotatePointAroundAxisRad(DegToRad(Angle), Point, Axis);
end;
function RotatePointAroundAxisRad(Angle: TScalar; const Point: TVector3;
const Axis: TVector3): TVector3;
var
x, y,z, l: TScalar;
sinAngle, cosAngle: Float;
begin
SinCos(Angle, sinAngle, cosAngle);
l := VectorLen(Axis);
{ normalize and decompose Axis vector }
x := Axis[0]/l;
y := Axis[1]/l;
z := Axis[2]/l;
Result[0] := (cosAngle + (1 - cosAngle) * x * x) * Point[0]
+ ((1 - cosAngle) * x * y - z * sinAngle) * Point[1]
+ ((1 - cosAngle) * x * z + y * sinAngle) * Point[2];
Result[1] := ((1 - cosAngle) * x * y + z * sinAngle) * Point[0]
+ (cosAngle + (1 - cosAngle) * y * y) * Point[1]
+ ((1 - cosAngle) * y * z - x * sinAngle) * Point[2];
Result[2] := ((1 - cosAngle) * x * z - y * sinAngle) * Point[0]
+ ((1 - cosAngle) * y * z + x * sinAngle) * Point[1]
+ (cosAngle + (1 - cosAngle) * z * z) * Point[2];
end;
function MaxVectorCoord(const v: TVector3): integer;
begin
result := 0;
{ order of comparisons is important. We start from 0, then 1 and 2,
and change only when differ (>, not just >=). This way we
guarantee that when values are equal, lower coordinate wins. }
if v[1] > v[result] then result := 1;
if v[2] > v[result] then result := 2;
end;
function MinVectorCoord(const v: TVector3): integer;
begin
result := 0;
if v[1] < v[result] then result := 1;
if v[2] < v[result] then result := 2;
end;
function MaxVectorCoord(const v: TVector4): integer;
begin
result := 0;
if v[1] > v[result] then result := 1;
if v[2] > v[result] then result := 2;
if v[3] > v[result] then result := 3;
end;
function MaxAbsVectorCoord(const v: TVector3): integer;
begin
result := 0;
if Abs(v[1]) > Abs(v[result]) then result := 1;
if Abs(v[2]) > Abs(v[result]) then result := 2;
end;
procedure SortAbsVectorCoord(const v: TVector3;
out Max, Middle, Min: Integer);
begin
Max := 0;
if Abs(V[1]) > Abs(V[Max]) then Max := 1;
if Abs(V[2]) > Abs(V[Max]) then Max := 2;
case Max of
0: if Abs(V[1]) >= Abs(V[2]) then begin Middle := 1; Min := 2; end else begin Middle := 2; Min := 1; end;
1: if Abs(V[0]) >= Abs(V[2]) then begin Middle := 0; Min := 2; end else begin Middle := 2; Min := 0; end;
else {2: }
if Abs(V[0]) >= Abs(V[1]) then begin Middle := 0; Min := 1; end else begin Middle := 1; Min := 0; end;
end;
end;
function PlaneDirInDirection(const Plane: TVector4; const Direction: TVector3): TVector3;
var
PlaneDir: TVector3 absolute Plane;
begin
result := PlaneDirInDirection(PlaneDir, Direction);
end;
function PlaneDirInDirection(const PlaneDir, Direction: TVector3): TVector3;
begin
(* "Normalny" sposob aby sprawdzic czy dwa wektory wskazuja z tej samej
plaszczyzny to porownac
VectorDotProduct(V1, PlaneDir) > 0
VectorDotProduct(V2, PlaneDir) > 0
czyli tak jakby obciac czwarta wspolrzedna plaszczyzny (zeby plaszczyzna
przechodzila przez (0, 0,0)) i sprawdzic czy dwa punkty leza po tej samej
stronie plaszczyzny
(jezeli jeden z wektorow V1 lub V2 jest rownolegly do plaszczyzny,
tzn. VectorDotProduct(V*, PlaneDir) = 0 to przyjmujemy ze drugi
moze byc w dowolna strone, wiec nawet sie
nie przejmujemy co bedzie gdy zajdzie rownosc w ktorejs z powyzszych
nierownosci).
Ale mozna to uproscic gdy V1 = PlaneDir. Wiemy ze
VectorDotProduct(PlaneDir, PlaneDir) > 0
bo to przeciez suma trzech kwadratow. Wiec wystarczy sprawdzic czy
VectorDotProduct(Direction, PlaneDir) > 0
- jesli nie to trzeba odwrocic Normal. *)
if VectorDotProduct(Direction, PlaneDir) < 0 then
result := VectorNegate(PlaneDir) else
result := PlaneDir;
end;
function PlaneDirNotInDirection(const Plane: TVector4; const Direction: TVector3): TVector3;
var
PlaneDir: TVector3 absolute Plane;
begin
result := PlaneDirNotInDirection(PlaneDir, Direction);
end;
procedure TwoPlanesIntersectionLine(const Plane0, Plane1: TVector4;
out Line0, LineVector: TVector3);
var
Plane0Dir: TVector3 absolute Plane0;
Plane1Dir: TVector3 absolute Plane1;
NonZeroIndex, Index1, Index2: Integer;
PlaneWithNonZeroIndex1: PVector4;
PlaneMultiply, Sum_Index2, Sum_3: TScalar;
begin
LineVector := VectorProduct(Plane0Dir, Plane1Dir);
NonZeroIndex := MaxAbsVectorCoord(LineVector);
if Zero(LineVector[NonZeroIndex]) then
raise EPlanesParallel.Create(
'Unable to calculate intersection line of two planes ' +
VectorToRawStr(Plane0) + ' and ' + VectorToRawStr(Plane1) + ' because ' +
'planes are parallel');
{ Since LineVector[NonZeroIndex] <> 0, we know that we can find exactly
one point on this line by assuming that Point[NonZeroIndex] = 0. }
Line0[NonZeroIndex] := 0;
RestOf3dCoords(NonZeroIndex, Index1, Index2);
{ Now we must solve
Plane0[Index1] * Line0[Index1] + Plane0[Index2] * Line0[Index2] + Plane0[3] = 0
Plane1[Index1] * Line0[Index1] + Plane1[Index2] * Line0[Index2] + Plane1[3] = 0
We want to sum these two equations to eliminate Line0[Index1]:
0 + Sum_Index2 * Line0[Index2] + Sum_3 = 0
}
if not Zero(Plane0[Index1]) then
begin
PlaneWithNonZeroIndex1 := @Plane0;
PlaneMultiply := - Plane1[Index1] / Plane0[Index1];
Sum_Index2 := Plane0[Index2] * PlaneMultiply + Plane1[Index2];
Sum_3 := Plane0[3] * PlaneMultiply + Plane1[3];
end else
if not Zero(Plane1[Index1]) then
begin
PlaneWithNonZeroIndex1 := @Plane1;
PlaneMultiply := - Plane0[Index1] / Plane1[Index1];
Sum_Index2 := Plane0[Index2] + Plane1[Index2] * PlaneMultiply;
Sum_3 := Plane0[3] + Plane1[3] * PlaneMultiply;
end else
begin
{ If Plane0[Index1] = Plane1[Index1] = 0, this is simple.
Sum_Index2 := Plane0[Index2] + Plane1[Index2];
Sum_3 := Plane0[3] + Plane1[3] ;
PlaneWithNonZeroIndex1 := ???;
But it's useless, because then I will not be able to calculate
Line0[Index1] (after obtaining Line0[Index2]).
TODO -- some proof that this cannot happen for correct input ? }
raise Exception.Create('Cannot calculate intersection line of two planes');
end;
{ Now we know that
Sum_Index2 * Line0[Index2] + Sum_3 = 0
Sum_Index2 must be <> 0, since we know that Line0[Index2] must be uniquely
determined ? Right ? TODO -- I'm not sure, how to prove this simply ?
}
Line0[Index2] := - Sum_3 / Sum_Index2;
{ Note we have
PlaneWithNonZeroIndex1^[Index1] * Line0[Index1] +
PlaneWithNonZeroIndex1^[Index2] * Line0[Index2] +
PlaneWithNonZeroIndex1^[3] = 0
All is known except Line0[Index1],
PlaneWithNonZeroIndex1^[Index1] is for sure <> 0. }
Line0[Index1] := -
(PlaneWithNonZeroIndex1^[Index2] * Line0[Index2] +
PlaneWithNonZeroIndex1^[3]) /
PlaneWithNonZeroIndex1^[Index1];
end;
function Lines2DIntersection(const Line0, Line1: TVector3): TVector2;
var
Ratio, Divide: TScalar;
begin
{ Only one from Line0[0], Line0[1] may be zero.
Take larger one for numerical stability. }
if Abs(Line0[0]) > Abs(Line0[1]) then
begin
Ratio := Line1[0] / Line0[0];
{ we have equations
Line0[0] * x + Line0[1] * y + Line0[2] = 0
Line1[0] * x + Line1[1] * y + Line1[2] = 0
Multiply first equation by Ratio and subtract to 2nd one:
y * (Line0[1] * Ratio - Line1[1]) + Line0[2] * Ratio - Line1[2] = 0 }
Divide := Line0[1] * Ratio - Line1[1];
if Divide = 0 then
raise ELinesParallel.Create('Lines are parallel, Lines2DIntersection not possible');
Result[1] := - (Line0[2] * Ratio - Line1[2]) / Divide;
Result[0] := - (Line0[1] * Result[1] + Line0[2]) / Line0[0];
end else
begin
Ratio := Line1[1] / Line0[1];
{ we have equations
Line0[0] * x + Line0[1] * y + Line0[2] = 0
Line1[0] * x + Line1[1] * y + Line1[2] = 0
Multiply first equation by Ratio and subtract to 2nd one:
x * (Line0[0] * Ratio - Line1[0]) + Line0[2] * Ratio - Line1[2] = 0 }
Divide := Line0[0] * Ratio - Line1[0];
if Divide = 0 then
raise ELinesParallel.Create('Lines are parallel, Lines2DIntersection not possible');
Result[0] := - (Line0[2] * Ratio - Line1[2]) / Divide;
Result[1] := - (Line0[0] * Result[0] + Line0[2]) / Line0[1];
end;
{ tests: (checking should write zeros)
Writeln('intersection 2d: ', VectorToNiceStr(Line0), ' ',
VectorToNiceStr(Line1), ' gives ', VectorToNiceStr(Result), ' checking: ',
FloatToNiceStr(Line0[0] * Result[0] + Line0[1] * Result[1] + Line0[2]), ' ',
FloatToNiceStr(Line1[0] * Result[0] + Line1[1] * Result[1] + Line1[2])); }
end;
function ThreePlanesIntersectionPoint(
const Plane0, Plane1, Plane2: TVector4): TVector3;
var
Line0, LineVector: TVector3;
begin
TwoPlanesIntersectionLine(Plane0, Plane1, Line0, LineVector);
if not TryPlaneLineIntersection(Result, Plane2, Line0, LineVector) then
raise Exception.Create('Cannot calculate intersection point of three planes :' +
'intersection line of first two planes is parallel to the 3rd plane');
end;
function PlaneMove(const Plane: TVector4;
const Move: TVector3): TVector4;
begin
{ Given a plane Ax + By + Cz + D = 0.
We want to find a new plane, moved by Move.
Actually, we want to find only new D, since we know that (A, B, C)
is a normal vector of the plane, so it doesn't change.
Math says: old plane equation is OK for point (x, y, z) if and only if
new plane equation is OK for (x, y, z) + Move. Therefore
Ax + By + Cz + D = 0 iff
A * (x + Move[0]) + B * (y + Move[1]) + C * (z + Move[2]) + NewD = 0
The 2nd equation can be rewritten as
Ax + By + Cz + NewD + A * Move[0] + B * Move[1] + C * Move[2] = 0
so
NewD = D - (A * Move[0] + B * Move[1] + C * Move[2]);
}
Result := Plane;
Result[3] -= Plane[0] * Move[0] +
Plane[1] * Move[1] +
Plane[2] * Move[2];
end;
procedure PlaneMoveTo1st(var Plane: TVector4; const Move: TVector3);
begin
Plane[3] -= Plane[0] * Move[0] +
Plane[1] * Move[1] +
Plane[2] * Move[2];
end;
function PlaneAntiMove(const Plane: TVector4;
const Move: TVector3): TVector4;
begin
{ Like PlaneMove, but Move vector is negated.
So we just do "Result[3] +=" instead of "Result[3] -=". }
Result := Plane;
Result[3] += Plane[0] * Move[0] +
Plane[1] * Move[1] +
Plane[2] * Move[2];
end;
{$define VectorsSamePlaneDirections_Implement:=
var
v1dot, v2dot: TScalar;
begin
v1dot := VectorDotProduct(v1, PlaneDir);
v2dot := VectorDotProduct(v2, PlaneDir);
result := Zero(v1dot) or Zero(v2dot) or ((v1dot > 0) = (v2dot > 0));
end;}
function VectorsSamePlaneDirections(const V1, V2: TVector3;
const Plane: TVector4): boolean;
var PlaneDir: TVector3 absolute Plane;
VectorsSamePlaneDirections_Implement
function VectorsSamePlaneDirections(const V1, V2: TVector3;
const PlaneDir: TVector3): boolean;
VectorsSamePlaneDirections_Implement
{$undef VectorsSamePlaneDirections_Implement}
function PointsSamePlaneSides(const p1, p2: TVector3; const Plane: TVector4): boolean;
var
p1Side, p2Side: TScalar;
begin
p1Side := p1[0]*Plane[0] + p1[1]*Plane[1] + p1[2]*Plane[2] + Plane[3];
p2Side := p2[0]*Plane[0] + p2[1]*Plane[1] + p2[2]*Plane[2] + Plane[3];
result := Zero(p1Side) or Zero(p2Side) or ((p1Side > 0) = (p2Side > 0));
end;
function PlaneDirNotInDirection(const PlaneDir, Direction: TVector3): TVector3;
begin
if VectorDotProduct(Direction, PlaneDir) > 0 then
result := VectorNegate(PlaneDir) else
result := PlaneDir;
end;
function PointsDistance(const V1, V2: TVector3): TScalar;
begin
{ Result := Sqrt(PointsDistanceSqr(V1, V2));, expanded for speed }
result := Sqrt( Sqr(V2[0]-V1[0]) + Sqr(V2[1]-V1[1]) + Sqr(V2[2]-V1[2]) );
end;
function PointsDistanceSqr(const V1, V2: TVector3): TScalar;
begin
{ Result := VectorLenSqr(VectorSubtract(v2, v1));, expanded for speed }
result := Sqr(V2[0]-V1[0]) + Sqr(V2[1]-V1[1]) + Sqr(V2[2]-V1[2]);
end;
function PointsDistanceSqr(const V1, V2: TVector2): TScalar;
begin
{ Result := VectorLenSqr(VectorSubtract(v2, v1));, expanded for speed }
result := Sqr(V2[0]-V1[0]) + Sqr(V2[1]-V1[1]);
end;
function PointsDistance2DSqr(const V1, V2: TVector3; const IgnoreIndex: Integer): TScalar;
begin
case IgnoreIndex of
0: Result := Sqr(V2[1] - V1[1]) + Sqr(V2[2] - V1[2]);
1: Result := Sqr(V2[2] - V1[2]) + Sqr(V2[0] - V1[0]);
2: Result := Sqr(V2[0] - V1[0]) + Sqr(V2[1] - V1[1]);
else PointsDistance2DSqr_InvalidIgnoreIndex;
end;
end;
function VectorsEqual(const V1, V2: TVector2): boolean;
begin
if ScalarEqualityEpsilon = 0 then
Result := (V1[0] = V2[0]) and
(V1[1] = V2[1]) else
Result := (Abs(V1[0]-V2[0]) < ScalarEqualityEpsilon) and
(Abs(V1[1]-V2[1]) < ScalarEqualityEpsilon);
end;
function VectorsEqual(const V1, V2: TVector2;
const EqualityEpsilon: TScalar): boolean;
begin
if EqualityEpsilon = 0 then
Result := (V1[0] = V2[0]) and
(V1[1] = V2[1]) else
Result := (Abs(V1[0]-V2[0]) < EqualityEpsilon) and
(Abs(V1[1]-V2[1]) < EqualityEpsilon);
end;
function VectorsEqual(const V1, V2: TVector3): boolean;
begin
if ScalarEqualityEpsilon = 0 then
Result := (V1[0] = V2[0]) and
(V1[1] = V2[1]) and
(V1[2] = V2[2]) else
Result := FloatsEqual(V1[0], V2[0]) and
FloatsEqual(V1[1], V2[1]) and
FloatsEqual(V1[2], V2[2]);
end;
function VectorsEqual(const V1, V2: TVector3;
const EqualityEpsilon: TScalar): boolean;
begin
if EqualityEpsilon = 0 then
Result := (V1[0] = V2[0]) and
(V1[1] = V2[1]) and
(V1[2] = V2[2]) else
Result := (Abs(V1[0]-V2[0]) < EqualityEpsilon) and
(Abs(V1[1]-V2[1]) < EqualityEpsilon) and
(Abs(V1[2]-V2[2]) < EqualityEpsilon);
end;
function VectorsEqual(const V1, V2: TVector4): boolean;
begin
if ScalarEqualityEpsilon = 0 then
Result := (V1[0] = V2[0]) and
(V1[1] = V2[1]) and
(V1[2] = V2[2]) and
(V1[3] = V2[3]) else
Result := FloatsEqual(V1[0], V2[0]) and
FloatsEqual(V1[1], V2[1]) and
FloatsEqual(V1[2], V2[2]) and
FloatsEqual(V1[3], V2[3]);
end;
function VectorsEqual(const V1, V2: TVector4;
const EqualityEpsilon: TScalar): boolean;
begin
if EqualityEpsilon = 0 then
Result := (V1[0] = V2[0]) and
(V1[1] = V2[1]) and
(V1[2] = V2[2]) and
(V1[3] = V2[3]) else
Result := (Abs(V1[0]-V2[0]) < EqualityEpsilon) and
(Abs(V1[1]-V2[1]) < EqualityEpsilon) and
(Abs(V1[2]-V2[2]) < EqualityEpsilon) and
(Abs(V1[3]-V2[3]) < EqualityEpsilon);
end;
function VectorsPerfectlyEqual(const V1, V2: TVector2): boolean;
{$ifdef SUPPORTS_INLINE} inline; {$endif}
begin
Result := (V1[0] = V2[0]) and
(V1[1] = V2[1]);
end;
function VectorsPerfectlyEqual(const V1, V2: TVector3): boolean;
{$ifdef SUPPORTS_INLINE} inline; {$endif}
begin
Result := (V1[0] = V2[0]) and
(V1[1] = V2[1]) and
(V1[2] = V2[2]);
end;
function VectorsPerfectlyEqual(const V1, V2: TVector4): boolean;
{$ifdef SUPPORTS_INLINE} inline; {$endif}
begin
Result := (V1[0] = V2[0]) and
(V1[1] = V2[1]) and
(V1[2] = V2[2]) and
(V1[3] = V2[3]);
end;
function MatricesEqual(const M1, M2: TMatrix3;
const EqualityEpsilon: TScalar): boolean;
begin
if EqualityEpsilon = 0 then
Result := CompareMem(@M1, @M2, SizeOf(M1)) else
Result :=
(Abs(M1[0, 0] - M2[0, 0]) < EqualityEpsilon) and
(Abs(M1[0, 1] - M2[0, 1]) < EqualityEpsilon) and
(Abs(M1[0, 2] - M2[0, 2]) < EqualityEpsilon) and
(Abs(M1[1, 0] - M2[1, 0]) < EqualityEpsilon) and
(Abs(M1[1, 1] - M2[1, 1]) < EqualityEpsilon) and
(Abs(M1[1, 2] - M2[1, 2]) < EqualityEpsilon) and
(Abs(M1[2, 0] - M2[2, 0]) < EqualityEpsilon) and
(Abs(M1[2, 1] - M2[2, 1]) < EqualityEpsilon) and
(Abs(M1[2, 2] - M2[2, 2]) < EqualityEpsilon);
end;
function MatricesEqual(const M1, M2: TMatrix4;
const EqualityEpsilon: TScalar): boolean;
begin
if EqualityEpsilon = 0 then
Result := CompareMem(@M1, @M2, SizeOf(M1)) else
Result :=
(Abs(M1[0, 0] - M2[0, 0]) < EqualityEpsilon) and
(Abs(M1[0, 1] - M2[0, 1]) < EqualityEpsilon) and
(Abs(M1[0, 2] - M2[0, 2]) < EqualityEpsilon) and
(Abs(M1[0, 3] - M2[0, 3]) < EqualityEpsilon) and
(Abs(M1[1, 0] - M2[1, 0]) < EqualityEpsilon) and
(Abs(M1[1, 1] - M2[1, 1]) < EqualityEpsilon) and
(Abs(M1[1, 2] - M2[1, 2]) < EqualityEpsilon) and
(Abs(M1[1, 3] - M2[1, 3]) < EqualityEpsilon) and
(Abs(M1[2, 0] - M2[2, 0]) < EqualityEpsilon) and
(Abs(M1[2, 1] - M2[2, 1]) < EqualityEpsilon) and
(Abs(M1[2, 2] - M2[2, 2]) < EqualityEpsilon) and
(Abs(M1[2, 3] - M2[2, 3]) < EqualityEpsilon) and
(Abs(M1[3, 0] - M2[3, 0]) < EqualityEpsilon) and
(Abs(M1[3, 1] - M2[3, 1]) < EqualityEpsilon) and
(Abs(M1[3, 2] - M2[3, 2]) < EqualityEpsilon) and
(Abs(M1[3, 3] - M2[3, 3]) < EqualityEpsilon);
end;
function Lerp(const A: TScalar; const M1, M2: TMatrix3): TMatrix3;
begin
Result[0, 0] := M1[0, 0] + A * (M2[0, 0] - M1[0, 0]);
Result[0, 1] := M1[0, 1] + A * (M2[0, 1] - M1[0, 1]);
Result[0, 2] := M1[0, 2] + A * (M2[0, 2] - M1[0, 2]);
Result[1, 0] := M1[1, 0] + A * (M2[1, 0] - M1[1, 0]);
Result[1, 1] := M1[1, 1] + A * (M2[1, 1] - M1[1, 1]);
Result[1, 2] := M1[1, 2] + A * (M2[1, 2] - M1[1, 2]);
Result[2, 0] := M1[2, 0] + A * (M2[2, 0] - M1[2, 0]);
Result[2, 1] := M1[2, 1] + A * (M2[2, 1] - M1[2, 1]);
Result[2, 2] := M1[2, 2] + A * (M2[2, 2] - M1[2, 2]);
end;
function Lerp(const A: TScalar; const M1, M2: TMatrix4): TMatrix4;
begin
Result[0, 0] := M1[0, 0] + A * (M2[0, 0] - M1[0, 0]);
Result[0, 1] := M1[0, 1] + A * (M2[0, 1] - M1[0, 1]);
Result[0, 2] := M1[0, 2] + A * (M2[0, 2] - M1[0, 2]);
Result[0, 3] := M1[0, 3] + A * (M2[0, 3] - M1[0, 3]);
Result[1, 0] := M1[1, 0] + A * (M2[1, 0] - M1[1, 0]);
Result[1, 1] := M1[1, 1] + A * (M2[1, 1] - M1[1, 1]);
Result[1, 2] := M1[1, 2] + A * (M2[1, 2] - M1[1, 2]);
Result[1, 3] := M1[1, 3] + A * (M2[1, 3] - M1[1, 3]);
Result[2, 0] := M1[2, 0] + A * (M2[2, 0] - M1[2, 0]);
Result[2, 1] := M1[2, 1] + A * (M2[2, 1] - M1[2, 1]);
Result[2, 2] := M1[2, 2] + A * (M2[2, 2] - M1[2, 2]);
Result[2, 3] := M1[2, 3] + A * (M2[2, 3] - M1[2, 3]);
Result[3, 0] := M1[3, 0] + A * (M2[3, 0] - M1[3, 0]);
Result[3, 1] := M1[3, 1] + A * (M2[3, 1] - M1[3, 1]);
Result[3, 2] := M1[3, 2] + A * (M2[3, 2] - M1[3, 2]);
Result[3, 3] := M1[3, 3] + A * (M2[3, 3] - M1[3, 3]);
end;
function MatricesPerfectlyEqual(const M1, M2: TMatrix3): boolean;
begin
Result := CompareMem(@M1, @M2, SizeOf(M1));
end;
function MatricesPerfectlyEqual(const M1, M2: TMatrix4): boolean;
begin
Result := CompareMem(@M1, @M2, SizeOf(M1));
end;
function VectorsPerp(const V1, V2: TVector3): boolean;
begin
(* prosto : result := CosAngleBetweenVectors(V1, V2) = 0.
Ale mozna zobaczyc jak liczymy CosAngleBetweenVectors - to jest
VectorDotProduct / cos-tam. Wynik jest = 0 <=> VectorDotProduct = 0. *)
result := Zero(VectorDotProduct(V1, V2), ScalarEqualityEpsilon*2);
end;
function VectorsParallel(const V1, V2: TVector3): boolean;
var
mc, c1, c2: Integer;
Scale: TScalar;
begin
mc := MaxAbsVectorCoord(v1);
if Zero(V1[mc]) then Exit(true);
Scale := V2[mc] / V1[mc];
RestOf3dCoords(mc, c1, c2);
result := FloatsEqual(V1[c1] * Scale, V2[c1]) and
FloatsEqual(V1[c2] * Scale, V2[c2]);
end;
procedure MakeVectorsAngleRadOnTheirPlane(var v1: TVector3;
const v2: TVector3; const AngleRad: TScalar; const ResultWhenParallel: TVector3);
var
rotAxis: TVector3;
v1len: TScalar;
begin
v1len := VectorLen(v1);
rotAxis := VectorProduct(V1, V2);
if ZeroVector(rotAxis) then
V1 := ResultWhenParallel else
V1 := VectorAdjustToLength(
RotatePointAroundAxisRad(-AngleRad, v2, rotAxis), v1len);
end;
procedure MakeVectorsOrthoOnTheirPlane(var v1: TVector3; const v2: TVector3);
begin
{ TODO: can we speed this up ?
For Pi/2, the RotatePointAroundAxisRad can probably be speed up. }
MakeVectorsAngleRadOnTheirPlane(V1, V2, Pi / 2, AnyOrthogonalVector(V2));
end;
function AnyOrthogonalVector(const v: TVector3): TVector3;
begin
if Zero(v[0]) and Zero(v[1]) then
begin
result[0] := 0;
result[1] := v[2];
result[2] := -v[1];
end else
begin
result[0] := v[1];
result[1] := -v[0];
result[2] := 0;
end;
end;
function IsLineParallelToPlane(const lineVector: TVector3; const plane: TVector4): boolean;
var
PlaneDir: TVector3 absolute plane;
begin
result := VectorsPerp(lineVector, PlaneDir);
end;
function IsLineParallelToSimplePlane(const lineVector: TVector3;
const PlaneConstCoord: integer): boolean;
begin
result := Zero(lineVector[PlaneConstCoord]);
end;
function AreParallelVectorsSameDirection(
const Vector1, Vector2: TVector3): boolean;
var
Coord: Integer;
begin
{ Assuming that Vector1 is non-zero, MaxAbsVectorCoord(Vector1)
must be non-zero. }
Coord := MaxAbsVectorCoord(Vector1);
Result := (Vector1[Coord] > 0) = (Vector2[Coord] > 0);
end;
function PointOnPlaneClosestToPoint(const plane: TVector4; const point: TVector3): TVector3;
var
d: TScalar;
PlaneDir: TVector3 absolute plane;
begin
(*licz punkt Pr - punkt na plaszczyznie plane bedacy rzutem prostopadlym
punktu pos na ta plaszczyzne. Pr = pos + d * PlaneDir.
plane[0]*Pr[0] + plane[1]*Pr[1] + plane[2]*Pr[2] + plane[3] = 0,
mamy wiec
plane[0]*(pos[0] + d*plane[0])+
plane[1]*(pos[1] + d*plane[1])+
plane[2]*(pos[2] + d*plane[2])+ plane[3] = 0
Przeksztalcajac otrzymujemy rownanie na d.*)
d := -(plane[0]*point[0] + plane[1]*point[1] + plane[2]*point[2] + plane[3])/
VectorLenSqr(PlaneDir);
result := VectorAdd(point, VectorScale(PlaneDir, d));
end;
function PointToPlaneDistanceSqr(const Point: TVector3;
const Plane: TVector4): TScalar;
begin
Result :=
Sqr(Plane[0] * Point[0] +
Plane[1] * Point[1] +
Plane[2] * Point[2] +
Plane[3]) /
(Sqr(Plane[0]) + Sqr(Plane[1]) + Sqr(Plane[2]));
end;
function PointToNormalizedPlaneDistance(const Point: TVector3;
const Plane: TVector4): TScalar;
begin
Result :=
Abs(Plane[0] * Point[0] +
Plane[1] * Point[1] +
Plane[2] * Point[2] +
Plane[3]);
end;
function PointToPlaneDistance(const Point: TVector3;
const Plane: TVector4): TScalar;
begin
Result :=
Abs(Plane[0] * Point[0] +
Plane[1] * Point[1] +
Plane[2] * Point[2] +
Plane[3]) /
Sqrt(Sqr(Plane[0]) + Sqr(Plane[1]) + Sqr(Plane[2]));
end;
function PointToSimplePlaneDistance(const point: TVector3;
const PlaneConstCoord: integer; const PlaneConstValue: TScalar): TScalar;
begin
result := Abs(point[PlaneConstCoord]-PlaneConstValue);
end;
function PointOnLineClosestToPoint(
const line0, lineVector, point: TVector3): TVector3;
var
d: TScalar;
begin
(*
wiemy ze wektory result-point i lineVector (albo result-line0) sa prostopadle.
(result[0]-point[0])*(lineVector[0]) +
(result[1]-point[1])*(lineVector[1]) +
(result[2]-point[2])*(lineVector[2]) = 0 czyli
result[0]*lineVector[0] +
result[1]*lineVector[1] +
result[2]*lineVector[2] = point[0]*lineVector[0] +
point[1]*lineVector[1] +
point[2]*lineVector[2]
Wiemy ze result wyraza sie jako line0 + lineVector*d
result = line0+lineVector*d
czyli
result[0] = line0[0] + lineVector[0]*d
result[1] = line0[1] + lineVector[1]*d
result[2] = line0[2] + lineVector[2]*d
a wiec 4 rownania, 4 niewiadome i juz wiemy ze jestesmy w domu.
Podstawiamy :
(line0[0] + lineVector[0]*d)*lineVector[0]+
(line0[1] + lineVector[1]*d)*lineVector[1]+
(line0[2] + lineVector[2]*d)*lineVector[2] = point[0]*lineVector[0] +
point[1]*lineVector[1] +
point[2]*lineVector[2]
d*(Sqr(lineVector[0])+ Sqr(lineVector[1])+ Sqr(lineVector[2]) ) =
d*VectorLenSqr(lineVector) =
lineVector[0]*(point[0]-line0[0]) +
lineVector[1]*(point[1]-line0[1]) +
lineVector[2]*(point[2]-line0[2]);
i stad mamy d. *)
d := (lineVector[0] * (point[0]-line0[0]) +
lineVector[1] * (point[1]-line0[1]) +
lineVector[2] * (point[2]-line0[2]) ) / VectorLenSqr(lineVector);
result := VectorAdd(line0, VectorScale(lineVector, d));
end;
function PointToLineDistanceSqr(const point, line0, lineVector: TVector3): TScalar;
begin
result := PointsDistanceSqr(point, PointOnLineClosestToPoint(line0, lineVector, point));
end;
function TryPlaneLineIntersection(out t: TScalar;
const plane: TVector4; const line0, lineVector: TVector3): boolean;
var
PlaneDir: TVector3 absolute plane;
Dot: TScalar;
begin
Dot := VectorDotProduct(LineVector, PlaneDir);
if not Zero(Dot) then
begin
result := true;
t := -(plane[0]*line0[0] + plane[1]*line0[1] + plane[2]*line0[2] + plane[3])/Dot;
end else
result := false;
end;
function TryPlaneLineIntersection(out intersection: TVector3;
const plane: TVector4; const line0, lineVector: TVector3): boolean;
var
t: TScalar;
begin
result := TryPlaneLineIntersection(t, Plane, Line0, LineVector);
if result then Intersection := VectorAdd(Line0, VectorScale(LineVector, t));
end;
function TryPlaneRayIntersection(out Intersection: TVector3;
const Plane: TVector4; const RayOrigin, RayDirection: TVector3): boolean;
var
MaybeT: TScalar;
begin
result := TryPlaneLineIntersection(MaybeT, Plane, RayOrigin, RayDirection) and (MaybeT >= 0);
if result then Intersection := VectorAdd(RayOrigin, VectorScale(RayDirection, MaybeT));
end;
function TryPlaneRayIntersection(
out Intersection: TVector3; out T: TScalar;
const Plane: TVector4; const RayOrigin, RayDirection: TVector3): boolean;
var
MaybeT: TScalar;
begin
result := TryPlaneLineIntersection(MaybeT, Plane, RayOrigin, RayDirection) and (MaybeT >= 0);
if result then
begin
// Intersection := VectorAdd(RayOrigin, VectorScale(RayDirection, MaybeT));
// powyzsza instrukcja zapisana ponizej w 3 linijkach dziala nieco szybciej:
Intersection := RayDirection;
VectorScaleTo1st(Intersection, MaybeT);
VectorAddTo1st(Intersection, RayOrigin);
t := MaybeT;
end;
end;
function TryPlaneSegmentDirIntersection(out Intersection: TVector3;
const Plane: TVector4; const Segment0, SegmentVector: TVector3): boolean;
var
MaybeT: TScalar;
begin
result := TryPlaneLineIntersection(MaybeT, Plane, Segment0, SegmentVector) and
(MaybeT >= 0) and (MaybeT <= 1);
if result then Intersection := VectorAdd(Segment0, VectorScale(SegmentVector, MaybeT));
end;
function TryPlaneSegmentDirIntersection(
out Intersection: TVector3; out T: TScalar;
const Plane: TVector4; const Segment0, SegmentVector: TVector3): boolean;
var
MaybeT: TScalar;
begin
result := TryPlaneLineIntersection(MaybeT, Plane, Segment0, SegmentVector) and
(MaybeT >= 0) and (MaybeT <= 1);
if result then
begin
// Intersection := VectorAdd(Segment0, VectorScale(SegmentVector, MaybeT));
// powyzsza instrukcja zapisana ponizej w 3 linijkach dziala nieco szybciej:
Intersection := SegmentVector;
VectorScaleTo1st(Intersection, MaybeT);
VectorAddTo1st(Intersection, Segment0);
t := MaybeT;
end;
end;
(*$I castlevectors_trysimpleplanexxxintersection.inc*)
function IsPointOnSegmentLineWithinSegment(const intersection, pos1, pos2: TVector3): boolean;
var
vecSizes: TVector3;
c, i: integer;
begin
(*rzutujemy 3 zadane punkty na ta wspolrzedna na ktorej mamy najwieksza swobode*)
for i := 0 to 2 do vecSizes[i] := Abs(pos1[i]-pos2[i]);
c := MaxVectorCoord(vecSizes);
result := ((pos1[c] <= intersection[c]) and (intersection[c] <= pos2[c])) or
((pos1[c] >= intersection[c]) and (intersection[c] >= pos2[c]));
end;
function LineOfTwoDifferentPoints2d(const p1, p2: TVector2): TVector3;
var
lineVector: TVector2;
cGood, cOther: integer;
begin
(* chcemy zeby Vector2f(result) i p2-p1(=lineVector) byly prostopadle czyli ich
iloczyn skalarny = 0 czyli result[0]*lineVector[0] +
result[1]*lineVector[1] = 0. Niech cGood to wspolrzedna
lineVector rozna od 0, cOther to ta druga.
Niech result[cOther] = -1 i zobaczmy ze wtedy mozemy skonstruowac
result[cGood] = lineVector[cOther] / lineVector[cGood]. *)
lineVector := VectorSubtract(p2, p1);
if Abs(lineVector[0]) > Abs(lineVector[1]) then
begin cGood := 0; cOther := 1 end else
begin cOther := 0; cGood := 1 end;
result[cOther] := -1;
result[cGood] := lineVector[cOther] / lineVector[cGood];
(* result[0]*p1[0] + result[1]*p1[1] + result[2] = 0 wiec widac jak obliczyc
teraz result[2] *)
result[2] := -result[0]*p1[0] -result[1]*p1[1];
end;
function IsSpheresCollision(const Sphere1Center: TVector3; const Sphere1Radius: TScalar;
const Sphere2Center: TVector3; const Sphere2Radius: TScalar): boolean;
begin
result := PointsDistanceSqr(Sphere1Center, Sphere2Center)<=
Sqr(Sphere1Radius+Sphere2Radius);
end;
function PointToSegmentDistanceSqr(const point, pos1, pos2: TVector3): TScalar;
var
Closest: TVector3;
begin
Closest := PointOnLineClosestToPoint(pos1, VectorSubtract(pos2, pos1), point);
if IsPointOnSegmentLineWithinSegment(Closest, pos1, pos2) then
result := PointsDistanceSqr(Closest, point) else
result := CastleUtils.min(PointsDistanceSqr(pos1, point),
PointsDistanceSqr(pos2, point));
end;
function PlaneTransform(const Plane: TVector4; const Matrix: TMatrix4): TVector4;
var
MaxCoord: Integer;
PlaneDir: TVector3 absolute Plane;
NewPlaneDir: TVector3 absolute Result;
PlanePoint, NewPlanePoint: TVector3;
begin
{ calculate point that for sure lies on a plane.
For this, we need a plane direction coordinate that isn't zero
--- we know that such coordinate exists, since plane direction cannot be zero.
For maximum numeric stability, choose largest coordinate. }
MaxCoord := MaxAbsVectorCoord(PlaneDir);
PlanePoint := ZeroVector3;
PlanePoint[MaxCoord] := -Plane[3] / Plane[MaxCoord];
NewPlanePoint := MatrixMultPoint(Matrix, PlanePoint);
NewPlaneDir := MatrixMultDirection(Matrix, PlaneDir);
Result[3] := -VectorDotProduct(NewPlanePoint, NewPlaneDir);
end;
function IsTunnelSphereCollision(const Tunnel1, Tunnel2: TVector3;
const TunnelRadius: TScalar; const SphereCenter: TVector3;
const SphereRadius: TScalar): boolean;
begin
result := PointToSegmentDistanceSqr(SphereCenter, Tunnel1, Tunnel2)<=
Sqr(SphereRadius+TunnelRadius);
end;
function IsSegmentSphereCollision(const pos1, pos2, SphereCenter: TVector3;
const SphereRadius: TScalar): boolean;
var
SphereRadiusSqr: TScalar;
Intersect: TVector3;
begin
SphereRadiusSqr := Sqr(SphereRadius);
result:= (PointsDistanceSqr(pos1, SphereCenter) <= SphereRadiusSqr) or
(PointsDistanceSqr(pos2, SphereCenter) <= SphereRadiusSqr);
if not result then
begin
Intersect := PointOnLineClosestToPoint(pos1, VectorSubtract(pos2, pos1), SphereCenter);
result := IsPointOnSegmentLineWithinSegment(Intersect, pos1, pos2) and
(PointsDistanceSqr(Intersect, SphereCenter) <= SphereRadiusSqr);
end;
end;
{ Solve intersection routine with a ray that resolved into a quadratic
equation. The solution is such T >= 0 that
A * T^2 + B * T + C = 0 }
function TryRayIntersectionQuadraticEquation(out T: TScalar;
const A, B, C: TScalar): boolean;
var
Delta, T1, T2: TScalar;
begin
Delta := Sqr(B) - 4 * A * C;
if Delta < 0 then
Result := false else
if Delta = 0 then
begin
T := -B / (2 * A);
Result := T >= 0;
end else
begin
Delta := Sqrt(Delta);
{ There are two solutions, choose closest to RayOrigin (smallest)
but >= 0 (the one < 0 does not fall on ray). }
T1 := (-B - Delta) / (2 * A);
T2 := (-B + Delta) / (2 * A);
OrderUp(T1, T2);
if T1 >= 0 then
begin
T := T1;
Result := true;
end else
if T2 >= 0 then
begin
T := T2;
Result := true;
end else
Result := false;
end;
end;
function TrySphereRayIntersection(out Intersection: TVector3;
const SphereCenter: TVector3; const SphereRadius: TScalar;
const RayOrigin, RayDirection: TVector3): boolean;
var
T, A, B, C: TScalar;
RayOriginMinusCenter: TVector3;
begin
{ Intersection = RayOrigin + RayDirection * T,
Also Distance(Intersection, SphereCenter) = SphereRadius,
so Distance(RayOrigin + RayDirection * T, SphereCenter) = SphereRadius.
Expand this, and use to calculate T: we get a quadratic equation for T.
A * T^2 + B * T + C = 0. }
RayOriginMinusCenter := RayOrigin - SphereCenter;
A := Sqr(RayDirection[0]) +
Sqr(RayDirection[1]) +
Sqr(RayDirection[2]);
B := 2 * RayDirection[0] * RayOriginMinusCenter[0] +
2 * RayDirection[1] * RayOriginMinusCenter[1] +
2 * RayDirection[2] * RayOriginMinusCenter[2];
C := Sqr(RayOriginMinusCenter[0]) +
Sqr(RayOriginMinusCenter[1]) +
Sqr(RayOriginMinusCenter[2]) - Sqr(SphereRadius);
Result := TryRayIntersectionQuadraticEquation(T, A, B, C);
if Result then
Intersection := RayOrigin + RayDirection * T;
end;
function TryCylinderRayIntersection(out Intersection: TVector3;
const CylinderAxisOrigin, CylinderAxis: TVector3;
const CylinderRadius: TScalar;
const RayOrigin, RayDirection: TVector3): boolean;
var
T, AA, BB, CC: TScalar;
X, Y, B: TVector3;
begin
{ We know Intersection = RayOrigin + RayDirection * T.
For cylinder, normalize CylinderAxis and then
VectorLen( VectorProduct(Intersection - CylinderAxisOrigin, CylinderAxis))
= CylinderRadius
(For why, see http://en.wikipedia.org/wiki/Cross_product:
length of VectorProduct is the area of parallelogram between it's vectors.
This is equal to area of CylinderRadius * length CylinderAxis in this case.)
Got the idea from oliii post on
http://www.gamedev.net/community/forums/topic.asp?topic_id=467789
Insert ray equation into cylinder equation, and solve for T. }
X := RayOrigin - CylinderAxisOrigin;
Y := RayDirection;
B := Normalized(CylinderAxis);
{ Now let A = X + Y * T, then VectorLen(A x B)^2 = CylinderRadius^2.
Solve for T. Expanding this by hand would be *real* pain,
so I used open-source maxima (http://maxima.sourceforge.net/):
display2d:false$
a0: x0 + y0 * t;
a1: x1 + y1 * t;
a2: x2 + y2 * t;
rsqr: (a0 * b1 - b0 * a1)^2 + (a1 * b2 - a2 * b1)^2 + (a2 * b0 + a0 * b2)^2;
expand (rsqr);
At this point I just took the maxima output, and grouped by
hand 30 sum items to get AA, BB, CC such that
AA * T^2 + BB * T + CC = 0. (I could probably let maxima do this also,
but was too lazy to read the docs :)
And CC gets additional "- CylinderRadius^2".
}
AA := Sqr(B[1])*Sqr(Y[2]) + Sqr(B[0])*Sqr(Y[2]) - 2*B[1]*B[2]*Y[1]*Y[2]
+ 2*B[0]*B[2]*Y[0]*Y[2] + Sqr(B[2])*Sqr(Y[1]) + Sqr(B[0])*Sqr(Y[1])
- 2*B[0]*B[1]*Y[0]*Y[1] + Sqr(B[2])*Sqr(Y[0]) + Sqr(B[1])*Sqr(Y[0]);
BB := 2*Sqr(B[1])*X[2]*Y[2] + 2*Sqr(B[0])*X[2]*Y[2] - 2*B[1]*B[2]*X[1]*Y[2]
+ 2*B[0]*B[2]*X[0]*Y[2] - 2*B[1]*B[2]*X[2]*Y[1] + 2*Sqr(B[2])*X[1]*Y[1]
+ 2*Sqr(B[0])*X[1]*Y[1] - 2*B[0]*B[1]*X[0]*Y[1] + 2*B[0]*B[2]*X[2]*Y[0]
- 2*B[0]*B[1]*X[1]*Y[0] + 2*Sqr(B[2])*X[0]*Y[0] + 2*Sqr(B[1])*X[0]*Y[0];
CC := Sqr(B[1])*Sqr(X[2]) + Sqr(B[0])*Sqr(X[2]) - 2*B[1]*B[2]*X[1]*X[2]
+ 2*B[0]*B[2]*X[0]*X[2] + Sqr(B[2])*Sqr(X[1]) + Sqr(B[0])*Sqr(X[1])
- 2*B[0]*B[1]*X[0]*X[1] + Sqr(B[2])*Sqr(X[0]) + Sqr(B[1])*Sqr(X[0])
- Sqr(CylinderRadius);
Result := TryRayIntersectionQuadraticEquation(T, AA, BB, CC);
if Result then
Intersection := RayOrigin + RayDirection * T;
end;
(* pare funkcji *ToStr -------------------------------------------------------- *)
function FloatToNiceStr(f: TScalar): string;
begin
result := Format('%'+FloatNiceFormat, [f]);
end;
function VectorToNiceStr(const v: array of TScalar): string;
var
i: integer;
begin
result := '(';
for i := 0 to High(v)-1 do result := result +FloatToNiceStr(v[i]) +', ';
if High(v) >= 0 then result := result +FloatToNiceStr(v[High(v)]) +')';
end;
function MatrixToNiceStr(const v: TMatrix4; const LineIndent: string): string;
begin
result := Format('%s[ %4s %4s %4s %4s ]'+nl+
'%s| %4s %4s %4s %4s |'+nl+
'%s| %4s %4s %4s %4s |'+nl+
'%s[ %4s %4s %4s %4s ]',
[LineIndent, FloatToNiceStr(v[0, 0]), FloatToNiceStr(v[1, 0]), FloatToNiceStr(v[2, 0]), FloatToNiceStr(v[3, 0]),
LineIndent, FloatToNiceStr(v[0, 1]), FloatToNiceStr(v[1, 1]), FloatToNiceStr(v[2, 1]), FloatToNiceStr(v[3, 1]),
LineIndent, FloatToNiceStr(v[0, 2]), FloatToNiceStr(v[1, 2]), FloatToNiceStr(v[2, 2]), FloatToNiceStr(v[3, 2]),
LineIndent, FloatToNiceStr(v[0, 3]), FloatToNiceStr(v[1, 3]), FloatToNiceStr(v[2, 3]), FloatToNiceStr(v[3, 3]) ]);
end;
function MatrixToRawStr(const v: TMatrix4; const LineIndent: string): string;
begin
result := Format('%s[ %4s %4s %4s %4s ]'+nl+
'%s| %4s %4s %4s %4s |'+nl+
'%s| %4s %4s %4s %4s |'+nl+
'%s[ %4s %4s %4s %4s ]',
[LineIndent, FloatToRawStr(v[0, 0]), FloatToRawStr(v[1, 0]), FloatToRawStr(v[2, 0]), FloatToRawStr(v[3, 0]),
LineIndent, FloatToRawStr(v[0, 1]), FloatToRawStr(v[1, 1]), FloatToRawStr(v[2, 1]), FloatToRawStr(v[3, 1]),
LineIndent, FloatToRawStr(v[0, 2]), FloatToRawStr(v[1, 2]), FloatToRawStr(v[2, 2]), FloatToRawStr(v[3, 2]),
LineIndent, FloatToRawStr(v[0, 3]), FloatToRawStr(v[1, 3]), FloatToRawStr(v[2, 3]), FloatToRawStr(v[3, 3]) ]);
end;
function FloatToRawStr(f: TScalar): string;
begin
result := Format('%g', [f]);
end;
function VectorToRawStr(const v: array of TScalar): string;
var i: integer;
begin
result := '';
for i := 0 to High(v)-1 do result += FloatToRawStr(v[i]) +' ';
if High(v) >= 0 then result += FloatToRawStr(v[High(v)]);
end;
{ simple matrix math --------------------------------------------------------- }
function MatrixAdd(const m1, m2: TMatrix3): TMatrix3;
var
i, j: integer;
begin
for i := 0 to 2 do
for j := 0 to 2 do
result[i, j] := m1[i, j] + m2[i, j];
end;
procedure MatrixAddTo1st(var m1: TMatrix3; const m2: TMatrix3);
var
i, j: integer;
begin
for i := 0 to 2 do
for j := 0 to 2 do
m1[i, j] += m2[i, j];
end;
function MatrixAdd(const m1, m2: TMatrix4): TMatrix4;
var
i, j: integer;
begin
for i := 0 to 3 do
for j := 0 to 3 do
result[i, j] := m1[i, j] + m2[i, j];
end;
procedure MatrixAddTo1st(var m1: TMatrix4; const m2: TMatrix4);
var
i, j: integer;
begin
for i := 0 to 3 do
for j := 0 to 3 do
m1[i, j] += m2[i, j];
end;
function MatrixSubtract(const m1, m2: TMatrix3): TMatrix3;
var
i, j: integer;
begin
for i := 0 to 2 do
for j := 0 to 2 do
result[i, j] := m1[i, j] - m2[i, j];
end;
procedure MatrixSubtractTo1st(var m1: TMatrix3; const m2: TMatrix3);
var
i, j: integer;
begin
for i := 0 to 2 do
for j := 0 to 2 do
m1[i, j] -= m2[i, j];
end;
function MatrixSubtract(const m1, m2: TMatrix4): TMatrix4;
var
i, j: integer;
begin
for i := 0 to 3 do
for j := 0 to 3 do
result[i, j] := m1[i, j] - m2[i, j];
end;
procedure MatrixSubtractTo1st(var m1: TMatrix4; const m2: TMatrix4);
var
i, j: integer;
begin
for i := 0 to 3 do
for j := 0 to 3 do
m1[i, j] -= m2[i, j];
end;
function MatrixNegate(const m1: TMatrix3): TMatrix3;
var
i, j: integer;
begin
for i := 0 to 2 do
for j := 0 to 2 do
result[i, j] := - m1[i, j];
end;
function MatrixNegate(const m1: TMatrix4): TMatrix4;
var
i, j: integer;
begin
for i := 0 to 3 do
for j := 0 to 3 do
result[i, j] := - m1[i, j];
end;
function MatrixMultScalar(const m: TMatrix3; const s: TScalar): TMatrix3;
var
i, j: integer;
begin
for i := 0 to 2 do
for j := 0 to 2 do
result[i, j] := m[i, j]*s;
end;
function MatrixMultScalar(const m: TMatrix4; const s: TScalar): TMatrix4;
var
i, j: integer;
begin
for i := 0 to 3 do
for j := 0 to 3 do
result[i, j] := m[i, j]*s;
end;
function MatrixMultPoint(const m: TMatrix4;
const pt: TVector3): TVector3;
var
Divisor: TScalar;
begin
{ Simple implementation:
Result := Vector3SinglePoint(MatrixMultVector(m, Vector4Single(pt))); }
Result[0] := M[0, 0] * Pt[0] + M[1, 0] * Pt[1] + M[2, 0] * Pt[2] + M[3, 0];
Result[1] := M[0, 1] * Pt[0] + M[1, 1] * Pt[1] + M[2, 1] * Pt[2] + M[3, 1];
Result[2] := M[0, 2] * Pt[0] + M[1, 2] * Pt[1] + M[2, 2] * Pt[2] + M[3, 2];
{ It looks strange, but the check below usually pays off.
Tests: 17563680 calls of this proc within Creatures.PrepareRender
inside "The Castle", gprof says that time without this check
is 12.01 secs and with this checks it's 8.25.
Why ? Because in 99% of situations, the conditions "(M[0, 3] = 0) and ..."
is true. Because that's how all usual matrices in 3D graphics
(translation, rotation, scaling) look like.
So usually I pay 4 comparisons (exact comparisons, not things like
FloatsEqual) and I avoid 3 multiplications, 4 additions and
3 divisions. }
if not (
(M[0, 3] = 0) and
(M[1, 3] = 0) and
(M[2, 3] = 0) and
(M[3, 3] = 1)) then
begin
Divisor := M[0, 3] * Pt[0] + M[1, 3] * Pt[1] + M[2, 3] * Pt[2] + M[3, 3];
if Zero(Divisor) then
raise ETransformedResultInvalid.Create('3D point transformed by 4x4 matrix to a direction');
Result[0] /= Divisor;
Result[1] /= Divisor;
Result[2] /= Divisor;
end;
end;
function MatrixMultDirection(const m: TMatrix4;
const Dir: TVector3): TVector3;
var
Divisor: TScalar;
begin
Result[0] := M[0, 0] * Dir[0] + M[1, 0] * Dir[1] + M[2, 0] * Dir[2];
Result[1] := M[0, 1] * Dir[0] + M[1, 1] * Dir[1] + M[2, 1] * Dir[2];
Result[2] := M[0, 2] * Dir[0] + M[1, 2] * Dir[1] + M[2, 2] * Dir[2];
if not (
(M[0, 3] = 0) and
(M[1, 3] = 0) and
(M[2, 3] = 0) ) then
begin
Divisor := M[0, 3] * Dir[0] + M[1, 3] * Dir[1] + M[2, 3] * Dir[2];
if not Zero(Divisor) then
raise ETransformedResultInvalid.Create('3D direction transformed by 4x4 matrix to a point');
end;
end;
function MatrixMultVector(const m: TMatrix4; const v: TVector4): TVector4;
{var i, j: integer;}
begin
{
for i := 0 to 3 do
begin
result[i] := 0;
for j := 0 to 3 do result[i] := result[i] + m[j, i]*v[j];
end;
Code expanded for the sake of speed:}
Result[0] := M[0, 0] * V[0] + M[1, 0] * V[1] + M[2, 0] * V[2] + M[3, 0] * V[3];
Result[1] := M[0, 1] * V[0] + M[1, 1] * V[1] + M[2, 1] * V[2] + M[3, 1] * V[3];
Result[2] := M[0, 2] * V[0] + M[1, 2] * V[1] + M[2, 2] * V[2] + M[3, 2] * V[3];
Result[3] := M[0, 3] * V[0] + M[1, 3] * V[1] + M[2, 3] * V[2] + M[3, 3] * V[3];
end;
function MatrixMultVector(const m: TMatrix3; const v: TVector3): TVector3;
begin
Result[0] := M[0, 0] * V[0] + M[1, 0] * V[1] + M[2, 0] * V[2];
Result[1] := M[0, 1] * V[0] + M[1, 1] * V[1] + M[2, 1] * V[2];
Result[2] := M[0, 2] * V[0] + M[1, 2] * V[1] + M[2, 2] * V[2];
end;
function MatrixMult(const m1, m2: TMatrix4): TMatrix4;
{var i, j, k: integer;}
begin
(*
FillChar(result, SizeOf(result), 0);
for i := 0 to 3 do { i = wiersze, j = kolumny }
for j := 0 to 3 do
for k := 0 to 3 do
result[j, i] += m1[k, i]*m2[j, k];
*)
{ This is code above expanded for speed sake
(code generated by console.testy/genMultMatrix) }
result[0, 0] := m1[0, 0] * m2[0, 0] + m1[1, 0] * m2[0, 1] + m1[2, 0] * m2[0, 2] + m1[3, 0] * m2[0, 3];
result[1, 0] := m1[0, 0] * m2[1, 0] + m1[1, 0] * m2[1, 1] + m1[2, 0] * m2[1, 2] + m1[3, 0] * m2[1, 3];
result[2, 0] := m1[0, 0] * m2[2, 0] + m1[1, 0] * m2[2, 1] + m1[2, 0] * m2[2, 2] + m1[3, 0] * m2[2, 3];
result[3, 0] := m1[0, 0] * m2[3, 0] + m1[1, 0] * m2[3, 1] + m1[2, 0] * m2[3, 2] + m1[3, 0] * m2[3, 3];
result[0, 1] := m1[0, 1] * m2[0, 0] + m1[1, 1] * m2[0, 1] + m1[2, 1] * m2[0, 2] + m1[3, 1] * m2[0, 3];
result[1, 1] := m1[0, 1] * m2[1, 0] + m1[1, 1] * m2[1, 1] + m1[2, 1] * m2[1, 2] + m1[3, 1] * m2[1, 3];
result[2, 1] := m1[0, 1] * m2[2, 0] + m1[1, 1] * m2[2, 1] + m1[2, 1] * m2[2, 2] + m1[3, 1] * m2[2, 3];
result[3, 1] := m1[0, 1] * m2[3, 0] + m1[1, 1] * m2[3, 1] + m1[2, 1] * m2[3, 2] + m1[3, 1] * m2[3, 3];
result[0, 2] := m1[0, 2] * m2[0, 0] + m1[1, 2] * m2[0, 1] + m1[2, 2] * m2[0, 2] + m1[3, 2] * m2[0, 3];
result[1, 2] := m1[0, 2] * m2[1, 0] + m1[1, 2] * m2[1, 1] + m1[2, 2] * m2[1, 2] + m1[3, 2] * m2[1, 3];
result[2, 2] := m1[0, 2] * m2[2, 0] + m1[1, 2] * m2[2, 1] + m1[2, 2] * m2[2, 2] + m1[3, 2] * m2[2, 3];
result[3, 2] := m1[0, 2] * m2[3, 0] + m1[1, 2] * m2[3, 1] + m1[2, 2] * m2[3, 2] + m1[3, 2] * m2[3, 3];
result[0, 3] := m1[0, 3] * m2[0, 0] + m1[1, 3] * m2[0, 1] + m1[2, 3] * m2[0, 2] + m1[3, 3] * m2[0, 3];
result[1, 3] := m1[0, 3] * m2[1, 0] + m1[1, 3] * m2[1, 1] + m1[2, 3] * m2[1, 2] + m1[3, 3] * m2[1, 3];
result[2, 3] := m1[0, 3] * m2[2, 0] + m1[1, 3] * m2[2, 1] + m1[2, 3] * m2[2, 2] + m1[3, 3] * m2[2, 3];
result[3, 3] := m1[0, 3] * m2[3, 0] + m1[1, 3] * m2[3, 1] + m1[2, 3] * m2[3, 2] + m1[3, 3] * m2[3, 3];
end;
function MatrixMult(const m1, m2: TMatrix3): TMatrix3;
begin
result[0, 0] := m1[0, 0] * m2[0, 0] + m1[1, 0] * m2[0, 1] + m1[2, 0] * m2[0, 2];
result[1, 0] := m1[0, 0] * m2[1, 0] + m1[1, 0] * m2[1, 1] + m1[2, 0] * m2[1, 2];
result[2, 0] := m1[0, 0] * m2[2, 0] + m1[1, 0] * m2[2, 1] + m1[2, 0] * m2[2, 2];
result[0, 1] := m1[0, 1] * m2[0, 0] + m1[1, 1] * m2[0, 1] + m1[2, 1] * m2[0, 2];
result[1, 1] := m1[0, 1] * m2[1, 0] + m1[1, 1] * m2[1, 1] + m1[2, 1] * m2[1, 2];
result[2, 1] := m1[0, 1] * m2[2, 0] + m1[1, 1] * m2[2, 1] + m1[2, 1] * m2[2, 2];
result[0, 2] := m1[0, 2] * m2[0, 0] + m1[1, 2] * m2[0, 1] + m1[2, 2] * m2[0, 2];
result[1, 2] := m1[0, 2] * m2[1, 0] + m1[1, 2] * m2[1, 1] + m1[2, 2] * m2[1, 2];
result[2, 2] := m1[0, 2] * m2[2, 0] + m1[1, 2] * m2[2, 1] + m1[2, 2] * m2[2, 2];
end;
{ matrix transforms for 3D graphics ----------------------------------------- }
function TranslationMatrix(const Transl: TVector3): TMatrix4Single;
begin
result := IdentityMatrix4Single;
result[3, 0] := Transl[0];
result[3, 1] := Transl[1];
result[3, 2] := Transl[2];
end;
function TranslationMatrix(const X, Y, Z: TScalar): TMatrix4Single;
begin
result := IdentityMatrix4Single;
result[3, 0] := X;
result[3, 1] := Y;
result[3, 2] := Z;
end;
procedure TranslationMatrices(const X, Y, Z: TScalar;
out Matrix, InvertedMatrix: TMatrix4Single);
begin
Matrix := IdentityMatrix4Single;
Matrix[3, 0] := X;
Matrix[3, 1] := Y;
Matrix[3, 2] := Z;
InvertedMatrix := IdentityMatrix4Single;
InvertedMatrix[3, 0] := -X;
InvertedMatrix[3, 1] := -Y;
InvertedMatrix[3, 2] := -Z;
end;
procedure TranslationMatrices(const Transl: TVector3;
out Matrix, InvertedMatrix: TMatrix4Single);
begin
Matrix := IdentityMatrix4Single;
Matrix[3, 0] := Transl[0];
Matrix[3, 1] := Transl[1];
Matrix[3, 2] := Transl[2];
InvertedMatrix := IdentityMatrix4Single;
InvertedMatrix[3, 0] := -Transl[0];
InvertedMatrix[3, 1] := -Transl[1];
InvertedMatrix[3, 2] := -Transl[2];
end;
procedure MultMatrixTranslation(var M: TMatrix4;
const Transl: TVector3);
var
NewColumn: TVector4;
begin
NewColumn := M[3];
NewColumn[0] += M[0, 0] * Transl[0] + M[1, 0] * Transl[1] + M[2, 0] * Transl[2];
NewColumn[1] += M[0, 1] * Transl[0] + M[1, 1] * Transl[1] + M[2, 1] * Transl[2];
NewColumn[2] += M[0, 2] * Transl[0] + M[1, 2] * Transl[1] + M[2, 2] * Transl[2];
NewColumn[3] += M[0, 3] * Transl[0] + M[1, 3] * Transl[1] + M[2, 3] * Transl[2];
M[3] := NewColumn;
end;
procedure MultMatricesTranslation(var M, MInvert: TMatrix4;
const Transl: TVector3);
var
NewColumn: TVector4;
{ OldLastRow may use the same space as NewColumn }
OldLastRow: TVector4 absolute NewColumn;
begin
NewColumn := M[3];
NewColumn[0] += M[0, 0] * Transl[0] + M[1, 0] * Transl[1] + M[2, 0] * Transl[2];
NewColumn[1] += M[0, 1] * Transl[0] + M[1, 1] * Transl[1] + M[2, 1] * Transl[2];
NewColumn[2] += M[0, 2] * Transl[0] + M[1, 2] * Transl[1] + M[2, 2] * Transl[2];
NewColumn[3] += M[0, 3] * Transl[0] + M[1, 3] * Transl[1] + M[2, 3] * Transl[2];
M[3] := NewColumn;
OldLastRow[0] := MInvert[0, 3];
OldLastRow[1] := MInvert[1, 3];
OldLastRow[2] := MInvert[2, 3];
OldLastRow[3] := MInvert[3, 3];
MInvert[0, 0] -= Transl[0] * OldLastRow[0];
MInvert[1, 0] -= Transl[0] * OldLastRow[1];
MInvert[2, 0] -= Transl[0] * OldLastRow[2];
MInvert[3, 0] -= Transl[0] * OldLastRow[3];
MInvert[0, 1] -= Transl[1] * OldLastRow[0];
MInvert[1, 1] -= Transl[1] * OldLastRow[1];
MInvert[2, 1] -= Transl[1] * OldLastRow[2];
MInvert[3, 1] -= Transl[1] * OldLastRow[3];
MInvert[0, 2] -= Transl[2] * OldLastRow[0];
MInvert[1, 2] -= Transl[2] * OldLastRow[1];
MInvert[2, 2] -= Transl[2] * OldLastRow[2];
MInvert[3, 2] -= Transl[2] * OldLastRow[3];
end;
function TransformToCoords(const V, NewX, NewY, NewZ: TVector3): TVector3;
begin
Result[0] := V[0] * NewX[0] + V[1] * NewY[0] + V[2] * NewZ[0];
Result[1] := V[0] * NewX[1] + V[1] * NewY[1] + V[2] * NewZ[1];
Result[2] := V[0] * NewX[2] + V[1] * NewY[2] + V[2] * NewZ[2];
end;
function TransformToCoordsMatrix(const NewOrigin,
NewX, NewY, NewZ: TVector3): TMatrix4Single;
var
i: integer;
begin
for i := 0 to 2 do
begin
result[0, i] := NewX[i];
result[1, i] := NewY[i];
result[2, i] := NewZ[i];
result[3, i] := NewOrigin[i];
end;
{ bottom row }
result[0, 3] := 0; result[1, 3] := 0; result[2, 3] := 0; result[3, 3] := 1;
end;
function TransformToCoordsNoScaleMatrix(const NewOrigin,
NewX, NewY, NewZ: TVector3): TMatrix4Single;
begin
result := TransformToCoordsMatrix(NewOrigin,
Normalized(NewX), Normalized(NewY), Normalized(NewZ));
end;
function TransformFromCoordsMatrix(const OldOrigin,
OldX, OldY, OldZ: TVector3): TMatrix4Single;
var
i: integer;
begin
for i := 0 to 2 do
begin
{ Difference between TrasformToCoords and TransformFromCoords:
up-left 3x3 matrix is applied in a transposed manner,
compared with TrasformToCoords. }
result[i, 0] := OldX[i];
result[i, 1] := OldY[i];
result[i, 2] := OldZ[i];
end;
{ Another difference between TrasformToCoords and TransformFromCoords:
- OldOrigin must be negated here
- OldOrigin must have directions applied
See e.g. Global Illumination Compendium by Philip Dutre, section (15). }
result[3, 0] := -VectorDotProduct(OldOrigin, OldX);
result[3, 1] := -VectorDotProduct(OldOrigin, OldY);
result[3, 2] := -VectorDotProduct(OldOrigin, OldZ);
{ bottom row }
result[0, 3] := 0; result[1, 3] := 0; result[2, 3] := 0; result[3, 3] := 1;
end;
function TransformFromCoordsNoScaleMatrix(const OldOrigin,
OldX, OldY, OldZ: TVector3): TMatrix4Single;
begin
result := TransformFromCoordsMatrix(OldOrigin,
Normalized(OldX), Normalized(OldY), Normalized(OldZ));
end;
function LookAtMatrix(const Eye, Center, Up: TVector3): TMatrix4Single;
begin
result := LookDirMatrix(Eye, VectorSubtract(Center, Eye), Up);
end;
function LookDirMatrix(const Eye, Dir, Up: TVector3): TMatrix4Single;
var
GoodDir, GoodUp, Side: TVector3;
begin
Side := Normalized(VectorProduct(Dir, Up));
GoodDir := Normalized(Dir);
(* przelicz GoodUp z Side i GoodDir. W ten sposob robimy dwie rzeczy :
- zapewniamy sobie ze GoodUp jest dobry, tzn. prostopadly do Dir
(i naturalnie jest prostop. do Side, ale to juz mielismy zagwarantowane
z tego ze liczymy Side := Normalized(VectorProduct(Dir, Up)))
- zapewniamy sobie ze GoodUp juz jest znormalizowany (bo Side i GoodDir
juz sa znormalizowane, wiec ich product tez ma dlugosc 1);
w rezultacie udalo nam sie wykonac tylko dwie normalizacje
(zamiast trzech) przy podawaniu trzech wektorow kierunku dla
TransformFromCoordsMatrix *)
GoodUp := VectorProduct(Side, GoodDir);
(* piszac powyzej te drobne optymalizacje wzorowalem sie na kodzie
procedury gluLookAt w implementacji GLU w SGI Sample OpenGL Implementation;
matematycznie, obliczamy to samo. *)
result := TransformFromCoordsMatrix(Eye, Side, GoodUp, VectorNegate(GoodDir));
end;
function FastLookDirMatrix(const Direction, Up: TVector3): TMatrix4Single;
var
Side: TVector3;
i: integer;
begin
Side := VectorProduct(Direction, Up);
{ Make TransformToCoordsMatrix with origin zero now. }
for i := 0 to 2 do
begin
result[i, 0] := Side[i];
result[i, 1] := Up[i];
result[i, 2] := -Direction[i]; { negate Direction, since it goes to -Z }
end;
{ bottom row and right column }
result[3, 0] := 0;
result[3, 1] := 0;
result[3, 2] := 0;
result[0, 3] := 0;
result[1, 3] := 0;
result[2, 3] := 0;
result[3, 3] := 1;
end;
function InverseFastLookDirMatrix(const Direction, Up: TVector3): TMatrix4Single;
var
Side: TVector3;
i: integer;
begin
Side := VectorProduct(Direction, Up);
{ Inverse of LookDirMatrix is now to make
TransformToCoordsMatrix with origin zero. }
for i := 0 to 2 do
begin
result[0, i] := Side[i];
result[1, i] := Up[i];
result[2, i] := -Direction[i]; { negate Direction, since it goes to -Z }
end;
{ bottom row and right column }
result[3, 0] := 0;
result[3, 1] := 0;
result[3, 2] := 0;
result[0, 3] := 0;
result[1, 3] := 0;
result[2, 3] := 0;
result[3, 3] := 1;
end;
{ We're happily using FPC's Matrix unit to trivially implement
matrix determinant and inverse. }
function MatrixDeterminant(const M: TMatrix2): TScalar;
var
MM: TMatrix2_;
begin
{ Note that generally data should be transposed between
TMatrix2_ and TMatrix2. But in this case, it's not needed,
as the determinant of the transposition is exactly the same. }
MM.Data := M;
Result := MM.Determinant;
end;
function MatrixDeterminant(const M: TMatrix3): TScalar;
var
MM: TMatrix3_;
begin
MM.Data := M;
Result := MM.Determinant;
end;
function MatrixDeterminant(const M: TMatrix4): TScalar;
var
MM: TMatrix4_;
begin
MM.Data := M;
Result := MM.Determinant;
end;
function MatrixInverse(const M: TMatrix2; const Determinant: TScalar): TMatrix2;
var
MM: TMatrix2_;
begin
{ Note that generally data should be transposed between
TMatrix2_ and TMatrix2. But in this case, it's not needed,
as the transpose of the inverse is the inverse of the transpose.
Which means that
Result = transpose(inverse(transpose(m))
= transpose(transpose(inverse(m))) = just inverse(m)) }
MM.Data := M;
Result := MM.Inverse(Determinant).Data;
end;
function MatrixInverse(const M: TMatrix3; const Determinant: TScalar): TMatrix3;
var
MM: TMatrix3_;
begin
MM.Data := M;
Result := MM.Inverse(Determinant).Data;
end;
function MatrixInverse(const M: TMatrix4; const Determinant: TScalar): TMatrix4;
var
MM: TMatrix4_;
begin
MM.Data := M;
Result := MM.Inverse(Determinant).Data;
end;
function MatrixRow(const m: TMatrix2; const Row: Integer): TVector2;
begin
Result[0] := M[0][Row];
Result[1] := M[1][Row];
end;
function MatrixRow(const m: TMatrix3; const Row: Integer): TVector3;
begin
Result[0] := M[0][Row];
Result[1] := M[1][Row];
Result[2] := M[2][Row];
end;
function MatrixRow(const m: TMatrix4; const Row: Integer): TVector4;
begin
Result[0] := M[0][Row];
Result[1] := M[1][Row];
Result[2] := M[2][Row];
Result[3] := M[3][Row];
end;
procedure MatrixTransposeTo1st(var M: TMatrix3);
var
Tmp: TScalar;
begin
Tmp := M[0, 1]; M[0, 1] := M[1, 0]; M[1, 0] := Tmp;
Tmp := M[0, 2]; M[0, 2] := M[2, 0]; M[2, 0] := Tmp;
Tmp := M[1, 2]; M[1, 2] := M[2, 1]; M[2, 1] := Tmp;
end;
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