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Diffstat (limited to 'src/foundation/Qt3DSMathUtils.h')
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diff --git a/src/foundation/Qt3DSMathUtils.h b/src/foundation/Qt3DSMathUtils.h new file mode 100644 index 0000000..6d3d0ab --- /dev/null +++ b/src/foundation/Qt3DSMathUtils.h @@ -0,0 +1,571 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2012 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) any later version +** approved by the KDE Free Qt Foundation. The licenses are as published by +** the Free Software Foundation and appearing in the file LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QT3DS_FOUNDATION_PSMATHUTILS_H +#define QT3DS_FOUNDATION_PSMATHUTILS_H + +#include "foundation/Qt3DSTransform.h" +#include "foundation/Qt3DSMat33.h" +#include "foundation/Qt3DS.h" +#include "foundation/Qt3DSIntrinsics.h" +#include <stdlib.h> + +// General guideline is: if it's an abstract math function, it belongs here. +// If it's a math function where the inputs have specific semantics (e.g. +// separateSwingTwist) it doesn't. + +namespace qt3ds { +namespace foundation { + using namespace intrinsics; + /** + \brief sign returns the sign of its argument. The sign of zero is undefined. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 sign(const QT3DSF32 a) { + return intrinsics::sign(a); + } + + /** + \brief sign returns the sign of its argument. The sign of zero is undefined. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 sign(const QT3DSF64 a) { return (a >= 0.0) ? 1.0 : -1.0; } + + /** + \brief sign returns the sign of its argument. The sign of zero is undefined. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSI32 sign(const QT3DSI32 a) { return (a >= 0) ? 1 : -1; } + + /** + \brief Returns true if the two numbers are within eps of each other. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE bool equals(const QT3DSF32 a, const QT3DSF32 b, const QT3DSF32 eps) + { + return (NVAbs(a - b) < eps); + } + + /** + \brief Returns true if the two numbers are within eps of each other. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE bool equals(const QT3DSF64 a, const QT3DSF64 b, const QT3DSF64 eps) + { + return (NVAbs(a - b) < eps); + } + + /** + \brief The floor function returns a floating-point value representing the largest integer that + is less than or equal to x. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 floor(const QT3DSF32 a) { return floatFloor(a); } + + /** + \brief The floor function returns a floating-point value representing the largest integer that + is less than or equal to x. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 floor(const QT3DSF64 a) { return ::floor(a); } + + /** + \brief The ceil function returns a single value representing the smallest integer that is + greater than or equal to x. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 ceil(const QT3DSF32 a) { return ::ceilf(a); } + + /** + \brief The ceil function returns a double value representing the smallest integer that is + greater than or equal to x. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 ceil(const QT3DSF64 a) { return ::ceil(a); } + + /** + \brief mod returns the floating-point remainder of x / y. + + If the value of y is 0.0, mod returns a quiet NaN. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 mod(const QT3DSF32 x, const QT3DSF32 y) + { + return (QT3DSF32)::fmod(x, y); + } + + /** + \brief mod returns the floating-point remainder of x / y. + + If the value of y is 0.0, mod returns a quiet NaN. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 mod(const QT3DSF64 x, const QT3DSF64 y) + { + return ::fmod(x, y); + } + + /** + \brief Square. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 sqr(const QT3DSF32 a) { return a * a; } + + /** + \brief Square. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 sqr(const QT3DSF64 a) { return a * a; } + + /** + \brief Calculates x raised to the power of y. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 pow(const QT3DSF32 x, const QT3DSF32 y) + { + return ::powf(x, y); + } + + /** + \brief Calculates x raised to the power of y. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 pow(const QT3DSF64 x, const QT3DSF64 y) { return ::pow(x, y); } + + /** + \brief Calculates e^n + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 exp(const QT3DSF32 a) { return QT3DSF32(::exp(a)); } + /** + + \brief Calculates e^n + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 exp(const QT3DSF64 a) { return ::exp(a); } + + /** + \brief Calculates logarithms. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 logE(const QT3DSF32 a) { return QT3DSF32(::log(a)); } + + /** + \brief Calculates logarithms. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 logE(const QT3DSF64 a) { return ::log(a); } + + /** + \brief Calculates logarithms. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 log2(const QT3DSF32 a) + { + return QT3DSF32(::log(a)) / 0.693147180559945309417f; + } + + /** + \brief Calculates logarithms. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 log2(const QT3DSF64 a) + { + return ::log(a) / 0.693147180559945309417; + } + + /** + \brief Calculates logarithms. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 log10(const QT3DSF32 a) { return (QT3DSF32)::log10(a); } + + /** + \brief Calculates logarithms. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 log10(const QT3DSF64 a) { return ::log10(a); } + + /** + \brief Converts degrees to radians. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 degToRad(const QT3DSF32 a) + { + return (QT3DSF32)0.01745329251994329547 * a; + } + + /** + \brief Converts degrees to radians. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 degToRad(const QT3DSF64 a) + { + return (QT3DSF64)0.01745329251994329547 * a; + } + + /** + \brief Converts radians to degrees. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 radToDeg(const QT3DSF32 a) + { + return (QT3DSF32)57.29577951308232286465 * a; + } + + /** + \brief Converts radians to degrees. + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF64 radToDeg(const QT3DSF64 a) + { + return (QT3DSF64)57.29577951308232286465 * a; + } + + //! \brief compute sine and cosine at the same time. There is a 'fsincos' on PC that we probably want to use here + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE void sincos(const QT3DSF32 radians, QT3DSF32 &sin, QT3DSF32 &cos) + { + /* something like: + _asm fld Local + _asm fsincos + _asm fstp LocalCos + _asm fstp LocalSin + */ + sin = NVSin(radians); + cos = NVCos(radians); + } + + /** + \brief uniform random number in [a,b] + */ + QT3DS_FORCE_INLINE QT3DSI32 rand(const QT3DSI32 a, const QT3DSI32 b) + { + return a + (QT3DSI32)(::rand() % (b - a + 1)); + } + + /** + \brief uniform random number in [a,b] + */ + QT3DS_FORCE_INLINE QT3DSF32 rand(const QT3DSF32 a, const QT3DSF32 b) + { + return a + (b - a) * ::rand() / RAND_MAX; + } + + //! \brief return angle between two vectors in radians + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSF32 angle(const QT3DSVec3 &v0, const QT3DSVec3 &v1) + { + const QT3DSF32 cos = v0.dot(v1); // |v0|*|v1|*Cos(Angle) + const QT3DSF32 sin = (v0.cross(v1)).magnitude(); // |v0|*|v1|*Sin(Angle) + return NVAtan2(sin, cos); + } + + //! If possible use instead fsel on the dot product /*fsel(d.dot(p),onething,anotherthing);*/ + //! Compares orientations (more readable, user-friendly function) + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE bool sameDirection(const QT3DSVec3 &d, const QT3DSVec3 &p) + { + return d.dot(p) >= 0.0f; + } + + //! Checks 2 values have different signs + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE IntBool differentSign(NVReal f0, NVReal f1) + { + union { + QT3DSU32 u; + NVReal f; + } u1, u2; + u1.f = f0; + u2.f = f1; + return (u1.u ^ u2.u) & QT3DS_SIGN_BITMASK; + } + + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSMat33 star(const QT3DSVec3 &v) + { + return QT3DSMat33(QT3DSVec3(0, v.z, -v.y), QT3DSVec3(-v.z, 0, v.x), QT3DSVec3(v.y, -v.x, 0)); + } + + QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSVec3 log(const QT3DSQuat &q) + { + const NVReal s = q.getImaginaryPart().magnitude(); + if (s < 1e-12) + return QT3DSVec3(0.0f); + // force the half-angle to have magnitude <= pi/2 + NVReal halfAngle = q.w < 0 ? NVAtan2(-s, -q.w) : NVAtan2(s, q.w); + QT3DS_ASSERT(halfAngle >= -NVPi / 2 && halfAngle <= NVPi / 2); + + return q.getImaginaryPart().getNormalized() * 2 * halfAngle; + } + + QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSQuat exp(const QT3DSVec3 &v) + { + const NVReal m = v.magnitudeSquared(); + return m < 1e-24 ? QT3DSQuat::createIdentity() : QT3DSQuat(NVSqrt(m), v * NVRecipSqrt(m)); + } + + // quat to rotate v0 t0 v1 + QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSQuat rotationArc(const QT3DSVec3 &v0, const QT3DSVec3 &v1) + { + const QT3DSVec3 cross = v0.cross(v1); + const NVReal d = v0.dot(v1); + if (d <= -0.99999f) + return (NVAbs(v0.x) < 0.1f ? QT3DSQuat(0.0f, v0.z, -v0.y, 0.0f) + : QT3DSQuat(v0.y, -v0.x, 0.0, 0.0)) + .getNormalized(); + + const NVReal s = NVSqrt((1 + d) * 2), r = 1 / s; + + return QT3DSQuat(cross.x * r, cross.y * r, cross.z * r, s * 0.5f).getNormalized(); + } + + //! Computes the maximum delta to another transform + QT3DS_CUDA_CALLABLE QT3DS_INLINE NVReal maxComponentDelta(const NVTransform &t0, + const NVTransform &t1) + { + NVReal delta = NVAbs(t0.p.x - t1.p.x); + delta = NVMax(delta, NVAbs(t0.p.y - t1.p.y)); + delta = NVMax(delta, NVAbs(t0.p.z - t1.p.z)); + delta = NVMax(delta, NVAbs(t0.q.x - t1.q.x)); + delta = NVMax(delta, NVAbs(t0.q.y - t1.q.y)); + delta = NVMax(delta, NVAbs(t0.q.z - t1.q.z)); + delta = NVMax(delta, NVAbs(t0.q.w - t1.q.w)); + + return delta; + } + + /** + \brief returns largest axis + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSU32 largestAxis(const QT3DSVec3 &v) + { + QT3DSU32 m = v.y > v.x ? 1 : 0; + return v.z > v[m] ? 2 : m; + } + + /** + \brief returns axis with smallest absolute value + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSU32 closestAxis(const QT3DSVec3 &v) + { + QT3DSU32 m = NVAbs(v.y) > NVAbs(v.x) ? 1 : 0; + return NVAbs(v.z) > NVAbs(v[m]) ? 2 : m; + } + + QT3DS_CUDA_CALLABLE QT3DS_INLINE QT3DSU32 closestAxis(const QT3DSVec3 &v, QT3DSU32 &j, QT3DSU32 &k) + { + // find largest 2D plane projection + const QT3DSF32 absNV = NVAbs(v.x); + const QT3DSF32 absNy = NVAbs(v.y); + const QT3DSF32 absNz = NVAbs(v.z); + + QT3DSU32 m = 0; // x biggest axis + j = 1; + k = 2; + if (absNy > absNV && absNy > absNz) { + // y biggest + j = 2; + k = 0; + m = 1; + } else if (absNz > absNV) { + // z biggest + j = 0; + k = 1; + m = 2; + } + return m; + } + + /*! + Extend an edge along its length by a factor + */ + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE void makeFatEdge(QT3DSVec3 &p0, QT3DSVec3 &p1, NVReal fatCoeff) + { + QT3DSVec3 delta = p1 - p0; + + const NVReal m = delta.magnitude(); + if (m > 0.0f) { + delta *= fatCoeff / m; + p0 -= delta; + p1 += delta; + } + } + + //! Compute point as combination of barycentric coordinates + QT3DS_CUDA_CALLABLE QT3DS_FORCE_INLINE QT3DSVec3 computeBarycentricPoint(const QT3DSVec3 &p0, + const QT3DSVec3 &p1, + const QT3DSVec3 &p2, NVReal u, + NVReal v) + { + // This seems to confuse the compiler... + // return (1.0f - u - v)*p0 + u*p1 + v*p2; + const QT3DSF32 w = 1.0f - u - v; + return QT3DSVec3(w * p0.x + u * p1.x + v * p2.x, w * p0.y + u * p1.y + v * p2.y, + w * p0.z + u * p1.z + v * p2.z); + } + + // generates a pair of quaternions (swing, twist) such that in = swing * twist, with + // swing.x = 0 + // twist.y = twist.z = 0, and twist is a unit quat + QT3DS_FORCE_INLINE void separateSwingTwist(const QT3DSQuat &q, QT3DSQuat &swing, QT3DSQuat &twist) + { + twist = q.x != 0.0f ? QT3DSQuat(q.x, 0, 0, q.w).getNormalized() : QT3DSQuat::createIdentity(); + swing = q * twist.getConjugate(); + } + + // generate two tangent vectors to a given normal + QT3DS_FORCE_INLINE void normalToTangents(const QT3DSVec3 &normal, QT3DSVec3 &tangent0, QT3DSVec3 &tangent1) + { + tangent0 = NVAbs(normal.x) < 0.70710678f ? QT3DSVec3(0, -normal.z, normal.y) + : QT3DSVec3(-normal.y, normal.x, 0); + tangent0.normalize(); + tangent1 = normal.cross(tangent0); + } + + // todo: what is this function doing? + QT3DS_FOUNDATION_API QT3DSQuat computeQuatFromNormal(const QT3DSVec3 &n); + + /** + \brief computes a oriented bounding box around the scaled basis. + \param basis Input = skewed basis, Output = (normalized) orthogonal basis. + \return Bounding box extent. + */ + QT3DS_FOUNDATION_API QT3DSVec3 optimizeBoundingBox(QT3DSMat33 &basis); + + QT3DS_FOUNDATION_API QT3DSQuat slerp(const NVReal t, const QT3DSQuat &left, const QT3DSQuat &right); + + QT3DS_INLINE QT3DSVec3 ellipseClamp(const QT3DSVec3 &point, const QT3DSVec3 &radii) + { + // This function need to be implemented in the header file because + // it is included in a spu shader program. + + // finds the closest point on the ellipse to a given point + + // (p.y, p.z) is the input point + // (e.y, e.z) are the radii of the ellipse + + // lagrange multiplier method with Newton/Halley hybrid root-finder. + // see http://www.geometrictools.com/Documentation/DistancePointToEllipse2.pdf + // for proof of Newton step robustness and initial estimate. + // Halley converges much faster but sometimes overshoots - when that happens we take + // a newton step instead + + // converges in 1-2 iterations where D&C works well, and it's good with 4 iterations + // with any ellipse that isn't completely crazy + + const QT3DSU32 MAX_ITERATIONS = 20; + const NVReal convergenceThreshold = 1e-4f; + + // iteration requires first quadrant but we recover generality later + + QT3DSVec3 q(0, NVAbs(point.y), NVAbs(point.z)); + const NVReal tinyEps = + (NVReal)(1e-6f); // very close to minor axis is numerically problematic but trivial + if (radii.y >= radii.z) { + if (q.z < tinyEps) + return QT3DSVec3(0, point.y > 0 ? radii.y : -radii.y, 0); + } else { + if (q.y < tinyEps) + return QT3DSVec3(0, 0, point.z > 0 ? radii.z : -radii.z); + } + + QT3DSVec3 denom, e2 = radii.multiply(radii), eq = radii.multiply(q); + + // we can use any initial guess which is > maximum(-e.y^2,-e.z^2) and for which f(t) is > 0. + // this guess works well near the axes, but is weak along the diagonals. + + NVReal t = NVMax(eq.y - e2.y, eq.z - e2.z); + + for (QT3DSU32 i = 0; i < MAX_ITERATIONS; i++) { + denom = QT3DSVec3(0, 1 / (t + e2.y), 1 / (t + e2.z)); + QT3DSVec3 denom2 = eq.multiply(denom); + + QT3DSVec3 fv = denom2.multiply(denom2); + NVReal f = fv.y + fv.z - 1; + + // although in exact arithmetic we are guaranteed f>0, we can get here + // on the first iteration via catastrophic cancellation if the point is + // very close to the origin. In that case we just behave as if f=0 + + if (f < convergenceThreshold) + return e2.multiply(point).multiply(denom); + + NVReal df = fv.dot(denom) * -2.0f; + t = t - f / df; + } + + // we didn't converge, so clamp what we have + QT3DSVec3 r = e2.multiply(point).multiply(denom); + return r * NVRecipSqrt(sqr(r.y / radii.y) + sqr(r.z / radii.z)); + } + + QT3DS_INLINE NVReal tanHalf(NVReal sin, NVReal cos) { return sin / (1 + cos); } + + QT3DS_INLINE QT3DSQuat quatFromTanQVector(const QT3DSVec3 &v) + { + NVReal v2 = v.dot(v); + if (v2 < 1e-12f) + return QT3DSQuat::createIdentity(); + NVReal d = 1 / (1 + v2); + return QT3DSQuat(v.x * 2, v.y * 2, v.z * 2, 1 - v2) * d; + } + + QT3DS_FORCE_INLINE QT3DSVec3 cross100(const QT3DSVec3 &b) { return QT3DSVec3(0.0f, -b.z, b.y); } + QT3DS_FORCE_INLINE QT3DSVec3 cross010(const QT3DSVec3 &b) { return QT3DSVec3(b.z, 0.0f, -b.x); } + QT3DS_FORCE_INLINE QT3DSVec3 cross001(const QT3DSVec3 &b) { return QT3DSVec3(-b.y, b.x, 0.0f); } + + QT3DS_INLINE void decomposeVector(QT3DSVec3 &normalCompo, QT3DSVec3 &tangentCompo, + const QT3DSVec3 &outwardDir, const QT3DSVec3 &outwardNormal) + { + normalCompo = outwardNormal * (outwardDir.dot(outwardNormal)); + tangentCompo = outwardDir - normalCompo; + } + + //! \brief Return (i+1)%3 + // Avoid variable shift for XBox: + // QT3DS_INLINE QT3DSU32 NV::getNextIndex3(QT3DSU32 i) { return (1<<i) & 3; + // } + QT3DS_INLINE QT3DSU32 getNextIndex3(QT3DSU32 i) { return (i + 1 + (i >> 1)) & 3; } + + QT3DS_INLINE QT3DSMat33 rotFrom2Vectors(const QT3DSVec3 &from, const QT3DSVec3 &to) + { + // See bottom of + // http://www.euclideanspace.com/maths/algebra/matrix/orthogonal/rotation/index.htm + + // Early exit if to = from + if ((from - to).magnitudeSquared() < 1e-4f) + return QT3DSMat33::createIdentity(); + + // Early exit if to = -from + if ((from + to).magnitudeSquared() < 1e-4f) + return QT3DSMat33::createDiagonal(QT3DSVec3(1.0f, -1.0f, -1.0f)); + + QT3DSVec3 n = from.cross(to); + + NVReal C = from.dot(to), S = NVSqrt(1 - C * C), CC = 1 - C; + + NVReal xx = n.x * n.x, yy = n.y * n.y, zz = n.z * n.z, xy = n.x * n.y, yz = n.y * n.z, + xz = n.x * n.z; + + QT3DSMat33 R; + + R(0, 0) = 1 + CC * (xx - 1); + R(0, 1) = -n.z * S + CC * xy; + R(0, 2) = n.y * S + CC * xz; + + R(1, 0) = n.z * S + CC * xy; + R(1, 1) = 1 + CC * (yy - 1); + R(1, 2) = -n.x * S + CC * yz; + + R(2, 0) = -n.y * S + CC * xz; + R(2, 1) = n.x * S + CC * yz; + R(2, 2) = 1 + CC * (zz - 1); + + return R; + } + + QT3DS_FOUNDATION_API void integrateTransform(const NVTransform &curTrans, const QT3DSVec3 &linvel, + const QT3DSVec3 &angvel, NVReal timeStep, + NVTransform &result); + +} // namespace foundation +} // namespace qt3ds + +#endif |