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Add vertex rendering
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1 | #include <glm/gtc/matrix_transform.hpp> |
55 | 2 | #include "geometry.h" |
3 | ||
4 | /** | |
5 | * @brief Computes line-plane intersection | |
6 | * @param line | |
7 | * @param plane | |
8 | * @return point of intersection. Does not return a value if the line is in parallel to the plane. | |
9 | */ | |
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10 | std::optional<glm::vec3> geom::linePlaneIntersection( |
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11 | const geom::Line<3>& line, |
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12 | const geom::Plane& plane, |
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13 | const float epsilon) |
55 | 14 | { |
15 | const float denominator = glm::dot(line.direction, plane.normal); | |
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16 | if (std::abs(denominator) < epsilon) |
55 | 17 | { |
18 | return {}; | |
19 | } | |
20 | else | |
21 | { | |
22 | const float d = glm::dot(plane.anchor - line.anchor, plane.normal) / denominator; | |
23 | return line.anchor + d * line.direction; | |
24 | } | |
25 | } | |
26 | ||
27 | /** | |
28 | * @brief Computes the plane of a triangle | |
29 | * @param triangle | |
30 | * @return plane | |
31 | */ | |
32 | geom::Plane geom::planeFromTriangle(const geom::Triangle& triangle) | |
33 | { | |
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34 | return geom::Plane{normalVector(triangle), triangle.points[0]}; |
55 | 35 | } |
36 | ||
37 | /** | |
38 | * @brief Computes the normal vector of a triangle | |
39 | * @param triangle | |
40 | * @return normal vector | |
41 | */ | |
42 | glm::vec3 geom::normalVector(const geom::Triangle& triangle) | |
43 | { | |
44 | return glm::normalize( | |
45 | glm::cross( | |
46 | triangle.points[1] - triangle.points[0], | |
47 | triangle.points[2] - triangle.points[0])); | |
48 | } | |
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49 | |
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50 | /** |
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51 | * @brief Extracts the scaling component of the specified matrix into a vector and returns both the scaling |
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52 | * components as well as the unscaled matrix. |
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53 | * @param matrix Matrix to compute |
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54 | * @return scaling vector and unscaled matrix |
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55 | */ |
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56 | geom::ScalingExtract geom::extractScaling(const glm::mat4& matrix) |
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57 | { |
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58 | geom::ScalingExtract result; |
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59 | result.scaling = geom::scalingVector(matrix); |
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60 | result.unscaled = glm::scale(matrix, 1.0f / result.scaling); |
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61 | return result; |
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62 | } |
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63 | |
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64 | /** |
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65 | * @brief Computes the scaling vector, which contains the scaling of the specified matrix |
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66 | * @param matrix |
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67 | * @return scaling vector |
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68 | */ |
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69 | glm::vec3 geom::scalingVector(const glm::mat4 matrix) |
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70 | { |
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71 | auto component = [](const glm::mat4& matrix, const int i) -> float |
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72 | { |
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73 | return std::hypot(std::hypot(matrix[i][0], matrix[i][1]), matrix[i][2]); |
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74 | }; |
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75 | return glm::vec3{component(matrix, 0), component(matrix, 1), component(matrix, 2)}; |
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76 | } |
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77 | |
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78 | std::optional<glm::vec2> geom::lineLineIntersection(const Line<2>& line_1, const Line<2>& line_2) |
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79 | { |
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80 | const float denominator = (line_1.direction.x * line_2.direction.y) - (line_1.direction.y * line_2.direction.x); |
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81 | constexpr float epsilon = 1e-6f; |
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82 | if (std::abs(denominator) < epsilon) |
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83 | { |
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84 | return {}; |
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85 | } |
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86 | else |
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87 | { |
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88 | const glm::vec2 p1 = line_1.anchor + line_1.direction; |
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89 | const glm::vec2& p2 = line_1.anchor; |
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90 | const glm::vec2 p3 = line_2.anchor + line_2.direction; |
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91 | const glm::vec2& p4 = line_2.anchor; |
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92 | const float a = glm::determinant(glm::mat2{{p1.x, p2.x}, {p1.y, p2.y}}); |
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93 | const float b = glm::determinant(glm::mat2{{p3.x, p4.x}, {p3.y, p4.y}}); |
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94 | const float c_x = glm::determinant(glm::mat2{{p1.x, p2.x}, {1, 1}}); |
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95 | const float c_y = glm::determinant(glm::mat2{{p1.y, p2.y}, {1, 1}}); |
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96 | const float d_x = glm::determinant(glm::mat2{{p3.x, p4.x}, {1, 1}}); |
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97 | const float d_y = glm::determinant(glm::mat2{{p3.y, p4.y}, {1, 1}}); |
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98 | const float x = glm::determinant(glm::mat2{{a, b}, {c_x, d_x}}); |
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99 | const float y = glm::determinant(glm::mat2{{a, b}, {c_y, d_y}}); |
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100 | return glm::vec2{x / denominator, y / denominator}; |
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101 | } |
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102 | } |
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103 | |
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104 | std::optional<glm::vec2> geom::rayLineSegmentIntersection(const Ray<2>& ray, const LineSegment2D& line) |
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105 | { |
115 | 106 | std::optional<glm::vec2> result = lineLineIntersection( |
107 | rayToLine(ray), | |
108 | lineFromPoints(line.points[0], line.points[1])); | |
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109 | if (result.has_value()) |
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110 | { |
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111 | const float d1 = glm::dot(*result - ray.anchor, ray.direction); |
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112 | if (d1 < 0) |
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113 | { |
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114 | result.reset(); |
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115 | } |
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116 | else |
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117 | { |
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118 | const float d2 = glm::dot(*result - line.points[0], *result - line.points[1]); |
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119 | if (d2 > 0) |
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120 | { |
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121 | result.reset(); |
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122 | } |
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123 | } |
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124 | } |
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125 | return result; |
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126 | } |
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127 | |
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128 | std::optional<geom::PointOnRectagle> geom::rayRectangleIntersection(const Ray<2>& ray, const QRectF& rectangle) |
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129 | { |
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130 | std::optional<glm::vec2> position; |
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131 | std::optional<PointOnRectagle> result; |
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132 | // Try top |
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133 | position = rayLineSegmentIntersection(ray, top(rectangle)); |
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134 | if (position.has_value()) |
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135 | { |
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136 | result = {*position, RectangleSide::Top}; |
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137 | } |
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138 | else |
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139 | { |
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140 | // Try bottom |
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141 | position = rayLineSegmentIntersection(ray, bottom(rectangle)); |
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142 | if (position.has_value()) |
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143 | { |
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144 | result = {*position, RectangleSide::Bottom}; |
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145 | } |
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146 | else |
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147 | { |
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148 | // Try left |
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149 | position = rayLineSegmentIntersection(ray, left(rectangle)); |
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150 | if (position.has_value()) |
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151 | { |
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152 | result = {*position, RectangleSide::Left}; |
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153 | } |
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154 | else |
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155 | { |
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156 | // Try right |
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157 | position = rayLineSegmentIntersection(ray, right(rectangle)); |
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158 | if (position.has_value()) |
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159 | { |
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160 | result = {*position, RectangleSide::Right}; |
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161 | } |
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162 | } |
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163 | } |
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164 | } |
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165 | return result; |
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166 | } |
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167 | |
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168 | geom::LineSegment2D geom::top(const QRectF& rectangle) |
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169 | { |
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170 | return { |
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171 | glm::vec2{rectangle.left(), rectangle.top()}, |
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172 | glm::vec2{rectangle.right(), rectangle.top()} |
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173 | }; |
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174 | } |
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175 | |
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176 | geom::LineSegment2D geom::bottom(const QRectF& rectangle) |
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177 | { |
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178 | return { |
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179 | glm::vec2{rectangle.left(), rectangle.bottom()}, |
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180 | glm::vec2{rectangle.right(), rectangle.bottom()} |
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181 | }; |
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182 | } |
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183 | |
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184 | geom::LineSegment2D geom::left(const QRectF& rectangle) |
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185 | { |
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186 | return { |
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187 | glm::vec2{rectangle.left(), rectangle.top()}, |
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188 | glm::vec2{rectangle.left(), rectangle.bottom()} |
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189 | }; |
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190 | } |
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191 | |
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192 | geom::LineSegment2D geom::right(const QRectF& rectangle) |
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193 | { |
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194 | return { |
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195 | glm::vec2{rectangle.right(), rectangle.top()}, |
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196 | glm::vec2{rectangle.right(), rectangle.bottom()} |
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197 | }; |
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198 | } |