com.sun.prism.impl.MeshUtil Maven / Gradle / Ivy
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package com.sun.prism.impl;
import com.sun.javafx.geom.Quat4f;
import com.sun.javafx.geom.Vec2f;
import com.sun.javafx.geom.Vec3f;
/**
* Utility routines for dealing with mesh computation.
*/
class MeshUtil {
static final float NORMAL_WELD_COS = 0.9952f; // cos(5.6)
static final float TANGENT_WELD_COS = 0.866f; // cos(30)
static final float G_UV_PARALLEL = 0.9988f; // cos(2.8125)
static final float COS_1_DEGREE = 0.9998477f;
static final float BIG_ENOUGH_NORMA2 = 0.0625f; // 1.f/16
static final double PI = 3.1415926535897932384626433832795;
static final float INV_SQRT2 = 0.7071067812f;
static final float DEAD_FACE = 9.094947E-13f; // 1.f/1024/1024/1024/1024
static final float MAGIC_SMALL = 1E-10f; // 0.000001
static final float COS110 = -0.33333334f; // -1.f / 3
private MeshUtil() {
}
static boolean isDeadFace(float areaSquared) { // one square millimeter
return areaSquared < DEAD_FACE;
}
static boolean isDeadFace(int[] f) {
return f[0] == f[1] || f[1] == f[2] || f[2] == f[0];
}
static boolean isNormalAlmostEqual(Vec3f n1, Vec3f n2) {
return n1.dot(n2) >= COS_1_DEGREE;
}
static boolean isTangentOk(Vec3f[] t1, Vec3f[] t2) {
return t1[0].dot(t2[0]) >= NORMAL_WELD_COS
&& t1[1].dot(t2[1]) >= TANGENT_WELD_COS
&& t1[2].dot(t2[2]) >= TANGENT_WELD_COS;
}
static boolean isNormalOkAfterWeld(Vec3f normalSum) {
return normalSum.dot(normalSum) > BIG_ENOUGH_NORMA2;
}
/*
* Sum all tangets spaces inside sm group and test is if still ok
*/
static boolean isTangentOK(Vec3f[] nSum) {
return isTangentOk(nSum, nSum);
}
static boolean isOppositeLookingNormals(Vec3f[] n1, Vec3f[] n2) {
float cosPhi = n1[0].dot(n2[0]);
return cosPhi < COS110;
}
static float fabs(float x) {
return x < 0 ? -x : x;
}
// Note: b will be modified to return the result and a remains unchanged.
static void getOrt(Vec3f a, Vec3f b) {
//return a ^ preOrt ^ a;
b.cross(a, b);
b.cross(b, a);
}
static void orthogonalizeTB(Vec3f[] norm) {
// N,T,B: N preserved, T and B get orthogonalized to N
// N = norm[0], T = norm[1] and B = norm[2]
getOrt(norm[0], norm[1]);
getOrt(norm[0], norm[2]);
norm[1].normalize();
norm[2].normalize();
}
static void computeTBNNormalized(Vec3f pa, Vec3f pb, Vec3f pc,
Vec2f ta, Vec2f tb, Vec2f tc, Vec3f[] norm) {
MeshTempState instance = MeshTempState.getInstance();
Vec3f n = instance.vec3f1;
Vec3f v1 = instance.vec3f2;
Vec3f v2 = instance.vec3f3;
// compute Normal |(v1-v0)X(v2-v0)|
v1.sub(pb, pa);
v2.sub(pc, pa);
n.cross(v1, v2);
norm[0].set(n);
norm[0].normalize(); // TODO: make sure each triangle area (size) will be considered
v1.set(0, tb.x - ta.x, tb.y - ta.y);
v2.set(0, tc.x - ta.x, tc.y - ta.y);
if (v1.y * v2.z == v1.z * v2.y) {
MeshUtil.generateTB(pa, pb, pc, norm);
return;
}
// compute Tangent and Binomal
v1.x = pb.x - pa.x;
v2.x = pc.x - pa.x;
n.cross(v1, v2);
norm[1].x = -n.y / n.x;
norm[2].x = -n.z / n.x;
v1.x = pb.y - pa.y;
v2.x = pc.y - pa.y;
n.cross(v1, v2);
norm[1].y = -n.y / n.x;
norm[2].y = -n.z / n.x;
v1.x = pb.z - pa.z;
v2.x = pc.z - pa.z;
n.cross(v1, v2);
norm[1].z = -n.y / n.x;
norm[2].z = -n.z / n.x;
norm[1].normalize();
norm[2].normalize();
}
/*
* Fix TB if T and B go almost in parralel.
* If T (ntb[1]) and B (ntb[2]) is almost parallel, invent something
* artificial in NTB.
*
* This method assumes that T and B are normalized.
*/
static void fixParallelTB(Vec3f[] ntb) {
MeshTempState instance = MeshTempState.getInstance();
Vec3f median = instance.vec3f1;
median.add(ntb[1], ntb[2]);
Vec3f ort = instance.vec3f2;
ort.cross(ntb[0], median);
median.normalize();
ort.normalize();
//ntb[1] = (median + ort) * invSqrt2;
ntb[1].add(median, ort);
ntb[1].mul(INV_SQRT2);
//ntb[2] = (median - ort) * invSqrt2;
ntb[2].sub(median, ort);
ntb[2].mul(INV_SQRT2);
}
/*
* Generate artificial tangent for un-textured face
*/
static void generateTB(Vec3f v0, Vec3f v1, Vec3f v2, Vec3f[] ntb) {
MeshTempState instance = MeshTempState.getInstance();
Vec3f a = instance.vec3f1;
a.sub(v1, v0);
Vec3f b = instance.vec3f2;
b.sub(v2, v0);
if (a.dot(a) > b.dot(b)) {
ntb[1].set(a);
ntb[1].normalize(); // TODO: make sure each triangle area (size) will be considered
ntb[2].cross(ntb[0], ntb[1]);
} else {
ntb[2].set(b);
ntb[2].normalize(); // TODO: make sure each triangle area (size) will be considered
ntb[1].cross(ntb[2], ntb[0]);
}
}
static double clamp(double x, double min, double max) {
return x < max ? (x > min ? x : min) : max;
}
static void fixTSpace(Vec3f[] norm) {
float nNorm = norm[0].length();
MeshTempState instance = MeshTempState.getInstance();
Vec3f n1 = instance.vec3f1;
n1.set(norm[1]);
Vec3f n2 = instance.vec3f2;
n2.set(norm[2]);
getOrt(norm[0], n1);
getOrt(norm[0], n2);
float n1Length = n1.length();
float n2Length = n2.length();
double cosPhi = (n1.dot(n2)) / (n1Length * n2Length);
Vec3f e1 = instance.vec3f3;
Vec3f e2 = instance.vec3f4;
if (fabs((float) cosPhi) > 0.998) {
Vec3f n2fix = instance.vec3f5;
n2fix.cross(norm[0], n1);
n2fix.normalize();
e2.set(n2fix);
if (n2fix.dot(n2) < 0) {
e2.mul(-1);
}
e1.set(n1);
e1.mul(1f / n1Length);
} else {
double phi = Math.acos(clamp(cosPhi, -1, 1));
double alpha = (PI * 0.5 - phi) * 0.5;
Vec2f e1Local = instance.vec2f1;
e1Local.set((float) Math.sin(alpha), (float) Math.cos(alpha));
Vec2f e2Local = instance.vec2f2;
e2Local.set((float) Math.sin(alpha + phi), (float) Math.cos(alpha + phi));
Vec3f n1T = instance.vec3f5;
n1T.set(n2);
getOrt(n1, n1T);
float n1TLength = n1T.length();
// e1 = float(e1_local.y/l1) * n1 - float(e1_local.x/l_n1T) * n1T;
e1.set(n1);
e1.mul(e1Local.y / n1Length);
Vec3f n1TT = instance.vec3f6;
n1TT.set(n1T);
n1TT.mul(e1Local.x / n1TLength);
e1.sub(n1TT);
// e2 = float(e2_local.y/l1) * n1 + float(e2_local.x/l_n1T) * n1T;
e2.set(n1);
e2.mul(e2Local.y / n1Length);
// Recycle n1TT for temp computation
n1TT.set(n1T);
n1TT.mul(e2Local.x / n1TLength);
e2.add(n1TT);
float e1DotN1 = e1.dot(n1);
float e2DotN2 = e2.dot(n2);
// This will interfer with degenerated triangle unit test.
// assert ((e1DotN1 / n1Length - e2DotN2 / n2Length) < 0.001);
}
norm[1].set(e1);
norm[2].set(e2);
norm[0].mul(1f / nNorm);
}
static void buildQuat(Vec3f[] tm, Quat4f quat) {
MeshTempState instance = MeshTempState.getInstance();
float[][] m = instance.matrix;
float[] tmp = instance.vector;
for (int i = 0; i < 3; i++) {
m[i][0] = tm[i].x;
m[i][1] = tm[i].y;
m[i][2] = tm[i].z;
}
float trace = m[0][0] + m[1][1] + m[2][2];
if (trace > 0) {
float s = (float) Math.sqrt(trace + 1.0f);
float t = 0.5f / s;
quat.w = 0.5f * s;
quat.x = (m[1][2] - m[2][1]) * t;
quat.y = (m[2][0] - m[0][2]) * t;
quat.z = (m[0][1] - m[1][0]) * t;
} else {
int[] next = {1, 2, 0};
int i = 0;
if (m[1][1] > m[0][0]) {
i = 1;
}
if (m[2][2] > m[i][i]) {
i = 2;
}
int j = next[i], k = next[j];
float s = (float) Math.sqrt(m[i][i] - m[j][j] - m[k][k] + 1.0f);
if (m[j][k] < m[k][j]) {
s = -s;
}
float t = 0.5f / s;
tmp[i] = 0.5f * s;
quat.w = (m[j][k] - m[k][j]) * t;
tmp[j] = (m[i][j] + m[j][i]) * t;
tmp[k] = (m[i][k] + m[k][i]) * t;
quat.x = tmp[0];
quat.y = tmp[1];
quat.z = tmp[2];
}
}
}
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