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#include <cstdio>
#include <cfloat>
#include <cmath>
#include "basic_objects.hpp"
static inline uint64_t fpToUint64(float v)
{
uint64_t result=UINT64_MAX>>9;
uint64_t multiplicationTrick=v*512.0;
uint64_t remainder=v*511.0;
result*=multiplicationTrick;
result+=remainder;
return (result);
}
Vec3f Object::WorldToLocal(const Vec3f &point) const
{
Vec3f dir=point-pPosition;
return Vec3f(dir.Dot(pVRight), dir.Dot(pVUp), dir.Dot(pVForward));
}
void Object::UpdateBasis(const Vec3f &forward, float roll)
{
uint32_t WIP;
// the roll is not taken into account.
// need to fix it
pVForward=forward;
pVForward.Normalize();
if(fabs(pVForward.X) < 1.0)
{
pVRight=Vec3f(1, 0, 0).Cross(pVForward);
}
else
{
pVRight=Vec3f(0, 1, 0).Cross(pVForward);
}
pVRight.Normalize();
pVUp=pVForward.Cross(pVRight);
}
Object::Object()
{
pType=OBJECT;
pProperties[ObjectProperty::SCALE]=1.0;
pProperties[ObjectProperty::VISIBILITY]=1.0;
pProperties[ObjectProperty::BRIGHTNESS]=0.0;
pProperties[ObjectProperty::SPECULARITY]=0.0;
pProperties[ObjectProperty::TRASPARENCY]=0.0;
UpdateBasis({0, 0, 1}, 0.0F);
}
Object::ObjectType Object::Type() const
{
return (pType);
}
uint64_t Object::DiffusionChance() const
{
return (pDiffusionChance);
}
uint64_t Object::PassthroughChance() const
{
return (pPassthroughChance);
}
float Object::Scale() const
{
return (pProperties[ObjectProperty::SCALE]);
}
float Object::Visibility() const
{
return (pProperties[ObjectProperty::VISIBILITY]);
}
float Object::Brightness() const
{
return (pProperties[ObjectProperty::BRIGHTNESS]);
}
float Object::Specularity() const
{
return (pProperties[ObjectProperty::SPECULARITY]);
}
float Object::Transparency() const
{
return (pProperties[ObjectProperty::TRASPARENCY]);
}
const Vec3f &Object::Color() const
{
return (pColor);
}
void Object::SetColor(const Vec3f &color)
{
pColor=Vec3f::Min(color, {255.0F, 255.0F, 255.0F});
}
void Object::SetColor(float r, float g, float b)
{
pColor=Vec3f::Min({r, g, b}, {255.0F, 255.0F, 255.0F});
}
const Vec3f &Object::Position() const
{
return (pPosition);
}
void Object::SetPosition(const Vec3f &position)
{
pPosition=position;
}
void Object::SetPosition(float x, float y, float z)
{
pPosition={x, y, z};
}
const Vec3f &Object::Orientation() const
{
return (pVForward);
}
void Object::SetOrientation(const Vec3f &orientation, float roll)
{
UpdateBasis(orientation, roll);
}
void Object::SetOrientation(float x, float y, float z, float roll)
{
UpdateBasis({x, y, z}, roll);
}
float Object::Property(uint32_t property) const
{
float prValue=pProperties[property];
if(property<ObjectProperty::SCALE)
{
prValue*=2.0;
}
return (prValue);
}
void Object::SetProperty(uint32_t property, float value)
{
if(property<ObjectProperty::SCALE)
{
// Dimensional properties are stored as values divided by two
// which is helpful for speeding up distance calculations
pProperties[property]=value/2.0;
}
else
{
switch (property)
{
case ObjectProperty::DIAMETER_1:
{
if(value<EPSILON)
{
value=EPSILON;
}
break;
}
case ObjectProperty::DIAMETER_2:
{
if(value<EPSILON)
{
value=EPSILON;
}
break;
}
case ObjectProperty::LENGTH_X:
{
if(value<EPSILON)
{
value=EPSILON;
}
break;
}
case ObjectProperty::LENGTH_Y:
{
if(value<EPSILON)
{
value=EPSILON;
}
break;
}
case ObjectProperty::LENGTH_Z:
{
if(value<EPSILON)
{
value=EPSILON;
}
break;
}
case ObjectProperty::SCALE:
{
if(value<EPSILON)
{
value=EPSILON;
}
break;
}
case ObjectProperty::VISIBILITY:
{
if(value<0.0)
{
value=0.0;
}
break;
}
case ObjectProperty::BRIGHTNESS:
{
if(value<0.0)
{
value=0.0;
}
break;
}
case ObjectProperty::SPECULARITY:
{
if(value<0.0)
{
value=0.0;
}
if(value>1.0)
{
value=1.0;
}
pDiffusionChance=fpToUint64(1.0-value);
break;
}
case ObjectProperty::TRASPARENCY:
{
if(value<0.0)
{
value=0.0;
}
if(value>1.0)
{
value=1.0;
}
pPassthroughChance=fpToUint64(value);
break;
}
default:
{
break;
}
}
pProperties[property]=value;
}
}
float Object::GetDistance(const Vec3f &from) const
{
return ((from-pPosition).Length());
}
Vec3f Object::GetNormalVector(const Vec3f &point) const
{
Vec3f normalVec(
GetDistance(point + Vec3f(EPSILON, 0, 0)) - GetDistance(point - Vec3f(EPSILON, 0, 0)),
GetDistance(point + Vec3f(0, EPSILON, 0)) - GetDistance(point - Vec3f(0, EPSILON, 0)),
GetDistance(point + Vec3f(0, 0, EPSILON)) - GetDistance(point - Vec3f(0, 0, EPSILON)));
return (normalVec);
}
// ========= CSG ===
Difference::Difference(Object *object_a, Object *object_b)
{
pType=DIFFERENCE;
if(object_a==nullptr)
{
return;
}
ObjectA=object_a;
if(object_b==nullptr)
{
return;
}
ObjectB=object_b;
pPosition=object_a->Position();
SetColor((object_a->Color()+object_b->Color())/2.0);
SetProperty(ObjectProperty::SPECULARITY, (object_a->Specularity()+object_b->Specularity())/2.0);
SetProperty(ObjectProperty::TRASPARENCY, (object_a->Transparency()+object_b->Transparency())/2.0);
SetProperty(ObjectProperty::BRIGHTNESS, (object_a->Brightness()+object_b->Brightness())/2.0);
object_a->SetProperty(ObjectProperty::VISIBILITY, 0.0);
object_b->SetProperty(ObjectProperty::VISIBILITY, 0.0);
}
float Difference::GetDistance(const Vec3f &from) const
{
float DistA=ObjectA->GetDistance(from);
float DistB=ObjectB->GetDistance(from);
return fmax(DistA, -DistB);
}
Union::Union(Object *object_a, Object *object_b)
{
pType=UNION;
if(object_a==nullptr)
{
return;
}
ObjectA=object_a;
if(object_b==nullptr)
{
return;
}
ObjectB=object_b;
pPosition=(object_a->Position()+object_b->Position())/2.0;
SetColor((object_a->Color()+object_b->Color())/2.0);
SetProperty(ObjectProperty::SPECULARITY, (object_a->Specularity()+object_b->Specularity())/2.0);
SetProperty(ObjectProperty::TRASPARENCY, (object_a->Transparency()+object_b->Transparency())/2.0);
SetProperty(ObjectProperty::BRIGHTNESS, (object_a->Brightness()+object_b->Brightness())/2.0);
object_a->SetProperty(ObjectProperty::VISIBILITY, 0.0);
object_b->SetProperty(ObjectProperty::VISIBILITY, 0.0);
}
float Union::GetDistance(const Vec3f &from) const
{
float DistA=ObjectA->GetDistance(from);
float DistB=ObjectB->GetDistance(from);
return (fmin(DistA, DistB));
}
Intersection::Intersection(Object *object_a, Object *object_b)
{
pType=INTERSECTION;
if(object_a==nullptr)
{
return;
}
ObjectA=object_a;
if(object_b==nullptr)
{
return;
}
ObjectB=object_b;
pPosition=(object_a->Position()+object_b->Position())/2.0;
SetColor((object_a->Color()+object_b->Color())/2.0);
SetProperty(ObjectProperty::SPECULARITY, (object_a->Specularity()+object_b->Specularity())/2.0);
SetProperty(ObjectProperty::TRASPARENCY, (object_a->Transparency()+object_b->Transparency())/2.0);
SetProperty(ObjectProperty::BRIGHTNESS, (object_a->Brightness()+object_b->Brightness())/2.0);
object_a->SetProperty(ObjectProperty::VISIBILITY, 0.0);
object_b->SetProperty(ObjectProperty::VISIBILITY, 0.0);
}
float Intersection::GetDistance(const Vec3f &from) const
{
float DistA=ObjectA->GetDistance(from);
float DistB=ObjectB->GetDistance(from);
return (fmax(DistA, DistB));
}
// ========= SPHERE ===
Sphere::Sphere()
{
pType=SPHERE;
pProperties[ObjectProperty::DIAMETER]=0.5;
}
float Sphere::GetDistance(const Vec3f &from) const
{
return ((from-pPosition).Length()-pProperties[ObjectProperty::DIAMETER]);
}
Vec3f Sphere::GetNormalVector(const Vec3f &point) const
{
return (point-pPosition);
}
// ========= CUBE ===
Cube::Cube()
{
pType=CUBE;
pProperties[ObjectProperty::LENGTH]=0.5;
}
float Cube::GetDistance(const Vec3f &from) const
{
Vec3f d = WorldToLocal(from).Abs() - Vec3f(pProperties[ObjectProperty::LENGTH], pProperties[ObjectProperty::LENGTH], pProperties[ObjectProperty::LENGTH]);
return (Vec3f::Max(d, Vec3f(0.0F, 0.0F, 0.0F)).Length() + fmin(fmax(d.X, fmax(d.Y, d.Z)), 0.0F));
}
Vec3f Cube::GetNormalVector(const Vec3f &from) const
{
Vec3f localFrom = WorldToLocal(from);
float hl = pProperties[ObjectProperty::LENGTH];
Vec3f sPoint(
fmaxf(-hl, fminf(localFrom.X, hl)),
fmaxf(-hl, fminf(localFrom.Y, hl)),
fmaxf(-hl, fminf(localFrom.Z, hl)));
Vec3f localNormal = localFrom - sPoint;
return (pVRight * localNormal.X) + (pVUp * localNormal.Y) + (pVForward * localNormal.Z);
}
// ========= CUBOID ===
Cuboid::Cuboid()
{
pType=CUBOID;
pProperties[ObjectProperty::LENGTH_X]=0.5;
pProperties[ObjectProperty::LENGTH_Y]=0.5;
pProperties[ObjectProperty::LENGTH_Z]=0.5;
}
float Cuboid::GetDistance(const Vec3f &from) const
{
Vec3f d = WorldToLocal(from).Abs() - Vec3f(pProperties[ObjectProperty::LENGTH_X], pProperties[ObjectProperty::LENGTH_Y], pProperties[ObjectProperty::LENGTH_Z]);
return (Vec3f::Max(d, Vec3f(0.0F, 0.0F, 0.0F)).Length() + fmin(fmax(d.X, fmax(d.Y, d.Z)), 0.0F));
}
Vec3f Cuboid::GetNormalVector(const Vec3f &from) const
{
Vec3f localFrom = WorldToLocal(from);
float hlX = pProperties[ObjectProperty::LENGTH_X];
float hlY = pProperties[ObjectProperty::LENGTH_Y];
float hlZ = pProperties[ObjectProperty::LENGTH_Z];
Vec3f sPoint(
fmaxf(-hlX, fminf(localFrom.X, hlX)),
fmaxf(-hlY, fminf(localFrom.Y, hlY)),
fmaxf(-hlZ, fminf(localFrom.Z, hlZ)));
Vec3f localNormal = localFrom - sPoint;
return (pVRight * localNormal.X) + (pVUp * localNormal.Y) + (pVForward * localNormal.Z);
}
// ========= CYLINDER ===
Cylinder::Cylinder()
{
pType=CYLINDER;
pProperties[ObjectProperty::DIAMETER]=0.5;
pProperties[ObjectProperty::LENGTH]=0.5;
}
float Cylinder::GetDistance(const Vec3f &from) const
{
Vec3f localFrom = WorldToLocal(from);
float dXY=Vec2f(localFrom.X, localFrom.Y).Length() - pProperties[ObjectProperty::DIAMETER];
float dZ=fabs(localFrom.Z) - pProperties[ObjectProperty::LENGTH];
return fmin(fmax(dXY, dZ), 0.0) + Vec2f::Max({dXY, dZ}, {0.0, 0.0}).Length();
}
// ========= INFINITE CYLINDER ===
InfiniteCylinder::InfiniteCylinder()
{
pType=INFINITE_CYLINDER;
pProperties[ObjectProperty::DIAMETER]=0.5;
}
float InfiniteCylinder::GetDistance(const Vec3f &from) const
{
Vec3f localFrom=WorldToLocal(from);
return (Vec2f(localFrom.X, localFrom.Y).Length() - pProperties[ObjectProperty::DIAMETER]);
}
// ========= ELLIPTIC CYLINDER ===
EllipticCylinder::EllipticCylinder()
{
pType=ELLIPTIC_CYLINDER;
pProperties[ObjectProperty::DIAMETER_1]=0.5;
pProperties[ObjectProperty::DIAMETER_2]=1.0;
pProperties[ObjectProperty::LENGTH]=1.0;
}
float EllipticCylinder::GetDistance(const Vec3f &from) const
{
Vec3f localFrom=WorldToLocal(from);
float Rx=pProperties[Object::ObjectProperty::DIAMETER_1];
float StretchFactor=Rx/pProperties[Object::ObjectProperty::DIAMETER_2];
float dXY=Vec2f(localFrom.X, localFrom.Y*StretchFactor).Length() - Rx;
float dZ=fabs(localFrom.Z) - pProperties[ObjectProperty::LENGTH];
return fmin(fmax(dXY, dZ), 0.0) + Vec2f::Max({dXY, dZ}, {0.0, 0.0}).Length();
}
// ========= INFINITE ELLIPTIC CYLINDER ===
InfiniteEllipticCylinder::InfiniteEllipticCylinder()
{
pType=INFINITE_ELLIPTIC_CYLINDER;
pProperties[ObjectProperty::DIAMETER_1]=0.5;
pProperties[ObjectProperty::DIAMETER_2]=1.0;
}
float InfiniteEllipticCylinder::GetDistance(const Vec3f &from) const
{
Vec3f localFrom=WorldToLocal(from);
float Rx=pProperties[Object::ObjectProperty::DIAMETER_1];
float StretchFactor=Rx/pProperties[Object::ObjectProperty::DIAMETER_2];
return (Vec2f(localFrom.X, localFrom.Y*StretchFactor).Length() - Rx);
}
// ========= TORUS ===
Torus::Torus()
{
pType=TORUS;
pProperties[ObjectProperty::DIAMETER_1]=0.5;
pProperties[ObjectProperty::DIAMETER_2]=1.0;
}
float Torus::GetDistance(const Vec3f &from) const
{
Vec3f localFrom=WorldToLocal(from);
Vec2f d=Vec2f(Vec2f(localFrom.X, localFrom.Y).Length()-pProperties[ObjectProperty::DIAMETER_2], localFrom.Z);
return (d.Length()-pProperties[ObjectProperty::DIAMETER_1]);
}
// ========= PLANE ===
Plane::Plane()
{
pType=PLANE;
}
float Plane::GetDistance(const Vec3f &from) const
{
return (from-pPosition).Dot(pVForward);
}
Vec3f Plane::GetNormalVector(const Vec3f &point) const
{
return (pVForward);
}
// ========= GYROID ===
Gyroid::Gyroid()
{
pType=GYROID;
pProperties[ObjectProperty::SCALE]=1.0;
}
float Gyroid::GetDistance(const Vec3f &from) const
{
Vec3f localFrom=WorldToLocal(from)/pProperties[ObjectProperty::SCALE];
return (cos(localFrom.X)*sin(localFrom.Y) + cos(localFrom.Y)*sin(localFrom.Z) + cos(localFrom.Z)*sin(localFrom.X));
}
// ========= SCHWARZ PRIMITIVE ===
SchwarzPrimitive::SchwarzPrimitive()
{
pType=SCHWARZ_PRIMITIVE;
pProperties[ObjectProperty::SCALE]=1.0;
}
float SchwarzPrimitive::GetDistance(const Vec3f &from) const
{
Vec3f localFrom=WorldToLocal(from)/pProperties[ObjectProperty::SCALE];
return (cos(localFrom.X) + cos(localFrom.Y) + cos(localFrom.Z));
}