CodeWalker/CodeWalker.Core/Utils/Vectors.cs
Niek Schoemaker da3dc2f8f3
Optimizations and refactoring
Added pooling to most of the Space Init functions (BVH Builders, etc)

Added multi threading to search world and Space Init functions
2024-01-08 05:00:55 +01:00

563 lines
18 KiB
C#

using SharpDX;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using CodeWalker.GameFiles;
namespace CodeWalker
{
public static class Matrices
{
public static Matrix FromVectors(in Vector4 row1, in Vector4 row2, in Vector4 row3, in Vector4 row4)
{
return new Matrix(
row1.X, row1.Y, row1.Z, row1.Z,
row2.X, row2.Y, row2.Z, row2.Z,
row3.X, row3.Y, row3.Z, row3.Z,
row4.X, row4.Y, row4.Z, row4.Z
);
}
}
public static class Vectors
{
public static Vector3 XYZ(in this Vector4 v)
{
return new Vector3(v.X, v.Y, v.Z);
}
public static Vector3 Round(in this Vector3 v)
{
return new Vector3((float)Math.Round(v.X), (float)Math.Round(v.Y), (float)Math.Round(v.Z));
}
public static void Cross(in this Vector3 left, in Vector3 right, out Vector3 result)
{
result = new Vector3(left.Y * right.Z - left.Z * right.Y, left.Z * right.X - left.X * right.Z, left.X * right.Y - left.Y * right.X);
}
public static Vector3 Cross(in this Vector3 left, in Vector3 right)
{
return new Vector3(left.Y * right.Z - left.Z * right.Y, left.Z * right.X - left.X * right.Z, left.X * right.Y - left.Y * right.X);
}
public static void Add(in this Vector3 left, in Vector3 right, out Vector3 result)
{
result = new Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
}
public static Vector3 Add(in this Vector3 left, in Vector3 right)
{
return new Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
}
public static void Min(in this Vector3 left, in MetaVECTOR3 right, out Vector3 result)
{
result.X = ((left.X < right.X) ? left.X : right.X);
result.Y = ((left.Y < right.Y) ? left.Y : right.Y);
result.Z = ((left.Z < right.Z) ? left.Z : right.Z);
}
public static void Min(in this MetaVECTOR3 left, in MetaVECTOR3 right, out Vector3 result)
{
result.X = ((left.X < right.X) ? left.X : right.X);
result.Y = ((left.Y < right.Y) ? left.Y : right.Y);
result.Z = ((left.Z < right.Z) ? left.Z : right.Z);
}
public static void Min(in this MetaVECTOR3 left, in Vector3 right, out Vector3 result)
{
result.X = ((left.X < right.X) ? left.X : right.X);
result.Y = ((left.Y < right.Y) ? left.Y : right.Y);
result.Z = ((left.Z < right.Z) ? left.Z : right.Z);
}
public static void Min(in this Vector3 left, in Vector3 right, out Vector3 result)
{
result.X = ((left.X < right.X) ? left.X : right.X);
result.Y = ((left.Y < right.Y) ? left.Y : right.Y);
result.Z = ((left.Z < right.Z) ? left.Z : right.Z);
}
public static Vector3 Min(in this Vector3 left, in Vector3 right)
{
Min(in left, in right, out var result);
return result;
}
public static Vector4 Min(in this Vector4 left, in Vector4 right)
{
Min(in left, in right, out var result);
return result;
}
public static void Min(in this Vector4 left, in Vector4 right, out Vector4 result)
{
result.X = ((left.X < right.X) ? left.X : right.X);
result.Y = ((left.Y < right.Y) ? left.Y : right.Y);
result.Z = ((left.Z < right.Z) ? left.Z : right.Z);
result.W = ((left.W < right.W) ? left.W : right.W);
}
public static void Max(in this Vector3 left, in MetaVECTOR3 right, out Vector3 result)
{
result.X = ((left.X > right.X) ? left.X : right.X);
result.Y = ((left.Y > right.Y) ? left.Y : right.Y);
result.Z = ((left.Z > right.Z) ? left.Z : right.Z);
}
public static void Max(in this MetaVECTOR3 left, in Vector3 right, out Vector3 result)
{
result.X = ((left.X > right.X) ? left.X : right.X);
result.Y = ((left.Y > right.Y) ? left.Y : right.Y);
result.Z = ((left.Z > right.Z) ? left.Z : right.Z);
}
public static void Max(in this MetaVECTOR3 left, in MetaVECTOR3 right, out Vector3 result)
{
result.X = ((left.X > right.X) ? left.X : right.X);
result.Y = ((left.Y > right.Y) ? left.Y : right.Y);
result.Z = ((left.Z > right.Z) ? left.Z : right.Z);
}
public static void Max(in this Vector3 left, in Vector3 right, out Vector3 result)
{
result.X = ((left.X > right.X) ? left.X : right.X);
result.Y = ((left.Y > right.Y) ? left.Y : right.Y);
result.Z = ((left.Z > right.Z) ? left.Z : right.Z);
}
public static Vector3 Max(in this Vector3 left, in Vector3 right)
{
Max(in left, in right, out var result);
return result;
}
public static Vector3 GetPerpVec(in this Vector3 n)
{
n.GetPerpVec(out var result);
return result;
}
public static void GetPerpVec(in this Vector3 n, out Vector3 result)
{
//make a vector perpendicular to the given one
float nx = Math.Abs(n.X);
float ny = Math.Abs(n.Y);
float nz = Math.Abs(n.Z);
if ((nx < ny) && (nx < nz))
{
n.Cross(in Vector3.Right, out result);
return;
}
else if (ny < nz)
{
n.Cross(in Vector3.Up, out result);
return;
}
else
{
n.Cross(in Vector3.ForwardLH, out result);
return;
}
}
public static Vector3 Floor(in this Vector3 v)
{
return new Vector3((float)Math.Floor(v.X), (float)Math.Floor(v.Y), (float)Math.Floor(v.Z));
}
public static Vector3 Ceiling(in this Vector3 v)
{
return new Vector3((float)Math.Ceiling(v.X), (float)Math.Ceiling(v.Y), (float)Math.Ceiling(v.Z));
}
public static Vector3 Abs(in this Vector3 v)
{
return new Vector3(Math.Abs(v.X), Math.Abs(v.Y), Math.Abs(v.Z));
}
public static int CompareTo(in this Vector3 a, in Vector3 b)
{
int c;
c = a.X.CompareTo(b.X); if (c != 0) return c;
c = a.Y.CompareTo(b.Y); if (c != 0) return c;
c = a.Z.CompareTo(b.Z); if (c != 0) return c;
return 0;
}
public static Vector4 Floor(in this Vector4 v)
{
return new Vector4((float)Math.Floor(v.X), (float)Math.Floor(v.Y), (float)Math.Floor(v.Z), (float)Math.Floor(v.W));
}
public static Vector4 Ceiling(in this Vector4 v)
{
return new Vector4((float)Math.Ceiling(v.X), (float)Math.Ceiling(v.Y), (float)Math.Ceiling(v.Z), (float)Math.Ceiling(v.W));
}
public static Vector4 Abs(in this Vector4 v)
{
return new Vector4(Math.Abs(v.X), Math.Abs(v.Y), Math.Abs(v.Z), Math.Abs(v.W));
}
public static Quaternion ToQuaternion(in this Vector4 v)
{
return new Quaternion(v);
}
public static Quaternion RotationAxis(in this Vector3 axis, float angle)
{
var result2 = axis;
result2.Normalize();
float num = angle * 0.5f;
float num2 = (float)Math.Sin(num);
float w = (float)Math.Cos(num);
return new Quaternion(result2.X * num2, result2.Y * num2, result2.Z * num2, w);
}
}
public struct Vector2I
{
public int X;
public int Y;
public Vector2I(int x, int y)
{
X = x;
Y = y;
}
public Vector2I(Vector2 v)
{
X = (int)Math.Floor(v.X);
Y = (int)Math.Floor(v.Y);
}
public override string ToString()
{
return $"{X}, {Y}";
}
public static Vector2I operator +(Vector2I a, Vector2I b)
{
return new Vector2I(a.X + b.X, a.Y + b.Y);
}
public static Vector2I operator -(Vector2I a, Vector2I b)
{
return new Vector2I(a.X - b.X, a.Y - b.Y);
}
public static bool operator ==(Vector2I a, Vector2I b)
{
return a.Equals(b);
}
public static bool operator !=(Vector2I a, Vector2I b)
{
return !a.Equals(b);
}
public override bool Equals(object obj)
{
if (obj is null) return false;
if (obj is not Vector2I vectorB) return false;
return vectorB.X == this.X && vectorB.Y == this.Y;
}
}
public static class BoundingBoxMath
{
public static BoundingBox Transform(this BoundingBox b, in Vector3 position, in Quaternion orientation, in Vector3 scale)
{
var mat = Matrix.Transformation(Vector3.Zero, Quaternion.Identity, scale, Vector3.Zero, orientation, position);
return b.Transform(in mat);
}
public static BoundingBox Transform(this BoundingBox b, in Matrix mat)
{
var matabs = mat;
matabs.Column1 = matabs.Column1.Abs();
matabs.Column2 = matabs.Column2.Abs();
matabs.Column3 = matabs.Column3.Abs();
matabs.Column4 = matabs.Column4.Abs();
var bbcenter = (b.Maximum + b.Minimum) * 0.5f;
var bbextent = (b.Maximum - b.Minimum) * 0.5f;
var ncenter = Vector3.TransformCoordinate(bbcenter, mat);
var nextent = Vector3.TransformNormal(bbextent, matabs).Abs();
return new BoundingBox(ncenter - nextent, ncenter + nextent);
}
}
public struct BoundingCapsule
{
public Vector3 PointA;
public Vector3 PointB;
public float Radius;
}
public static class BoundingCapsuleMath
{
public static bool Intersects(in this Ray r, in BoundingCapsule capsule, out float dist)
{
// intersect capsule : http://www.iquilezles.org/www/articles/intersectors/intersectors.htm
Vector3 ba = capsule.PointB - capsule.PointA;
Vector3 oa = r.Position - capsule.PointA;
float baba = Vector3.Dot(ba,ba);
float bard = Vector3.Dot(ba,r.Direction);
float baoa = Vector3.Dot(ba,oa);
float rdoa = Vector3.Dot(r.Direction,oa);
float oaoa = Vector3.Dot(oa,oa);
float r2 = capsule.Radius * capsule.Radius;
float a = baba - bard*bard;
float b = baba*rdoa - baoa*bard;
float c = baba*oaoa - baoa*baoa - r2*baba;
float h = b*b - a*c;
if( h>=0.0f )
{
float t = (-b-(float)Math.Sqrt(h))/a;
float y = baoa + t*bard;
// body
if (y > 0.0f && y < baba)
{
dist = t;
return true;
}
// caps
Vector3 oc = (y<=0.0f) ? oa : r.Position - capsule.PointB;
b = Vector3.Dot(r.Direction,oc);
c = Vector3.Dot(oc,oc) - r2;
h = b*b - c;
if( h>0.0f )
{
dist = -b - (float)Math.Sqrt(h);
return true;
}
}
dist = -1.0f;
return false;
}
public static Vector3 Normal(this BoundingCapsule c, in Vector3 position)
{
Vector3 ba = c.PointB - c.PointA;
Vector3 pa = position - c.PointA;
float h = Math.Min(Math.Max(Vector3.Dot(pa, ba) / Vector3.Dot(ba, ba), 0.0f), 1.0f);
return Vector3.Normalize((pa - h * ba) / c.Radius);
}
public static void Normalize(in this Vector3 value, out Vector3 result)
{
result = value;
result.Normalize();
}
public static Vector3 Normalize(in this Vector3 value)
{
var result = value;
result.Normalize();
return result;
}
public static bool Intersects(in this BoundingSphere sph, in BoundingCapsule capsule, out Vector3 norm)
{
var dist = LineMath.PointSegmentDistance(in sph.Center, in capsule.PointA, in capsule.PointB);
var rads = sph.Radius + capsule.Radius;
if (dist <= rads)
{
norm = LineMath.PointSegmentNormal(in sph.Center, in capsule.PointA, in capsule.PointB);
return true;
}
else
{
norm = Vector3.Up;
return false;
}
}
}
public struct BoundingCylinder
{
public Vector3 PointA;
public Vector3 PointB;
public float Radius;
}
public static class BoundingCylinderMath
{
public static bool Intersects(in this Ray r, in BoundingCylinder cylinder, out float dist, out Vector3 norm)
{
// intersect cylinder : https://www.shadertoy.com/view/4lcSRn
Vector3 ba = cylinder.PointB - cylinder.PointA;
Vector3 oc = r.Position - cylinder.PointA;
float baba = Vector3.Dot(ba, ba);
float bard = Vector3.Dot(ba, r.Direction);
float baoc = Vector3.Dot(ba, oc);
float r2 = cylinder.Radius * cylinder.Radius;
float k2 = baba - bard * bard;
float k1 = baba * Vector3.Dot(oc, r.Direction) - baoc * bard;
float k0 = baba * Vector3.Dot(oc, oc) - baoc * baoc - r2 * baba;
float h = k1 * k1 - k2 * k0;
if (h < 0.0f)
{
dist = -1.0f;
norm = Vector3.Up;
return false;
}
h = (float)Math.Sqrt(h);
float t = (-k1 - h) / k2;
// body
float y = baoc + t * bard;
if (y > 0.0f && y < baba)
{
dist = t;
norm = Vector3.Normalize((oc + t * r.Direction - ba * y / baba) / cylinder.Radius);
return true;
}
// caps
t = (((y < 0.0f) ? 0.0f : baba) - baoc) / bard;
if (Math.Abs(k1 + k2 * t) < h)
{
dist = t;
norm = Vector3.Normalize(ba * Math.Sign(y) / baba);
return true;
}
dist = -1.0f;
norm = Vector3.Up;
return false;
}
}
public static class LineMath
{
public static float PointSegmentDistance(in Vector3 v, in Vector3 a, in Vector3 b)
{
//https://stackoverflow.com/questions/4858264/find-the-distance-from-a-3d-point-to-a-line-segment
Vector3 ab = b - a;
Vector3 av = v - a;
if (Vector3.Dot(av, ab) <= 0.0f)// Point is lagging behind start of the segment, so perpendicular distance is not viable.
{
return av.Length(); // Use distance to start of segment instead.
}
Vector3 bv = v - b;
if (Vector3.Dot(bv, ab) >= 0.0f)// Point is advanced past the end of the segment, so perpendicular distance is not viable.
{
return bv.Length(); // Use distance to end of the segment instead.
}
return Vector3.Cross(ab, av).Length() / ab.Length();// Perpendicular distance of point to segment.
}
public static Vector3 PointSegmentNormal(in Vector3 v, in Vector3 a, in Vector3 b)
{
Vector3 ab = b - a;
Vector3 av = v - a;
if (Vector3.Dot(av, ab) <= 0.0f)
{
return Vector3.Normalize(av);
}
Vector3 bv = v - b;
if (Vector3.Dot(bv, ab) >= 0.0f)
{
return Vector3.Normalize(bv);
}
return Vector3.Normalize(Vector3.Cross(Vector3.Cross(ab, av), ab));
}
public static float PointRayDist(in Vector3 p, in Vector3 ro, in Vector3 rd)
{
return Vector3.Cross(rd, p - ro).Length();
}
}
public static class TriangleMath
{
public static float AreaPart(in Vector3 v1, in Vector3 v2, in Vector3 v3, out float angle)
{
var va = v2 - v1;
var vb = v3 - v1;
var na = Vector3.Normalize(va);
var nb = Vector3.Normalize(vb);
var a = va.Length();
var b = vb.Length();
var c = Math.Acos(Vector3.Dot(na, nb));
var area = (float)(0.5 * a * b * Math.Sin(c));
angle = (float)Math.Abs(c);
return area;
}
public static float Area(in Vector3 v1, in Vector3 v2, in Vector3 v3)
{
var a1 = AreaPart(in v1, in v2, in v3, out float t1);
var a2 = AreaPart(in v2, in v3, in v1, out float t2);
var a3 = AreaPart(in v3, in v1, in v2, out float t3);
var fp = (float)Math.PI;
var d1 = Math.Min(t1, Math.Abs(t1 - fp));
var d2 = Math.Min(t2, Math.Abs(t2 - fp));
var d3 = Math.Min(t3, Math.Abs(t3 - fp));
if ((d1 >= d2) && (a1 != 0))
{
if ((d1 >= d3) || (a3 == 0))
{
return a1;
}
else
{
return a3;
}
}
else
{
if ((d2 >= d3) || (a3 == 0))
{
return a2;
}
else
{
return a3;
}
}
}
}
}