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HW4_zfergus2.java
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HW4_zfergus2.java
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import javax.media.opengl.*;
import com.sun.opengl.util.*;
import java.awt.event.*;
import java.util.*;
/**
* HW04 of CS451 Computer Graphics: Draws 3d objects bouncing in a box and off
* one another.
* @author Zachary Ferguson
*/
public class HW4_zfergus2 extends HW3_zfergus2
{
/* Transformation values */
protected float boxScale, sphereScale, tetraScale, lineScale;
protected float boxRot, sphereRot, tetraRot, lineRot;
protected float sphereRotDelta, tetraRotDelta, lineRotDelta;
protected Vector3 sphereTrans, tetraTrans, lineTrans;
protected Vector3 sphereVel, tetraVel, lineVel;
protected float[] boxMat, sphereMat, tetraMat, lineMat;
public static final double EPSILON = 0.000001;
/**
* Main method for demoing the HW4_zfergus2 class.
* @param args Command line arguments (Ignored).
**/
public static void main(String[] args)
{
/* Create a HW4_zfergus2 frame. */
HW4_zfergus2 hw04 = new HW4_zfergus2(800, 800, "Zachary Ferguson - HW4"+
"_zfergus2");
/* Display the hw frame */
hw04.setVisible(true);
}
/**
* Creates an instance of the HW4_zfergus2 class given the width, height,
* and title.
* @param width Width of the frame.
* @param height Height of the frame.
* @param title The title of the frame.
*/
public HW4_zfergus2(int width, int height, String title)
{
super(width, height, title);
/* Initialize the Sphere. */
this.boxScale = 1.125f * this.width;
this.boxRot = 0;
this.boxMat = new float[16];
/* Initialize the Sphere. */
this.sphereScale = this.width/8f;
this.sphereRot = 0; this.sphereRotDelta = 1;
this.sphereTrans = Vector3.randomVectorInCube(this.boxScale -
2*this.sphereScale);
this.sphereVel = Vector3.scalarMult(10, Vector3.randomUnitVector());
this.sphereMat = new float[16];
/* Initialize the Tetrahedron. */
this.tetraScale = this.height/4f;
this.tetraRot = 0; this.tetraRotDelta = 1;
this.tetraTrans = Vector3.randomVectorInCube(this.boxScale -
2*this.tetraScale);
this.tetraVel = Vector3.scalarMult(10, Vector3.randomUnitVector());
this.tetraMat = new float[16];
/* Initialize the Line. */
this.lineScale = this.height/4f;
this.lineRot = 0; this.lineRotDelta = 1;
this.lineTrans = Vector3.randomVectorInCube(this.boxScale -
2*this.lineScale);
this.lineVel = Vector3.scalarMult(10, Vector3.randomUnitVector());
this.lineMat = new float[16];
}
/**
* Method called once for initializing the frame. Enables culling and
* z-buffer.
* @param drawable Needed, but unused parameter.
**/
public void init(GLAutoDrawable drawable)
{
super.init(drawable);
gl.glEnable(GL.GL_CULL_FACE);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glLineWidth(2);
}
protected boolean altOrder = true;
/**
* Method called every frame to draw out the objects and computes
* collisions.
* @param drawable Needed, but unused parameter.
* @see <a href = "http://goo.gl/ma2UdA" target = "_blank">GLEventListener
* </a>
**/
public void display(GLAutoDrawable drawable)
{
/* Clear the buffer. */
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
gl.glPushMatrix();
/* Rotate the box and the objects together. */
gl.glRotatef(this.boxRot++, 0, 1, 0);
/* Draw the box. */
this.drawBox();
/* Draw the sphere. */
this.drawSphere();
/* Draw the tetrahedron. */
this.drawTetrahedron();
/* Draw the line. */
this.drawLine();
gl.glPopMatrix();
if(altOrder)
{
/* Collision with bounds. */
boxCollisions();
/* Collision between objects. */
objectCollisions();
}
else
{
/* Collision between objects. */
objectCollisions();
/* Collision with bounds. */
boxCollisions();
}
altOrder = !altOrder;
/* Pause the animation for 17ms. */
try { Thread.sleep(17); }
catch(Exception e){}
}
/** Draw the box. */
protected void drawBox()
{
gl.glPushMatrix();
gl.glColor3f(1, 0.5f, 0);
gl.glScalef(this.boxScale, this.boxScale, this.boxScale);
gl.glTranslatef(-0.5f,-0.5f,-0.5f); /* Translate to origin. */
/* Save the transformation matrix. */
this.boxMat = new float[16];
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, this.boxMat, 0);
drawUnitCube();
gl.glPopMatrix();
}
/** Draw the sphere. */
protected void drawSphere()
{
this.sphereTrans = Vector3.addVectors(this.sphereTrans, this.sphereVel);
this.sphereRot += this.sphereRotDelta;
gl.glPushMatrix();
gl.glTranslatef(this.sphereTrans.x, this.sphereTrans.y,
this.sphereTrans.z);
gl.glRotatef(this.sphereRot, 1, 1, 1);
gl.glScalef(this.sphereScale, this.sphereScale, this.sphereScale);
/* Save the transformation matrix. */
this.sphereMat = new float[16];
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, this.sphereMat, 0);
drawUnitSphere(6);
gl.glPopMatrix();
}
/** Draw the tetrahedron. */
protected void drawTetrahedron()
{
this.tetraTrans = Vector3.addVectors(this.tetraTrans, this.tetraVel);
this.tetraRot += this.tetraRotDelta;
gl.glPushMatrix();
gl.glTranslatef(this.tetraTrans.x, this.tetraTrans.y,
this.tetraTrans.z);
gl.glRotatef(this.tetraRot, 0, 1, 1);
gl.glScalef(this.tetraScale, this.tetraScale, this.tetraScale);
gl.glTranslatef(-0.5f,-0.5f,-0.5f); /* Translate to origin. */
/* Save the transformation matrix. */
this.tetraMat = new float[16];
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, this.tetraMat, 0);
drawUnitTetrahedron();
gl.glPopMatrix();
}
/** Draw the line. */
protected void drawLine()
{
this.lineTrans = Vector3.addVectors(this.lineTrans, this.lineVel);
this.lineRot += this.lineRotDelta;
gl.glPushMatrix();
gl.glTranslatef(this.lineTrans.x, this.lineTrans.y,
this.lineTrans.z);
gl.glRotatef(this.lineRot, 0, 1, 1);
gl.glScalef(this.lineScale, this.lineScale, this.lineScale);
/* Save the transformation matrix. */
this.lineMat = new float[16];
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, this.lineMat, 0);
gl.glColor3f(0.5f,1,0);
gl.glBegin(GL.GL_LINES);
gl.glVertex3f(0,-0.5f,0);
gl.glVertex3f(0,0.5f,0);
gl.glEnd();
gl.glPopMatrix();
}
/** Draws the unit cube with the diagonal from (0,0,0) to (1,1,1) **/
public static void drawUnitCube()
{
gl.glBegin(GL.GL_LINE_LOOP);
gl.glVertex3f(0,0,0); gl.glVertex3f(1,0,0); gl.glVertex3f(1,1,0);
gl.glVertex3f(0,1,0);
gl.glEnd();
gl.glBegin(GL.GL_LINE_LOOP);
gl.glVertex3f(0,0,1); gl.glVertex3f(1,0,1); gl.glVertex3f(1,1,1);
gl.glVertex3f(0,1,1);
gl.glEnd();
gl.glBegin(GL.GL_LINES);
for(int x = 0; x <= 1; x++)
{
for(int y = 0; y<= 1; y++)
{
for(int z = 0; z <= 1; z++)
{
gl.glVertex3f(x,y,z);
}
}
}
gl.glEnd();
}
/** Vertices of a Unit Octahedron. **/
public static final float sVdata[][] = {
{ 1.0f, 0.0f, 0.0f}, { 0.0f, 1.0f, 0.0f}, { 0.0f, 0.0f, 1.0f},
{-1.0f, 0.0f, 0.0f}, { 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, -1.0f}
};
/** Draw the radius 1 sphere at the origin. */
public void drawUnitSphere(int depth)
{
subdivideSphere(sVdata[0], sVdata[1], sVdata[2], depth);
subdivideSphere(sVdata[0], sVdata[2], sVdata[4], depth);
subdivideSphere(sVdata[0], sVdata[4], sVdata[5], depth);
subdivideSphere(sVdata[0], sVdata[5], sVdata[1], depth);
subdivideSphere(sVdata[3], sVdata[1], sVdata[5], depth);
subdivideSphere(sVdata[3], sVdata[5], sVdata[4], depth);
subdivideSphere(sVdata[3], sVdata[4], sVdata[2], depth);
subdivideSphere(sVdata[3], sVdata[2], sVdata[1], depth);
}
/* Draw face of sphere. */
protected void subdivideSphere(float v1[], float v2[], float v3[],
int depth)
{
float v12[] = new float[3];
float v23[] = new float[3];
float v31[] = new float[3];
int i;
if (depth==0)
{
gl.glColor3f(v1[0]*v1[0], v2[1]*v2[1], v3[2]*v3[2]);
gl.glBegin(GL.GL_TRIANGLES);
gl.glVertex3f(v1[0], v1[1], v1[2]);
gl.glVertex3f(v2[0], v2[1], v2[2]);
gl.glVertex3f(v3[0], v3[1], v3[2]);
gl.glEnd();
return;
}
for (i = 0; i<3; i++)
{
v12[i] = v1[i]+v2[i];
v23[i] = v2[i]+v3[i];
v31[i] = v3[i]+v1[i];
}
normalize(v12);
normalize(v23);
normalize(v31);
subdivideSphere(v1, v12, v31, depth-1);
subdivideSphere(v2, v23, v12, depth-1);
subdivideSphere(v3, v31, v23, depth-1);
subdivideSphere(v12, v23, v31, depth-1);
}
/** Array of planes for the Unit Tetrahedron. **/
public static final Plane[] unitTetrahedron = new Plane[]{
new Plane(new Vector3(0,0,0), new Vector3(1,0,0), new Vector3(0,0,1)),
new Plane(new Vector3(0,0,0), new Vector3(0,1,0), new Vector3(1,0,0)),
new Plane(new Vector3(0,0,0), new Vector3(0,0,1), new Vector3(0,1,0)),
new Plane(new Vector3(0,1,0), new Vector3(0,0,1), new Vector3(1,0,0))
};
/** Draws out the Unit Tetrahedron. **/
public static void drawUnitTetrahedron()
{
gl.glBegin(GL.GL_TRIANGLES);
{
int c = 0b001100;
for(Plane face : unitTetrahedron)
{
gl.glColor3f((c >>> 2)&0x1, (c >>> 1)&0x1, c & 0x1);
gl.glVertex3f(face.v0.x,face.v0.y,face.v0.z);
gl.glVertex3f(face.v1.x,face.v1.y,face.v1.z);
gl.glVertex3f(face.v2.x,face.v2.y,face.v2.z);
c >>>= 1;
}
}
gl.glEnd();
}
/** Computes the collisions with the bounding box. **/
protected void boxCollisions()
{
boolean xCol, yCol, zCol;
boolean xPosCol, xNegCol, yPosCol, yNegCol, zPosCol, zNegCol;
Vector3 reflectV = new Vector3();
// Sphere
xPosCol = this.sphereTrans.x + this.sphereScale >= this.boxScale/2;
xNegCol = this.sphereTrans.x - this.sphereScale <= -this.boxScale/2;
yPosCol = this.sphereTrans.y + this.sphereScale >= this.boxScale/2;
yNegCol = this.sphereTrans.y - this.sphereScale <= -this.boxScale/2;
zPosCol = this.sphereTrans.z + this.sphereScale >= this.boxScale/2;
zNegCol = this.sphereTrans.z - this.sphereScale <= -this.boxScale/2;
if(xPosCol || xNegCol || yPosCol || yNegCol || zPosCol || zNegCol)
{
reflectV = new Vector3(
xPosCol ? (-1):(xNegCol ? (1):(0)),
yPosCol ? (-1):(yNegCol ? (1):(0)),
zPosCol ? (-1):(zNegCol ? (1):(0))
);
/* Sphere bounce off wall. */
Vector3.bounce(reflectV, this.sphereVel, this.sphereTrans);
/* Switch rotation direction. */
this.sphereRotDelta *= -1;
}
// Tetra
/* Get the transformed tetra. */
float[] mat = new float[16];
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glTranslatef(this.tetraTrans.x, this.tetraTrans.y,
this.tetraTrans.z);
gl.glRotatef(this.tetraRot, 0, 1, 1);
gl.glScalef(this.tetraScale, this.tetraScale, this.tetraScale);
gl.glTranslatef(-0.5f,-0.5f,-0.5f);
/* Save the transformation matrix. */
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, mat, 0);
gl.glPopMatrix();
Vector3[] tetraVertices = new Vector3[]{ new Vector3(0,0,0),
new Vector3(1,0,0), new Vector3(0,1,0), new Vector3(0,0,1) };
for(Vector3 vertex : tetraVertices)
{
vertex = vertex.multMatrix(mat);
xPosCol = vertex.x >= this.boxScale/2;
xNegCol = vertex.x <= -this.boxScale/2;
yPosCol = vertex.y >= this.boxScale/2;
yNegCol = vertex.y <= -this.boxScale/2;
zPosCol = vertex.z >= this.boxScale/2;
zNegCol = vertex.z <= -this.boxScale/2;
if(xPosCol || xNegCol || yPosCol || yNegCol || zPosCol || zNegCol)
{
reflectV = new Vector3(
xPosCol ? (-1):(xNegCol ? (1):(0)),
yPosCol ? (-1):(yNegCol ? (1):(0)),
zPosCol ? (-1):(zNegCol ? (1):(0))
);
/* Line bounces of the tetra. */
Vector3.bounce(reflectV, this.tetraVel, this.tetraTrans);
this.tetraTrans = Vector3.addVectors(this.tetraTrans,
Vector3.scalarMult(10, reflectV));
/* Switch rotation direction. */
this.tetraRotDelta *= -1;
/* Only one collision per frame. */
break;
}
}
/* Line */
/* Get the transformed line. */
mat = new float[16];
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glTranslatef(this.lineTrans.x, this.lineTrans.y,
this.lineTrans.z);
gl.glRotatef(this.lineRot, 0, 1, 1);
gl.glScalef(this.lineScale, this.lineScale, this.lineScale);
gl.glGetFloatv(GL.GL_MODELVIEW_MATRIX, mat, 0);
gl.glPopMatrix();
Line line = new Line(new Vector3(0,-0.5f,0), new Vector3(0,0.5f,0));
line.v0 = line.v0.multMatrix(mat);
line.v1 = line.v1.multMatrix(mat);
xPosCol=line.v0.x >= this.boxScale/2 || line.v1.x >= this.boxScale/2;
xNegCol=line.v0.x <= -this.boxScale/2 || line.v1.x <= -this.boxScale/2;
yPosCol=line.v0.y >= this.boxScale/2 || line.v1.y >= this.boxScale/2;
yNegCol=line.v0.y <= -this.boxScale/2 || line.v1.y <= -this.boxScale/2;
zPosCol=line.v0.z >= this.boxScale/2 || line.v1.z >= this.boxScale/2;
zNegCol=line.v0.z <= -this.boxScale/2 || line.v1.z <= -this.boxScale/2;
if(xPosCol || xNegCol || yPosCol || yNegCol || zPosCol || zNegCol)
{
reflectV = new Vector3(
xPosCol ? (-1):(xNegCol ? (1):(0)),
yPosCol ? (-1):(yNegCol ? (1):(0)),
zPosCol ? (-1):(zNegCol ? (1):(0))
);
/* Line bounces of the tetra. */
Vector3.bounce(reflectV, this.lineVel, this.lineTrans);
/* Switch rotation direction. */
this.lineRotDelta *= -1;
}
}
/** Computes the collisions between the objects. **/
protected void objectCollisions()
{
/* Reusable variables. */
float distance;
Vector3 intersection;
///////////////////////// Transform Objects //////////////////////////
Vector3 spherePos = (new Vector3()).multMatrix(this.sphereMat);
/* Get the transformed line. */
Line line = new Line(new Vector3(0,-0.5f,0), new Vector3(0,0.5f,0));
line.v0 = line.v0.multMatrix(this.lineMat);
line.v1 = line.v1.multMatrix(this.lineMat);
Vector3 tetraPos = (new Vector3()).multMatrix(this.sphereMat);
/* Get the transformed tetrahedron. */
Plane[] transformedTetra = new Plane[]{
new Plane(new Vector3(0,0,0), new Vector3(1,0,0), new Vector3(0,0,1)),
new Plane(new Vector3(0,0,0), new Vector3(0,1,0), new Vector3(1,0,0)),
new Plane(new Vector3(0,0,0), new Vector3(0,0,1), new Vector3(0,1,0)),
new Plane(new Vector3(0,1,0), new Vector3(0,0,1), new Vector3(1,0,0))
};
for(Plane face : transformedTetra)
{
face.v0 = face.v0.multMatrix(this.tetraMat);
face.v1 = face.v1.multMatrix(this.tetraMat);
face.v2 = face.v2.multMatrix(this.tetraMat);
}
////////////////////////////////////////////////////////////////////////
/* Line and Sphere */
Vector3 closestP = line.closestPointOnLineSegment(spherePos);
distance = (Vector3.vectorFromPoints(spherePos, closestP)).magnitude();
if(distance <= this.sphereScale)
{
System.out.println("Line Sphere Collision.");
/* Shift away from the collision. */
Vector3.shiftBackwards(this.sphereTrans, this.sphereVel);
Vector3.shiftBackwards(this.lineTrans, this.lineVel);
/* Swap velocities. */
Vector3.swapVectors(this.sphereVel, this.lineVel);
/* Switch rotation direction. */
this.sphereRotDelta *= -1;
this.lineRotDelta *= -1;
}
/* Tetrahedron and Sphere */
for(Plane face : transformedTetra)
{
intersection = face.triangleSphereIntersection(spherePos,
this.sphereScale);
if(intersection != null) // There is an intersection.
{
System.out.println("Tetrahedron Sphere Collision.");
/* Shift away from the collision. */
Vector3.shiftBackwards(this.sphereTrans, this.sphereVel);
Vector3.shiftBackwards(this.tetraTrans, this.tetraVel);
/* Swap velocities. */
Vector3.swapVectors(this.sphereVel, this.tetraVel);
/* Switch rotation direction. */
this.sphereRotDelta *= -1;
this.tetraRotDelta *= -1;
/* Only one collision per frame. */
break;
}
}
/* Line and Tetrahedron */
for(Plane face : transformedTetra)
{
intersection = face.intersectionWithLineSegment(line);
if(intersection != null && face.isPointInsideTriangle(intersection))
{
System.out.println("Line Tetrahedron Collision.");
/* Shift away from the collision. */
Vector3.shiftBackwards(this.tetraTrans, this.tetraVel);
Vector3.shiftBackwards(this.lineTrans, this.lineVel);
/* Swap velocities. */
Vector3.swapVectors(this.tetraVel, this.lineVel);
/* Switch rotation direction. */
this.sphereRotDelta *= -1;
this.tetraRotDelta *= -1;
/* Only one collision per frame. */
break;
}
}
}
/** Method called for OpenGL rendering every reshape. **/
public void reshape(GLAutoDrawable drawable, int x, int y, int width,
int height)
{
/* Update the dimensions. */
this.width = width;
this.height = height;
/* Set the viewport of the GL frame. */
gl.glViewport(0, 0, this.width, this.height);
/* Set the perspective view of the frame. */
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustum(-this.width/4.0, this.width/4.0, -this.height/4.0,
this.height/4.0, this.width/2, 4*this.width);
gl.glTranslatef(0, 0, -2*this.width);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
}
/******************************************************************************/
/******************************* Vector Class *******************************/
/******************************************************************************/
/** Class for a three dimensional vector. **/
public static class Vector3
{
public float x, y, z;
public Vector3(){ this(0,0,0); }
/* Create a new 3d vector. */
public Vector3(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
/* Converts this vector to a float array. */
public float[] toArray()
{
return new float[]{x,y,z};
}
/* Converts this vector to a double array. */
public double[] toDoubleArray()
{
return new double[]{x,y,z};
}
/** Subtracts p0 from p1, i.e. p1-p0, to get the resulting vector. **/
public static Vector3 vectorFromPoints(Vector3 p0, Vector3 p1)
{
return new Vector3(p1.x-p0.x, p1.y-p0.y, p1.z-p0.z);
//return addVectors(p1, scalarMult(-1, p0));
}
public static Vector3 addVectors(Vector3 v1, Vector3 v2)
{
return new Vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
public static Vector3 scalarMult(float c, Vector3 v)
{
return new Vector3(c*v.x, c*v.y, c*v.z);
}
public static float dotProduct(Vector3 a, Vector3 b)
{
return (a.x * b.x + a.y * b.y + a.z * b.z);
}
public static Vector3 crossProduct(Vector3 a, Vector3 b)
{
Vector3 vec = new Vector3();
vec.x = a.y * b.z - a.z * b.y;
vec.y = a.z * b.x - a.x * b.z;
vec.z = a.x * b.y - a.y * b.x;
return vec;
}
public float magnitude()
{
return (float)Math.sqrt(this.x * this.x + this.y * this.y +
this.z * this.z);
}
public void normalize()
{
float mag = this.magnitude();
if (mag == 0) {
System.err.println("0 length vector: normalize().");
return;
}
this.x /= mag;
this.y /= mag;
this.z /= mag;
}
public static Vector3 reflect(Vector3 v1, Vector3 n)
{
float v1_dot_n = dotProduct(v1, n);
return new Vector3(
2 * v1_dot_n * n.x-v1.x,
2 * v1_dot_n * n.y-v1.y,
2 * v1_dot_n * n.z-v1.z
);
}
/* Multiply this vector by the given OpenGL transform matrix. */
public Vector3 multMatrix(float[] mat)
{
if(mat == null || mat.length < 16)
throw new IllegalArgumentException();
float[] prod = new float[3];
for(int i = 0; i < 3; i++)
{
prod[i] = mat[i] * this.x + mat[i+4] * this.y +
mat[i+8] * this.z + mat[i+12] * 1;
}
return new Vector3(prod[0], prod[1], prod[2]);
}
public static Vector3 randomVector(float xmin, float xmax, float ymin,
float ymax, float zmin, float zmax)
{
float x = (float)Math.random() * (xmax - xmin) + xmin;
float y = (float)Math.random() * (ymax - ymin) + ymin;
float z = (float)Math.random() * (zmax - zmin) + zmin;
return new Vector3(x,y,z);
}
public static Vector3 randomUnitVector()
{
Vector3 randN = randomVector(-1,1, -1,1, -1,1);
randN.normalize();
return randN;
}
/** Generates a random position vector in cube centered at the origin. **/
public static Vector3 randomVectorInCube(float sideLength)
{
return randomVector(-sideLength/2, sideLength/2, -sideLength/2,
sideLength/2, -sideLength/2, sideLength/2);
}
/* Bounces the velocity vector of a surface with the normal. */
/* Changes values of vel and pos does not return anything. */
public static void bounce(Vector3 reflectV, Vector3 vel, Vector3 pos)
{
/* Normalize the reflect vector. */
reflectV.normalize();
/* Compute the backwards velocity for reflections. */
Vector3 backwardsVel = Vector3.scalarMult(-1, vel);
/* Reflect the velocity. */
vel.copyValues(Vector3.reflect(backwardsVel, reflectV));
/* Move the point away from the collision. */
pos.copyValues(Vector3.addVectors(pos,backwardsVel));
}
/* Moves the position in the direction of -velocity. */
public static void shiftBackwards(Vector3 pos, Vector3 vel)
{
/* Compute the backwards velocity for reflections. */
Vector3 backwardsVel = Vector3.scalarMult(-1, vel);
/* Move the point away from the collision. */
pos.copyValues(Vector3.addVectors(pos,backwardsVel));
}
/** Copies the values to this vector. **/
public void copyValues(Vector3 orig)
{
this.x = orig.x;
this.y = orig.y;
this.z = orig.z;
}
/* Swap the values of two given vectors. */
public static void swapVectors(Vector3 v0, Vector3 v1)
{
Vector3 temp = new Vector3();
temp.copyValues(v0);
v0.copyValues(v1);
v1.copyValues(temp);
}
/** Compares if the given object is equal to this one. **/
public boolean equals(Object obj)
{
if(!(obj instanceof Vector3))
return false;
Vector3 other = (Vector3)obj;
float deltaX = other.x - this.x;
float deltaY = other.y - this.y;
float deltaZ = other.z - this.z;
return Math.abs(deltaX) < EPSILON && Math.abs(deltaY) < EPSILON &&
Math.abs(deltaZ) < EPSILON;
}
/** Creates a deep copy of this vector. **/
public Vector3 clone()
{
return new Vector3(this.x, this.y, this.z);
}
/** Returns a string representation of this vector. **/
public String toString()
{
return String.format("[%.2f, %.2f, %.2f]", this.x, this.y, this.z);
}
}
/******************************************************************************/
/******************************** Line Class ********************************/
/******************************************************************************/
/** Class for a three dimensional line. **/
public static class Line
{
/* Two points on the line, and the start and end of the line segment. */
public Vector3 v0, v1;
/** Creates a new line from v0 to v1 **/
public Line(Vector3 v0, Vector3 v1)
{
this.v0 = v0;
this.v1 = v1;
}
/** Given a parametric value, t, returns the point on the line. **/
public Vector3 getPointOnLine(float t)
{
return new Vector3( (1-t)*this.v0.x + t*this.v1.x,
(1-t)*this.v0.y + t*this.v1.y, (1-t)*this.v0.z + t*this.v1.z );
}
/** Returns the closest point on the line segment to the given point. **/
public Vector3 closestPointOnLineSegment(Vector3 p)
{
Vector3 pv0 = Vector3.vectorFromPoints(p, this.v0);
Vector3 v0v1 = Vector3.vectorFromPoints(this.v0, this.v1);
float closestT = -1*((Vector3.dotProduct(pv0, v0v1)) /
Vector3.dotProduct(v0v1, v0v1));
/* Make sure closestP is on the line segment. */
closestT = closestT > 1 ? (1):(closestT < 0 ? (0):(closestT));
return this.getPointOnLine(closestT);
}
/**
* Determines the minimum distance from the point p to this line segment.
*/
public float distanceToPoint(Vector3 p)
{
Vector3 closestP = this.closestPointOnLineSegment(p);
return (Vector3.vectorFromPoints(p, closestP)).magnitude();
}
/** Determines if the given point lies on the line segment, V0V1. **/
public boolean isPointOnLineSegment(Vector3 p)
{
Vector3 pV1 = Vector3.vectorFromPoints(p, v1);
Vector3 pV0 = Vector3.vectorFromPoints(p, v0);
return Vector3.dotProduct(pV1, pV0) <= EPSILON &&
Vector3.crossProduct(pV1, pV0).magnitude() <= EPSILON;
}
/** Compares if the given object is equal to this one. **/
public boolean equals(Object obj)
{
if(!(obj instanceof Line))
return false;
Line other = (Line)obj;
return this.v0.equals(other.v0) && this.v1.equals(other.v1);
}
/** Creates a deep copy of this line. **/
public Line clone()
{
return new Line(this.v0.clone(), this.v1.clone());
}
/** Returns a string representation of this line. **/
public String toString()
{
return String.format("----%s-----%s---", this.v0, this.v1);
}
}
/******************************************************************************/
/******************************** Plane Class *******************************/
/******************************************************************************/
/** Class for a plane/triangle in 3D space. **/
public static class Plane
{
public Vector3 v0, v1, v2;
public Plane(Vector3 v0, Vector3 v1, Vector3 v2)
{
this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
}
/* Returns the normal of this plane. */
public Vector3 getNormal()
{
Vector3 v1v0 = Vector3.vectorFromPoints(v1,v0),
v1v2 = Vector3.vectorFromPoints(v1,v2);
Vector3 norm = (Vector3.crossProduct(v1v2, v1v0));
norm.normalize();
return norm;
}
/* Returns the minimum distance from the plane to a point. */
public float distanceToPoint(Vector3 p)
{
Vector3 v0p = Vector3.vectorFromPoints(v0, p);
Vector3 normal = this.getNormal();
return Vector3.dotProduct(normal, v0p);
}
/* Returns the value of the parametric variable, t, for the intersection. */
public float timeOfIntersection(Line line)
{
Vector3 v0p0 = Vector3.vectorFromPoints(this.v0, line.v0);
Vector3 p0p1 = Vector3.vectorFromPoints(line.v0, line.v1);
Vector3 norm = this.getNormal();
float t = Vector3.dotProduct(Vector3.scalarMult(-1, norm), v0p0);
float denom = Vector3.dotProduct(norm, p0p1);
/* Check if line in plane. */
if(Math.abs(denom) < EPSILON && this.isPointInPlane(line.v0))
{
return 0;
}
/* If the line is parallel. */
else if(Math.abs(denom) < EPSILON)
{
return Float.POSITIVE_INFINITY;
}
t /= denom;
return t;
}
/* Returns the point of intersection with the line given. */
public Vector3 intersectionWithLine(Line line)
{
float t = this.timeOfIntersection(line);
if(t != Float.POSITIVE_INFINITY)
return line.getPointOnLine(t);
return null;
}
/* Returns the point of intersection with the line segment given. */
public Vector3 intersectionWithLineSegment(Line line)
{
float t = this.timeOfIntersection(line);
if(t != Float.POSITIVE_INFINITY && t <= 1 && t >= 0)
return line.getPointOnLine(t);
return null;
}
/* Returns if the point is in the plane. */
public boolean isPointInPlane(Vector3 p)
{
return Math.abs(Vector3.dotProduct(Vector3.vectorFromPoints(p, this.v0),
this.getNormal())) <= EPSILON;
}
/* Returns if the point is in the triangle, V0V1V2. */
public boolean isPointInsideTriangle(Vector3 p)
{
if(!this.isPointInPlane(p))
return false;
/* Compute if inside using Barycentric coordinates */
Vector3 v0v2 = Vector3.vectorFromPoints(this.v0, this.v2);
Vector3 v0v1 = Vector3.vectorFromPoints(this.v0, this.v1);
Vector3 v0p = Vector3.vectorFromPoints(this.v0, p);
// Compute dot products
float v0v2_dot_v0v2 = Vector3.dotProduct(v0v2, v0v2);
float v0v2_dot_v0v1 = Vector3.dotProduct(v0v2, v0v1);
float v0v2_dot_v0p = Vector3.dotProduct(v0v2, v0p);
float v0v1_dot_v0v1 = Vector3.dotProduct(v0v1, v0v1);
float v0v1_dot_v0vp = Vector3.dotProduct(v0v1, v0p);
// Compute barycentric coordinates
float invDenom = 1 / (v0v2_dot_v0v2 * v0v1_dot_v0v1 - v0v2_dot_v0v1 *
v0v2_dot_v0v1);
float u = (v0v1_dot_v0v1 * v0v2_dot_v0p - v0v2_dot_v0v1 *
v0v1_dot_v0vp) * invDenom;
float v = (v0v2_dot_v0v2 * v0v1_dot_v0vp - v0v2_dot_v0v1 *
v0v2_dot_v0p) * invDenom;
// Check if point is in triangle
return (u >= 0) && (v >= 0) && (u + v <= 1);
}
/* Compute the intersection of this triangle and a sphere. */
public Vector3 triangleSphereIntersection(Vector3 sphereCenter,float radius)
{
float distance = this.distanceToPoint(sphereCenter);
/* If too far away */
if(Math.abs(distance) > radius)
return null;
/* Else intersecting with the plane */
Vector3 intersection = Vector3.addVectors(sphereCenter,
Vector3.scalarMult(-distance, this.getNormal()));
/* Dead on intersection. */
if(this.isPointInsideTriangle(intersection))
return intersection;
/* Else possible edge clipping. */
Line[] edges = new Line[]{ new Line(this.v0, this.v1),
new Line(this.v0, this.v2),new Line(this.v1, this.v2) };
for(Line edge : edges)
{
Vector3 closestP = edge.closestPointOnLineSegment(sphereCenter);
distance = (Vector3.vectorFromPoints(sphereCenter, closestP)).
magnitude();
if(distance <= radius)
{
return closestP;
}
}
/* Not intersecting */
return null;
}
/** Compares if the given object is equal to this one. **/
public boolean equals(Object obj)
{
if(!(obj instanceof Plane))
return false;
Plane other = (Plane)obj;