tge/lib/maxsdk40/gutil.h
2017-04-17 06:17:10 -06:00

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/**********************************************************************
*<
FILE: gutil.h
DESCRIPTION: Geometric utility functions
CREATED BY: Dan Silva
HISTORY:
*> Copyright (c) 1994, All Rights Reserved.
**********************************************************************/
#ifndef _GUTIL_H
#define _GUTIL_H
//- BaryCoords-----------------------------------------------------
// Given three points in space forming a triangle (p0,p1,p2),
// and a fourth point in the plane of that triangle, returns the
// barycentric coords of that point relative to the triangle.
DllExport Point3 BaryCoords(Point3 p0, Point3 p1, Point3 p2, Point3 p);
// Same thing in 2D
DllExport Point3 BaryCoords(Point2 p0, Point2 p1, Point2 p2, Point2 p);
//--RayHitsBox--------------------------------------------------------
// Returns true of the ray pierces the box
DllExport BOOL RayHitsBox(Ray &ray, Box3 &b);
// DistPtToLine ---------------------------------------------------------
// find distance of q from line p0->p1
DllExport float DistPtToLine(Point2 *p0, Point2 *p1, Point2 *q );
// Dist3DPtToLine ---------------------------------------------------------
// find distance of q from line p0->p1
DllExport float Dist3DPtToLine(Point3* p0, Point3* p1, Point3* q );
//----------------------------------------------------------------------
// USE CompBumpVec2D INSTEAD! This is here for compatibility only.
//
// Computing the 3 Bump basis vectors from the UVW's at the triangle.
//
// input:
// tv: texture coordinates at 3 triangle vertices
// v: coordinates of triangle vertices (usually in camera space)
//
// output:
// bvec: the 3 bump basis vectors (normalized) corresponding to the U,V,and W axes.
//
DllExport void ComputeBumpVectors(const Point3 tv[3], const Point3 v[3], Point3 bvec[3]);
//----------------------------------------------------------------------
// Computing the 2 Bump basis vectors from the UV, VW, or WU at a triangle.
//
// input:
// axis: 0=>UV, 1=>VW, 2=>WU ( use defined constants AXIS_UV, AXIS_VW, AXIS_WU in imtl.h
// tv: texture coordinates at 3 triangle vertices
// v: coordinates of triangle vertices (usually in camera space)
//
// output:
// bvec: the 2 bump basis vectors (normalized) corresponding to the specified axes.
//
// THIS IS THE RECOMMENDED WAY TO COMPUTE BUMP VECTORS, NOT ComputeBumpVectors, which
// can give erroneous results
DllExport void ComputeBumpVec2D(int axis, const Point3 tv[3], const Point3 v[3], Point3 bvec[2]);
//-------------------------------------------------------------------------------
// Quick and dirty unit vector compression. Only accurate to 1 part in 512
//
ULONG DllExport CompressNormal(Point3 p);
Point3 DllExport DeCompressNormal(ULONG n);
//-------------------------------------------------------------------------------
// JH 10/05/98
// Method to come up with an arbitray axis system given an "up" direction
// Conforms to the AutoCAD algorithm
void DllExport ArbAxis(const Point3& zAxis, Matrix3& matrix);
#endif