libgpac
Documentation of the core library of GPAC
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3D Mathematics More...
Data Structures | |
struct | GF_Vec |
3D point or vector More... | |
struct | GF_Vec4 |
4D vector More... | |
struct | GF_Matrix |
3D matrix More... | |
struct | GF_BBox |
3D Bounding Box More... | |
struct | GF_Plane |
Plane object. More... | |
struct | GF_Ray |
3D Ray More... | |
Macros | |
#define | gf_vec_equal(v1, v2) |
#define | gf_vec_rev(v) |
#define | gf_vec_diff(res, v1, v2) |
#define | gf_vec_add(res, v1, v2) |
#define | gf_quat_len(v) |
#define | gf_quat_norm(v) |
#define | gf_mx_init(_obj) |
matrix initialization More... | |
#define | gf_mx_is_identity(_obj) ((!(_obj).m[1] && !(_obj).m[2] && !(_obj).m[3] && !(_obj).m[4] && !(_obj).m[6] && !(_obj).m[7] && !(_obj).m[8] && !(_obj).m[9] && !(_obj).m[11] && !(_obj).m[12] && !(_obj).m[13] && !(_obj).m[14] && ((_obj).m[0]==FIX_ONE) && ((_obj).m[5]==FIX_ONE)&& ((_obj).m[10]==FIX_ONE)&& ((_obj).m[15]==FIX_ONE)) ? 1 : 0) |
#define | gf_mx_copy(_obj, from) |
matrix copy More... | |
Enumerations | |
enum | { GF_BBOX_FRONT , GF_BBOX_INTER , GF_BBOX_BACK } |
Functions | |
Fixed | gf_vec_len (GF_Vec v) |
get 3D vector length More... | |
Fixed | gf_vec_len_p (GF_Vec *v) |
get 3D vector length More... | |
Fixed | gf_vec_lensq (GF_Vec v) |
get 3D vector square length More... | |
Fixed | gf_vec_lensq_p (GF_Vec *v) |
get 3D vector square length More... | |
Fixed | gf_vec_dot (GF_Vec v1, GF_Vec v2) |
get 3D vector dot product More... | |
Fixed | gf_vec_dot_p (GF_Vec *v1, GF_Vec *v2) |
get 3D vector dot product More... | |
void | gf_vec_norm (GF_Vec *v) |
vector normalization More... | |
GF_Vec | gf_vec_scale (GF_Vec v, Fixed f) |
vector scaling More... | |
GF_Vec | gf_vec_scale_p (GF_Vec *v, Fixed f) |
vector scaling More... | |
GF_Vec | gf_vec_cross (GF_Vec v1, GF_Vec v2) |
vector cross product More... | |
GF_Vec | gf_vec_cross_p (GF_Vec *v1, GF_Vec *v2) |
vector cross product More... | |
GF_Vec4 | gf_quat_to_rotation (GF_Vec4 *quat) |
quaternion to rotation More... | |
GF_Vec4 | gf_quat_from_rotation (GF_Vec4 rot) |
quaternion from rotation More... | |
GF_Vec4 | gf_quat_get_inv (GF_Vec4 *quat) |
GF_Vec4 | gf_quat_multiply (GF_Vec4 *q1, GF_Vec4 *q2) |
quaternion multiplication More... | |
GF_Vec | gf_quat_rotate (GF_Vec4 *quat, GF_Vec *vec) |
quaternion vector rotating More... | |
GF_Vec4 | gf_quat_from_axis_cos (GF_Vec axis, Fixed cos_a) |
quaternion from axis and cos More... | |
GF_Vec4 | gf_quat_slerp (GF_Vec4 q1, GF_Vec4 q2, Fixed frac) |
quaternion interpolation More... | |
void | gf_bbox_refresh (GF_BBox *b) |
void | gf_bbox_from_rect (GF_BBox *box, GF_Rect *rc) |
void | gf_rect_from_bbox (GF_Rect *rc, GF_BBox *box) |
void | gf_bbox_grow_point (GF_BBox *box, GF_Vec pt) |
bounding box expansion More... | |
void | gf_bbox_union (GF_BBox *b1, GF_BBox *b2) |
Bool | gf_bbox_equal (GF_BBox *b1, GF_BBox *b2) |
Bool | gf_bbox_point_inside (GF_BBox *box, GF_Vec *p) |
void | gf_bbox_get_vertices (GF_Vec bmin, GF_Vec bmax, GF_Vec *vecs) |
get box vertices More... | |
void | gf_mx_from_mx2d (GF_Matrix *mx, GF_Matrix2D *mat2D) |
matrix constructor from 2D More... | |
Bool | gf_mx_equal (GF_Matrix *mx1, GF_Matrix *mx2) |
matrix equality testing More... | |
void | gf_mx_add_translation (GF_Matrix *mx, Fixed tx, Fixed ty, Fixed tz) |
matrix translation More... | |
void | gf_mx_add_scale (GF_Matrix *mx, Fixed sx, Fixed sy, Fixed sz) |
matrix scaling More... | |
void | gf_mx_add_rotation (GF_Matrix *mx, Fixed angle, Fixed x, Fixed y, Fixed z) |
matrix rotating More... | |
void | gf_mx_add_matrix (GF_Matrix *mx, GF_Matrix *mul) |
matrices multiplication More... | |
void | gf_mx_add_matrix_2d (GF_Matrix *mx, GF_Matrix2D *mat2D) |
2D matrix multiplication More... | |
void | gf_mx_inverse (GF_Matrix *mx) |
affine matrix inversion More... | |
void | gf_mx_transpose (GF_Matrix *mx) |
transpose 4x4 matrix More... | |
void | gf_mx_apply_vec (GF_Matrix *mx, GF_Vec *pt) |
matrix point transformation More... | |
void | gf_mx_apply_rect (GF_Matrix *_this, GF_Rect *rc) |
matrix rectangle transformation More... | |
void | gf_mx_ortho (GF_Matrix *mx, Fixed left, Fixed right, Fixed bottom, Fixed top, Fixed z_near, Fixed z_far) |
ortho matrix construction More... | |
void | gf_mx_ortho_reverse_z (GF_Matrix *mx, Fixed left, Fixed right, Fixed bottom, Fixed top, Fixed z_near, Fixed z_far) |
ortho matrix with reverse Z construction More... | |
void | gf_mx_perspective (GF_Matrix *mx, Fixed fov, Fixed aspect_ratio, Fixed z_near, Fixed z_far) |
perspective matrix construction More... | |
void | gf_mx_perspective_reverse_z (GF_Matrix *mx, Fixed fov, Fixed aspect_ratio, Fixed z_near, Fixed z_far) |
perspective matrix with reverse Z construction More... | |
void | gf_mx_lookat (GF_Matrix *mx, GF_Vec position, GF_Vec target, GF_Vec up_vector) |
creates look matrix More... | |
void | gf_mx_apply_bbox (GF_Matrix *mx, GF_BBox *b) |
matrix box transformation More... | |
void | gf_mx_apply_bbox_4x4 (GF_Matrix *mx, GF_BBox *b) |
matrix box transformation More... | |
void | gf_mx_apply_bbox_sphere (GF_Matrix *mx, GF_BBox *box) |
matrix box sphere transformation More... | |
void | gf_mx_add_matrix_4x4 (GF_Matrix *mat, GF_Matrix *mul) |
non-affine matrix multiplication More... | |
Bool | gf_mx_inverse_4x4 (GF_Matrix *mx) |
non-affine matrix inversion More... | |
void | gf_mx_apply_vec_4x4 (GF_Matrix *mx, GF_Vec4 *vec) |
matrix 4D vector transformation More... | |
void | gf_mx_get_yaw_pitch_roll (GF_Matrix *mx, Fixed *yaw, Fixed *pitch, Fixed *roll) |
matrix yaw pitch roll decomposition More... | |
void | gf_mx_decompose (GF_Matrix *mx, GF_Vec *translate, GF_Vec *scale, GF_Vec4 *rotate, GF_Vec *shear) |
matrix decomposition More... | |
void | gf_mx_rotate_vector (GF_Matrix *mx, GF_Vec *pt) |
matrix vector rotation More... | |
void | gf_mx_rotation_matrix_from_vectors (GF_Matrix *mx, GF_Vec x_axis, GF_Vec y_axis, GF_Vec z_axis) |
matrix initialization from vectors More... | |
void | gf_mx2d_from_mx (GF_Matrix2D *mx2d, GF_Matrix *mx) |
matrix to 2D matrix More... | |
void | gf_mx_apply_plane (GF_Matrix *mx, GF_Plane *plane) |
matrix plane transformation More... | |
Fixed | gf_plane_get_distance (GF_Plane *plane, GF_Vec *p) |
point to plane distance More... | |
GF_Vec | gf_closest_point_to_line (GF_Vec line_pt, GF_Vec line_vec, GF_Vec pt) |
closest point on a line More... | |
u32 | gf_plane_get_p_vertex_idx (GF_Plane *p) |
box p-vertex index More... | |
Bool | gf_plane_intersect_line (GF_Plane *plane, GF_Vec *linepoint, GF_Vec *linevec, GF_Vec *outPoint) |
plane line intersection More... | |
u32 | gf_bbox_plane_relation (GF_BBox *box, GF_Plane *p) |
box-plane relation More... | |
GF_Ray | gf_ray (GF_Vec start, GF_Vec end) |
ray constructor More... | |
void | gf_mx_apply_ray (GF_Matrix *mx, GF_Ray *r) |
matrix ray transformation More... | |
Bool | gf_ray_hit_box (GF_Ray *ray, GF_Vec min_edge, GF_Vec max_edge, GF_Vec *out_point) |
ray box intersection test More... | |
Bool | gf_ray_hit_sphere (GF_Ray *ray, GF_Vec *center, Fixed radius, GF_Vec *out_point) |
ray sphere intersection test More... | |
Bool | gf_ray_hit_triangle (GF_Ray *ray, GF_Vec *v0, GF_Vec *v1, GF_Vec *v2, Fixed *dist) |
ray triangle intersection test More... | |
This section documents mathematic tools for 3D geometry operations
struct GF_Vec |
struct GF_Vec4 |
struct GF_Matrix |
The 3D matrix object used in GPAC. The matrix is oriented like OpenGL matrices (column-major ordering), with the translation part at the end of the coefficients list.
Data Fields | ||
---|---|---|
Fixed | m[16] |
struct GF_BBox |
The 3D Bounding Box is a 3D Axis-Aligned Bounding Box used to in various tools of the GPAC framework for bounds estimation of a 3D object. It features an axis-aligned box and a sphere bounding volume for fast intersection tests.
Data Fields | ||
---|---|---|
GF_Vec | min_edge |
minimum x, y, and z of the object |
GF_Vec | max_edge |
maximum x, y, and z of the object |
GF_Vec | center |
center of the bounding box.
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Fixed | radius |
radius of the bounding sphere for this box.
|
Bool | is_set |
the bbox center and radius are valid |
struct GF_Plane |
struct GF_Ray |
#define gf_vec_equal | ( | v1, | |
v2 | |||
) |
macro evaluating to 1 if vectors are equal, 0 otherwise
#define gf_vec_rev | ( | v | ) |
macro reversing a vector v = v
#define gf_vec_diff | ( | res, | |
v1, | |||
v2 | |||
) |
macro performing the minus operation res = v1 - v2
#define gf_vec_add | ( | res, | |
v1, | |||
v2 | |||
) |
macro performing the add operation res = v1 + v2
#define gf_quat_len | ( | v | ) |
gets the len of a quaternion
#define gf_quat_norm | ( | v | ) |
normalizes a quaternion
#define gf_mx_init | ( | _obj | ) |
Inits the matrix to the identity matrix
#define gf_mx_is_identity | ( | _obj | ) | ((!(_obj).m[1] && !(_obj).m[2] && !(_obj).m[3] && !(_obj).m[4] && !(_obj).m[6] && !(_obj).m[7] && !(_obj).m[8] && !(_obj).m[9] && !(_obj).m[11] && !(_obj).m[12] && !(_obj).m[13] && !(_obj).m[14] && ((_obj).m[0]==FIX_ONE) && ((_obj).m[5]==FIX_ONE)&& ((_obj).m[10]==FIX_ONE)&& ((_obj).m[15]==FIX_ONE)) ? 1 : 0) |
macro to check if a matrix is the identity matrix
#define gf_mx_copy | ( | _obj, | |
from | |||
) |
Copies the matrix _from to the matrix _obj
anonymous enum |
Classification types for box/plane position used in gf_bbox_plane_relation
Enumerator | |
---|---|
GF_BBOX_FRONT | box is in front of the plane |
GF_BBOX_INTER | box intersects the plane |
GF_BBOX_BACK | box is back of the plane |
Gets the length of a 3D vector
v | the target vector |
Gets the length of a 3D vector
v | the target vector |
Gets the square length of a 3D vector
v | the target vector |
Gets the square length of a 3D vector
v | the target vector |
Gets the dot product of two vectors
v1 | first vector |
v2 | second vector |
Gets the dot product of two vectors
v1 | first vector |
v2 | second vector |
void gf_vec_norm | ( | GF_Vec * | v | ) |
Normalize the vector, eg make its length equal to FIX_ONE
v | vector to normalize |
Scales a vector by a given amount
v | vector to scale |
f | scale factor |
Scales a vector by a given amount
v | vector to scale |
f | scale factor |
Gets the cross product of two vectors
v1 | first vector |
v2 | second vector |
Gets the cross product of two vectors
v1 | first vector |
v2 | second vector |
Transforms a quaternion to a Rotation, expressed as a 4 dimension vector with x,y,z for axis and q for rotation angle
quat | the quaternion to transform |
Transforms a Rotation to a quaternion
rot | the rotation to transform |
Inverses a quaternion
quat | the quaternion to inverse |
Multiplies two quaternions
q1 | the first quaternion |
q2 | the second quaternion |
Rotates a vector with a quaternion
quat | the quaternion modelizing the rotation |
vec | the vector to rotate |
Constructs a quaternion from an axis and a cosinus value (shortcut to gf_quat_from_rotation)
axis | the rotation axis |
cos_a | the rotation cosinus value |
Interpolates two quaternions using spherical linear interpolation
q1 | the first quaternion |
q2 | the second quaternion |
frac | the fraction of the interpolation, between 0 and FIX_ONE |
void gf_bbox_refresh | ( | GF_BBox * | b | ) |
updates information of the bounding box based on the edge information
b | the target bounding box |
builds a bounding box from a 2D rectangle
box | the bounding box to build |
rc | the source rectangle |
builds a rectangle from a 3D bounding box.
rc | the destination rectangle |
box | the source bounding box |
Checks if a point is inside a bounding box and updates the bounding box to include it if not the case
box | the bounding box object |
pt | the 3D point to check |
performs the union of two bounding boxes
b1 | the first bounding box |
b2 | the bounding box to add |
checks if two bounding boxes are equal or not
b1 | the first bounding box |
b2 | the second bounding box |
checks if a point is inside a bounding box or not
box | the bounding box |
p | the point to check |
Returns the 8 bounding box vertices given the minimum and maximum edge. Vertices are ordered to respect "p-vertex indexes", (vertex from a box closest to plane) and so that n-vertex (vertex from a box farthest from plane) is 7-p_vx_idx
bmin | minimum edge of the box |
bmax | maximum edge of the box |
vecs | list of 8 3D points used to store the vertices. |
void gf_mx_from_mx2d | ( | GF_Matrix * | mx, |
GF_Matrix2D * | mat2D | ||
) |
Initializes a 3D matrix from a 2D matrix.
mx | the target matrix to initialize |
mat2D | the source 2D matrix |
Tests if two matrices are equal or not.
mx1 | the first matrix |
mx2 | the first matrix |
Translates a matrix
mx | the matrix being transformed. Once the function is called, contains the result matrix |
tx | horizontal translation |
ty | vertical translation |
tz | depth translation |
Scales a matrix
mx | the matrix being transformed. Once the function is called, contains the result matrix |
sx | horizontal translation scaling |
sy | vertical translation scaling |
sz | depth translation scaling |
Rotates a matrix
mx | the matrix being transformed. Once the function is called, contains the result matrix |
angle | rotation angle in radians |
x | horizontal coordinate of rotation axis |
y | vertical coordinate of rotation axis |
z | depth coordinate of rotation axis |
Multiplies a matrix with another one mx = mx*mul
mx | the matrix being transformed. Once the function is called, contains the result matrix |
mul | the matrix to add |
void gf_mx_add_matrix_2d | ( | GF_Matrix * | mx, |
GF_Matrix2D * | mat2D | ||
) |
Adds a 2D affine matrix to a matrix
mx | the matrix |
mat2D | the matrix to premultiply |
void gf_mx_inverse | ( | GF_Matrix * | mx | ) |
Inverses an affine matrix.
mx | the matrix to inverse |
void gf_mx_transpose | ( | GF_Matrix * | mx | ) |
Transposes a 4x4 matrix
mx | the matrix to transpose |
Applies a 3D matrix transformation to a 3D point
mx | transformation matrix |
pt | pointer to 3D point. Once the function is called, pt contains the transformed point |
Applies a 3D matrix transformation to a rectangle, giving the enclosing rectangle of the transformed one.
_this | transformation matrix |
rc | pointer to rectangle. Once the function is called, rc contains the transformed rectangle |
void gf_mx_ortho | ( | GF_Matrix * | mx, |
Fixed | left, | ||
Fixed | right, | ||
Fixed | bottom, | ||
Fixed | top, | ||
Fixed | z_near, | ||
Fixed | z_far | ||
) |
Creates an orthogonal projection matrix. This assume the NDC Z lies in [-1,1]
mx | matrix to initialize |
left | min horizontal coordinate of viewport |
right | max horizontal coordinate of viewport |
bottom | min vertical coordinate of viewport |
top | max vertical coordinate of viewport |
z_near | min depth coordinate of viewport |
z_far | max depth coordinate of viewport |
void gf_mx_ortho_reverse_z | ( | GF_Matrix * | mx, |
Fixed | left, | ||
Fixed | right, | ||
Fixed | bottom, | ||
Fixed | top, | ||
Fixed | z_near, | ||
Fixed | z_far | ||
) |
Creates an orthogonal projection matrix with reverse Z. This assume the NDC Z lies in [0,1], not [-1,1]
mx | matrix to initialize |
left | min horizontal coordinate of viewport |
right | max horizontal coordinate of viewport |
bottom | min vertical coordinate of viewport |
top | max vertical coordinate of viewport |
z_near | min depth coordinate of viewport |
z_far | max depth coordinate of viewport |
Creates a perspective projection matrix. This assume the NDC Z lies in [-1,1]
mx | matrix to initialize |
fov | camera field of view angle in radian |
aspect_ratio | viewport aspect ratio |
z_near | min depth coordinate of viewport |
z_far | max depth coordinate of viewport |
void gf_mx_perspective_reverse_z | ( | GF_Matrix * | mx, |
Fixed | fov, | ||
Fixed | aspect_ratio, | ||
Fixed | z_near, | ||
Fixed | z_far | ||
) |
Creates a perspective projection matrix with reverse Z. This assume the NDC Z lies in [0,1]
mx | matrix to initialize |
fov | camera field of view angle in radian |
aspect_ratio | viewport aspect ratio |
z_near | min depth coordinate of viewport |
z_far | max depth coordinate of viewport |
Creates a transformation matrix looking at a given direction from a given point (camera matrix).
mx | matrix to initialize |
position | position |
target | look direction |
up_vector | vector describing the up direction |
Applies a 3D matrix transformation to a bounding box, giving the enclosing box of the transformed one
mx | transformation matrix |
b | pointer to bounding box. Once the function is called, contains the transformed bounding box |
Applies a 3D matrix transformation using perspective division to a bounding box, giving the enclosing box of the transformed one
mx | transformation matrix |
b | pointer to bounding box. Once the function is called, contains the transformed bounding box |
Applies a 3D matrix transformation to a bounding box, computing only the enclosing sphere of the transformed one.
mx | transformation matrix |
box | pointer to bounding box. Once the function is called, contains the transformed bounding sphere |
Multiplies two non-affine matrices mx = mx*mul
mat | the target matrix |
mul | the matrix we multiply with |
Inverses a non-affine matrices
mx | the target matrix |
Applies a 3D non-affine matrix transformation to a 4 dimension vector
mx | transformation matrix |
vec | pointer to the vector. Once the function is called, contains the transformed vector |
Extracts yaw, pitch and roll info from a matrix
mx | the matrix to decompose |
yaw | the extracted yaw angle in radians |
pitch | the extracted pitch angle in radians |
roll | the extracted roll angle in radians |
void gf_mx_decompose | ( | GF_Matrix * | mx, |
GF_Vec * | translate, | ||
GF_Vec * | scale, | ||
GF_Vec4 * | rotate, | ||
GF_Vec * | shear | ||
) |
Decomposes a matrix into translation, scale, shear and rotate
mx | the matrix to decompose |
translate | the decomposed translation part |
scale | the decomposed scaling part |
rotate | the decomposed rotation part, expressed as a Rotataion (axis + angle) |
shear | the decomposed shear part |
Rotates a vector with a given matrix, ignoring any translation.
mx | transformation matrix |
pt | pointer to 3D vector. Once the function is called, pt contains the transformed vector |
void gf_mx_rotation_matrix_from_vectors | ( | GF_Matrix * | mx, |
GF_Vec | x_axis, | ||
GF_Vec | y_axis, | ||
GF_Vec | z_axis | ||
) |
Inits a matrix to rotate the local axis in the given vectors
mx | matrix to initialize |
x_axis | target normalized X axis |
y_axis | target normalized Y axis |
z_axis | target normalized Z axis |
void gf_mx2d_from_mx | ( | GF_Matrix2D * | mx2d, |
GF_Matrix * | mx | ||
) |
Inits a 2D matrix by removing all depth info from a 3D matrix
mx2d | 2D matrix to initialize |
mx | 3D matrix to use |
Transorms a plane by a given matrix
mx | the matrix to use |
plane | pointer to 3D plane. Once the function is called, plane contains the transformed plane |
Gets the distance between a point and a plne
plane | the plane to use |
p | pointer to ^point to check |
Gets the closest point on a line from a given point in space
line_pt | a point of the line to test |
line_vec | the normalized direction vector of the line |
pt | the point to check |
Gets the p-vertex index for a given plane. The p-vertex index is the index of the closest vertex of a bounding box to the plane. The vertices of a box are always ordered in GPAC? cf gf_bbox_get_vertices
p | the plane to check |
Bool gf_plane_intersect_line | ( | GF_Plane * | plane, |
GF_Vec * | linepoint, | ||
GF_Vec * | linevec, | ||
GF_Vec * | outPoint | ||
) |
Checks for the intersection of a plane and a line
plane | plane to test |
linepoint | a point on the line to test |
linevec | normalized direction vector of the line to test |
outPoint | optional pointer to retrieve the intersection point, NULL otherwise |
Gets the spatial relation between a box and a plane
box | the box to check |
p | the plane to check |
Constructs a ray object
start | starting point of the ray |
end | end point of the ray, or any point on the ray |
Transforms a ray by a given transformation matrix
mx | the matrix to use |
r | pointer to the ray. Once the function is called, contains the transformed ray |
Checks if a ray intersects a box or not
ray | the ray to check |
min_edge | the minimum edge of the box to check |
max_edge | the maximum edge of the box to check |
out_point | optional location of a 3D point to store the intersection, NULL otherwise. |
Checks if a ray intersects a box or not
ray | the ray to check |
center | the center of the sphere to check. If NULL, the origin (0,0,0)is used |
radius | the radius of the sphere to check |
out_point | optional location of a 3D point to store the intersection, NULL otherwise |
Checks if a ray intersects a triangle or not
ray | the ray to check |
v0 | first vertex of the triangle |
v1 | second vertex of the triangle |
v2 | third vertex of the triangle |
dist | optional location of a fixed number to store the intersection distance from ray origin if any, NULL otherwise |