271 lines
7.9 KiB
C++
271 lines
7.9 KiB
C++
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// This code is in the public domain -- Ignacio Casta<74>o <castano@gmail.com>
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#include "Basis.h"
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using namespace nv;
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/// Normalize basis vectors.
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void Basis::normalize(float epsilon /*= NV_EPSILON*/)
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{
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normal = ::normalizeSafe(normal, Vector3(0.0f), epsilon);
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tangent = ::normalizeSafe(tangent, Vector3(0.0f), epsilon);
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bitangent = ::normalizeSafe(bitangent, Vector3(0.0f), epsilon);
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}
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/// Gram-Schmidt orthogonalization.
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/// @note Works only if the vectors are close to orthogonal.
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void Basis::orthonormalize(float epsilon /*= NV_EPSILON*/)
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{
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// N' = |N|
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// T' = |T - (N' dot T) N'|
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// B' = |B - (N' dot B) N' - (T' dot B) T'|
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normal = ::normalize(normal, epsilon);
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tangent -= normal * dot(normal, tangent);
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tangent = ::normalize(tangent, epsilon);
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bitangent -= normal * dot(normal, bitangent);
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bitangent -= tangent * dot(tangent, bitangent);
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bitangent = ::normalize(bitangent, epsilon);
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}
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/// Robust orthonormalization.
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/// Returns an orthonormal basis even when the original is degenerate.
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void Basis::robustOrthonormalize(float epsilon /*= NV_EPSILON*/)
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{
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// Normalize all vectors.
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normalize(epsilon);
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if (lengthSquared(normal) < epsilon*epsilon)
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{
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// Build normal from tangent and bitangent.
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normal = cross(tangent, bitangent);
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if (lengthSquared(normal) < epsilon*epsilon)
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{
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// Arbitrary basis.
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tangent = Vector3(1, 0, 0);
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bitangent = Vector3(0, 1, 0);
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normal = Vector3(0, 0, 1);
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return;
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}
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normal = nv::normalize(normal, epsilon);
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}
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// Project tangents to normal plane.
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tangent -= normal * dot(normal, tangent);
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bitangent -= normal * dot(normal, bitangent);
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if (lengthSquared(tangent) < epsilon*epsilon)
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{
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if (lengthSquared(bitangent) < epsilon*epsilon)
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{
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// Arbitrary basis.
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buildFrameForDirection(normal);
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}
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else
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{
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// Build tangent from bitangent.
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bitangent = nv::normalize(bitangent, epsilon);
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tangent = cross(bitangent, normal);
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nvDebugCheck(isNormalized(tangent, epsilon));
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}
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}
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else
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{
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tangent = nv::normalize(tangent, epsilon);
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#if 0
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bitangent -= tangent * dot(tangent, bitangent);
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if (lengthSquared(bitangent) < epsilon*epsilon)
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{
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bitangent = cross(tangent, normal);
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nvDebugCheck(isNormalized(bitangent, epsilon));
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}
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else
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{
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bitangent = nv::normalize(bitangent, epsilon);
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}
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#else
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if (lengthSquared(bitangent) < epsilon*epsilon)
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{
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// Build bitangent from tangent.
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bitangent = cross(tangent, normal);
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nvDebugCheck(isNormalized(bitangent, epsilon));
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}
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else
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{
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bitangent = nv::normalize(bitangent, epsilon);
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// At this point tangent and bitangent are orthogonal to normal, but we don't know whether their orientation.
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Vector3 bisector;
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if (lengthSquared(tangent + bitangent) < epsilon*epsilon)
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{
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bisector = tangent;
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}
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else
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{
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bisector = nv::normalize(tangent + bitangent);
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}
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Vector3 axis = nv::normalize(cross(bisector, normal));
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//nvDebugCheck(isNormalized(axis, epsilon));
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nvDebugCheck(equal(dot(axis, tangent), -dot(axis, bitangent), epsilon));
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if (dot(axis, tangent) > 0)
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{
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tangent = bisector + axis;
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bitangent = bisector - axis;
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}
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else
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{
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tangent = bisector - axis;
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bitangent = bisector + axis;
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}
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// Make sure the resulting tangents are still perpendicular to the normal.
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tangent -= normal * dot(normal, tangent);
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bitangent -= normal * dot(normal, bitangent);
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// Double check.
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nvDebugCheck(equal(dot(normal, tangent), 0.0f, epsilon));
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nvDebugCheck(equal(dot(normal, bitangent), 0.0f, epsilon));
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// Normalize.
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tangent = nv::normalize(tangent);
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bitangent = nv::normalize(bitangent);
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// If tangent and bitangent are not orthogonal, then derive bitangent from tangent, just in case...
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if (!equal(dot(tangent, bitangent), 0.0f, epsilon)) {
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bitangent = cross(tangent, normal);
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bitangent = nv::normalize(bitangent);
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}
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}
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#endif
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}
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/*// Check vector lengths.
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if (!isNormalized(normal, epsilon))
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{
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nvDebug("%f %f %f\n", normal.x, normal.y, normal.z);
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nvDebug("%f %f %f\n", tangent.x, tangent.y, tangent.z);
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nvDebug("%f %f %f\n", bitangent.x, bitangent.y, bitangent.z);
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}*/
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nvDebugCheck(isNormalized(normal, epsilon));
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nvDebugCheck(isNormalized(tangent, epsilon));
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nvDebugCheck(isNormalized(bitangent, epsilon));
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// Check vector angles.
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nvDebugCheck(equal(dot(normal, tangent), 0.0f, epsilon));
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nvDebugCheck(equal(dot(normal, bitangent), 0.0f, epsilon));
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nvDebugCheck(equal(dot(tangent, bitangent), 0.0f, epsilon));
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// Check vector orientation.
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const float det = dot(cross(normal, tangent), bitangent);
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nvDebugCheck(equal(det, 1.0f, epsilon) || equal(det, -1.0f, epsilon));
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}
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/// Build an arbitrary frame for the given direction.
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void Basis::buildFrameForDirection(Vector3::Arg d, float angle/*= 0*/)
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{
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nvCheck(isNormalized(d));
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normal = d;
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// Choose minimum axis.
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if (fabsf(normal.x) < fabsf(normal.y) && fabsf(normal.x) < fabsf(normal.z))
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{
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tangent = Vector3(1, 0, 0);
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}
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else if (fabsf(normal.y) < fabsf(normal.z))
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{
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tangent = Vector3(0, 1, 0);
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}
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else
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{
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tangent = Vector3(0, 0, 1);
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}
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// Ortogonalize
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tangent -= normal * dot(normal, tangent);
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tangent = ::normalize(tangent);
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bitangent = cross(normal, tangent);
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// Rotate frame around normal according to angle.
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if (angle != 0.0f) {
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float c = cosf(angle);
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float s = sinf(angle);
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Vector3 tmp = c * tangent - s * bitangent;
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bitangent = s * tangent + c * bitangent;
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tangent = tmp;
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}
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}
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bool Basis::isValid() const
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{
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if (equal(normal, Vector3(0.0f))) return false;
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if (equal(tangent, Vector3(0.0f))) return false;
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if (equal(bitangent, Vector3(0.0f))) return false;
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if (equal(determinant(), 0.0f)) return false;
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return true;
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}
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/// Transform by this basis. (From this basis to object space).
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Vector3 Basis::transform(Vector3::Arg v) const
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{
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Vector3 o = tangent * v.x;
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o += bitangent * v.y;
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o += normal * v.z;
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return o;
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}
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/// Transform by the transpose. (From object space to this basis).
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Vector3 Basis::transformT(Vector3::Arg v)
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{
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return Vector3(dot(tangent, v), dot(bitangent, v), dot(normal, v));
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}
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/// Transform by the inverse. (From object space to this basis).
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/// @note Uses Cramer's rule so the inverse is not accurate if the basis is ill-conditioned.
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Vector3 Basis::transformI(Vector3::Arg v) const
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{
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const float det = determinant();
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nvDebugCheck(!equal(det, 0.0f, 0.0f));
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const float idet = 1.0f / det;
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// Rows of the inverse matrix.
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Vector3 r0(
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(bitangent.y * normal.z - bitangent.z * normal.y),
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-(bitangent.x * normal.z - bitangent.z * normal.x),
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(bitangent.x * normal.y - bitangent.y * normal.x));
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Vector3 r1(
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-(tangent.y * normal.z - tangent.z * normal.y),
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(tangent.x * normal.z - tangent.z * normal.x),
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-(tangent.x * normal.y - tangent.y * normal.x));
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Vector3 r2(
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(tangent.y * bitangent.z - tangent.z * bitangent.y),
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-(tangent.x * bitangent.z - tangent.z * bitangent.x),
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(tangent.x * bitangent.y - tangent.y * bitangent.x));
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return Vector3(dot(v, r0), dot(v, r1), dot(v, r2)) * idet;
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}
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