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Relocate Matrix/Vector code to lib where plugins can use it
Also, tweak the perspective projection scaling to fill out the area a bit more, and change the visualization editor to use the grid's size when setting the path dimensions. Also, note gimbal lock.
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@@ -0,0 +1,124 @@
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/*
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* Copyright 2020 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace PluginCommon {
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/// <summary>
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/// Simple 4x4 matrix.
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/// </summary>
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public class Matrix44 {
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public double[,] Val {
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get { return mVal; }
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private set { mVal = value; }
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}
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private double[,] mVal;
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public Matrix44() {
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Val = new double[4, 4];
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}
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public void Clear() {
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for (int col = 0; col < 4; col++) {
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for (int row = 0; row < 4; row++) {
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Val[col, row] = 0.0;
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}
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}
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}
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public void SetToIdentity() {
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Clear();
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Val[0, 0] = Val[1, 1] = Val[2, 2] = Val[3, 3] = 1.0;
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}
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/// <summary>
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/// Sets the matrix to perform rotation about Euler angles in the order X, Y, Z.
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/// </summary>
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/// <param name="xdeg">Rotation about the X axis, in degrees.</param>
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/// <param name="ydeg">Rotation about the Y axis, in degrees.</param>
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/// <param name="zdeg">Rotation about the Z axis, in degrees.</param>
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public void SetRotationEuler(int xdeg, int ydeg, int zdeg) {
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const double degToRad = Math.PI / 180.0;
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double xrad = xdeg * degToRad;
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double yrad = ydeg * degToRad;
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double zrad = zdeg * degToRad;
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double cx = Math.Cos(xrad);
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double sx = Math.Sin(xrad);
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double cy = Math.Cos(yrad);
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double sy = Math.Sin(yrad);
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double cz = Math.Cos(zrad);
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double sz = Math.Sin(zrad);
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double sycx = sy * cx;
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double sysx = sy * sx;
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bool useXyz = true;
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if (useXyz) {
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// R = Rz * Ry * Rx (from wikipedia)
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Val[0, 0] = cz * cy;
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Val[0, 1] = sz * cy;
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Val[0, 2] = -sy;
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Val[1, 0] = cz * sysx - sz * cx;
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Val[1, 1] = sz * sysx + cz * cx;
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Val[1, 2] = cy * sx;
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Val[2, 0] = cz * sycx + sz * sx;
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Val[2, 1] = sz * sycx - cz * sx;
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Val[2, 2] = cy * cx;
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} else {
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// R = Rx * Ry * Rz (from Arc3D)
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Val[0, 0] = cz * cy;
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Val[0, 1] = -sz * cy;
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Val[0, 2] = sy;
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Val[1, 0] = cz * sysx + sz * cx;
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Val[1, 1] = -sz * sysx + cz * cx;
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Val[1, 2] = -cy * sx;
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Val[2, 0] = -cz * sycx + sz * sx;
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Val[2, 1] = sz * sycx + cz * sx;
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Val[2, 2] = cy * cx;
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}
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//Val[0, 3] = Val[1, 3] = Val[2, 3] = Val[3, 0] = Val[3, 1] = Val[3, 2] = 0.0;
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Val[3, 3] = 1.0;
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}
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/// <summary>
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/// Multiplies a 3-element vector. The vector's 4th element is implicitly set to 1.
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/// </summary>
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/// <param name="vec">Column vector to multiply.</param>
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/// <returns>Result vector.</returns>
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public Vector3 Multiply(Vector3 vec) {
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double rx = vec.X * Val[0, 0] + vec.Y * Val[1, 0] + vec.Z * Val[2, 0] + Val[3, 0];
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double ry = vec.X * Val[0, 1] + vec.Y * Val[1, 1] + vec.Z * Val[2, 1] + Val[3, 1];
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double rz = vec.X * Val[0, 2] + vec.Y * Val[1, 2] + vec.Z * Val[2, 2] + Val[3, 2];
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return new Vector3(rx, ry, rz);
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}
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public override string ToString() {
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StringBuilder sb = new StringBuilder();
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for (int row = 0; row < 4; row++) {
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sb.AppendFormat("|{0,8:N3} {1,8:N3} {2,8:N3} {3,8:N3}|",
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Val[0, row], Val[1, row], Val[2, row], Val[3, row]);
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sb.AppendLine();
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}
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return sb.ToString();
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}
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}
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}
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@@ -0,0 +1,69 @@
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/*
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* Copyright 2020 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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namespace PluginCommon {
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/// <summary>
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/// Simple 3-element column vector.
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/// </summary>
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public class Vector3 {
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public double X {
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get { return mX; }
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set { mX = value; }
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}
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public double Y {
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get { return mY; }
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set { mY = value; }
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}
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public double Z {
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get { return mZ; }
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set { mZ = value; }
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}
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private double mX, mY, mZ;
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public Vector3(double x, double y, double z) {
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mX = x;
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mY = y;
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mZ = z;
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}
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public double Magnitude() {
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return Math.Sqrt(X * X + Y * Y + Z * Z);
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}
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public void Normalize() {
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double len_r = 1.0 / Magnitude();
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mX *= len_r;
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mY *= len_r;
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mZ *= len_r;
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}
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public void Multiply(double sc) {
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mX *= sc;
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mY *= sc;
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mZ *= sc;
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}
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public static double Dot(Vector3 v0, Vector3 v1) {
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return v0.X * v1.X + v0.Y * v1.Y + v0.Z * v1.Z;
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}
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public override string ToString() {
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return string.Format("|{0,8:N3} {1,8:N3} {2,8:N3}|", X, Y, Z);
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}
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}
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}
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@@ -172,8 +172,9 @@ namespace PluginCommon {
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}
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}
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// TODO(maybe): confirm that every face has a vertex. Not strictly necessary
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// since you can do orthographic-projection BFC without it... but who does that?
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// TODO(maybe): confirm that every face (i.e. normal) has a vertex we can use for
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// BFC calculation. Not strictly necessary since you can do orthographic-projection
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// BFC without it... but who does that?
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msg = string.Empty;
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return true;
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