colobot/src/math/point.h

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// * This file is part of the COLOBOT source code
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * This program is free software: you can redistribute it and/or modify
// * it under the terms of the GNU General Public License as published by
// * the Free Software Foundation, either version 3 of the License, or
// * (at your option) any later version.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see http://www.gnu.org/licenses/.
/** @defgroup MathPointModule math/point.h
Contains the Point struct and related functions.
*/
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#pragma once
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#include "const.h"
#include "func.h"
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#include <cmath>
// Math module namespace
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namespace Math
{
/* @{ */ // start of group
/** \struct Point math/point.h
\brief 2D point
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Represents a 2D point (x, y).
Contains the required methods for operating on points.
All methods are made inline to maximize optimization.
*/
struct Point
{
//! X coord
float x;
//! Y coord
float y;
//! Constructs a zero point: (0,0)
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inline Point()
{
LoadZero();
}
//! Constructs a point from given coords: (x,y)
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inline explicit Point(float x, float y)
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{
this->x = x;
this->y = y;
}
//! Sets the zero point: (0,0)
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inline void LoadZero()
{
x = y = 0.0f;
}
//! Returns the distance from (0,0) to the point (x,y)
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inline float Length()
{
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return sqrt(x*x + y*y);
}
//! Returns the inverted point
inline Point operator-() const
{
return Point(-x, -y);
}
//! Adds the given point
inline const Point& operator+=(const Point &right)
{
x += right.x;
y += right.y;
return *this;
}
//! Adds two points
inline friend const Point operator+(const Point &left, const Point &right)
{
return Point(left.x + right.x, left.y + right.y);
}
//! Subtracts the given vector
inline const Point& operator-=(const Point &right)
{
x -= right.x;
y -= right.y;
return *this;
}
//! Subtracts two points
inline friend const Point operator-(const Point &left, const Point &right)
{
return Point(left.x - right.x, left.y - right.y);
}
//! Multiplies by given scalar
inline const Point& operator*=(const float &right)
{
x *= right;
y *= right;
return *this;
}
//! Multiplies point by scalar
inline friend const Point operator*(const float &left, const Point &right)
{
return Point(left * right.x, left * right.y);
}
//! Multiplies point by scalar
inline friend const Point operator*(const Point &left, const float &right)
{
return Point(left.x * right, left.y * right);
}
//! Divides by given scalar
inline const Point& operator/=(const float &right)
{
x /= right;
y /= right;
return *this;
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}
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//! Divides point by scalar
inline friend const Point operator/(const Point &left, const float &right)
{
return Point(left.x / right, left.y / right);
}
}; // struct Point
//! Checks if two vectors are equal within given \a tolerance
inline bool PointsEqual(const Point &a, const Point &b, float tolerance = TOLERANCE)
{
return IsEqual(a.x, b.x, tolerance) && IsEqual(a.y, b.y, tolerance);
}
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//! Permutes two points
inline void Swap(Point &a, Point &b)
{
Point c;
c = a;
a = b;
b = c;
}
//! Returns the distance between two points
inline float Distance(const Point &a, const Point &b)
{
return sqrt((a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y));
}
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//! Returns py up on the line \a a - \a b
inline float MidPoint(const Point &a, const Point &b, float px)
{
if (IsEqual(a.x, b.x))
{
if (a.y < b.y)
return HUGE;
else
return -HUGE;
}
return (b.y-a.y) * (px-a.x) / (b.x-a.x) + a.y;
}
//! Calculates the parameters a and b of the linear function passing through \a p1 and \a p2
/** Returns \c false if the line is vertical.
\param p1,p2 points
\param a,b linear function parameters */
inline bool LinearFunction(const Point &p1, const Point &p2, float &a, float &b)
{
if ( IsZero(p1.x-p2.x) )
{
a = HUGE;
b = p2.x;
return false;
}
a = (p2.y-p1.y) / (p2.x-p1.x);
b = p2.y - p2.x*a;
return true;
}
//! Checks if the point is inside triangle defined by vertices \a a, \a b, \a c
inline bool IsInsideTriangle(Point a, Point b, Point c, const Point &p)
{
if ( p.x < a.x && p.x < b.x && p.x < c.x ) return false;
if ( p.x > a.x && p.x > b.x && p.x > c.x ) return false;
if ( p.y < a.y && p.y < b.y && p.y < c.y ) return false;
if ( p.y > a.y && p.y > b.y && p.y > c.y ) return false;
if ( a.x > b.x ) Swap(a,b);
if ( a.x > c.x ) Swap(a,c);
if ( c.x < a.x ) Swap(c,a);
if ( c.x < b.x ) Swap(c,b);
float n, m;
n = MidPoint(a, b, p.x);
m = MidPoint(a, c, p.x);
if ( (n>p.y || p.y>m) && (n<p.y || p.y<m) )
return false;
n = MidPoint(c, b, p.x);
m = MidPoint(c, a, p.x);
if ( (n>p.y || p.y>m) && (n<p.y || p.y<m) )
return false;
return true;
}
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//! Rotates a point around a center
/** \a center center of rotation
\a angle angle is in radians (positive is counterclockwise (CCW) )
\a p the point */
inline Point RotatePoint(const Point &center, float angle, const Point &p)
{
Point a;
a.x = p.x-center.x;
a.y = p.y-center.y;
Point b;
b.x = a.x*cosf(angle) - a.y*sinf(angle);
b.y = a.x*sinf(angle) + a.y*cosf(angle);
b.x += center.x;
b.y += center.y;
return b;
}
//! Rotates a point around the origin (0,0)
/** \a angle angle in radians (positive is counterclockwise (CCW) )
\a p the point */
inline Point RotatePoint(float angle, const Point &p)
{
float x = p.x*cosf(angle) - p.y*sinf(angle);
float y = p.x*sinf(angle) + p.y*cosf(angle);
return Point(x, y);
}
//! Rotates a vector (dist, 0).
/** \a angle angle is in radians (positive is counterclockwise (CCW) )
\a dist distance to origin */
inline Point RotatePoint(float angle, float dist)
{
float x = dist*cosf(angle);
float y = dist*sinf(angle);
return Point(x, y);
}
//! Calculates the angle between two points and one center
/** \a center the center point
\a p1,p2 the two points
\returns The angle in radians (positive is counterclockwise (CCW) ) */
inline float RotateAngle(const Point &center, const Point &p1, const Point &p2)
{
if (PointsEqual(p1, center))
return 0;
if (PointsEqual(p2, center))
return 0;
float a1 = asinf((p1.y - center.y) / Distance(p1, center));
float a2 = asinf((p2.y - center.y) / Distance(p2, center));
if (p1.x < center.x) a1 = PI - a1;
if (p2.x < center.x) a2 = PI - a2;
float a = a2 - a1;
if (a < 0)
a += PI_MUL_2;
return a;
}
/* @} */ // end of group
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}; // namespace Math