colobot/src/math/geometry.h

567 lines
17 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * 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/.
/**
* \file math/geometry.h
* \brief Math functions related to 3D geometry calculations, transformations, etc.
*/
#pragma once
#include "const.h"
#include "func.h"
#include "point.h"
#include "vector.h"
#include "matrix.h"
#include <cmath>
#include <cstdlib>
// Math module namespace
namespace Math
{
//! Returns py up on the line \a a - \a b
inline float MidPoint(const Math::Point &a, const Math::Point &b, float px)
{
if (IsEqual(a.x, b.x))
{
if (a.y < b.y)
return Math::HUGE_NUM;
else
return -Math::HUGE_NUM;
}
return (b.y-a.y) * (px-a.x) / (b.x-a.x) + a.y;
}
//! Tests whether the point \a p is inside the triangle (\a a,\a b,\a c)
inline bool IsInsideTriangle(Math::Point a, Math::Point b, Math::Point c, Math::Point p)
{
float n, m;
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);
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;
}
//! 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 Math::Point RotatePoint(const Math::Point &center, float angle, const Math::Point &p)
{
Math::Point a;
a.x = p.x-center.x;
a.y = p.y-center.y;
Math::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 Math::Point RotatePoint(float angle, const Math::Point &p)
{
float x = p.x*cosf(angle) - p.y*sinf(angle);
float y = p.x*sinf(angle) + p.y*cosf(angle);
return Math::Point(x, y);
}
//! Rotates a vector (dist, 0).
/** \a angle angle is in radians (positive is counterclockwise (CCW) )
\a dist distance to origin */
inline Math::Point RotatePoint(float angle, float dist)
{
float x = dist*cosf(angle);
float y = dist*sinf(angle);
return Math::Point(x, y);
}
//! TODO documentation
inline void RotatePoint(float cx, float cy, float angle, float &px, float &py)
{
float ax, ay;
px -= cx;
py -= cy;
ax = px*cosf(angle) - py*sinf(angle);
ay = px*sinf(angle) + py*cosf(angle);
px = cx+ax;
py = cy+ay;
}
//! Rotates a point around a center in space.
/** \a center center of rotation
\a angleH,angleV rotation angles in radians (positive is counterclockwise (CCW) ) )
\a p the point
\returns the rotated point */
inline void RotatePoint(const Math::Vector &center, float angleH, float angleV, Math::Vector &p)
{
p.x -= center.x;
p.y -= center.y;
p.z -= center.z;
Math::Vector b;
b.x = p.x*cosf(angleH) - p.z*sinf(angleH);
b.y = p.z*sinf(angleV) + p.y*cosf(angleV);
b.z = p.x*sinf(angleH) + p.z*cosf(angleH);
p = center + b;
}
//! Rotates a point around a center in space.
/** \a center center of rotation
\a angleH,angleV rotation angles in radians (positive is counterclockwise (CCW) ) )
\a p the point
\returns the rotated point */
inline void RotatePoint2(const Math::Vector center, float angleH, float angleV, Math::Vector &p)
{
p.x -= center.x;
p.y -= center.y;
p.z -= center.z;
Math::Vector a;
a.x = p.x*cosf(angleH) - p.z*sinf(angleH);
a.y = p.y;
a.z = p.x*sinf(angleH) + p.z*cosf(angleH);
Math::Vector b;
b.x = a.x;
b.y = a.z*sinf(angleV) + a.y*cosf(angleV);
b.z = a.z*cosf(angleV) - a.y*sinf(angleV);
p = center + b;
}
//! Returns the angle between point (x,y) and (0,0)
inline float RotateAngle(float x, float y)
{
if ( (x == 0.0f) && (y == 0.0f) )
return 0.0f;
float atan = atan2(x, y);
if ((y < 0.0f) && (x >= 0.0f))
return -atan + 2.5f*PI;
else
return -atan + 0.5f*PI;
}
//! 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 Math::Point &center, const Math::Point &p1, const Math::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 += 2.0f*PI;
return a;
}
//! Loads view matrix from the given vectors
/** \a from origin
\a at view direction
\a worldUp up vector */
inline void LoadViewMatrix(Math::Matrix &mat, const Math::Vector &from,
const Math::Vector &at, const Math::Vector &worldUp)
{
// Get the z basis vector, which points straight ahead. This is the
// difference from the eyepoint to the lookat point.
Math::Vector view = at - from;
float length = view.Length();
assert(! IsZero(length) );
// Normalize the z basis vector
view /= length;
// Get the dot product, and calculate the projection of the z basis
// vector onto the up vector. The projection is the y basis vector.
float dotProduct = DotProduct(worldUp, view);
Math::Vector up = worldUp - dotProduct * view;
// If this vector has near-zero length because the input specified a
// bogus up vector, let's try a default up vector
if ( IsZero(length = up.Length()) )
{
up = Math::Vector(0.0f, 1.0f, 0.0f) - view.y * view;
// If we still have near-zero length, resort to a different axis.
if ( IsZero(length = up.Length()) )
{
up = Math::Vector(0.0f, 0.0f, 1.0f) - view.z * view;
assert(! IsZero(up.Length()) );
}
}
// Normalize the y basis vector
up /= length;
// The x basis vector is found simply with the cross product of the y
// and z basis vectors
Math::Vector right = CrossProduct(up, view);
// Start building the matrix. The first three rows contains the basis
// vectors used to rotate the view to point at the lookat point
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = right.x;
/* (2,1) */ mat.m[1 ] = up.x;
/* (3,1) */ mat.m[2 ] = view.x;
/* (1,2) */ mat.m[4 ] = right.y;
/* (2,2) */ mat.m[5 ] = up.y;
/* (3,2) */ mat.m[6 ] = view.y;
/* (1,3) */ mat.m[8 ] = right.z;
/* (2,3) */ mat.m[9 ] = up.z;
/* (3,3) */ mat.m[10] = view.z;
// Do the translation values (rotations are still about the eyepoint)
/* (1,4) */ mat.m[12] = -DotProduct(from, right);
/* (2,4) */ mat.m[13] = -DotProduct(from, up);
/* (3,4) */ mat.m[14] = -DotProduct(from, view);
}
//! Loads a perspective projection matrix
/** \a fov field of view in radians
\a aspect aspect ratio (width / height)
\a nearPlane distance to near cut plane
\a farPlane distance to far cut plane */
inline void LoadProjectionMatrix(Math::Matrix &mat, float fov = Math::PI / 2.0f, float aspect = 1.0f,
float nearPlane = 1.0f, float farPlane = 1000.0f)
{
assert(fabs(farPlane - nearPlane) >= 0.01f);
assert(fabs(sin(fov / 2)) >= 0.01f);
float f = cosf(fov / 2.0f) / sinf(fov / 2.0f);
mat.LoadZero();
/* (1,1) */ mat.m[0 ] = f / aspect;
/* (2,2) */ mat.m[5 ] = f;
/* (3,3) */ mat.m[10] = (nearPlane + farPlane) / (nearPlane - farPlane);
/* (4,3) */ mat.m[11] = -1.0f;
/* (3,4) */ mat.m[14] = (2.0f * farPlane * nearPlane) / (nearPlane - farPlane);
}
//! Loads an othogonal projection matrix
/** \a left,right coordinates for left and right vertical clipping planes
\a bottom,top coordinates for bottom and top horizontal clipping planes
\a zNear,zFar distance to nearer and farther depth clipping planes */
inline void LoadOrthoProjectionMatrix(Math::Matrix &mat, float left, float right, float bottom, float top,
float zNear = -1.0f, float zFar = 1.0f)
{
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = 2.0f / (right - left);
/* (2,2) */ mat.m[5 ] = 2.0f / (top - bottom);
/* (3,3) */ mat.m[10] = -2.0f / (zFar - zNear);
/* (1,4) */ mat.m[12] = - (right + left) / (right - left);
/* (2,4) */ mat.m[13] = - (top + bottom) / (top - bottom);
/* (3,4) */ mat.m[14] = - (zFar + zNear) / (zFar - zNear);
}
//! Loads a translation matrix from given vector
/** \a trans vector of translation*/
inline void LoadTranslationMatrix(Math::Matrix &mat, const Math::Vector &trans)
{
mat.LoadIdentity();
/* (1,4) */ mat.m[12] = trans.x;
/* (2,4) */ mat.m[13] = trans.y;
/* (3,4) */ mat.m[14] = trans.z;
}
//! Loads a scaling matrix fom given vector
/** \a scale vector with scaling factors for X, Y, Z */
inline void LoadScaleMatrix(Math::Matrix &mat, const Math::Vector &scale)
{
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = scale.x;
/* (2,2) */ mat.m[5 ] = scale.y;
/* (3,3) */ mat.m[10] = scale.z;
}
//! Loads a rotation matrix along the X axis
/** \a angle angle in radians */
inline void LoadRotationXMatrix(Math::Matrix &mat, float angle)
{
mat.LoadIdentity();
/* (2,2) */ mat.m[5 ] = cosf(angle);
/* (3,2) */ mat.m[6 ] = sinf(angle);
/* (2,3) */ mat.m[9 ] = -sinf(angle);
/* (3,3) */ mat.m[10] = cosf(angle);
}
//! Loads a rotation matrix along the Y axis
/** \a angle angle in radians */
inline void LoadRotationYMatrix(Math::Matrix &mat, float angle)
{
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = cosf(angle);
/* (3,1) */ mat.m[2 ] = -sinf(angle);
/* (1,3) */ mat.m[8 ] = sinf(angle);
/* (3,3) */ mat.m[10] = cosf(angle);
}
//! Loads a rotation matrix along the Z axis
/** \a angle angle in radians */
inline void LoadRotationZMatrix(Math::Matrix &mat, float angle)
{
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = cosf(angle);
/* (2,1) */ mat.m[1 ] = sinf(angle);
/* (1,2) */ mat.m[4 ] = -sinf(angle);
/* (2,2) */ mat.m[5 ] = cosf(angle);
}
//! Loads a rotation matrix along the given axis
/** \a dir axis of rotation
\a angle angle in radians */
inline void LoadRotationMatrix(Math::Matrix &mat, const Math::Vector &dir, float angle)
{
float cos = cosf(angle);
float sin = sinf(angle);
Math::Vector v = Normalize(dir);
mat.LoadIdentity();
/* (1,1) */ mat.m[0 ] = (v.x * v.x) * (1.0f - cos) + cos;
/* (2,1) */ mat.m[1 ] = (v.x * v.y) * (1.0f - cos) - (v.z * sin);
/* (3,1) */ mat.m[2 ] = (v.x * v.z) * (1.0f - cos) + (v.y * sin);
/* (1,2) */ mat.m[4 ] = (v.y * v.x) * (1.0f - cos) + (v.z * sin);
/* (2,2) */ mat.m[5 ] = (v.y * v.y) * (1.0f - cos) + cos ;
/* (3,2) */ mat.m[6 ] = (v.y * v.z) * (1.0f - cos) - (v.x * sin);
/* (1,3) */ mat.m[8 ] = (v.z * v.x) * (1.0f - cos) - (v.y * sin);
/* (2,3) */ mat.m[9 ] = (v.z * v.y) * (1.0f - cos) + (v.x * sin);
/* (3,3) */ mat.m[10] = (v.z * v.z) * (1.0f - cos) + cos;
}
//! Calculates the matrix to make three rotations in the order X, Z and Y
inline void LoadRotationXZYMatrix(Math::Matrix &mat, const Math::Vector &angle)
{
Math::Matrix temp;
LoadRotationXMatrix(temp, angle.x);
LoadRotationZMatrix(mat, angle.z);
mat = Math::MultiplyMatrices(temp, mat);
LoadRotationYMatrix(temp, angle.y);
mat = Math::MultiplyMatrices(temp, mat);
}
//! Calculates the matrix to make three rotations in the order Z, X and Y
inline void LoadRotationZXYMatrix(Math::Matrix &mat, const Math::Vector &angle)
{
Math::Matrix temp;
LoadRotationZMatrix(temp, angle.z);
LoadRotationXMatrix(mat, angle.x);
mat = Math::MultiplyMatrices(temp, mat);
LoadRotationYMatrix(temp, angle.y);
mat = Math::MultiplyMatrices(temp, mat);
}
//! Returns the distance between projections on XZ plane of two vectors
inline float DistanceProjected(const Math::Vector &a, const Math::Vector &b)
{
return sqrtf( (a.x-b.x)*(a.x-b.x) +
(a.z-b.z)*(a.z-b.z) );
}
//! Returns the normal vector to a plane
/** \param p1,p2,p3 points defining the plane */
inline Math::Vector NormalToPlane(const Math::Vector &p1, const Math::Vector &p2, const Math::Vector &p3)
{
Math::Vector u = p3 - p1;
Math::Vector v = p2 - p1;
return Normalize(CrossProduct(u, v));
}
//! Returns a point on the line \a p1 - \a p2, in \a dist distance from \a p1
/** \a p1,p2 line start and end
\a dist scaling factor from \a p1, relative to distance between \a p1 and \a p2 */
inline Math::Vector SegmentPoint(const Math::Vector &p1, const Math::Vector &p2, float dist)
{
return p1 + (p2 - p1) * dist;
}
//! Returns the distance between given point and a plane
/** \param p the point
\param a,b,c points defining the plane */
inline float DistanceToPlane(const Math::Vector &a, const Math::Vector &b,
const Math::Vector &c, const Math::Vector &p)
{
Math::Vector n = NormalToPlane(a, b, c);
float d = -(n.x*a.x + n.y*a.y + n.z*a.z);
return fabs(n.x*p.x + n.y*p.y + n.z*p.z + d);
}
//! Checks if two planes defined by three points are the same
/** \a plane1 array of three vectors defining the first plane
\a plane2 array of three vectors defining the second plane */
inline bool IsSamePlane(const Math::Vector (&plane1)[3], const Math::Vector (&plane2)[3])
{
Math::Vector n1 = NormalToPlane(plane1[0], plane1[1], plane1[2]);
Math::Vector n2 = NormalToPlane(plane2[0], plane2[1], plane2[2]);
if ( fabs(n1.x-n2.x) > 0.1f ||
fabs(n1.y-n2.y) > 0.1f ||
fabs(n1.z-n2.z) > 0.1f )
return false;
float dist = DistanceToPlane(plane1[0], plane1[1], plane1[2], plane2[0]);
if ( dist > 0.1f )
return false;
return true;
}
//! Calculates the intersection "i" right "of" the plane "abc".
inline bool Intersect(const Math::Vector &a, const Math::Vector &b, const Math::Vector &c,
const Math::Vector &d, const Math::Vector &e, Math::Vector &i)
{
float d1 = (d.x-a.x)*((b.y-a.y)*(c.z-a.z)-(c.y-a.y)*(b.z-a.z)) -
(d.y-a.y)*((b.x-a.x)*(c.z-a.z)-(c.x-a.x)*(b.z-a.z)) +
(d.z-a.z)*((b.x-a.x)*(c.y-a.y)-(c.x-a.x)*(b.y-a.y));
float d2 = (d.x-e.x)*((b.y-a.y)*(c.z-a.z)-(c.y-a.y)*(b.z-a.z)) -
(d.y-e.y)*((b.x-a.x)*(c.z-a.z)-(c.x-a.x)*(b.z-a.z)) +
(d.z-e.z)*((b.x-a.x)*(c.y-a.y)-(c.x-a.x)*(b.y-a.y));
if (d2 == 0)
return false;
i.x = d.x + d1/d2*(e.x-d.x);
i.y = d.y + d1/d2*(e.y-d.y);
i.z = d.z + d1/d2*(e.z-d.z);
return true;
}
//! Calculates the intersection of the straight line passing through p (x, z)
/** Line is parallel to the y axis, with the plane abc. Returns p.y. */
inline bool IntersectY(const Math::Vector &a, const Math::Vector &b, const Math::Vector &c, Math::Vector &p)
{
float d = (b.x-a.x)*(c.z-a.z) - (c.x-a.x)*(b.z-a.z);
float d1 = (p.x-a.x)*(c.z-a.z) - (c.x-a.x)*(p.z-a.z);
float d2 = (b.x-a.x)*(p.z-a.z) - (p.x-a.x)*(b.z-a.z);
if (d == 0.0f)
return false;
p.y = a.y + d1/d*(b.y-a.y) + d2/d*(c.y-a.y);
return true;
}
//! Calculates the end point
inline Math::Vector LookatPoint(const Math::Vector &eye, float angleH, float angleV, float length)
{
Math::Vector lookat = eye;
lookat.z += length;
RotatePoint(eye, angleH, angleV, lookat);
return lookat;
}
//! TODO documentation
inline Math::Vector Transform(const Math::Matrix &m, const Math::Vector &p)
{
return MatrixVectorMultiply(m, p);
}
//! Calculates the projection of the point \a p on a straight line \a a to \a b.
/** \a p point to project
\a a,b two ends of the line */
inline Math::Vector Projection(const Math::Vector &a, const Math::Vector &b, const Math::Vector &p)
{
float k = DotProduct(b - a, p - a);
k /= DotProduct(b - a, b - a);
return a + k*(b-a);
}
//! Calculates point of view to look at a center two angles and a distance
inline Math::Vector RotateView(Math::Vector center, float angleH, float angleV, float dist)
{
Math::Matrix mat1, mat2;
LoadRotationZMatrix(mat1, -angleV);
LoadRotationYMatrix(mat2, -angleH);
Math::Matrix mat = MultiplyMatrices(mat2, mat1);
Math::Vector eye;
eye.x = 0.0f+dist;
eye.y = 0.0f;
eye.z = 0.0f;
eye = Transform(mat, eye);
return eye+center;
}
}; // namespace Math