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0ad/source/simulation2/helpers/Geometry.h
2012-04-22 04:04:02 +00:00

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4.4 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_HELPER_GEOMETRY
#define INCLUDED_HELPER_GEOMETRY
/**
* @file
* Helper functions related to geometry algorithms
*/
#include "maths/Fixed.h"
#include "maths/MathUtil.h"
class CFixedVector2D;
namespace Geometry
{
/**
* Checks if a point is inside the given rotated square or rectangle.
*
* @note Currently assumes the @p u and @p v vectors are perpendicular.
* @param point point vector of the point that is to be tested relative to the origin (center) of the shape.
* @param u rotated X axis unit vector relative to the absolute XZ plane. Indicates the orientation of the rectangle. If not rotated,
* this value is the absolute X axis unit vector (1,0). If rotated by angle theta, this should be (cos theta, -sin theta), as
* the absolute Z axis points down in the unit circle.
* @param v rotated Z axis unit vector relative to the absolute XZ plane. Indicates the orientation of the rectangle. If not rotated,
* this value is the absolute Z axis unit vector (0,1). If rotated by angle theta, this should be (sin theta, cos theta), as
* the absolute Z axis points down in the unit circle.
* @param halfSize Holds half the dimensions of the shape along the u and v vectors, respectively.
*
* @return true if @p point is inside the square with rotated X axis unit vector @p u and rotated Z axis unit vector @p v,
* and half dimensions specified by @p halfSizes.
*/
bool PointIsInSquare(CFixedVector2D point, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize);
CFixedVector2D GetHalfBoundingBox(CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize);
fixed DistanceToSquare(CFixedVector2D point, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize);
/**
* Given a circle of radius @p radius, and a chord of length @p chordLength on this circle, computes the central angle formed by
* connecting the chord's endpoints to the center of the circle.
*
* @param radius Radius of the circle; must be strictly positive.
*/
float ChordToCentralAngle(const float chordLength, const float radius);
/**
* Find point closest to the given point on the edge of the given square or rectangle.
*
* @note Currently assumes the @p u and @p v vectors are perpendicular.
* @param point point vector of the point we want to get the nearest edge point for, relative to the origin (center) of the shape.
* @param u rotated X axis unit vector, relative to the absolute XZ plane. Indicates the orientation of the shape. If not rotated,
* this value is the absolute X axis unit vector (1,0). If rotated by angle theta, this should be (cos theta, -sin theta).
* @param v rotated Z axis unit vector, relative to the absolute XZ plane. Indicates the orientation of the shape. If not rotated,
* this value is the absolute Z axis unit vector (0,1). If rotated by angle theta, this should be (sin theta, cos theta).
* @param halfSize Holds half the dimensions of the shape along the u and v vectors, respectively.
*
* @return point that is closest to @p point on the edge of the square specified by orientation unit vectors @p u and @p v and half
* dimensions @p halfSize, relative to the center of the square
*/
CFixedVector2D NearestPointOnSquare(CFixedVector2D point, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize);
bool TestRaySquare(CFixedVector2D a, CFixedVector2D b, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize);
bool TestRayAASquare(CFixedVector2D a, CFixedVector2D b, CFixedVector2D halfSize);
bool TestSquareSquare(
CFixedVector2D c0, CFixedVector2D u0, CFixedVector2D v0, CFixedVector2D halfSize0,
CFixedVector2D c1, CFixedVector2D u1, CFixedVector2D v1, CFixedVector2D halfSize1);
} // namespace
#endif // INCLUDED_HELPER_GEOMETRY