/* Copyright (C) 2020 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 . */ #include "precompiled.h" #include "Geometry.h" namespace Geometry { // TODO: all of these things could be optimised quite easily CFixedVector2D GetHalfBoundingBox(const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize) { return CFixedVector2D( u.X.Multiply(halfSize.X).Absolute() + v.X.Multiply(halfSize.Y).Absolute(), u.Y.Multiply(halfSize.X).Absolute() + v.Y.Multiply(halfSize.Y).Absolute() ); } fixed DistanceToSquare(const CFixedVector2D& point, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize, bool countInsideAsZero) { /* * Relative to its own coordinate system, we have a square like: * * A : B : C * : : * - - ########### - - * # # * # I # * D # 0 # E v * # # ^ * # # | * - - ########### - - -->u * : : * F : G : H * * where 0 is the center, u and v are unit axes, * and the square is hw*2 by hh*2 units in size. * * Points in the BIG regions should check distance to horizontal edges. * Points in the DIE regions should check distance to vertical edges. * Points in the ACFH regions should check distance to the corresponding corner. * * So we just need to check all of the regions to work out which calculations to apply. * */ // By symmetry (taking absolute values), we work only in the 0-B-C-E quadrant // du, dv are the location of the point in the square's coordinate system fixed du = point.Dot(u).Absolute(); fixed dv = point.Dot(v).Absolute(); fixed hw = halfSize.X; fixed hh = halfSize.Y; if (du < hw) // regions B, I, G { if (dv < hh) // region I return countInsideAsZero ? fixed::Zero() : std::min(hw - du, hh - dv); else return dv - hh; } else if (dv < hh) // regions D, E { return du - hw; // vertical edges } else // regions A, C, F, H { CFixedVector2D distance(du - hw, dv - hh); return distance.Length(); } } // Same as above except it does not use Length // For explanations refer to DistanceToSquare fixed DistanceToSquareSquared(const CFixedVector2D& point, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize, bool countInsideAsZero) { fixed du = point.Dot(u).Absolute(); fixed dv = point.Dot(v).Absolute(); fixed hw = halfSize.X; fixed hh = halfSize.Y; if (du < hw) // regions B, I, G { if (dv < hh) // region I return countInsideAsZero ? fixed::Zero() : std::min((hw - du).Square(), (hh - dv).Square()); else return (dv - hh).Square(); // horizontal edges } else if (dv < hh) // regions D, E { return (du - hw).Square(); // vertical edges } else // regions A, C, F, H { return (du - hw).Square() + (dv - hh).Square(); } } CFixedVector2D NearestPointOnSquare(const CFixedVector2D& point, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize) { /* * Relative to its own coordinate system, we have a square like: * * A : : C * : : * - - #### B #### - - * #\ /# * # \ / # * D --0-- E v * # / \ # ^ * #/ \# | * - - #### G #### - - -->u * : : * F : : H * * where 0 is the center, u and v are unit axes, * and the square is hw*2 by hh*2 units in size. * * Points in the BDEG regions are nearest to the corresponding edge. * Points in the ACFH regions are nearest to the corresponding corner. * * So we just need to check all of the regions to work out which calculations to apply. * */ // du, dv are the location of the point in the square's coordinate system fixed du = point.Dot(u); fixed dv = point.Dot(v); fixed hw = halfSize.X; fixed hh = halfSize.Y; if (-hw < du && du < hw) // regions B, G; or regions D, E inside the square { if (-hh < dv && dv < hh && (du.Absolute() - hw).Absolute() < (dv.Absolute() - hh).Absolute()) // regions D, E { if (du >= fixed::Zero()) // E return u.Multiply(hw) + v.Multiply(dv); else // D return -u.Multiply(hw) + v.Multiply(dv); } else // B, G { if (dv >= fixed::Zero()) // B return v.Multiply(hh) + u.Multiply(du); else // G return -v.Multiply(hh) + u.Multiply(du); } } else if (-hh < dv && dv < hh) // regions D, E outside the square { if (du >= fixed::Zero()) // E return u.Multiply(hw) + v.Multiply(dv); else // D return -u.Multiply(hw) + v.Multiply(dv); } else // regions A, C, F, H { CFixedVector2D corner; if (du < fixed::Zero()) // A, F corner -= u.Multiply(hw); else // C, H corner += u.Multiply(hw); if (dv < fixed::Zero()) // F, H corner -= v.Multiply(hh); else // A, C corner += v.Multiply(hh); return corner; } } fixed DistanceSquareToSquare(const CFixedVector2D& relativePos, const CFixedVector2D& u1, const CFixedVector2D& v1, const CFixedVector2D& halfSize1, const CFixedVector2D& u2, const CFixedVector2D& v2, const CFixedVector2D& halfSize2) { /* * The shortest distance between two non colliding squares equals the distance between a corner * and other square. Thus calculating all 8 those distances and taking the smallest. * For colliding squares we simply return 0. When one of the points is inside the other square * we depend on DistanceToSquare's countInsideAsZero. When no point is inside the other square, * it is enough to check that two adjacent edges of one square does not collide with the other square. */ fixed hw1 = halfSize1.X; fixed hh1 = halfSize1.Y; fixed hw2 = halfSize2.X; fixed hh2 = halfSize2.Y; if (TestRaySquare(relativePos + u1.Multiply(hw1) + v1.Multiply(hh1), relativePos - u1.Multiply(hw1) + v1.Multiply(hh1), u2, v2, halfSize2) || TestRaySquare(relativePos + u1.Multiply(hw1) + v1.Multiply(hh1), relativePos + u1.Multiply(hw1) - v1.Multiply(hh1), u2, v2, halfSize2)) return fixed::Zero(); return std::min(std::min(std::min( DistanceToSquare(relativePos + u1.Multiply(hw1) + v1.Multiply(hh1), u2, v2, halfSize2, true), DistanceToSquare(relativePos + u1.Multiply(hw1) - v1.Multiply(hh1), u2, v2, halfSize2, true)), std::min( DistanceToSquare(relativePos - u1.Multiply(hw1) + v1.Multiply(hh1), u2, v2, halfSize2, true), DistanceToSquare(relativePos - u1.Multiply(hw1) - v1.Multiply(hh1), u2, v2, halfSize2, true))), std::min(std::min( DistanceToSquare(relativePos + u2.Multiply(hw2) + v2.Multiply(hh2), u1, v1, halfSize1, true), DistanceToSquare(relativePos + u2.Multiply(hw2) - v2.Multiply(hh2), u1, v1, halfSize1, true)), std::min( DistanceToSquare(relativePos - u2.Multiply(hw2) + v2.Multiply(hh2), u1, v1, halfSize1, true), DistanceToSquare(relativePos - u2.Multiply(hw2) - v2.Multiply(hh2), u1, v1, halfSize1, true)))); } fixed MaxDistanceToSquare(const CFixedVector2D& point, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize, bool countInsideAsZero) { fixed hw = halfSize.X; fixed hh = halfSize.Y; if (point.Dot(u).Absolute() < hw && point.Dot(v).Absolute() < hh && countInsideAsZero) return fixed::Zero(); /* * The maximum distance from a point to an edge of a square equals the greatest distance * from the point to the a corner. Thus calculating all and taking the greatest. */ return std::max(std::max( (point + u.Multiply(hw) + v.Multiply(hh)).Length(), (point + u.Multiply(hw) - v.Multiply(hh)).Length()), std::max( (point - u.Multiply(hw) + v.Multiply(hh)).Length(), (point - u.Multiply(hw) - v.Multiply(hh)).Length())); } fixed MaxDistanceSquareToSquare(const CFixedVector2D& relativePos, const CFixedVector2D& u1, const CFixedVector2D& v1, const CFixedVector2D& halfSize1, const CFixedVector2D& u2, const CFixedVector2D& v2, const CFixedVector2D& halfSize2) { /* * The maximum distance from an edge of a square to the edge of another square * equals the greatest distance from the any of the 16 corner corner distances. */ fixed hw1 = halfSize1.X; fixed hh1 = halfSize1.Y; return std::max(std::max( MaxDistanceToSquare(relativePos + u1.Multiply(hw1) + v1.Multiply(hh1), u2, v2, halfSize2, true), MaxDistanceToSquare(relativePos + u1.Multiply(hw1) - v1.Multiply(hh1), u2, v2, halfSize2, true)), std::max(MaxDistanceToSquare(relativePos - u1.Multiply(hw1) + v1.Multiply(hh1), u2, v2, halfSize2, true), MaxDistanceToSquare(relativePos - u1.Multiply(hw1) - v1.Multiply(hh1), u2, v2, halfSize2, true))); } bool TestRaySquare(const CFixedVector2D& a, const CFixedVector2D& b, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize) { /* * We only consider collisions to be when the ray goes from outside to inside the shape (and possibly out again). * Various cases to consider: * 'a' inside, 'b' inside -> no collision * 'a' inside, 'b' outside -> no collision * 'a' outside, 'b' inside -> collision * 'a' outside, 'b' outside -> depends; use separating axis theorem: * if the ray's bounding box is outside the square -> no collision * if the whole square is on the same side of the ray -> no collision * otherwise -> collision * (Points on the edge are considered 'inside'.) */ fixed hw = halfSize.X; fixed hh = halfSize.Y; fixed au = a.Dot(u); fixed av = a.Dot(v); if (-hw <= au && au <= hw && -hh <= av && av <= hh) return false; // a is inside fixed bu = b.Dot(u); fixed bv = b.Dot(v); if (-hw <= bu && bu <= hw && -hh <= bv && bv <= hh) // TODO: isn't this subsumed by the next checks? return true; // a is outside, b is inside if ((au < -hw && bu < -hw) || (au > hw && bu > hw) || (av < -hh && bv < -hh) || (av > hh && bv > hh)) return false; // ab is entirely above/below/side the square CFixedVector2D abp = (b - a).Perpendicular(); fixed s0 = abp.Dot((u.Multiply(hw) + v.Multiply(hh)) - a); fixed s1 = abp.Dot((u.Multiply(hw) - v.Multiply(hh)) - a); fixed s2 = abp.Dot((-u.Multiply(hw) - v.Multiply(hh)) - a); fixed s3 = abp.Dot((-u.Multiply(hw) + v.Multiply(hh)) - a); if (s0.IsZero() || s1.IsZero() || s2.IsZero() || s3.IsZero()) return true; // ray intersects the corner bool sign = (s0 < fixed::Zero()); if ((s1 < fixed::Zero()) != sign || (s2 < fixed::Zero()) != sign || (s3 < fixed::Zero()) != sign) return true; // ray cuts through the square return false; } // Exactly like TestRaySquare with u=(1,0), v=(0,1) bool TestRayAASquare(const CFixedVector2D& a, const CFixedVector2D& b, const CFixedVector2D& halfSize) { fixed hw = halfSize.X; fixed hh = halfSize.Y; if (-hw <= a.X && a.X <= hw && -hh <= a.Y && a.Y <= hh) return false; // a is inside if (-hw <= b.X && b.X <= hw && -hh <= b.Y && b.Y <= hh) // TODO: isn't this subsumed by the next checks? return true; // a is outside, b is inside if ((a.X < -hw && b.X < -hw) || (a.X > hw && b.X > hw) || (a.Y < -hh && b.Y < -hh) || (a.Y > hh && b.Y > hh)) return false; // ab is entirely above/below/side the square CFixedVector2D abp = (b - a).Perpendicular(); fixed s0 = abp.Dot(CFixedVector2D(hw, hh) - a); fixed s1 = abp.Dot(CFixedVector2D(hw, -hh) - a); fixed s2 = abp.Dot(CFixedVector2D(-hw, -hh) - a); fixed s3 = abp.Dot(CFixedVector2D(-hw, hh) - a); if (s0.IsZero() || s1.IsZero() || s2.IsZero() || s3.IsZero()) return true; // ray intersects the corner bool sign = (s0 < fixed::Zero()); if ((s1 < fixed::Zero()) != sign || (s2 < fixed::Zero()) != sign || (s3 < fixed::Zero()) != sign) return true; // ray cuts through the square return false; } /** * Separating axis test; returns true if the square defined by u/v/halfSize at the origin * is not entirely on the clockwise side of a line in direction 'axis' passing through 'a' */ static bool SquareSAT(const CFixedVector2D& a, const CFixedVector2D& axis, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize) { fixed hw = halfSize.X; fixed hh = halfSize.Y; CFixedVector2D p = axis.Perpendicular(); if (p.Dot((u.Multiply(hw) + v.Multiply(hh)) - a) <= fixed::Zero()) return true; if (p.Dot((u.Multiply(hw) - v.Multiply(hh)) - a) <= fixed::Zero()) return true; if (p.Dot((-u.Multiply(hw) - v.Multiply(hh)) - a) <= fixed::Zero()) return true; if (p.Dot((-u.Multiply(hw) + v.Multiply(hh)) - a) <= fixed::Zero()) return true; return false; } bool TestSquareSquare( const CFixedVector2D& c0, const CFixedVector2D& u0, const CFixedVector2D& v0, const CFixedVector2D& halfSize0, const CFixedVector2D& c1, const CFixedVector2D& u1, const CFixedVector2D& v1, const CFixedVector2D& halfSize1) { // TODO: need to test this carefully CFixedVector2D corner0a = c0 + u0.Multiply(halfSize0.X) + v0.Multiply(halfSize0.Y); CFixedVector2D corner0b = c0 - u0.Multiply(halfSize0.X) - v0.Multiply(halfSize0.Y); CFixedVector2D corner1a = c1 + u1.Multiply(halfSize1.X) + v1.Multiply(halfSize1.Y); CFixedVector2D corner1b = c1 - u1.Multiply(halfSize1.X) - v1.Multiply(halfSize1.Y); // Do a SAT test for each square vs each edge of the other square if (!SquareSAT(corner0a - c1, -u0, u1, v1, halfSize1)) return false; if (!SquareSAT(corner0a - c1, v0, u1, v1, halfSize1)) return false; if (!SquareSAT(corner0b - c1, u0, u1, v1, halfSize1)) return false; if (!SquareSAT(corner0b - c1, -v0, u1, v1, halfSize1)) return false; if (!SquareSAT(corner1a - c0, -u1, u0, v0, halfSize0)) return false; if (!SquareSAT(corner1a - c0, v1, u0, v0, halfSize0)) return false; if (!SquareSAT(corner1b - c0, u1, u0, v0, halfSize0)) return false; if (!SquareSAT(corner1b - c0, -v1, u0, v0, halfSize0)) return false; return true; } int GetPerimeterDistance(int x_max, int y_max, int x, int y) { if (x_max <= 0 || y_max <= 0) return 0; int quarter = x_max + y_max; if (x == x_max && y >= 0) return y; if (y == y_max) return quarter - x; if (x == -x_max) return 2 * quarter - y; if (y == -y_max) return 3 * quarter + x; if (x == x_max) return 4 * quarter + y; return 0; } std::pair GetPerimeterCoordinates(int x_max, int y_max, int k) { if (x_max <= 0 || y_max <= 0) return std::pair(0, 0); int quarter = x_max + y_max; k %= 4 * quarter; if (k < 0) k += 4 * quarter; if (k < y_max) return std::pair(x_max, k); if (k < quarter + x_max) return std::pair(quarter - k, y_max); if (k < 2 * quarter + y_max) return std::pair(-x_max, 2 * quarter - k); if (k < 3 * quarter + x_max) return std::pair(k - 3 * quarter, -y_max); return std::pair(x_max, k - 4 * quarter); } fixed DistanceToSegment( const CFixedVector2D& point, const CFixedVector2D& a, const CFixedVector2D& b) { // First we need to figure out from which part of the segment we should // calculate distance. // We split 2D space in three spaces: // | | // 1 | 2 | 3 // A--------------------------------B // Here we need | Between A and B we need to | Here we need // distance to A | calculate distance to the line | distance to B // const CFixedVector2D dir = b - a; // We project the point, point A, and point B upon the direction of the // segment to figure out in which space the point is. const fixed pointDot = dir.Dot(point); const fixed aDot = dir.Dot(a); // The point is lying in space #1. if (pointDot <= aDot) return (point - a).Length(); const fixed bDot = dir.Dot(b); // The point is lying in space #3. if (pointDot >= bDot) return (point - b).Length(); // The point is lying in space #2. CFixedVector2D normal = dir.Perpendicular(); normal.Normalize(); return (normal.Dot(a) - normal.Dot(point)).Absolute(); } } // namespace Geometry