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forked from 0ad/0ad
0ad/source/simulation2/helpers/Geometry.cpp
wraitii bb8456691b Avoid overflow in UnitMotion.
ComputeTargetPosition called Dot() with large enough vectors that it
overflowed. Avoid that by not actually doing the full dot product.

Reported by: Itms
Fixes #5852

Differential Revision: https://code.wildfiregames.com/D3061
This was SVN commit r24152.
2020-11-09 13:25:50 +00:00

460 lines
16 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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.RelativeOrientation(u.Multiply(hw) + v.Multiply(hh) - a) <= 0)
return true;
if (p.RelativeOrientation(u.Multiply(hw) - v.Multiply(hh) - a) <= 0)
return true;
if (p.RelativeOrientation(-u.Multiply(hw) - v.Multiply(hh) - a) <= 0)
return true;
if (p.RelativeOrientation(-u.Multiply(hw) + v.Multiply(hh) - a) <= 0)
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<int, int> GetPerimeterCoordinates(int x_max, int y_max, int k)
{
if (x_max <= 0 || y_max <= 0)
return std::pair<int, int>(0, 0);
int quarter = x_max + y_max;
k %= 4 * quarter;
if (k < 0)
k += 4 * quarter;
if (k < y_max)
return std::pair<int, int>(x_max, k);
if (k < quarter + x_max)
return std::pair<int, int>(quarter - k, y_max);
if (k < 2 * quarter + y_max)
return std::pair<int, int>(-x_max, 2 * quarter - k);
if (k < 3 * quarter + x_max)
return std::pair<int, int>(k - 3 * quarter, -y_max);
return std::pair<int, int>(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