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source: code/trunk/src/libraries/util/Math.cc @ 10461

Last change on this file since 10461 was 10291, checked in by landauf, 10 years ago

simplified Math: temp is always positive, thus only solution1 is necessary
simplified HUDNavigation: use existing function to calculation aim-position

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[1505]1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
[9939]25 *      Wolfgang Roenninger
[1505]26 *
27 */
28
[1791]29/**
[2087]30    @file
[1791]31    @brief Implementation of several math-functions.
32*/
33
[2087]34#include "Math.h"
35
[1564]36#include <OgrePlane.h>
[3196]37
[2087]38#include "MathConvert.h"
39#include "SubString.h"
[1505]40
[2171]41namespace orxonox
[1505]42{
[6417]43#if OGRE_VERSION < 0x010603
[2171]44    /**
45        @brief Function for writing a Radian to a stream.
46    */
47    std::ostream& operator<<(std::ostream& out, const orxonox::Radian& radian)
48    {
49        out << radian.valueRadians();
50        return out;
51    }
[1505]52
[2171]53    /**
[6417]54        @brief Function for writing a Degree to a stream.
55    */
56    std::ostream& operator<<(std::ostream& out, const orxonox::Degree& degree)
57    {
58        out << degree.valueDegrees();
59        return out;
60    }
61#endif
62
63    /**
[2171]64        @brief Function for reading a Radian from a stream.
65    */
66    std::istream& operator>>(std::istream& in, orxonox::Radian& radian)
67    {
68        float temp;
69        in >> temp;
70        radian = temp;
71        return in;
72    }
[1505]73
[2171]74    /**
75        @brief Function for reading a Degree from a stream.
76    */
77    std::istream& operator>>(std::istream& in, orxonox::Degree& degree)
78    {
79        float temp;
80        in >> temp;
81        degree = temp;
82        return in;
83    }
[1564]84
[1791]85
[2171]86    /**
87        @brief Gets the angle between my viewing direction and the direction to the position of the other object.
88        @param myposition My position
89        @param mydirection My viewing direction
90        @param otherposition The position of the other object
[7401]91        @return The angle in radian
[1564]92
[7401]93        Examples:
94         - If the other object is exactly in front of me, the function returns 0.
95         - If the other object is exactly behind me, the function returns pi.
96         - If the other object is exactly right/left to me (or above/below), the function returns pi/2.
[2171]97    */
98    float getAngle(const orxonox::Vector3& myposition, const orxonox::Vector3& mydirection, const orxonox::Vector3& otherposition)
99    {
100        orxonox::Vector3 distance = otherposition - myposition;
101        float distancelength = distance.length();
102        if (distancelength == 0)
103            return 0;
104        else
105            return acos(clamp<float>(mydirection.dotProduct(distance) / distancelength, -1, 1));
106    }
[1791]107
[2171]108    /**
109        @brief Gets the 2D viewing direction (up/down, left/right) to the position of the other object.
110        @param myposition My position
111        @param mydirection My viewing direction
112        @param myorthonormal My orthonormalvector (pointing upwards through my head)
113        @param otherposition The position of the other object
114        @return The viewing direction
[1564]115
[7401]116        Examples:
117         - If the other object is exactly in front of me, the function returns <tt>Vector2(0, 0)</tt>.
118         - If the other object is exactly at my left, the function returns <tt>Vector2(-1, 0)</tt>.
119         - If the other object is exactly at my right, the function returns <tt>Vector2(1, 0)</tt>.
120         - If the other object is only a bit at my right, the function still returns <tt>Vector2(1, 0)</tt>.
121         - If the other object is exactly above me, the function returns <tt>Vector2(0, 1)</tt>.
[2171]122    */
123    orxonox::Vector2 get2DViewdirection(const orxonox::Vector3& myposition, const orxonox::Vector3& mydirection, const orxonox::Vector3& myorthonormal, const orxonox::Vector3& otherposition)
124    {
125        orxonox::Vector3 distance = otherposition - myposition;
[1564]126
[2171]127        // project difference vector on our plane
128        orxonox::Vector3 projection = Ogre::Plane(mydirection, myposition).projectVector(distance);
[1608]129
[2171]130        float projectionlength = projection.length();
[3049]131        if (projectionlength == 0)
132        {
133            if (myposition.dotProduct(otherposition) >= 0)
134                return orxonox::Vector2(0, 0);
135            else
136                return orxonox::Vector2(0, 1);
137        }
[6417]138
[3304]139        float cos_value = clamp<float>(myorthonormal.dotProduct(projection) / projectionlength, -1, 1);
140        float sin_value = sqrt( 1 - cos_value*cos_value );
[6417]141
[2171]142        if ((mydirection.crossProduct(myorthonormal)).dotProduct(distance) > 0)
[3304]143            return orxonox::Vector2( sin_value, cos_value );
[2171]144        else
[3304]145            return orxonox::Vector2( -sin_value, cos_value );
[2171]146    }
[1791]147
[2171]148    /**
[9951]149        @brief Gets the 2D viewing direction (up/down, left/right) to the position of the other object, multiplied with the viewing distance to the object (0° = 0, 180° = 1).
[2171]150        @param myposition My position
151        @param mydirection My viewing direction
152        @param myorthonormal My orthonormalvector (pointing upwards through my head)
153        @param otherposition The position of the other object
154        @return The viewing direction
[1564]155
[7401]156        Examples:
157         - If the other object is exactly in front of me, the function returns <tt>Vector2(0, 0)</tt>.
158         - If the other object is exactly at my left, the function returns <tt>Vector2(-0.5, 0)</tt>.
159         - If the other object is exactly at my right, the function returns <tt>Vector2(0.5, 0)</tt>.
160         - If the other object is only a bit at my right, the function still returns <tt>Vector2(0.01, 0)</tt>.
161         - If the other object is exactly above me, the function returns <tt>Vector2(0, 0.5)</tt>.
[2171]162    */
163    orxonox::Vector2 get2DViewcoordinates(const orxonox::Vector3& myposition, const orxonox::Vector3& mydirection, const orxonox::Vector3& myorthonormal, const orxonox::Vector3& otherposition)
164    {
165        orxonox::Vector3 distance = otherposition - myposition;
[1564]166
[2171]167        // project difference vector on our plane
168        orxonox::Vector3 projection = Ogre::Plane(mydirection, myposition).projectVector(distance);
[1608]169
[2171]170        float projectionlength = projection.length();
[3049]171        if (projectionlength == 0)
172        {
173            if (myposition.dotProduct(otherposition) >= 0)
174                return orxonox::Vector2(0, 0);
175            else
176                return orxonox::Vector2(0, 1);
177        }
[3304]178        //float angle = acos(clamp<float>(myorthonormal.dotProduct(projection) / projectionlength, -1, 1));
[6417]179
[3304]180        float cos_value = clamp<float>(myorthonormal.dotProduct(projection) / projectionlength, -1, 1);
181        float sin_value = sqrt( 1 - cos_value*cos_value );
[1608]182
[2171]183        float distancelength = distance.length();
184        if (distancelength == 0) return orxonox::Vector2(0, 0);
[7184]185        float radius = acos(clamp<float>(mydirection.dotProduct(distance) / distancelength, -1, 1)) / math::pi;
[1566]186
[2171]187        if ((mydirection.crossProduct(myorthonormal)).dotProduct(distance) > 0)
[3304]188            return orxonox::Vector2( sin_value * radius, cos_value * radius);
[2171]189        else
[3304]190            return orxonox::Vector2( -sin_value * radius, cos_value * radius);
[2171]191    }
[1791]192
[9939]193
[2171]194    /**
[9939]195            @brief Gets the 2D project vector for the 3D Radar .
196            @param myposition My position
197            @param mydirection My viewing direction
198            @param myorthonormal My orthonormalvector (pointing upwards through my head)
199            @param otherposition The position of the other object
200            @param mapangle The angle between line of sight on screen and the 3Dmap-x/z-plain in radian
201            @param detectionlimit The limit in which objects are shown on the map
202            @return The viewing direction
203    */
204    orxonox::Vector2 get3DProjection(const orxonox::Vector3& myposition, const orxonox::Vector3& mydirection, const orxonox::Vector3& myorthonormal, const orxonox::Vector3& otherposition, const float mapangle, const float detectionlimit)
205    {
[9945]206        // Orxonox Vectors: x_direction you are looking, y_direction points up, z_direction points to the right
207        orxonox::Vector3 distance = otherposition - myposition; // get vector from Ship to object
[9939]208
[9945]209        // new coordinate system: x_axsis: mydirection   (points front)
210        //                        y_axsis: myorthonormal (points up)
211        //                        z_axsis: myside        (points right)
[9939]212
[9945]213        orxonox::Vector3 myside = mydirection.crossProduct(myorthonormal); // get 3. base vector
[9939]214
[9945]215        distance = 4*distance / detectionlimit; // shrink vector on map
216        if(distance.length() > 1.0f) // if object would wander outside of the map
217        {
218            distance = distance / distance.length();
219        }
[9939]220
[9945]221        // perform a coordinate transformation to get distance in relation of the position of the ship
222        orxonox::Vector3 distanceShip = getTransformedVector(distance, mydirection, myorthonormal, myside);
[9939]223
[9945]224        // calculate 2D vector on the map (with angle between x/z - plain and line of sight)
225        float xcoordinate = distanceShip.z; // z; cause x direction on screen is to the right side
226        float ycoordinate = distanceShip.x*sin(mapangle)+distanceShip.y*cos(mapangle);
227        return orxonox::Vector2(xcoordinate , ycoordinate);
[9939]228    }
229
230    /**
231               @brief Gets if a object is over the x/z - plain on map
232               @param myposition My position
233               @param mydirection My viewing direction
234               @param myorthonormal My orthonormalvector (pointing upwards through my head)
235               @param otherposition The position of the other object
236               @param mapangle The angle you look on the 3Dmap in radian
237               @return If distancevector to the other object has a positive y-coordinate
238
239               Examples:
240                Returns true if object is over x/z - plain
241                Returns false if object is below x/z -plain
242    */
243    bool isObjectHigherThanShipOnMap(const orxonox::Vector3& myposition, const orxonox::Vector3& mydirection, const orxonox::Vector3& myorthonormal, const orxonox::Vector3& otherposition, const float mapangle)
244    {
[9945]245        // Orxonox Vectors: x_direction you are looking, y_direction points up, z_direction points to the right
246        orxonox::Vector3 distance = otherposition - myposition;
[9939]247
[9945]248        // new coordinate system: x_axsis: mydirection   (points front)
249        //                        y_axsis: myorthonormal (points up)
250        //                        z_axsis: myside        (points right)
[9939]251
[9945]252        orxonox::Vector3 myside = mydirection.crossProduct(myorthonormal); // get vector from Ship to object
[9939]253
254
[9945]255        // perform a coordinate transformation to get distance in relation of the position of the ship
256        orxonox::Vector3 distanceShip = getTransformedVector(distance, mydirection, myorthonormal, myside);
[9939]257
[9945]258        if(distanceShip.y >= 0)
259            return true;
260        else
261            return false;
[9939]262    }
263
264    /**
265                   @brief A value between 0 and 10, in order how other object is in front or in back
266                   @param myposition My position
[9945]267                   @param mydirection My viewing direction
268                   @param myorthonormal My orthonormalvector (pointing upwards through my head)
269                   @param otherposition The position of the other object
270                   @param detectionlimit The limit in which objects are shown on the map
[9939]271                   @return value between 0 and 100
272    */
273    int determineMap3DZOrder(const orxonox::Vector3& myposition, const orxonox::Vector3& mydirection, const orxonox::Vector3& myorthonormal, const orxonox::Vector3& otherposition, const float detectionlimit)
274    {
[9945]275        orxonox::Vector3 distance = otherposition - myposition; // get vector from Ship to object
276        orxonox::Vector3 myside = mydirection.crossProduct(myorthonormal); // get vector to the side
[9939]277
[9945]278        distance = 4*distance / detectionlimit; // shrink vector on map
279        if(distance.length() > 1.0f) // if object would wander outside of the map
280        {
281            distance = distance / distance.length();
282        }
[9939]283
[9945]284        // perform a coordinate transformation to get distance in relation of the position of the ship
285        orxonox::Vector3 distanceShip = getTransformedVector(distance, mydirection, myorthonormal, myside);
[9939]286
[9960]287        return static_cast<int>(50 - 100*distanceShip.x);
[9939]288    }
289
290
291    /**
292                @brief Gets the new vector after a coordinate transformation
293                @param distance Vector which will be transformed
294                @param mydirection New x basevector
295                @param myorthonormal New y basevector
296                @param otherposition New z basevector
297                @return direction in the new coordinates
298
299                x is vector in old coordinates
300                y is vector in old coordinates
301                T is transform matrix with:
[9945]302                    T = (t1 , t2 , t3)
303                    t1 = mydirection
304                    t2 = myorthonormal
305                    t3 = myside
[9939]306
307                y = T^(-1)*x
308            */
309    orxonox::Vector3 getTransformedVector(const orxonox::Vector3& distance, const orxonox::Vector3& mydirection, const orxonox::Vector3& myorthonormal, const orxonox::Vector3& myside)
310    {
[9945]311        // inverse of the transform matrix
312        float determinant = +mydirection.x * (myorthonormal.y*myside.z - myside.y*myorthonormal.z)
313                            -mydirection.y * (myorthonormal.x*myside.z - myorthonormal.z*myside.x)
314                            +mydirection.z * (myorthonormal.x*myside.y - myorthonormal.y*myside.x);
315        float invdet = 1/determinant;
[9939]316
[9945]317        // transform matrix
318        orxonox::Vector3 xinvtransform;
319        orxonox::Vector3 yinvtransform;
320        orxonox::Vector3 zinvtransform;
[9939]321
[9945]322        xinvtransform.x = (myorthonormal.y * myside.z        - myside.y        * myorthonormal.z)*invdet;
323        xinvtransform.y = (mydirection.z   * myside.y        - mydirection.y   * myside.z       )*invdet;
324        xinvtransform.z = (mydirection.y   * myorthonormal.z - mydirection.z   * myorthonormal.y)*invdet;
325        yinvtransform.x = (myorthonormal.z * myside.x        - myorthonormal.x * myside.z       )*invdet;
326        yinvtransform.y = (mydirection.x   * myside.z        - mydirection.z   * myside.x       )*invdet;
327        yinvtransform.z = (myorthonormal.x * mydirection.z   - mydirection.x   * myorthonormal.z)*invdet;
328        zinvtransform.x = (myorthonormal.x * myside.y        - myside.x        * myorthonormal.y)*invdet;
329        zinvtransform.y = (myside.x        * mydirection.y   - mydirection.x   * myside.y       )*invdet;
330        zinvtransform.z = (mydirection.x   * myorthonormal.y - myorthonormal.x * mydirection.)*invdet;
[9939]331
[9945]332        // coordinate transformation
333        orxonox::Vector3 distanceShip;
334        distanceShip.x = xinvtransform.x * distance.x + yinvtransform.x * distance.y + zinvtransform.x * distance.z;
335        distanceShip.y = xinvtransform.y * distance.x + yinvtransform.y * distance.y + zinvtransform.y * distance.z;
336        distanceShip.z = xinvtransform.z * distance.x + yinvtransform.z * distance.y + zinvtransform.z * distance.z;
[9939]337
[9945]338        return distanceShip;
[9939]339    }
340
341    /**
[2171]342        @brief Returns the predicted position I have to aim at, if I want to hit a moving target with a moving projectile.
343        @param myposition My position
344        @param projectilespeed The speed of my projectile
345        @param targetposition The position of my target
346        @param targetvelocity The velocity of my target
347        @return The predicted position
[1566]348
[2171]349        The function predicts the position based on a linear velocity of the target. If the target changes speed or direction, the projectile will miss.
350    */
351    orxonox::Vector3 getPredictedPosition(const orxonox::Vector3& myposition, float projectilespeed, const orxonox::Vector3& targetposition, const orxonox::Vector3& targetvelocity)
352    {
353        orxonox::Vector3 distance = targetposition - myposition;
354        float a = distance.squaredLength();
[10289]355        float b = 2 * (distance.x * targetvelocity.x + distance.y * targetvelocity.y + distance.z * targetvelocity.z);
356        float c = targetvelocity.squaredLength() - projectilespeed * projectilespeed;
[1566]357
[10289]358        float discriminant = b*b - 4*a*c;
359        if (discriminant < 0)
[2171]360            return orxonox::Vector3::ZERO;
[1625]361
[10291]362        float solution = (-b + sqrt(discriminant)) / (2 * a);
363        float time = 1.0f / solution;
[10289]364
[2171]365        return (targetposition + targetvelocity * time);
366    }
[1625]367
[7401]368    /**
369        @brief Returns a unique number. This function will never return the same value twice.
370    */
[2171]371    unsigned long getUniqueNumber()
372    {
373        static unsigned long aNumber = 135;
374        return aNumber++;
375    }
[2087]376
377
[2171]378    //////////////////////////
379    // Conversion functions //
380    //////////////////////////
[2087]381
[2171]382    // std::string to Vector2
383    bool ConverterFallback<std::string, orxonox::Vector2>::convert(orxonox::Vector2* output, const std::string& input)
[2087]384    {
[7284]385        size_t opening_parenthesis, closing_parenthesis = input.find('}');
386        if ((opening_parenthesis = input.find('{')) == std::string::npos)
[2171]387            opening_parenthesis = 0;
388        else
389            opening_parenthesis++;
[2087]390
[2171]391        SubString tokens(input.substr(opening_parenthesis, closing_parenthesis - opening_parenthesis),
392                         ",", SubString::WhiteSpaces, false, '\\', true, '"', true, '\0', '\0', true, '\0');
393        if (tokens.size() >= 2)
394        {
[3196]395            if (!convertValue(&(output->x), tokens[0]))
[2171]396                return false;
[3196]397            if (!convertValue(&(output->y), tokens[1]))
[2171]398                return false;
399
400            return true;
401        }
402        return false;
[2087]403    }
404
[2171]405    // std::string to Vector3
406    bool ConverterFallback<std::string, orxonox::Vector3>::convert(orxonox::Vector3* output, const std::string& input)
[2087]407    {
[7284]408        size_t opening_parenthesis, closing_parenthesis = input.find('}');
409        if ((opening_parenthesis = input.find('{')) == std::string::npos)
[2171]410            opening_parenthesis = 0;
411        else
412            opening_parenthesis++;
[2087]413
[2171]414        SubString tokens(input.substr(opening_parenthesis, closing_parenthesis - opening_parenthesis),
415                         ",", SubString::WhiteSpaces, false, '\\', true, '"', true, '\0', '\0', true, '\0');
416        if (tokens.size() >= 3)
417        {
[3196]418            if (!convertValue(&(output->x), tokens[0]))
[2171]419                return false;
[3196]420            if (!convertValue(&(output->y), tokens[1]))
[2171]421                return false;
[3196]422            if (!convertValue(&(output->z), tokens[2]))
[2171]423                return false;
424
425            return true;
426        }
427        return false;
[2087]428    }
429
[2171]430    // std::string to Vector4
431    bool ConverterFallback<std::string, orxonox::Vector4>::convert(orxonox::Vector4* output, const std::string& input)
[2087]432    {
[7284]433        size_t opening_parenthesis, closing_parenthesis = input.find('}');
434        if ((opening_parenthesis = input.find('{')) == std::string::npos)
[2171]435            opening_parenthesis = 0;
436        else
437            opening_parenthesis++;
[2087]438
[2171]439        SubString tokens(input.substr(opening_parenthesis, closing_parenthesis - opening_parenthesis),
440                         ",", SubString::WhiteSpaces, false, '\\', true, '"', true, '\0', '\0', true, '\0');
441        if (tokens.size() >= 4)
442        {
[3196]443            if (!convertValue(&(output->x), tokens[0]))
[2171]444                return false;
[3196]445            if (!convertValue(&(output->y), tokens[1]))
[2171]446                return false;
[3196]447            if (!convertValue(&(output->z), tokens[2]))
[2171]448                return false;
[3196]449            if (!convertValue(&(output->w), tokens[3]))
[2171]450                return false;
451
452            return true;
453        }
454        return false;
[2087]455    }
456
[2171]457    // std::string to Quaternion
458    bool ConverterFallback<std::string, orxonox::Quaternion>::convert(orxonox::Quaternion* output, const std::string& input)
[2087]459    {
[7284]460        size_t opening_parenthesis, closing_parenthesis = input.find('}');
461        if ((opening_parenthesis = input.find('{')) == std::string::npos)
462            opening_parenthesis = 0;
463        else
464            opening_parenthesis++;
[2087]465
[2171]466        SubString tokens(input.substr(opening_parenthesis, closing_parenthesis - opening_parenthesis), ",", SubString::WhiteSpaces, false, '\\', true, '"', true, '\0', '\0', true, '\0');
467        if (tokens.size() >= 4)
468        {
[3196]469            if (!convertValue(&(output->w), tokens[0]))
[2171]470                return false;
[3196]471            if (!convertValue(&(output->x), tokens[1]))
[2171]472                return false;
[3196]473            if (!convertValue(&(output->y), tokens[2]))
[2171]474                return false;
[3196]475            if (!convertValue(&(output->z), tokens[3]))
[2171]476                return false;
477
478            return true;
479        }
480        return false;
[2087]481    }
482
[2171]483    // std::string to ColourValue
484    bool ConverterFallback<std::string, orxonox::ColourValue>::convert(orxonox::ColourValue* output, const std::string& input)
485    {
[7284]486        size_t opening_parenthesis, closing_parenthesis = input.find('}');
487        if ((opening_parenthesis = input.find('{')) == std::string::npos)
488            opening_parenthesis = 0;
489        else
490            opening_parenthesis++;
[2087]491
[2171]492        SubString tokens(input.substr(opening_parenthesis, closing_parenthesis - opening_parenthesis), ",", SubString::WhiteSpaces, false, '\\', true, '"', true, '\0', '\0', true, '\0');
493        if (tokens.size() >= 3)
[2087]494        {
[3196]495            if (!convertValue(&(output->r), tokens[0]))
[2087]496                return false;
[3196]497            if (!convertValue(&(output->g), tokens[1]))
[2171]498                return false;
[3196]499            if (!convertValue(&(output->b), tokens[2]))
[2171]500                return false;
501            if (tokens.size() >= 4)
502            {
[3196]503                if (!convertValue(&(output->a), tokens[3]))
[2171]504                    return false;
505            }
506            else
507                output->a = 1.0;
508
509            return true;
[2087]510        }
[2171]511        return false;
[2087]512    }
513}
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