1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Christian Meyer |
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13 | co-programmer: Patrick Boenzli : Vector::scale() |
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14 | Vector::abs() |
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15 | |
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16 | Quaternion code borrowed from an Gamasutra article by Nick Bobick and Ken Shoemake |
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17 | */ |
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18 | |
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19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_MATH |
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20 | |
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21 | #include "vector.h" |
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22 | #include "debug.h" |
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23 | |
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24 | using namespace std; |
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25 | |
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26 | ///////////// |
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27 | /* VECTORS */ |
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28 | ///////////// |
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29 | /** |
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30 | * returns the this-vector normalized to length 1.0 |
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31 | * @todo there is some error in this function, that i could not resolve. it just does not, what it is supposed to do. |
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32 | */ |
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33 | Vector Vector::getNormalized() const |
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34 | { |
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35 | float l = this->len(); |
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36 | if(unlikely(l == 1.0 || l == 0.0)) |
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37 | return *this; |
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38 | else |
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39 | return (*this / l); |
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40 | } |
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41 | |
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42 | /** |
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43 | * Vector is looking in the positive direction on all axes after this |
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44 | */ |
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45 | Vector Vector::abs() |
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46 | { |
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47 | Vector v(fabs(x), fabs(y), fabs(z)); |
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48 | return v; |
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49 | } |
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50 | |
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51 | |
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52 | |
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53 | /** |
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54 | * Outputs the values of the Vector |
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55 | */ |
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56 | void Vector::debug() const |
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57 | { |
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58 | PRINT(0)("x: %f; y: %f; z: %f", x, y, z); |
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59 | PRINT(0)(" lenght: %f", len()); |
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60 | PRINT(0)("\n"); |
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61 | } |
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62 | |
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63 | ///////////////// |
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64 | /* QUATERNIONS */ |
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65 | ///////////////// |
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66 | /** |
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67 | * calculates a lookAt rotation |
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68 | * @param dir: the direction you want to look |
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69 | * @param up: specify what direction up should be |
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70 | |
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71 | Mathematically this determines the rotation a (0,0,1)-Vector has to undergo to point |
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72 | the same way as dir. If you want to use this with cameras, you'll have to reverse the |
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73 | dir Vector (Vector(0,0,0) - your viewing direction) or you'll point the wrong way. You |
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74 | can use this for meshes as well (then you do not have to reverse the vector), but keep |
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75 | in mind that if you do that, the model's front has to point in +z direction, and left |
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76 | and right should be -x or +x respectively or the mesh wont rotate correctly. |
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77 | * |
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78 | * @TODO !!! OPTIMIZE THIS !!! |
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79 | */ |
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80 | Quaternion::Quaternion (const Vector& dir, const Vector& up) |
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81 | { |
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82 | Vector z = dir.getNormalized(); |
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83 | Vector x = up.cross(z).getNormalized(); |
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84 | Vector y = z.cross(x); |
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85 | |
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86 | float m[4][4]; |
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87 | m[0][0] = x.x; |
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88 | m[0][1] = x.y; |
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89 | m[0][2] = x.z; |
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90 | m[0][3] = 0; |
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91 | m[1][0] = y.x; |
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92 | m[1][1] = y.y; |
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93 | m[1][2] = y.z; |
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94 | m[1][3] = 0; |
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95 | m[2][0] = z.x; |
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96 | m[2][1] = z.y; |
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97 | m[2][2] = z.z; |
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98 | m[2][3] = 0; |
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99 | m[3][0] = 0; |
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100 | m[3][1] = 0; |
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101 | m[3][2] = 0; |
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102 | m[3][3] = 1; |
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103 | |
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104 | *this = Quaternion (m); |
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105 | } |
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106 | |
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107 | /** |
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108 | * calculates a rotation from euler angles |
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109 | * @param roll: the roll in radians |
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110 | * @param pitch: the pitch in radians |
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111 | * @param yaw: the yaw in radians |
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112 | */ |
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113 | Quaternion::Quaternion (float roll, float pitch, float yaw) |
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114 | { |
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115 | float cr, cp, cy, sr, sp, sy, cpcy, spsy; |
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116 | |
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117 | // calculate trig identities |
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118 | cr = cos(roll/2); |
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119 | cp = cos(pitch/2); |
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120 | cy = cos(yaw/2); |
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121 | |
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122 | sr = sin(roll/2); |
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123 | sp = sin(pitch/2); |
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124 | sy = sin(yaw/2); |
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125 | |
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126 | cpcy = cp * cy; |
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127 | spsy = sp * sy; |
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128 | |
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129 | w = cr * cpcy + sr * spsy; |
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130 | v.x = sr * cpcy - cr * spsy; |
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131 | v.y = cr * sp * cy + sr * cp * sy; |
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132 | v.z = cr * cp * sy - sr * sp * cy; |
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133 | } |
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134 | |
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135 | /** |
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136 | * convert the Quaternion to a 4x4 rotational glMatrix |
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137 | * @param m: a buffer to store the Matrix in |
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138 | */ |
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139 | void Quaternion::matrix (float m[4][4]) const |
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140 | { |
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141 | float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2; |
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142 | |
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143 | // calculate coefficients |
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144 | x2 = v.x + v.x; |
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145 | y2 = v.y + v.y; |
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146 | z2 = v.z + v.z; |
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147 | xx = v.x * x2; xy = v.x * y2; xz = v.x * z2; |
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148 | yy = v.y * y2; yz = v.y * z2; zz = v.z * z2; |
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149 | wx = w * x2; wy = w * y2; wz = w * z2; |
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150 | |
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151 | m[0][0] = 1.0 - (yy + zz); m[1][0] = xy - wz; |
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152 | m[2][0] = xz + wy; m[3][0] = 0.0; |
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153 | |
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154 | m[0][1] = xy + wz; m[1][1] = 1.0 - (xx + zz); |
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155 | m[2][1] = yz - wx; m[3][1] = 0.0; |
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156 | |
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157 | m[0][2] = xz - wy; m[1][2] = yz + wx; |
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158 | m[2][2] = 1.0 - (xx + yy); m[3][2] = 0.0; |
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159 | |
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160 | m[0][3] = 0; m[1][3] = 0; |
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161 | m[2][3] = 0; m[3][3] = 1; |
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162 | } |
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163 | |
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164 | /** |
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165 | * performs a smooth move. |
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166 | * @param from where |
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167 | * @param to where |
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168 | * @param t the time this transformation should take value [0..1] |
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169 | |
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170 | * @returns the Result of the smooth move |
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171 | */ |
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172 | Quaternion Quaternion::quatSlerp(const Quaternion& from, const Quaternion& to, float t) |
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173 | { |
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174 | float tol[4]; |
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175 | double omega, cosom, sinom, scale0, scale1; |
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176 | // float DELTA = 0.2; |
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177 | |
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178 | cosom = from.v.x * to.v.x + from.v.y * to.v.y + from.v.z * to.v.z + from.w * to.w; |
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179 | |
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180 | if( cosom < 0.0 ) |
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181 | { |
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182 | cosom = -cosom; |
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183 | tol[0] = -to.v.x; |
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184 | tol[1] = -to.v.y; |
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185 | tol[2] = -to.v.z; |
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186 | tol[3] = -to.w; |
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187 | } |
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188 | else |
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189 | { |
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190 | tol[0] = to.v.x; |
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191 | tol[1] = to.v.y; |
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192 | tol[2] = to.v.z; |
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193 | tol[3] = to.w; |
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194 | } |
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195 | |
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196 | //if( (1.0 - cosom) > DELTA ) |
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197 | //{ |
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198 | omega = acos(cosom); |
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199 | sinom = sin(omega); |
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200 | scale0 = sin((1.0 - t) * omega) / sinom; |
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201 | scale1 = sin(t * omega) / sinom; |
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202 | //} |
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203 | /* |
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204 | else |
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205 | { |
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206 | scale0 = 1.0 - t; |
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207 | scale1 = t; |
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208 | } |
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209 | */ |
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210 | |
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211 | |
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212 | /* |
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213 | Quaternion res; |
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214 | res.v.x = scale0 * from.v.x + scale1 * tol[0]; |
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215 | res.v.y = scale0 * from.v.y + scale1 * tol[1]; |
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216 | res.v.z = scale0 * from.v.z + scale1 * tol[2]; |
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217 | res.w = scale0 * from.w + scale1 * tol[3]; |
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218 | */ |
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219 | return Quaternion(Vector(scale0 * from.v.x + scale1 * tol[0], |
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220 | scale0 * from.v.y + scale1 * tol[1], |
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221 | scale0 * from.v.z + scale1 * tol[2]), |
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222 | scale0 * from.w + scale1 * tol[3]); |
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223 | } |
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224 | |
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225 | |
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226 | /** |
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227 | * convert a rotational 4x4 glMatrix into a Quaternion |
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228 | * @param m: a 4x4 matrix in glMatrix order |
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229 | */ |
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230 | Quaternion::Quaternion (float m[4][4]) |
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231 | { |
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232 | |
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233 | float tr, s, q[4]; |
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234 | int i, j, k; |
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235 | |
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236 | int nxt[3] = {1, 2, 0}; |
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237 | |
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238 | tr = m[0][0] + m[1][1] + m[2][2]; |
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239 | |
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240 | // check the diagonal |
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241 | if (tr > 0.0) |
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242 | { |
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243 | s = sqrt (tr + 1.0); |
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244 | w = s / 2.0; |
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245 | s = 0.5 / s; |
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246 | v.x = (m[1][2] - m[2][1]) * s; |
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247 | v.y = (m[2][0] - m[0][2]) * s; |
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248 | v.z = (m[0][1] - m[1][0]) * s; |
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249 | } |
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250 | else |
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251 | { |
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252 | // diagonal is negative |
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253 | i = 0; |
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254 | if (m[1][1] > m[0][0]) i = 1; |
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255 | if (m[2][2] > m[i][i]) i = 2; |
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256 | j = nxt[i]; |
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257 | k = nxt[j]; |
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258 | |
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259 | s = sqrt ((m[i][i] - (m[j][j] + m[k][k])) + 1.0); |
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260 | |
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261 | q[i] = s * 0.5; |
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262 | |
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263 | if (s != 0.0) s = 0.5 / s; |
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264 | |
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265 | q[3] = (m[j][k] - m[k][j]) * s; |
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266 | q[j] = (m[i][j] + m[j][i]) * s; |
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267 | q[k] = (m[i][k] + m[k][i]) * s; |
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268 | |
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269 | v.x = q[0]; |
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270 | v.y = q[1]; |
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271 | v.z = q[2]; |
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272 | w = q[3]; |
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273 | } |
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274 | } |
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275 | |
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276 | /** |
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277 | * outputs some nice formated debug information about this quaternion |
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278 | */ |
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279 | void Quaternion::debug() |
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280 | { |
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281 | PRINT(0)("real a=%f; imag: x=%f y=%f z=%f\n", w, v.x, v.y, v.z); |
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282 | } |
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283 | |
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284 | void Quaternion::debug2() |
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285 | { |
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286 | Vector axis = this->getSpacialAxis(); |
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287 | PRINT(0)("angle = %f, axis: ax=%f, ay=%f, az=%f\n", this->getSpacialAxisAngle(), axis.x, axis.y, axis.z ); |
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288 | } |
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289 | |
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290 | /** |
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291 | * create a rotation from a vector |
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292 | * @param v: a vector |
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293 | */ |
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294 | Rotation::Rotation (const Vector& v) |
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295 | { |
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296 | Vector x = Vector( 1, 0, 0); |
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297 | Vector axis = x.cross( v); |
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298 | axis.normalize(); |
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299 | float angle = angleRad( x, v); |
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300 | float ca = cos(angle); |
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301 | float sa = sin(angle); |
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302 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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303 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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304 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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305 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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306 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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307 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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308 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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309 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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310 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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311 | } |
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312 | |
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313 | /** |
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314 | * creates a rotation from an axis and an angle (radians!) |
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315 | * @param axis: the rotational axis |
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316 | * @param angle: the angle in radians |
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317 | */ |
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318 | Rotation::Rotation (const Vector& axis, float angle) |
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319 | { |
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320 | float ca, sa; |
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321 | ca = cos(angle); |
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322 | sa = sin(angle); |
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323 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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324 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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325 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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326 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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327 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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328 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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329 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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330 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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331 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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332 | } |
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333 | |
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334 | /** |
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335 | * creates a rotation from euler angles (pitch/yaw/roll) |
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336 | * @param pitch: rotation around z (in radians) |
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337 | * @param yaw: rotation around y (in radians) |
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338 | * @param roll: rotation around x (in radians) |
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339 | */ |
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340 | Rotation::Rotation ( float pitch, float yaw, float roll) |
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341 | { |
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342 | float cy, sy, cr, sr, cp, sp; |
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343 | cy = cos(yaw); |
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344 | sy = sin(yaw); |
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345 | cr = cos(roll); |
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346 | sr = sin(roll); |
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347 | cp = cos(pitch); |
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348 | sp = sin(pitch); |
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349 | m[0] = cy*cr; |
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350 | m[1] = -cy*sr; |
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351 | m[2] = sy; |
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352 | m[3] = cp*sr+sp*sy*cr; |
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353 | m[4] = cp*cr-sp*sr*sy; |
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354 | m[5] = -sp*cy; |
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355 | m[6] = sp*sr-cp*sy*cr; |
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356 | m[7] = sp*cr+cp*sy*sr; |
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357 | m[8] = cp*cy; |
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358 | } |
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359 | |
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360 | /** |
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361 | * creates a nullrotation (an identity rotation) |
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362 | */ |
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363 | Rotation::Rotation () |
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364 | { |
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365 | m[0] = 1.0f; |
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366 | m[1] = 0.0f; |
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367 | m[2] = 0.0f; |
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368 | m[3] = 0.0f; |
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369 | m[4] = 1.0f; |
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370 | m[5] = 0.0f; |
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371 | m[6] = 0.0f; |
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372 | m[7] = 0.0f; |
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373 | m[8] = 1.0f; |
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374 | } |
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375 | |
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376 | /** |
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377 | * fills the specified buffer with a 4x4 glmatrix |
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378 | * @param buffer: Pointer to an array of 16 floats |
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379 | |
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380 | Use this to get the rotation in a gl-compatible format |
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381 | */ |
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382 | void Rotation::glmatrix (float* buffer) |
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383 | { |
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384 | buffer[0] = m[0]; |
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385 | buffer[1] = m[3]; |
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386 | buffer[2] = m[6]; |
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387 | buffer[3] = m[0]; |
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388 | buffer[4] = m[1]; |
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389 | buffer[5] = m[4]; |
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390 | buffer[6] = m[7]; |
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391 | buffer[7] = m[0]; |
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392 | buffer[8] = m[2]; |
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393 | buffer[9] = m[5]; |
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394 | buffer[10] = m[8]; |
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395 | buffer[11] = m[0]; |
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396 | buffer[12] = m[0]; |
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397 | buffer[13] = m[0]; |
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398 | buffer[14] = m[0]; |
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399 | buffer[15] = m[1]; |
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400 | } |
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401 | |
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402 | /** |
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403 | * multiplies two rotational matrices |
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404 | * @param r: another Rotation |
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405 | * @return the matrix product of the Rotations |
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406 | |
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407 | Use this to rotate one rotation by another |
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408 | */ |
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409 | Rotation Rotation::operator* (const Rotation& r) |
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410 | { |
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411 | Rotation p; |
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412 | |
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413 | p.m[0] = m[0]*r.m[0] + m[1]*r.m[3] + m[2]*r.m[6]; |
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414 | p.m[1] = m[0]*r.m[1] + m[1]*r.m[4] + m[2]*r.m[7]; |
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415 | p.m[2] = m[0]*r.m[2] + m[1]*r.m[5] + m[2]*r.m[8]; |
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416 | |
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417 | p.m[3] = m[3]*r.m[0] + m[4]*r.m[3] + m[5]*r.m[6]; |
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418 | p.m[4] = m[3]*r.m[1] + m[4]*r.m[4] + m[5]*r.m[7]; |
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419 | p.m[5] = m[3]*r.m[2] + m[4]*r.m[5] + m[5]*r.m[8]; |
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420 | |
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421 | p.m[6] = m[6]*r.m[0] + m[7]*r.m[3] + m[8]*r.m[6]; |
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422 | p.m[7] = m[6]*r.m[1] + m[7]*r.m[4] + m[8]*r.m[7]; |
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423 | p.m[8] = m[6]*r.m[2] + m[7]*r.m[5] + m[8]*r.m[8]; |
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424 | |
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425 | return p; |
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426 | } |
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427 | |
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428 | |
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429 | /** |
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430 | * rotates the vector by the given rotation |
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431 | * @param v: a vector |
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432 | * @param r: a rotation |
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433 | * @return the rotated vector |
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434 | */ |
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435 | Vector rotateVector( const Vector& v, const Rotation& r) |
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436 | { |
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437 | Vector t; |
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438 | |
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439 | t.x = v.x * r.m[0] + v.y * r.m[1] + v.z * r.m[2]; |
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440 | t.y = v.x * r.m[3] + v.y * r.m[4] + v.z * r.m[5]; |
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441 | t.z = v.x * r.m[6] + v.y * r.m[7] + v.z * r.m[8]; |
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442 | |
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443 | return t; |
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444 | } |
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445 | |
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446 | /** |
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447 | * calculate the distance between two lines |
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448 | * @param l: the other line |
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449 | * @return the distance between the lines |
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450 | */ |
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451 | float Line::distance (const Line& l) const |
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452 | { |
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453 | float q, d; |
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454 | Vector n = a.cross(l.a); |
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455 | q = n.dot(r-l.r); |
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456 | d = n.len(); |
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457 | if( d == 0.0) return 0.0; |
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458 | return q/d; |
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459 | } |
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460 | |
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461 | /** |
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462 | * calculate the distance between a line and a point |
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463 | * @param v: the point |
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464 | * @return the distance between the Line and the point |
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465 | */ |
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466 | float Line::distancePoint (const Vector& v) const |
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467 | { |
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468 | Vector d = v-r; |
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469 | Vector u = a * d.dot( a); |
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470 | return (d - u).len(); |
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471 | } |
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472 | |
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473 | /** |
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474 | * calculate the distance between a line and a point |
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475 | * @param v: the point |
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476 | * @return the distance between the Line and the point |
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477 | */ |
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478 | float Line::distancePoint (const sVec3D& v) const |
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479 | { |
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480 | Vector s(v[0], v[1], v[2]); |
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481 | Vector d = s - r; |
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482 | Vector u = a * d.dot( a); |
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483 | return (d - u).len(); |
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484 | } |
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485 | |
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486 | /** |
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487 | * calculate the two points of minimal distance of two lines |
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488 | * @param l: the other line |
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489 | * @return a Vector[2] (!has to be deleted after use!) containing the two points of minimal distance |
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490 | */ |
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491 | Vector* Line::footpoints (const Line& l) const |
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492 | { |
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493 | Vector* fp = new Vector[2]; |
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494 | Plane p = Plane (r + a.cross(l.a), r, r + a); |
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495 | fp[1] = p.intersectLine (l); |
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496 | p = Plane (fp[1], l.a); |
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497 | fp[0] = p.intersectLine (*this); |
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498 | return fp; |
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499 | } |
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500 | |
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501 | /** |
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502 | \brief calculate the length of a line |
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503 | \return the lenght of the line |
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504 | */ |
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505 | float Line::len() const |
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506 | { |
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507 | return a.len(); |
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508 | } |
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509 | |
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510 | /** |
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511 | * rotate the line by given rotation |
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512 | * @param rot: a rotation |
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513 | */ |
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514 | void Line::rotate (const Rotation& rot) |
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515 | { |
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516 | Vector t = a + r; |
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517 | t = rotateVector( t, rot); |
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518 | r = rotateVector( r, rot), |
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519 | a = t - r; |
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520 | } |
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521 | |
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522 | /** |
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523 | * create a plane from three points |
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524 | * @param a: first point |
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525 | * @param b: second point |
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526 | * @param c: third point |
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527 | */ |
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528 | Plane::Plane (Vector a, Vector b, Vector c) |
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529 | { |
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530 | n = (a-b).cross(c-b); |
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531 | k = -(n.x*b.x+n.y*b.y+n.z*b.z); |
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532 | } |
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533 | |
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534 | /** |
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535 | * create a plane from anchor point and normal |
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536 | * @param norm: normal vector |
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537 | * @param p: anchor point |
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538 | */ |
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539 | Plane::Plane (Vector norm, Vector p) |
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540 | { |
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541 | n = norm; |
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542 | k = -(n.x*p.x+n.y*p.y+n.z*p.z); |
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543 | } |
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544 | |
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545 | |
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546 | /** |
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547 | * create a plane from anchor point and normal |
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548 | * @param norm: normal vector |
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549 | * @param p: anchor point |
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550 | */ |
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551 | Plane::Plane (Vector norm, sVec3D g) |
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552 | { |
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553 | Vector p(g[0], g[1], g[2]); |
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554 | n = norm; |
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555 | k = -(n.x*p.x+n.y*p.y+n.z*p.z); |
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556 | } |
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557 | |
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558 | |
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559 | /** |
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560 | * returns the intersection point between the plane and a line |
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561 | * @param l: a line |
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562 | */ |
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563 | Vector Plane::intersectLine (const Line& l) const |
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564 | { |
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565 | if (n.x*l.a.x+n.y*l.a.y+n.z*l.a.z == 0.0) return Vector(0,0,0); |
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566 | float t = (n.x*l.r.x+n.y*l.r.y+n.z*l.r.z+k) / (n.x*l.a.x+n.y*l.a.y+n.z*l.a.z); |
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567 | return l.r + (l.a * t); |
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568 | } |
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569 | |
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570 | /** |
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571 | * returns the distance between the plane and a point |
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572 | * @param p: a Point |
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573 | * @return the distance between the plane and the point (can be negative) |
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574 | */ |
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575 | float Plane::distancePoint (const Vector& p) const |
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576 | { |
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577 | float l = n.len(); |
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578 | if( l == 0.0) return 0.0; |
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579 | return (n.dot(p) + k) / n.len(); |
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580 | } |
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581 | |
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582 | |
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583 | /** |
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584 | * returns the distance between the plane and a point |
---|
585 | * @param p: a Point |
---|
586 | * @return the distance between the plane and the point (can be negative) |
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587 | */ |
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588 | float Plane::distancePoint (const sVec3D& p) const |
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589 | { |
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590 | Vector s(p[0], p[1], p[2]); |
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591 | float l = n.len(); |
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592 | if( l == 0.0) return 0.0; |
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593 | return (n.dot(s) + k) / n.len(); |
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594 | } |
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595 | |
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596 | |
---|
597 | /** |
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598 | * returns the side a point is located relative to a Plane |
---|
599 | * @param p: a Point |
---|
600 | * @return 0 if the point is contained within the Plane, positive(negative) if the point is in the positive(negative) semi-space of the Plane |
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601 | */ |
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602 | float Plane::locatePoint (const Vector& p) const |
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603 | { |
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604 | return (n.dot(p) + k); |
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605 | } |
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606 | |
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