1 | |
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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Christian Meyer |
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15 | co-programmer: ... |
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16 | |
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17 | Quaternion code borrowed from an Gamasutra article by Nick Bobick and Ken Shoemake |
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18 | */ |
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19 | |
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20 | |
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21 | #include "vector.h" |
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22 | |
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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 | \brief add two vectors |
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28 | \param v: the other vector |
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29 | \return the sum of both vectors |
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30 | */ |
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31 | Vector Vector::operator+ (const Vector& v) const |
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32 | { |
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33 | Vector r; |
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34 | |
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35 | r.x = x + v.x; |
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36 | r.y = y + v.y; |
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37 | r.z = z + v.z; |
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38 | |
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39 | return r; |
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40 | } |
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41 | |
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42 | /** |
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43 | \brief subtract a vector from another |
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44 | \param v: the other vector |
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45 | \return the difference between the vectors |
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46 | */ |
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47 | Vector Vector::operator- (const Vector& v) const |
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48 | { |
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49 | Vector r; |
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50 | |
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51 | r.x = x - v.x; |
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52 | r.y = y - v.y; |
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53 | r.z = z - v.z; |
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54 | |
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55 | return r; |
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56 | } |
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57 | |
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58 | /** |
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59 | \brief calculate the dot product of two vectors |
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60 | \param v: the other vector |
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61 | \return the dot product of the vectors |
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62 | */ |
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63 | float Vector::operator* (const Vector& v) const |
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64 | { |
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65 | return x*v.x+y*v.y+z*v.z; |
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66 | } |
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67 | |
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68 | /** |
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69 | \brief multiply a vector with a float |
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70 | \param f: the factor |
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71 | \return the vector multipied by f |
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72 | */ |
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73 | Vector Vector::operator* (float f) const |
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74 | { |
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75 | Vector r; |
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76 | |
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77 | r.x = x * f; |
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78 | r.y = y * f; |
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79 | r.z = z * f; |
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80 | |
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81 | return r; |
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82 | } |
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83 | |
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84 | /** |
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85 | \brief divide a vector with a float |
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86 | \param f: the divisor |
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87 | \return the vector divided by f |
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88 | */ |
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89 | Vector Vector::operator/ (float f) const |
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90 | { |
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91 | Vector r; |
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92 | |
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93 | if( f == 0.0) |
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94 | { |
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95 | // Prevent divide by zero |
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96 | return Vector (0,0,0); |
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97 | } |
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98 | |
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99 | r.x = x / f; |
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100 | r.y = y / f; |
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101 | r.z = z / f; |
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102 | |
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103 | return r; |
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104 | } |
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105 | |
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106 | /** |
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107 | \brief calculate the dot product of two vectors |
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108 | \param v: the other vector |
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109 | \return the dot product of the vectors |
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110 | */ |
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111 | float Vector::dot (const Vector& v) const |
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112 | { |
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113 | return x*v.x+y*v.y+z*v.z; |
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114 | } |
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115 | |
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116 | /** |
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117 | \brief calculate the cross product of two vectors |
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118 | \param v: the other vector |
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119 | \return the cross product of the vectors |
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120 | */ |
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121 | Vector Vector::cross (const Vector& v) const |
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122 | { |
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123 | Vector r; |
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124 | |
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125 | r.x = y * v.z - z * v.y; |
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126 | r.y = z * v.x - x * v.z; |
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127 | r.z = x * v.y - y * v.x; |
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128 | |
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129 | return r; |
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130 | } |
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131 | |
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132 | /** |
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133 | \brief normalizes the vector to lenght 1.0 |
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134 | */ |
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135 | void Vector::normalize () |
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136 | { |
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137 | float l = len(); |
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138 | |
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139 | if( l == 0.0) |
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140 | { |
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141 | // Prevent divide by zero |
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142 | return; |
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143 | } |
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144 | |
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145 | x = x / l; |
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146 | y = y / l; |
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147 | z = z / l; |
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148 | } |
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149 | |
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150 | /** |
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151 | \brief calculates the lenght of the vector |
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152 | \return the lenght of the vector |
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153 | */ |
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154 | float Vector::len () const |
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155 | { |
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156 | return sqrt (x*x+y*y+z*z); |
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157 | } |
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158 | |
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159 | /** |
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160 | \brief calculate the angle between two vectors in radiances |
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161 | \param v1: a vector |
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162 | \param v2: another vector |
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163 | \return the angle between the vectors in radians |
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164 | */ |
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165 | float angle_rad (const Vector& v1, const Vector& v2) |
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166 | { |
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167 | return acos( v1 * v2 / (v1.len() * v2.len())); |
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168 | } |
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169 | |
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170 | /** |
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171 | \brief calculate the angle between two vectors in degrees |
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172 | \param v1: a vector |
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173 | \param v2: another vector |
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174 | \return the angle between the vectors in degrees |
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175 | */ |
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176 | float angle_deg (const Vector& v1, const Vector& v2) |
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177 | { |
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178 | float f; |
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179 | f = acos( v1 * v2 / (v1.len() * v2.len())); |
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180 | return f * 180 / PI; |
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181 | } |
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182 | |
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183 | Quaternion::Quaternion () |
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184 | { |
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185 | w = 1; |
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186 | v = Vector(0,0,0); |
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187 | } |
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188 | |
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189 | Quaternion::Quaternion (float angle, const Vector& axis) |
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190 | { |
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191 | w = cos(angle/2); |
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192 | v = axis * sin(angle/2); |
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193 | } |
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194 | |
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195 | Quaternion::Quaternion (const Vector& dir, const Vector& up) |
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196 | { |
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197 | Vector z = dir; |
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198 | z.normalize(); |
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199 | Vector x = up.cross(z); |
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200 | x.normalize(); |
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201 | Vector y = z.cross(x); |
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202 | |
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203 | float m[4][4]; |
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204 | m[0][0] = x.x; |
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205 | m[0][1] = x.y; |
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206 | m[0][2] = x.z; |
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207 | m[0][3] = 0; |
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208 | m[1][0] = y.x; |
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209 | m[1][1] = y.y; |
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210 | m[1][2] = y.z; |
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211 | m[1][3] = 0; |
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212 | m[2][0] = z.x; |
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213 | m[2][1] = z.y; |
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214 | m[2][2] = z.z; |
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215 | m[2][3] = 0; |
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216 | m[3][0] = 0; |
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217 | m[3][1] = 0; |
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218 | m[3][2] = 0; |
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219 | m[3][3] = 1; |
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220 | |
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221 | *this = Quaternion (m); |
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222 | } |
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223 | |
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224 | Quaternion::Quaternion (float roll, float pitch, float yaw) |
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225 | { |
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226 | float cr, cp, cy, sr, sp, sy, cpcy, spsy; |
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227 | |
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228 | // calculate trig identities |
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229 | cr = cos(roll/2); |
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230 | cp = cos(pitch/2); |
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231 | cy = cos(yaw/2); |
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232 | |
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233 | sr = sin(roll/2); |
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234 | sp = sin(pitch/2); |
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235 | sy = sin(yaw/2); |
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236 | |
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237 | cpcy = cp * cy; |
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238 | spsy = sp * sy; |
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239 | |
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240 | w = cr * cpcy + sr * spsy; |
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241 | v.x = sr * cpcy - cr * spsy; |
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242 | v.y = cr * sp * cy + sr * cp * sy; |
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243 | v.z = cr * cp * sy - sr * sp * cy; |
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244 | } |
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245 | |
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246 | Quaternion Quaternion::operator*(const Quaternion& q) const |
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247 | { |
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248 | float A, B, C, D, E, F, G, H; |
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249 | Quaternion r; |
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250 | |
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251 | A = (w + v.x)*(q.w + q.v.x); |
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252 | B = (v.z - v.y)*(q.v.y - q.v.z); |
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253 | C = (w - v.x)*(q.v.y + q.v.z); |
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254 | D = (v.y + v.z)*(q.w - q.v.x); |
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255 | E = (v.x + v.z)*(q.v.x + q.v.y); |
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256 | F = (v.x - v.z)*(q.v.x - q.v.y); |
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257 | G = (w + v.y)*(q.w - q.v.z); |
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258 | H = (w - v.y)*(q.w + q.v.z); |
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259 | |
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260 | r.w = B + (-E - F + G + H)/2; |
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261 | r.v.x = A - (E + F + G + H)/2; |
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262 | r.v.y = C + (E - F + G - H)/2; |
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263 | r.v.z = D + (E - F - G + H)/2; |
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264 | |
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265 | return r; |
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266 | } |
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267 | |
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268 | Quaternion Quaternion::operator+(const Quaternion& q) const |
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269 | { |
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270 | Quaternion r(*this); |
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271 | r.w = r.w + q.w; |
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272 | r.v = r.v + q.v; |
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273 | return r; |
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274 | } |
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275 | |
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276 | Quaternion Quaternion::operator- (const Quaternion& q) const |
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277 | { |
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278 | Quaternion r(*this); |
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279 | r.w = r.w - q.w; |
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280 | r.v = r.v - q.v; |
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281 | return r; |
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282 | } |
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283 | |
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284 | Vector Quaternion::apply (Vector& v) const |
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285 | { |
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286 | Quaternion q; |
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287 | q.v = v; |
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288 | q.w = 0; |
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289 | q = *this * q * conjugate(); |
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290 | return q.v; |
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291 | } |
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292 | |
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293 | Quaternion Quaternion::operator*(const float& f) const |
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294 | { |
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295 | Quaternion r(*this); |
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296 | r.w = r.w*f; |
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297 | r.v = r.v*f; |
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298 | return r; |
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299 | } |
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300 | |
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301 | Quaternion Quaternion::operator/(const float& f) const |
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302 | { |
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303 | if( f == 0) return Quaternion(); |
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304 | Quaternion r(*this); |
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305 | r.w = r.w/f; |
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306 | r.v = r.v/f; |
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307 | return r; |
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308 | } |
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309 | |
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310 | Quaternion Quaternion::conjugate() const |
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311 | { |
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312 | Quaternion r(*this); |
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313 | r.v = Vector() - r.v; |
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314 | return r; |
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315 | } |
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316 | |
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317 | float Quaternion::norm() const |
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318 | { |
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319 | return w*w + v.x*v.x + v.y*v.y + v.z*v.z; |
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320 | } |
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321 | |
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322 | Quaternion Quaternion::inverse() const |
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323 | { |
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324 | float n = norm(); |
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325 | if (n != 0) |
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326 | { |
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327 | return conjugate() / norm(); |
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328 | } |
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329 | else return Quaternion(); |
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330 | } |
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331 | |
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332 | void Quaternion::matrix (float m[4][4]) const |
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333 | { |
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334 | float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2; |
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335 | |
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336 | // calculate coefficients |
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337 | x2 = v.x + v.x; |
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338 | y2 = v.y + v.y; |
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339 | z2 = v.z + v.z; |
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340 | xx = v.x * x2; xy = v.x * y2; xz = v.x * z2; |
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341 | yy = v.y * y2; yz = v.y * z2; zz = v.z * z2; |
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342 | wx = w * x2; wy = w * y2; wz = w * z2; |
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343 | |
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344 | m[0][0] = 1.0 - (yy + zz); m[1][0] = xy - wz; |
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345 | m[2][0] = xz + wy; m[3][0] = 0.0; |
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346 | |
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347 | m[0][1] = xy + wz; m[1][1] = 1.0 - (xx + zz); |
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348 | m[2][1] = yz - wx; m[3][1] = 0.0; |
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349 | |
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350 | m[0][2] = xz - wy; m[1][2] = yz + wx; |
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351 | m[2][2] = 1.0 - (xx + yy); m[3][2] = 0.0; |
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352 | |
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353 | m[0][3] = 0; m[1][3] = 0; |
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354 | m[2][3] = 0; m[3][3] = 1; |
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355 | } |
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356 | |
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357 | Quaternion::Quaternion (float m[4][4]) |
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358 | { |
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359 | |
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360 | float tr, s, q[4]; |
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361 | int i, j, k; |
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362 | |
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363 | int nxt[3] = {1, 2, 0}; |
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364 | |
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365 | tr = m[0][0] + m[1][1] + m[2][2]; |
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366 | |
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367 | // check the diagonal |
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368 | if (tr > 0.0) |
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369 | { |
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370 | s = sqrt (tr + 1.0); |
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371 | w = s / 2.0; |
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372 | s = 0.5 / s; |
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373 | v.x = (m[1][2] - m[2][1]) * s; |
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374 | v.y = (m[2][0] - m[0][2]) * s; |
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375 | v.z = (m[0][1] - m[1][0]) * s; |
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376 | } |
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377 | else |
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378 | { |
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379 | // diagonal is negative |
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380 | i = 0; |
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381 | if (m[1][1] > m[0][0]) i = 1; |
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382 | if (m[2][2] > m[i][i]) i = 2; |
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383 | j = nxt[i]; |
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384 | k = nxt[j]; |
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385 | |
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386 | s = sqrt ((m[i][i] - (m[j][j] + m[k][k])) + 1.0); |
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387 | |
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388 | q[i] = s * 0.5; |
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389 | |
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390 | if (s != 0.0) s = 0.5 / s; |
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391 | |
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392 | q[3] = (m[j][k] - m[k][j]) * s; |
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393 | q[j] = (m[i][j] + m[j][i]) * s; |
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394 | q[k] = (m[i][k] + m[k][i]) * s; |
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395 | |
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396 | v.x = q[0]; |
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397 | v.y = q[1]; |
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398 | v.z = q[2]; |
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399 | w = q[3]; |
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400 | } |
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401 | } |
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402 | |
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403 | /** |
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404 | \brief create a rotation from a vector |
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405 | \param v: a vector |
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406 | */ |
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407 | Rotation::Rotation (const Vector& v) |
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408 | { |
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409 | Vector x = Vector( 1, 0, 0); |
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410 | Vector axis = x.cross( v); |
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411 | axis.normalize(); |
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412 | float angle = angle_rad( x, v); |
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413 | float ca = cos(angle); |
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414 | float sa = sin(angle); |
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415 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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416 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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417 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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418 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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419 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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420 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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421 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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422 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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423 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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424 | } |
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425 | |
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426 | /** |
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427 | \brief creates a rotation from an axis and an angle (radians!) |
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428 | \param axis: the rotational axis |
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429 | \param angle: the angle in radians |
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430 | */ |
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431 | Rotation::Rotation (const Vector& axis, float angle) |
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432 | { |
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433 | float ca, sa; |
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434 | ca = cos(angle); |
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435 | sa = sin(angle); |
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436 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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437 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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438 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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439 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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440 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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441 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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442 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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443 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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444 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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445 | } |
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446 | |
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447 | /** |
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448 | \brief creates a rotation from euler angles (pitch/yaw/roll) |
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449 | \param pitch: rotation around z (in radians) |
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450 | \param yaw: rotation around y (in radians) |
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451 | \param roll: rotation around x (in radians) |
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452 | */ |
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453 | Rotation::Rotation ( float pitch, float yaw, float roll) |
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454 | { |
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455 | float cy, sy, cr, sr, cp, sp; |
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456 | cy = cos(yaw); |
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457 | sy = sin(yaw); |
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458 | cr = cos(roll); |
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459 | sr = sin(roll); |
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460 | cp = cos(pitch); |
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461 | sp = sin(pitch); |
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462 | m[0] = cy*cr; |
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463 | m[1] = -cy*sr; |
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464 | m[2] = sy; |
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465 | m[3] = cp*sr+sp*sy*cr; |
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466 | m[4] = cp*cr-sp*sr*sy; |
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467 | m[5] = -sp*cy; |
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468 | m[6] = sp*sr-cp*sy*cr; |
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469 | m[7] = sp*cr+cp*sy*sr; |
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470 | m[8] = cp*cy; |
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471 | } |
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472 | |
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473 | /** |
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474 | \brief creates a nullrotation (an identity rotation) |
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475 | */ |
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476 | Rotation::Rotation () |
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477 | { |
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478 | m[0] = 1.0f; |
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479 | m[1] = 0.0f; |
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480 | m[2] = 0.0f; |
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481 | m[3] = 0.0f; |
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482 | m[4] = 1.0f; |
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483 | m[5] = 0.0f; |
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484 | m[6] = 0.0f; |
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485 | m[7] = 0.0f; |
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486 | m[8] = 1.0f; |
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487 | } |
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488 | |
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489 | /** |
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490 | \brief fills the specified buffer with a 4x4 glmatrix |
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491 | \param buffer: Pointer to an array of 16 floats |
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492 | |
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493 | Use this to get the rotation in a gl-compatible format |
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494 | */ |
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495 | void Rotation::glmatrix (float* buffer) |
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496 | { |
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497 | buffer[0] = m[0]; |
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498 | buffer[1] = m[3]; |
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499 | buffer[2] = m[6]; |
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500 | buffer[3] = m[0]; |
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501 | buffer[4] = m[1]; |
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502 | buffer[5] = m[4]; |
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503 | buffer[6] = m[7]; |
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504 | buffer[7] = m[0]; |
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505 | buffer[8] = m[2]; |
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506 | buffer[9] = m[5]; |
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507 | buffer[10] = m[8]; |
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508 | buffer[11] = m[0]; |
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509 | buffer[12] = m[0]; |
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510 | buffer[13] = m[0]; |
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511 | buffer[14] = m[0]; |
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512 | buffer[15] = m[1]; |
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513 | } |
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514 | |
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515 | /** |
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516 | \brief multiplies two rotational matrices |
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517 | \param r: another Rotation |
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518 | \return the matrix product of the Rotations |
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519 | |
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520 | Use this to rotate one rotation by another |
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521 | */ |
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522 | Rotation Rotation::operator* (const Rotation& r) |
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523 | { |
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524 | Rotation p; |
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525 | |
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526 | p.m[0] = m[0]*r.m[0] + m[1]*r.m[3] + m[2]*r.m[6]; |
---|
527 | p.m[1] = m[0]*r.m[1] + m[1]*r.m[4] + m[2]*r.m[7]; |
---|
528 | p.m[2] = m[0]*r.m[2] + m[1]*r.m[5] + m[2]*r.m[8]; |
---|
529 | |
---|
530 | p.m[3] = m[3]*r.m[0] + m[4]*r.m[3] + m[5]*r.m[6]; |
---|
531 | p.m[4] = m[3]*r.m[1] + m[4]*r.m[4] + m[5]*r.m[7]; |
---|
532 | p.m[5] = m[3]*r.m[2] + m[4]*r.m[5] + m[5]*r.m[8]; |
---|
533 | |
---|
534 | p.m[6] = m[6]*r.m[0] + m[7]*r.m[3] + m[8]*r.m[6]; |
---|
535 | p.m[7] = m[6]*r.m[1] + m[7]*r.m[4] + m[8]*r.m[7]; |
---|
536 | p.m[8] = m[6]*r.m[2] + m[7]*r.m[5] + m[8]*r.m[8]; |
---|
537 | |
---|
538 | return p; |
---|
539 | } |
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540 | |
---|
541 | |
---|
542 | /** |
---|
543 | \brief rotates the vector by the given rotation |
---|
544 | \param v: a vector |
---|
545 | \param r: a rotation |
---|
546 | \return the rotated vector |
---|
547 | */ |
---|
548 | Vector rotate_vector( const Vector& v, const Rotation& r) |
---|
549 | { |
---|
550 | Vector t; |
---|
551 | |
---|
552 | t.x = v.x * r.m[0] + v.y * r.m[1] + v.z * r.m[2]; |
---|
553 | t.y = v.x * r.m[3] + v.y * r.m[4] + v.z * r.m[5]; |
---|
554 | t.z = v.x * r.m[6] + v.y * r.m[7] + v.z * r.m[8]; |
---|
555 | |
---|
556 | return t; |
---|
557 | } |
---|
558 | |
---|
559 | /** |
---|
560 | \brief calculate the distance between two lines |
---|
561 | \param l: the other line |
---|
562 | \return the distance between the lines |
---|
563 | */ |
---|
564 | float Line::distance (const Line& l) const |
---|
565 | { |
---|
566 | float q, d; |
---|
567 | Vector n = a.cross(l.a); |
---|
568 | q = n.dot(r-l.r); |
---|
569 | d = n.len(); |
---|
570 | if( d == 0.0) return 0.0; |
---|
571 | return q/d; |
---|
572 | } |
---|
573 | |
---|
574 | /** |
---|
575 | \brief calculate the distance between a line and a point |
---|
576 | \param v: the point |
---|
577 | \return the distance between the Line and the point |
---|
578 | */ |
---|
579 | float Line::distance_point (const Vector& v) const |
---|
580 | { |
---|
581 | Vector d = v-r; |
---|
582 | Vector u = a * d.dot( a); |
---|
583 | return (d - u).len(); |
---|
584 | } |
---|
585 | |
---|
586 | /** |
---|
587 | \brief calculate the two points of minimal distance of two lines |
---|
588 | \param l: the other line |
---|
589 | \return a Vector[2] (!has to be deleted after use!) containing the two points of minimal distance |
---|
590 | */ |
---|
591 | Vector* Line::footpoints (const Line& l) const |
---|
592 | { |
---|
593 | Vector* fp = new Vector[2]; |
---|
594 | Plane p = Plane (r + a.cross(l.a), r, r + a); |
---|
595 | fp[1] = p.intersect_line (l); |
---|
596 | p = Plane (fp[1], l.a); |
---|
597 | fp[0] = p.intersect_line (*this); |
---|
598 | return fp; |
---|
599 | } |
---|
600 | |
---|
601 | /** |
---|
602 | \brief calculate the length of a line |
---|
603 | \return the lenght of the line |
---|
604 | */ |
---|
605 | float Line::len() const |
---|
606 | { |
---|
607 | return a.len(); |
---|
608 | } |
---|
609 | |
---|
610 | /** |
---|
611 | \brief rotate the line by given rotation |
---|
612 | \param rot: a rotation |
---|
613 | */ |
---|
614 | void Line::rotate (const Rotation& rot) |
---|
615 | { |
---|
616 | Vector t = a + r; |
---|
617 | t = rotate_vector( t, rot); |
---|
618 | r = rotate_vector( r, rot), |
---|
619 | a = t - r; |
---|
620 | } |
---|
621 | |
---|
622 | /** |
---|
623 | \brief create a plane from three points |
---|
624 | \param a: first point |
---|
625 | \param b: second point |
---|
626 | \param c: third point |
---|
627 | */ |
---|
628 | Plane::Plane (Vector a, Vector b, Vector c) |
---|
629 | { |
---|
630 | n = (a-b).cross(c-b); |
---|
631 | k = -(n.x*b.x+n.y*b.y+n.z*b.z); |
---|
632 | } |
---|
633 | |
---|
634 | /** |
---|
635 | \brief create a plane from anchor point and normal |
---|
636 | \param n: normal vector |
---|
637 | \param p: anchor point |
---|
638 | */ |
---|
639 | Plane::Plane (Vector norm, Vector p) |
---|
640 | { |
---|
641 | n = norm; |
---|
642 | k = -(n.x*p.x+n.y*p.y+n.z*p.z); |
---|
643 | } |
---|
644 | |
---|
645 | /** |
---|
646 | \brief returns the intersection point between the plane and a line |
---|
647 | \param l: a line |
---|
648 | */ |
---|
649 | Vector Plane::intersect_line (const Line& l) const |
---|
650 | { |
---|
651 | if (n.x*l.a.x+n.y*l.a.y+n.z*l.a.z == 0.0) return Vector(0,0,0); |
---|
652 | 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); |
---|
653 | return l.r + (l.a * t); |
---|
654 | } |
---|
655 | |
---|
656 | /** |
---|
657 | \brief returns the distance between the plane and a point |
---|
658 | \param p: a Point |
---|
659 | \return the distance between the plane and the point (can be negative) |
---|
660 | */ |
---|
661 | float Plane::distance_point (const Vector& p) const |
---|
662 | { |
---|
663 | float l = n.len(); |
---|
664 | if( l == 0.0) return 0.0; |
---|
665 | return (n.dot(p) + k) / n.len(); |
---|
666 | } |
---|
667 | |
---|
668 | /** |
---|
669 | \brief returns the side a point is located relative to a Plane |
---|
670 | \param p: a Point |
---|
671 | \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 |
---|
672 | */ |
---|
673 | float Plane::locate_point (const Vector& p) const |
---|
674 | { |
---|
675 | return (n.dot(p) + k); |
---|
676 | } |
---|