[4578] | 1 | /* |
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[2043] | 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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[4578] | 12 | main-programmer: Christian Meyer |
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[6617] | 13 | co-programmer: Patrick Boenzli |
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[2043] | 14 | */ |
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| 15 | |
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[3590] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_MATH |
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[2043] | 17 | |
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[6617] | 18 | #include "plane.h" |
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[5662] | 19 | #ifdef DEBUG |
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[5672] | 20 | #include "debug.h" |
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[5662] | 21 | #else |
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[5672] | 22 | #include <stdio.h> |
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| 23 | #define PRINT(x) printf |
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[5662] | 24 | #endif |
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[2043] | 25 | |
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| 26 | using namespace std; |
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| 27 | |
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| 28 | /** |
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[4836] | 29 | * create a rotation from a vector |
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| 30 | * @param v: a vector |
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[2043] | 31 | */ |
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| 32 | Rotation::Rotation (const Vector& v) |
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| 33 | { |
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| 34 | Vector x = Vector( 1, 0, 0); |
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| 35 | Vector axis = x.cross( v); |
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| 36 | axis.normalize(); |
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[3234] | 37 | float angle = angleRad( x, v); |
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[2043] | 38 | float ca = cos(angle); |
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| 39 | float sa = sin(angle); |
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| 40 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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| 41 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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| 42 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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| 43 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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| 44 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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| 45 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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| 46 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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| 47 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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| 48 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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| 49 | } |
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| 50 | |
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| 51 | /** |
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[4836] | 52 | * creates a rotation from an axis and an angle (radians!) |
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| 53 | * @param axis: the rotational axis |
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| 54 | * @param angle: the angle in radians |
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[2043] | 55 | */ |
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| 56 | Rotation::Rotation (const Vector& axis, float angle) |
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| 57 | { |
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| 58 | float ca, sa; |
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| 59 | ca = cos(angle); |
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| 60 | sa = sin(angle); |
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| 61 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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| 62 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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| 63 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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| 64 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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| 65 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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| 66 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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| 67 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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| 68 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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| 69 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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| 70 | } |
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| 71 | |
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| 72 | /** |
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[4836] | 73 | * creates a rotation from euler angles (pitch/yaw/roll) |
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| 74 | * @param pitch: rotation around z (in radians) |
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| 75 | * @param yaw: rotation around y (in radians) |
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| 76 | * @param roll: rotation around x (in radians) |
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[2043] | 77 | */ |
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| 78 | Rotation::Rotation ( float pitch, float yaw, float roll) |
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| 79 | { |
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| 80 | float cy, sy, cr, sr, cp, sp; |
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| 81 | cy = cos(yaw); |
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| 82 | sy = sin(yaw); |
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| 83 | cr = cos(roll); |
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| 84 | sr = sin(roll); |
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| 85 | cp = cos(pitch); |
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| 86 | sp = sin(pitch); |
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| 87 | m[0] = cy*cr; |
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| 88 | m[1] = -cy*sr; |
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| 89 | m[2] = sy; |
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| 90 | m[3] = cp*sr+sp*sy*cr; |
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| 91 | m[4] = cp*cr-sp*sr*sy; |
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| 92 | m[5] = -sp*cy; |
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| 93 | m[6] = sp*sr-cp*sy*cr; |
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| 94 | m[7] = sp*cr+cp*sy*sr; |
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| 95 | m[8] = cp*cy; |
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| 96 | } |
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| 97 | |
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| 98 | /** |
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[4836] | 99 | * creates a nullrotation (an identity rotation) |
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[2043] | 100 | */ |
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| 101 | Rotation::Rotation () |
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| 102 | { |
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| 103 | m[0] = 1.0f; |
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| 104 | m[1] = 0.0f; |
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| 105 | m[2] = 0.0f; |
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| 106 | m[3] = 0.0f; |
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| 107 | m[4] = 1.0f; |
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| 108 | m[5] = 0.0f; |
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| 109 | m[6] = 0.0f; |
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| 110 | m[7] = 0.0f; |
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| 111 | m[8] = 1.0f; |
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| 112 | } |
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| 113 | |
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| 114 | /** |
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[4836] | 115 | * fills the specified buffer with a 4x4 glmatrix |
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| 116 | * @param buffer: Pointer to an array of 16 floats |
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[4578] | 117 | |
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[2190] | 118 | Use this to get the rotation in a gl-compatible format |
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| 119 | */ |
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| 120 | void Rotation::glmatrix (float* buffer) |
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| 121 | { |
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[4578] | 122 | buffer[0] = m[0]; |
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| 123 | buffer[1] = m[3]; |
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| 124 | buffer[2] = m[6]; |
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| 125 | buffer[3] = m[0]; |
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| 126 | buffer[4] = m[1]; |
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| 127 | buffer[5] = m[4]; |
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| 128 | buffer[6] = m[7]; |
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| 129 | buffer[7] = m[0]; |
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| 130 | buffer[8] = m[2]; |
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| 131 | buffer[9] = m[5]; |
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| 132 | buffer[10] = m[8]; |
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| 133 | buffer[11] = m[0]; |
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| 134 | buffer[12] = m[0]; |
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| 135 | buffer[13] = m[0]; |
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| 136 | buffer[14] = m[0]; |
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| 137 | buffer[15] = m[1]; |
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[2190] | 138 | } |
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| 139 | |
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| 140 | /** |
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[4836] | 141 | * multiplies two rotational matrices |
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| 142 | * @param r: another Rotation |
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| 143 | * @return the matrix product of the Rotations |
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[4578] | 144 | |
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[2190] | 145 | Use this to rotate one rotation by another |
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| 146 | */ |
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| 147 | Rotation Rotation::operator* (const Rotation& r) |
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| 148 | { |
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[4578] | 149 | Rotation p; |
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[2190] | 150 | |
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[4578] | 151 | p.m[0] = m[0]*r.m[0] + m[1]*r.m[3] + m[2]*r.m[6]; |
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| 152 | p.m[1] = m[0]*r.m[1] + m[1]*r.m[4] + m[2]*r.m[7]; |
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| 153 | p.m[2] = m[0]*r.m[2] + m[1]*r.m[5] + m[2]*r.m[8]; |
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| 154 | |
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| 155 | p.m[3] = m[3]*r.m[0] + m[4]*r.m[3] + m[5]*r.m[6]; |
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| 156 | p.m[4] = m[3]*r.m[1] + m[4]*r.m[4] + m[5]*r.m[7]; |
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| 157 | p.m[5] = m[3]*r.m[2] + m[4]*r.m[5] + m[5]*r.m[8]; |
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| 158 | |
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| 159 | p.m[6] = m[6]*r.m[0] + m[7]*r.m[3] + m[8]*r.m[6]; |
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| 160 | p.m[7] = m[6]*r.m[1] + m[7]*r.m[4] + m[8]*r.m[7]; |
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| 161 | p.m[8] = m[6]*r.m[2] + m[7]*r.m[5] + m[8]*r.m[8]; |
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| 162 | |
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| 163 | return p; |
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[2190] | 164 | } |
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| 165 | |
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| 166 | |
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| 167 | /** |
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[4836] | 168 | * rotates the vector by the given rotation |
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| 169 | * @param v: a vector |
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| 170 | * @param r: a rotation |
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| 171 | * @return the rotated vector |
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[2043] | 172 | */ |
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[3228] | 173 | Vector rotateVector( const Vector& v, const Rotation& r) |
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[2043] | 174 | { |
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| 175 | Vector t; |
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[4578] | 176 | |
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[2043] | 177 | t.x = v.x * r.m[0] + v.y * r.m[1] + v.z * r.m[2]; |
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| 178 | t.y = v.x * r.m[3] + v.y * r.m[4] + v.z * r.m[5]; |
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| 179 | t.z = v.x * r.m[6] + v.y * r.m[7] + v.z * r.m[8]; |
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| 180 | |
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| 181 | return t; |
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| 182 | } |
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| 183 | |
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| 184 | /** |
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[4836] | 185 | * calculate the distance between two lines |
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| 186 | * @param l: the other line |
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| 187 | * @return the distance between the lines |
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[2043] | 188 | */ |
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| 189 | float Line::distance (const Line& l) const |
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| 190 | { |
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| 191 | float q, d; |
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| 192 | Vector n = a.cross(l.a); |
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| 193 | q = n.dot(r-l.r); |
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| 194 | d = n.len(); |
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| 195 | if( d == 0.0) return 0.0; |
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| 196 | return q/d; |
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| 197 | } |
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| 198 | |
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| 199 | /** |
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[4836] | 200 | * calculate the distance between a line and a point |
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| 201 | * @param v: the point |
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| 202 | * @return the distance between the Line and the point |
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[2043] | 203 | */ |
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[3228] | 204 | float Line::distancePoint (const Vector& v) const |
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[2043] | 205 | { |
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| 206 | Vector d = v-r; |
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| 207 | Vector u = a * d.dot( a); |
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| 208 | return (d - u).len(); |
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| 209 | } |
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| 210 | |
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| 211 | /** |
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[4836] | 212 | * calculate the distance between a line and a point |
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| 213 | * @param v: the point |
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| 214 | * @return the distance between the Line and the point |
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[4578] | 215 | */ |
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| 216 | float Line::distancePoint (const sVec3D& v) const |
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| 217 | { |
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| 218 | Vector s(v[0], v[1], v[2]); |
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| 219 | Vector d = s - r; |
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| 220 | Vector u = a * d.dot( a); |
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| 221 | return (d - u).len(); |
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| 222 | } |
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| 223 | |
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[7711] | 224 | |
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[4578] | 225 | /** |
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[4836] | 226 | * calculate the two points of minimal distance of two lines |
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| 227 | * @param l: the other line |
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| 228 | * @return a Vector[2] (!has to be deleted after use!) containing the two points of minimal distance |
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[2043] | 229 | */ |
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| 230 | Vector* Line::footpoints (const Line& l) const |
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| 231 | { |
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| 232 | Vector* fp = new Vector[2]; |
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| 233 | Plane p = Plane (r + a.cross(l.a), r, r + a); |
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[3234] | 234 | fp[1] = p.intersectLine (l); |
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[2043] | 235 | p = Plane (fp[1], l.a); |
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[3234] | 236 | fp[0] = p.intersectLine (*this); |
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[2043] | 237 | return fp; |
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| 238 | } |
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| 239 | |
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| 240 | /** |
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| 241 | \brief calculate the length of a line |
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[4578] | 242 | \return the lenght of the line |
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[2043] | 243 | */ |
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| 244 | float Line::len() const |
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| 245 | { |
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| 246 | return a.len(); |
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| 247 | } |
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| 248 | |
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| 249 | /** |
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[4836] | 250 | * rotate the line by given rotation |
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| 251 | * @param rot: a rotation |
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[2043] | 252 | */ |
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| 253 | void Line::rotate (const Rotation& rot) |
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| 254 | { |
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| 255 | Vector t = a + r; |
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[3234] | 256 | t = rotateVector( t, rot); |
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| 257 | r = rotateVector( r, rot), |
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[2043] | 258 | a = t - r; |
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| 259 | } |
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| 260 | |
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| 261 | /** |
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[4836] | 262 | * create a plane from three points |
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| 263 | * @param a: first point |
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| 264 | * @param b: second point |
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| 265 | * @param c: third point |
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[2043] | 266 | */ |
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[5688] | 267 | Plane::Plane (const Vector& a, const Vector& b, const Vector& c) |
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[2043] | 268 | { |
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| 269 | n = (a-b).cross(c-b); |
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[7711] | 270 | k = n.dot(a) / n.len(); |
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[2043] | 271 | } |
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| 272 | |
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| 273 | /** |
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[4836] | 274 | * create a plane from anchor point and normal |
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| 275 | * @param norm: normal vector |
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| 276 | * @param p: anchor point |
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[2043] | 277 | */ |
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[5688] | 278 | Plane::Plane (const Vector& norm, const Vector& p) |
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[2043] | 279 | { |
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| 280 | n = norm; |
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[7711] | 281 | k = n.dot(p) / n.len(); |
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[2043] | 282 | } |
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| 283 | |
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[4611] | 284 | |
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[2043] | 285 | /** |
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[4836] | 286 | * create a plane from anchor point and normal |
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| 287 | * @param norm: normal vector |
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| 288 | * @param p: anchor point |
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[4611] | 289 | */ |
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[5688] | 290 | Plane::Plane (const Vector& norm, const sVec3D& g) |
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[4611] | 291 | { |
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| 292 | Vector p(g[0], g[1], g[2]); |
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| 293 | n = norm; |
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[7711] | 294 | k = n.dot(p) / n.len(); |
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[4611] | 295 | } |
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| 296 | |
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| 297 | |
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| 298 | /** |
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[4836] | 299 | * returns the intersection point between the plane and a line |
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| 300 | * @param l: a line |
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[2043] | 301 | */ |
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[3228] | 302 | Vector Plane::intersectLine (const Line& l) const |
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[2043] | 303 | { |
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| 304 | 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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| 305 | 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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| 306 | return l.r + (l.a * t); |
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| 307 | } |
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| 308 | |
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| 309 | /** |
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[4836] | 310 | * returns the distance between the plane and a point |
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| 311 | * @param p: a Point |
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| 312 | * @return the distance between the plane and the point (can be negative) |
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[2043] | 313 | */ |
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[3228] | 314 | float Plane::distancePoint (const Vector& p) const |
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[2043] | 315 | { |
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| 316 | float l = n.len(); |
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| 317 | if( l == 0.0) return 0.0; |
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[7711] | 318 | return (n.dot(p) / n.len() - k); |
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[2043] | 319 | } |
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| 320 | |
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[4585] | 321 | |
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[2043] | 322 | /** |
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[4836] | 323 | * returns the distance between the plane and a point |
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| 324 | * @param p: a Point |
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| 325 | * @return the distance between the plane and the point (can be negative) |
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[4585] | 326 | */ |
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[7711] | 327 | // float Plane::distancePoint (const sVec3D& p) const |
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| 328 | // { |
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| 329 | // Vector s(p[0], p[1], p[2]); |
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| 330 | // float l = n.len(); |
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| 331 | // if( l == 0.0) return 0.0; |
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| 332 | // return (n.dot(s) + k) / n.len(); |
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| 333 | // } |
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| 334 | |
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| 335 | |
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| 336 | /** |
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| 337 | * returns the distance between the plane and a point |
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| 338 | * @param p: a Point |
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| 339 | * @return the distance between the plane and the point (can be negative) |
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| 340 | */ |
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| 341 | float Plane::distancePoint (const float* p) const |
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[4585] | 342 | { |
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| 343 | Vector s(p[0], p[1], p[2]); |
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[7711] | 344 | |
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[4585] | 345 | float l = n.len(); |
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| 346 | if( l == 0.0) return 0.0; |
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[7711] | 347 | return (n.dot(s) / n.len() - k); |
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[4585] | 348 | } |
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| 349 | |
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| 350 | |
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| 351 | /** |
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[4836] | 352 | * returns the side a point is located relative to a Plane |
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| 353 | * @param p: a Point |
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| 354 | * @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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[2043] | 355 | */ |
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[3228] | 356 | float Plane::locatePoint (const Vector& p) const |
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[2043] | 357 | { |
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| 358 | return (n.dot(p) + k); |
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| 359 | } |
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[3000] | 360 | |
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