[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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[2551] | 13 | co-programmer: Patrick Boenzli : Vector::scale() |
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| 14 | Vector::abs() |
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[4578] | 15 | |
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[2190] | 16 | Quaternion code borrowed from an Gamasutra article by Nick Bobick and Ken Shoemake |
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[5420] | 17 | |
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| 18 | 2005-06-02: Benjamin Grauer: speed up, and new Functionality to Vector (mostly inline now) |
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[2043] | 19 | */ |
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| 20 | |
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[3590] | 21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_MATH |
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[2043] | 22 | |
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| 23 | #include "vector.h" |
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[5662] | 24 | #ifdef DEBUG |
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[5672] | 25 | #include "debug.h" |
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[5662] | 26 | #else |
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[5672] | 27 | #include <stdio.h> |
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| 28 | #define PRINT(x) printf |
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[5662] | 29 | #endif |
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[2043] | 30 | |
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| 31 | using namespace std; |
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| 32 | |
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[4477] | 33 | ///////////// |
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| 34 | /* VECTORS */ |
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| 35 | ///////////// |
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[2043] | 36 | /** |
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[4836] | 37 | * returns the this-vector normalized to length 1.0 |
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[4966] | 38 | * @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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[5420] | 39 | */ |
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[4372] | 40 | Vector Vector::getNormalized() const |
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[2551] | 41 | { |
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[4966] | 42 | float l = this->len(); |
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| 43 | if(unlikely(l == 1.0 || l == 0.0)) |
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| 44 | return *this; |
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| 45 | else |
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| 46 | return (*this / l); |
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[2551] | 47 | } |
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| 48 | |
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[3449] | 49 | /** |
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[4836] | 50 | * Vector is looking in the positive direction on all axes after this |
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[4477] | 51 | */ |
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[4578] | 52 | Vector Vector::abs() |
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[4477] | 53 | { |
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| 54 | Vector v(fabs(x), fabs(y), fabs(z)); |
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| 55 | return v; |
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| 56 | } |
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| 57 | |
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| 58 | |
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| 59 | |
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| 60 | /** |
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[4836] | 61 | * Outputs the values of the Vector |
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[5420] | 62 | */ |
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[4746] | 63 | void Vector::debug() const |
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[3541] | 64 | { |
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| 65 | PRINT(0)("x: %f; y: %f; z: %f", x, y, z); |
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[4987] | 66 | PRINT(0)(" lenght: %f", len()); |
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[3541] | 67 | PRINT(0)("\n"); |
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| 68 | } |
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| 69 | |
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[4477] | 70 | ///////////////// |
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| 71 | /* QUATERNIONS */ |
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| 72 | ///////////////// |
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[3541] | 73 | /** |
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[4836] | 74 | * calculates a lookAt rotation |
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| 75 | * @param dir: the direction you want to look |
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| 76 | * @param up: specify what direction up should be |
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[4578] | 77 | |
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[2551] | 78 | Mathematically this determines the rotation a (0,0,1)-Vector has to undergo to point |
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| 79 | the same way as dir. If you want to use this with cameras, you'll have to reverse the |
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| 80 | dir Vector (Vector(0,0,0) - your viewing direction) or you'll point the wrong way. You |
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[4578] | 81 | can use this for meshes as well (then you do not have to reverse the vector), but keep |
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| 82 | in mind that if you do that, the model's front has to point in +z direction, and left |
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[2551] | 83 | and right should be -x or +x respectively or the mesh wont rotate correctly. |
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[5004] | 84 | * |
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[5005] | 85 | * @TODO !!! OPTIMIZE THIS !!! |
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[5420] | 86 | */ |
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[2190] | 87 | Quaternion::Quaternion (const Vector& dir, const Vector& up) |
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[2551] | 88 | { |
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[5004] | 89 | Vector z = dir.getNormalized(); |
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| 90 | Vector x = up.cross(z).getNormalized(); |
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[2190] | 91 | Vector y = z.cross(x); |
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[4578] | 92 | |
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[2190] | 93 | float m[4][4]; |
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| 94 | m[0][0] = x.x; |
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| 95 | m[0][1] = x.y; |
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| 96 | m[0][2] = x.z; |
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| 97 | m[0][3] = 0; |
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| 98 | m[1][0] = y.x; |
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| 99 | m[1][1] = y.y; |
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| 100 | m[1][2] = y.z; |
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| 101 | m[1][3] = 0; |
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| 102 | m[2][0] = z.x; |
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| 103 | m[2][1] = z.y; |
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| 104 | m[2][2] = z.z; |
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| 105 | m[2][3] = 0; |
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| 106 | m[3][0] = 0; |
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| 107 | m[3][1] = 0; |
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| 108 | m[3][2] = 0; |
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| 109 | m[3][3] = 1; |
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[4578] | 110 | |
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[2190] | 111 | *this = Quaternion (m); |
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| 112 | } |
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| 113 | |
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| 114 | /** |
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[4836] | 115 | * calculates a rotation from euler angles |
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| 116 | * @param roll: the roll in radians |
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| 117 | * @param pitch: the pitch in radians |
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| 118 | * @param yaw: the yaw in radians |
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[5420] | 119 | */ |
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[2190] | 120 | Quaternion::Quaternion (float roll, float pitch, float yaw) |
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| 121 | { |
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[4477] | 122 | float cr, cp, cy, sr, sp, sy, cpcy, spsy; |
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[4578] | 123 | |
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[4477] | 124 | // calculate trig identities |
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| 125 | cr = cos(roll/2); |
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| 126 | cp = cos(pitch/2); |
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| 127 | cy = cos(yaw/2); |
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[4578] | 128 | |
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[4477] | 129 | sr = sin(roll/2); |
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| 130 | sp = sin(pitch/2); |
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| 131 | sy = sin(yaw/2); |
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[4578] | 132 | |
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[4477] | 133 | cpcy = cp * cy; |
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| 134 | spsy = sp * sy; |
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[4578] | 135 | |
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[4477] | 136 | w = cr * cpcy + sr * spsy; |
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| 137 | v.x = sr * cpcy - cr * spsy; |
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| 138 | v.y = cr * sp * cy + sr * cp * sy; |
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| 139 | v.z = cr * cp * sy - sr * sp * cy; |
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[2190] | 140 | } |
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| 141 | |
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| 142 | /** |
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[4836] | 143 | * convert the Quaternion to a 4x4 rotational glMatrix |
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| 144 | * @param m: a buffer to store the Matrix in |
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[5420] | 145 | */ |
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[2190] | 146 | void Quaternion::matrix (float m[4][4]) const |
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| 147 | { |
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[4578] | 148 | float wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2; |
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| 149 | |
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[2551] | 150 | // calculate coefficients |
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| 151 | x2 = v.x + v.x; |
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[4578] | 152 | y2 = v.y + v.y; |
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[2551] | 153 | z2 = v.z + v.z; |
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| 154 | xx = v.x * x2; xy = v.x * y2; xz = v.x * z2; |
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| 155 | yy = v.y * y2; yz = v.y * z2; zz = v.z * z2; |
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| 156 | wx = w * x2; wy = w * y2; wz = w * z2; |
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[4578] | 157 | |
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[2551] | 158 | m[0][0] = 1.0 - (yy + zz); m[1][0] = xy - wz; |
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| 159 | m[2][0] = xz + wy; m[3][0] = 0.0; |
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[4578] | 160 | |
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[2551] | 161 | m[0][1] = xy + wz; m[1][1] = 1.0 - (xx + zz); |
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| 162 | m[2][1] = yz - wx; m[3][1] = 0.0; |
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[4578] | 163 | |
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[2551] | 164 | m[0][2] = xz - wy; m[1][2] = yz + wx; |
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| 165 | m[2][2] = 1.0 - (xx + yy); m[3][2] = 0.0; |
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[4578] | 166 | |
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[2551] | 167 | m[0][3] = 0; m[1][3] = 0; |
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| 168 | m[2][3] = 0; m[3][3] = 1; |
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[2190] | 169 | } |
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| 170 | |
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[3449] | 171 | /** |
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[4836] | 172 | * performs a smooth move. |
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| 173 | * @param from where |
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| 174 | * @param to where |
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| 175 | * @param t the time this transformation should take value [0..1] |
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| 176 | * @returns the Result of the smooth move |
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[5420] | 177 | */ |
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[4998] | 178 | Quaternion Quaternion::quatSlerp(const Quaternion& from, const Quaternion& to, float t) |
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[2551] | 179 | { |
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| 180 | float tol[4]; |
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| 181 | double omega, cosom, sinom, scale0, scale1; |
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[3971] | 182 | // float DELTA = 0.2; |
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[2551] | 183 | |
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[3966] | 184 | 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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[2551] | 185 | |
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[4578] | 186 | if( cosom < 0.0 ) |
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| 187 | { |
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| 188 | cosom = -cosom; |
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[3966] | 189 | tol[0] = -to.v.x; |
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| 190 | tol[1] = -to.v.y; |
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| 191 | tol[2] = -to.v.z; |
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| 192 | tol[3] = -to.w; |
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[2551] | 193 | } |
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| 194 | else |
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| 195 | { |
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[3966] | 196 | tol[0] = to.v.x; |
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| 197 | tol[1] = to.v.y; |
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| 198 | tol[2] = to.v.z; |
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| 199 | tol[3] = to.w; |
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[2551] | 200 | } |
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[4578] | 201 | |
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[3966] | 202 | omega = acos(cosom); |
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| 203 | sinom = sin(omega); |
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| 204 | scale0 = sin((1.0 - t) * omega) / sinom; |
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| 205 | scale1 = sin(t * omega) / sinom; |
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[3971] | 206 | return Quaternion(Vector(scale0 * from.v.x + scale1 * tol[0], |
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[5420] | 207 | scale0 * from.v.y + scale1 * tol[1], |
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| 208 | scale0 * from.v.z + scale1 * tol[2]), |
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[4578] | 209 | scale0 * from.w + scale1 * tol[3]); |
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[2551] | 210 | } |
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| 211 | |
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| 212 | |
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[2190] | 213 | /** |
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[4836] | 214 | * convert a rotational 4x4 glMatrix into a Quaternion |
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| 215 | * @param m: a 4x4 matrix in glMatrix order |
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[5420] | 216 | */ |
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[2190] | 217 | Quaternion::Quaternion (float m[4][4]) |
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| 218 | { |
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[4578] | 219 | |
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[2551] | 220 | float tr, s, q[4]; |
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| 221 | int i, j, k; |
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| 222 | |
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| 223 | int nxt[3] = {1, 2, 0}; |
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| 224 | |
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| 225 | tr = m[0][0] + m[1][1] + m[2][2]; |
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| 226 | |
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[4578] | 227 | // check the diagonal |
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| 228 | if (tr > 0.0) |
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[2551] | 229 | { |
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| 230 | s = sqrt (tr + 1.0); |
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| 231 | w = s / 2.0; |
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| 232 | s = 0.5 / s; |
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| 233 | v.x = (m[1][2] - m[2][1]) * s; |
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| 234 | v.y = (m[2][0] - m[0][2]) * s; |
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| 235 | v.z = (m[0][1] - m[1][0]) * s; |
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[4578] | 236 | } |
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| 237 | else |
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| 238 | { |
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| 239 | // diagonal is negative |
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| 240 | i = 0; |
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| 241 | if (m[1][1] > m[0][0]) i = 1; |
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[2551] | 242 | if (m[2][2] > m[i][i]) i = 2; |
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| 243 | j = nxt[i]; |
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| 244 | k = nxt[j]; |
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| 245 | |
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| 246 | s = sqrt ((m[i][i] - (m[j][j] + m[k][k])) + 1.0); |
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[4578] | 247 | |
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[2551] | 248 | q[i] = s * 0.5; |
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[4578] | 249 | |
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[2551] | 250 | if (s != 0.0) s = 0.5 / s; |
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[4578] | 251 | |
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| 252 | q[3] = (m[j][k] - m[k][j]) * s; |
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[2551] | 253 | q[j] = (m[i][j] + m[j][i]) * s; |
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| 254 | q[k] = (m[i][k] + m[k][i]) * s; |
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| 255 | |
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[4578] | 256 | v.x = q[0]; |
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| 257 | v.y = q[1]; |
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| 258 | v.z = q[2]; |
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| 259 | w = q[3]; |
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[2190] | 260 | } |
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| 261 | } |
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| 262 | |
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| 263 | /** |
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[4836] | 264 | * outputs some nice formated debug information about this quaternion |
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[3541] | 265 | */ |
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[4746] | 266 | void Quaternion::debug() |
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[3541] | 267 | { |
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| 268 | PRINT(0)("real a=%f; imag: x=%f y=%f z=%f\n", w, v.x, v.y, v.z); |
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| 269 | } |
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| 270 | |
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[5000] | 271 | void Quaternion::debug2() |
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| 272 | { |
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| 273 | Vector axis = this->getSpacialAxis(); |
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| 274 | PRINT(0)("angle = %f, axis: ax=%f, ay=%f, az=%f\n", this->getSpacialAxisAngle(), axis.x, axis.y, axis.z ); |
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| 275 | } |
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| 276 | |
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[3541] | 277 | /** |
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[4836] | 278 | * create a rotation from a vector |
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| 279 | * @param v: a vector |
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[2043] | 280 | */ |
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| 281 | Rotation::Rotation (const Vector& v) |
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| 282 | { |
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| 283 | Vector x = Vector( 1, 0, 0); |
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| 284 | Vector axis = x.cross( v); |
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| 285 | axis.normalize(); |
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[3234] | 286 | float angle = angleRad( x, v); |
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[2043] | 287 | float ca = cos(angle); |
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| 288 | float sa = sin(angle); |
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| 289 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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| 290 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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| 291 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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| 292 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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| 293 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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| 294 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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| 295 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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| 296 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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| 297 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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| 298 | } |
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| 299 | |
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| 300 | /** |
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[4836] | 301 | * creates a rotation from an axis and an angle (radians!) |
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| 302 | * @param axis: the rotational axis |
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| 303 | * @param angle: the angle in radians |
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[2043] | 304 | */ |
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| 305 | Rotation::Rotation (const Vector& axis, float angle) |
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| 306 | { |
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| 307 | float ca, sa; |
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| 308 | ca = cos(angle); |
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| 309 | sa = sin(angle); |
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| 310 | m[0] = 1.0f+(1.0f-ca)*(axis.x*axis.x-1.0f); |
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| 311 | m[1] = -axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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| 312 | m[2] = axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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| 313 | m[3] = axis.z*sa+(1.0f-ca)*axis.x*axis.y; |
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| 314 | m[4] = 1.0f+(1.0f-ca)*(axis.y*axis.y-1.0f); |
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| 315 | m[5] = -axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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| 316 | m[6] = -axis.y*sa+(1.0f-ca)*axis.x*axis.z; |
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| 317 | m[7] = axis.x*sa+(1.0f-ca)*axis.y*axis.z; |
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| 318 | m[8] = 1.0f+(1.0f-ca)*(axis.z*axis.z-1.0f); |
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| 319 | } |
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| 320 | |
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| 321 | /** |
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[4836] | 322 | * creates a rotation from euler angles (pitch/yaw/roll) |
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| 323 | * @param pitch: rotation around z (in radians) |
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| 324 | * @param yaw: rotation around y (in radians) |
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| 325 | * @param roll: rotation around x (in radians) |
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[2043] | 326 | */ |
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| 327 | Rotation::Rotation ( float pitch, float yaw, float roll) |
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| 328 | { |
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| 329 | float cy, sy, cr, sr, cp, sp; |
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| 330 | cy = cos(yaw); |
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| 331 | sy = sin(yaw); |
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| 332 | cr = cos(roll); |
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| 333 | sr = sin(roll); |
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| 334 | cp = cos(pitch); |
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| 335 | sp = sin(pitch); |
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| 336 | m[0] = cy*cr; |
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| 337 | m[1] = -cy*sr; |
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| 338 | m[2] = sy; |
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| 339 | m[3] = cp*sr+sp*sy*cr; |
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| 340 | m[4] = cp*cr-sp*sr*sy; |
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| 341 | m[5] = -sp*cy; |
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| 342 | m[6] = sp*sr-cp*sy*cr; |
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| 343 | m[7] = sp*cr+cp*sy*sr; |
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| 344 | m[8] = cp*cy; |
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| 345 | } |
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| 346 | |
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| 347 | /** |
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[4836] | 348 | * creates a nullrotation (an identity rotation) |
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[2043] | 349 | */ |
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| 350 | Rotation::Rotation () |
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| 351 | { |
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| 352 | m[0] = 1.0f; |
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| 353 | m[1] = 0.0f; |
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| 354 | m[2] = 0.0f; |
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| 355 | m[3] = 0.0f; |
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| 356 | m[4] = 1.0f; |
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| 357 | m[5] = 0.0f; |
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| 358 | m[6] = 0.0f; |
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| 359 | m[7] = 0.0f; |
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| 360 | m[8] = 1.0f; |
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| 361 | } |
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| 362 | |
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| 363 | /** |
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[4836] | 364 | * fills the specified buffer with a 4x4 glmatrix |
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| 365 | * @param buffer: Pointer to an array of 16 floats |
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[4578] | 366 | |
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[2190] | 367 | Use this to get the rotation in a gl-compatible format |
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| 368 | */ |
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| 369 | void Rotation::glmatrix (float* buffer) |
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| 370 | { |
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[4578] | 371 | buffer[0] = m[0]; |
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| 372 | buffer[1] = m[3]; |
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| 373 | buffer[2] = m[6]; |
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| 374 | buffer[3] = m[0]; |
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| 375 | buffer[4] = m[1]; |
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| 376 | buffer[5] = m[4]; |
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| 377 | buffer[6] = m[7]; |
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| 378 | buffer[7] = m[0]; |
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| 379 | buffer[8] = m[2]; |
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| 380 | buffer[9] = m[5]; |
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| 381 | buffer[10] = m[8]; |
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| 382 | buffer[11] = m[0]; |
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| 383 | buffer[12] = m[0]; |
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| 384 | buffer[13] = m[0]; |
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| 385 | buffer[14] = m[0]; |
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| 386 | buffer[15] = m[1]; |
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[2190] | 387 | } |
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| 388 | |
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| 389 | /** |
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[4836] | 390 | * multiplies two rotational matrices |
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| 391 | * @param r: another Rotation |
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| 392 | * @return the matrix product of the Rotations |
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[4578] | 393 | |
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[2190] | 394 | Use this to rotate one rotation by another |
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| 395 | */ |
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| 396 | Rotation Rotation::operator* (const Rotation& r) |
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| 397 | { |
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[4578] | 398 | Rotation p; |
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[2190] | 399 | |
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[4578] | 400 | p.m[0] = m[0]*r.m[0] + m[1]*r.m[3] + m[2]*r.m[6]; |
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| 401 | p.m[1] = m[0]*r.m[1] + m[1]*r.m[4] + m[2]*r.m[7]; |
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| 402 | p.m[2] = m[0]*r.m[2] + m[1]*r.m[5] + m[2]*r.m[8]; |
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| 403 | |
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| 404 | p.m[3] = m[3]*r.m[0] + m[4]*r.m[3] + m[5]*r.m[6]; |
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| 405 | p.m[4] = m[3]*r.m[1] + m[4]*r.m[4] + m[5]*r.m[7]; |
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| 406 | p.m[5] = m[3]*r.m[2] + m[4]*r.m[5] + m[5]*r.m[8]; |
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| 407 | |
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| 408 | p.m[6] = m[6]*r.m[0] + m[7]*r.m[3] + m[8]*r.m[6]; |
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| 409 | p.m[7] = m[6]*r.m[1] + m[7]*r.m[4] + m[8]*r.m[7]; |
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| 410 | p.m[8] = m[6]*r.m[2] + m[7]*r.m[5] + m[8]*r.m[8]; |
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| 411 | |
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| 412 | return p; |
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[2190] | 413 | } |
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| 414 | |
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| 415 | |
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| 416 | /** |
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[4836] | 417 | * rotates the vector by the given rotation |
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| 418 | * @param v: a vector |
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| 419 | * @param r: a rotation |
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| 420 | * @return the rotated vector |
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[2043] | 421 | */ |
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[3228] | 422 | Vector rotateVector( const Vector& v, const Rotation& r) |
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[2043] | 423 | { |
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| 424 | Vector t; |
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[4578] | 425 | |
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[2043] | 426 | t.x = v.x * r.m[0] + v.y * r.m[1] + v.z * r.m[2]; |
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| 427 | t.y = v.x * r.m[3] + v.y * r.m[4] + v.z * r.m[5]; |
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| 428 | t.z = v.x * r.m[6] + v.y * r.m[7] + v.z * r.m[8]; |
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| 429 | |
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| 430 | return t; |
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| 431 | } |
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| 432 | |
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| 433 | /** |
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[4836] | 434 | * calculate the distance between two lines |
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| 435 | * @param l: the other line |
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| 436 | * @return the distance between the lines |
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[2043] | 437 | */ |
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| 438 | float Line::distance (const Line& l) const |
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| 439 | { |
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| 440 | float q, d; |
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| 441 | Vector n = a.cross(l.a); |
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| 442 | q = n.dot(r-l.r); |
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| 443 | d = n.len(); |
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| 444 | if( d == 0.0) return 0.0; |
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| 445 | return q/d; |
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| 446 | } |
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| 447 | |
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| 448 | /** |
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[4836] | 449 | * calculate the distance between a line and a point |
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| 450 | * @param v: the point |
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| 451 | * @return the distance between the Line and the point |
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[2043] | 452 | */ |
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[3228] | 453 | float Line::distancePoint (const Vector& v) const |
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[2043] | 454 | { |
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| 455 | Vector d = v-r; |
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| 456 | Vector u = a * d.dot( a); |
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| 457 | return (d - u).len(); |
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| 458 | } |
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| 459 | |
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| 460 | /** |
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[4836] | 461 | * calculate the distance between a line and a point |
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| 462 | * @param v: the point |
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| 463 | * @return the distance between the Line and the point |
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[4578] | 464 | */ |
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| 465 | float Line::distancePoint (const sVec3D& v) const |
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| 466 | { |
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| 467 | Vector s(v[0], v[1], v[2]); |
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| 468 | Vector d = s - 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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[4836] | 474 | * calculate the two points of minimal distance of two lines |
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| 475 | * @param l: the other line |
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| 476 | * @return a Vector[2] (!has to be deleted after use!) containing the two points of minimal distance |
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[2043] | 477 | */ |
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| 478 | Vector* Line::footpoints (const Line& l) const |
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| 479 | { |
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| 480 | Vector* fp = new Vector[2]; |
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| 481 | Plane p = Plane (r + a.cross(l.a), r, r + a); |
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[3234] | 482 | fp[1] = p.intersectLine (l); |
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[2043] | 483 | p = Plane (fp[1], l.a); |
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[3234] | 484 | fp[0] = p.intersectLine (*this); |
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[2043] | 485 | return fp; |
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| 486 | } |
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| 487 | |
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| 488 | /** |
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| 489 | \brief calculate the length of a line |
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[4578] | 490 | \return the lenght of the line |
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[2043] | 491 | */ |
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| 492 | float Line::len() const |
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| 493 | { |
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| 494 | return a.len(); |
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| 495 | } |
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| 496 | |
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| 497 | /** |
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[4836] | 498 | * rotate the line by given rotation |
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| 499 | * @param rot: a rotation |
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[2043] | 500 | */ |
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| 501 | void Line::rotate (const Rotation& rot) |
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| 502 | { |
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| 503 | Vector t = a + r; |
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[3234] | 504 | t = rotateVector( t, rot); |
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| 505 | r = rotateVector( r, rot), |
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[2043] | 506 | a = t - r; |
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| 507 | } |
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| 508 | |
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| 509 | /** |
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[4836] | 510 | * create a plane from three points |
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| 511 | * @param a: first point |
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| 512 | * @param b: second point |
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| 513 | * @param c: third point |
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[2043] | 514 | */ |
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[5688] | 515 | Plane::Plane (const Vector& a, const Vector& b, const Vector& c) |
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[2043] | 516 | { |
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| 517 | n = (a-b).cross(c-b); |
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| 518 | k = -(n.x*b.x+n.y*b.y+n.z*b.z); |
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| 519 | } |
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| 520 | |
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| 521 | /** |
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[4836] | 522 | * create a plane from anchor point and normal |
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| 523 | * @param norm: normal vector |
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| 524 | * @param p: anchor point |
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[2043] | 525 | */ |
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[5688] | 526 | Plane::Plane (const Vector& norm, const Vector& p) |
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[2043] | 527 | { |
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| 528 | n = norm; |
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| 529 | k = -(n.x*p.x+n.y*p.y+n.z*p.z); |
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| 530 | } |
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| 531 | |
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[4611] | 532 | |
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[2043] | 533 | /** |
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[4836] | 534 | * create a plane from anchor point and normal |
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| 535 | * @param norm: normal vector |
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| 536 | * @param p: anchor point |
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[4611] | 537 | */ |
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[5688] | 538 | Plane::Plane (const Vector& norm, const sVec3D& g) |
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[4611] | 539 | { |
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| 540 | Vector p(g[0], g[1], g[2]); |
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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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[4836] | 547 | * returns the intersection point between the plane and a line |
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| 548 | * @param l: a line |
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[2043] | 549 | */ |
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[3228] | 550 | Vector Plane::intersectLine (const Line& l) const |
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[2043] | 551 | { |
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| 552 | 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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| 553 | 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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| 554 | return l.r + (l.a * t); |
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| 555 | } |
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| 556 | |
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| 557 | /** |
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[4836] | 558 | * returns the distance between the plane and a point |
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| 559 | * @param p: a Point |
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| 560 | * @return the distance between the plane and the point (can be negative) |
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[2043] | 561 | */ |
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[3228] | 562 | float Plane::distancePoint (const Vector& p) const |
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[2043] | 563 | { |
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| 564 | float l = n.len(); |
---|
| 565 | if( l == 0.0) return 0.0; |
---|
| 566 | return (n.dot(p) + k) / n.len(); |
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| 567 | } |
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| 568 | |
---|
[4585] | 569 | |
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[2043] | 570 | /** |
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[4836] | 571 | * returns the distance between the plane and a point |
---|
| 572 | * @param p: a Point |
---|
| 573 | * @return the distance between the plane and the point (can be negative) |
---|
[4585] | 574 | */ |
---|
| 575 | float Plane::distancePoint (const sVec3D& p) const |
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| 576 | { |
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| 577 | Vector s(p[0], p[1], p[2]); |
---|
| 578 | float l = n.len(); |
---|
| 579 | if( l == 0.0) return 0.0; |
---|
| 580 | return (n.dot(s) + k) / n.len(); |
---|
| 581 | } |
---|
| 582 | |
---|
| 583 | |
---|
| 584 | /** |
---|
[4836] | 585 | * returns the side a point is located relative to a Plane |
---|
| 586 | * @param p: a Point |
---|
| 587 | * @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 |
---|
[2043] | 588 | */ |
---|
[3228] | 589 | float Plane::locatePoint (const Vector& p) const |
---|
[2043] | 590 | { |
---|
| 591 | return (n.dot(p) + k); |
---|
| 592 | } |
---|
[3000] | 593 | |
---|