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- /*!
- *
- * \file src/utils/math.cpp
- * \brief Vector and Matrix math
- *
- * \author Mongoose
- */
-
- #include <stdlib.h>
- #include <math.h>
- #include <float.h>
- #include <assert.h>
-
- #include "utils/Vector3d.h"
- #include "utils/Matrix.h"
- #include "utils/math.h"
-
- bool equalEpsilon(vec_t a, vec_t b) {
- vec_t epsilon = FLT_EPSILON;
- if (fabs(a - b) <= (fmax(fabs(a), fabs(b)) * epsilon))
- return true;
- return false;
- }
-
-
- inline vec_t square(vec_t a)
- {
- return a * a;
- }
-
-
- int helIntersectionLineAndPolygon(vec3_t intersect,
- vec3_t p1, vec3_t p2,
- vec3_t *polygon)
- {
- assert(polygon != NULL);
-
- // vec3_t normal, a, b;
- Vector3d a, b, normal, pA, pB;
- vec_t d, denominator, mu;
-
-
- pA = Vector3d(p1);
- pB = Vector3d(p2);
-
- // Find normal
- a = Vector3d(polygon[1]) - Vector3d(polygon[0]);
- b = Vector3d(polygon[2]) - Vector3d(polygon[0]);
- normal = Vector3d::cross(a, b);
- normal.normalize();
-
- // find D
- //d = (normal[0] * polygon[0][0] -
- // normal[1] * polygon[0][1] -
- // normal[2] * polygon[0][2]);
- d = (normal.mVec[0] * polygon[0][0] -
- normal.mVec[1] * polygon[0][1] -
- normal.mVec[2] * polygon[0][2]);
-
- // line segment parallel to plane?
- a = pB - pA;
-
- //denominator = (normal[0] * a[0] +
- // normal[1] * a[1] +
- // normal[2] * a[2]);
- denominator = Vector3d::dot(normal, a);
-
- if (denominator > 0.0)
- return 0;
-
- // Line segment contains intercept point?
- //mu = - ((d + normal[0] * p1[0] + normal[1] * p1[1] + normal[2] * p1[2]) /
- // denominator);
- mu = -((d + Vector3d::dot(normal, pA)) / denominator);
-
- if (mu < 0.0 || mu > 1.0)
- return 0;
-
- //intersect[0] = p1[0] + mu * a[0];
- //intersect[1] = p1[1] + mu * a[1];
- //intersect[2] = p1[2] + mu * a[2];
- b = pA + (a * mu);
- intersect[0] = b.mVec[0];
- intersect[1] = b.mVec[1];
- intersect[2] = b.mVec[2];
-
-
- // See if the intercept is bound by polygon by winding number
- // assume convex polygons here for sure
- double theta = Vector3d::dot(b - Vector3d(polygon[0]), normal); // b = intersect
-
- if (theta >= 90.0) // Yeah I know
- return 0;
-
- return 1;
- }
-
-
- vec_t helDist3v(vec3_t a, vec3_t b)
- {
- return (sqrtf( ((b[0] - a[0]) * (b[0] - a[0])) +
- ((b[1] - a[1]) * (b[1] - a[1])) +
- ((b[2] - a[2]) * (b[2] - a[2]))));
- }
-
-
- void helMidpoint3v(vec3_t a, vec3_t b, vec3_t mid)
- {
- mid[0] = (a[0] + b[0]) / 2.0f;
- mid[1] = (a[1] + b[1]) / 2.0f;
- mid[2] = (a[2] + b[2]) / 2.0f;
- }
-
-
- vec_t helNorm4v(vec4_t v)
- {
- return (sqrtf(v[0]*v[0] + v[1]*v[1] + v[2]*v[2] + v[3]*v[3]));
- }
-
-
- vec_t helNorm3v(vec3_t v)
- {
- return (sqrtf(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]));
- }
-
-
- vec_t helNorm2v(vec2_t v)
- {
- return (sqrtf(v[0]*v[0] + v[1]*v[1]));
- }
-
-
- vec_t helRandomNum(vec_t from, vec_t to)
- {
- return from + ((to - from) * rand() / (RAND_MAX + 1.0f));
- }
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