/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_HELPER_GEOMETRY #define INCLUDED_HELPER_GEOMETRY /** * @file * Helper functions related to geometry algorithms */ #include "maths/Fixed.h" #include "maths/FixedVector2D.h" #include "maths/MathUtil.h" namespace Geometry { /** * Checks if a point is inside the given rotated rectangle. * Points precisely on an edge are considered to be inside. * * The rectangle is defined by the four vertexes * (+/-u*halfSize.X +/-v*halfSize.Y) * * The @p u and @p v vectors must be perpendicular. */ inline bool PointIsInSquare(const CFixedVector2D& point, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize) { return point.Dot(u).Absolute() <= halfSize.X && point.Dot(v).Absolute() <= halfSize.Y; } /** * Returns a vector (bx,by) such that every point inside * the given rotated rectangle has coordinates * (x,y) with -bx <= x <= bx, -by <= y < by. * * The rectangle is defined by the four vertexes * (+/-u*halfSize.X +/-v*halfSize.Y). */ CFixedVector2D GetHalfBoundingBox(const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize); /** * Returns the minimum Euclidean distance from the given point to * any point on the boundary of the given rotated rectangle. * * If @p countInsideAsZero is true, and the point is inside the rectangle, * it will return 0. * If @p countInsideAsZero is false, the (positive) distance to the boundary * will be returned regardless of where the point is. * * The rectangle is defined by the four vertexes * (+/-u*halfSize.X +/-v*halfSize.Y). * * The @p u and @p v vectors must be perpendicular and unit length. */ fixed DistanceToSquare(const CFixedVector2D& point, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize, bool countInsideAsZero = false); /** * Similar to above but never uses sqrt, so it returns the squared distance. */ fixed DistanceToSquareSquared(const CFixedVector2D& point, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize, bool countInsideAsZero = false); /** * Returns a point on the boundary of the given rotated rectangle * that is closest (or equally closest) to the given point * in Euclidean distance. * * The rectangle is defined by the four vertexes * (+/-u*halfSize.X +/-v*halfSize.Y). * * The @p u and @p v vectors must be perpendicular and unit length. */ CFixedVector2D NearestPointOnSquare(const CFixedVector2D& point, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize); /** * Given a circle of radius @p radius, and a chord of length @p chordLength * on this circle, computes the central angle formed by * connecting the chord's endpoints to the center of the circle. * * @param radius Radius of the circle; must be strictly positive. */ float ChordToCentralAngle(const float chordLength, const float radius); bool TestRaySquare(const CFixedVector2D& a, const CFixedVector2D& b, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize); bool TestRayAASquare(const CFixedVector2D& a, const CFixedVector2D& b, const CFixedVector2D& halfSize); bool TestSquareSquare( const CFixedVector2D& c0, const CFixedVector2D& u0, const CFixedVector2D& v0, const CFixedVector2D& halfSize0, const CFixedVector2D& c1, const CFixedVector2D& u1, const CFixedVector2D& v1, const CFixedVector2D& halfSize1); } // namespace #endif // INCLUDED_HELPER_GEOMETRY