12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394 |
- /*!
- *
- * \file src/math/math.cpp
- * \brief Vector and Matrix math
- *
- * \author Mongoose
- * \author xythobuz
- */
-
- #include <cstdlib>
- #include <cmath>
- #include <float.h>
- #include <algorithm>
-
- #include "global.h"
- #include "math/Vector3d.h"
- #include "math/Matrix.h"
- #include "math/math.h"
-
- bool equalEpsilon(float a, float b) {
- float epsilon = FLT_EPSILON;
- if (fabs(a - b) <= (std::max(fabs(a), fabs(b)) * epsilon))
- return true;
- return false;
- }
-
- int intersectionLinePolygon(float intersect[3],
- float p1[3], float p2[3], float polygon[3][3]) {
- assert(polygon != NULL);
-
- // float normal[3], a[3], b[3];
- Vector3d a, b, normal, pA, pB;
- float 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.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 = Vector3d::dot(normal, a);
-
- if (denominator > 0.0)
- return 0;
-
- // Line segment contains intercept point?
- mu = -((d + Vector3d::dot(normal, pA)) / denominator);
-
- if (mu < 0.0 || mu > 1.0)
- return 0;
-
- 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;
- }
-
- float distance(const float a[3], const float b[3]) {
- 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 midpoint(const float a[3], const float b[3], float mid[3]) {
- mid[0] = (a[0] + b[0]) / 2.0f;
- mid[1] = (a[1] + b[1]) / 2.0f;
- mid[2] = (a[2] + b[2]) / 2.0f;
- }
-
- float randomNum(float from, float to) {
- return from + ((to - from) * rand() / (RAND_MAX + 1.0f));
- }
|