/* 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/MathUtil.h" class CFixedVector2D; namespace Geometry { /** * Checks if a point is inside the given rotated square or rectangle. * * @note Currently assumes the @p u and @p v vectors are perpendicular. * @param point point vector of the point that is to be tested relative to the origin (center) of the shape. * @param u rotated X axis unit vector relative to the absolute XZ plane. Indicates the orientation of the rectangle. If not rotated, * this value is the absolute X axis unit vector (1,0). If rotated by angle theta, this should be (cos theta, -sin theta), as * the absolute Z axis points down in the unit circle. * @param v rotated Z axis unit vector relative to the absolute XZ plane. Indicates the orientation of the rectangle. If not rotated, * this value is the absolute Z axis unit vector (0,1). If rotated by angle theta, this should be (sin theta, cos theta), as * the absolute Z axis points down in the unit circle. * @param halfSize Holds half the dimensions of the shape along the u and v vectors, respectively. * * @return true if @p point is inside the square with rotated X axis unit vector @p u and rotated Z axis unit vector @p v, * and half dimensions specified by @p halfSizes. */ bool PointIsInSquare(CFixedVector2D point, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize); CFixedVector2D GetHalfBoundingBox(CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize); fixed DistanceToSquare(CFixedVector2D point, CFixedVector2D u, CFixedVector2D v, 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); /** * Find point closest to the given point on the edge of the given square or rectangle. * * @note Currently assumes the @p u and @p v vectors are perpendicular. * @param point point vector of the point we want to get the nearest edge point for, relative to the origin (center) of the shape. * @param u rotated X axis unit vector, relative to the absolute XZ plane. Indicates the orientation of the shape. If not rotated, * this value is the absolute X axis unit vector (1,0). If rotated by angle theta, this should be (cos theta, -sin theta). * @param v rotated Z axis unit vector, relative to the absolute XZ plane. Indicates the orientation of the shape. If not rotated, * this value is the absolute Z axis unit vector (0,1). If rotated by angle theta, this should be (sin theta, cos theta). * @param halfSize Holds half the dimensions of the shape along the u and v vectors, respectively. * * @return point that is closest to @p point on the edge of the square specified by orientation unit vectors @p u and @p v and half * dimensions @p halfSize, relative to the center of the square */ CFixedVector2D NearestPointOnSquare(CFixedVector2D point, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize); bool TestRaySquare(CFixedVector2D a, CFixedVector2D b, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize); bool TestRayAASquare(CFixedVector2D a, CFixedVector2D b, CFixedVector2D halfSize); bool TestSquareSquare( CFixedVector2D c0, CFixedVector2D u0, CFixedVector2D v0, CFixedVector2D halfSize0, CFixedVector2D c1, CFixedVector2D u1, CFixedVector2D v1, CFixedVector2D halfSize1); } // namespace #endif // INCLUDED_HELPER_GEOMETRY