/* Copyright (C) 2020 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); /** * Returns the shortest distance between two squares. */ fixed DistanceSquareToSquare(const CFixedVector2D& relativePos, const CFixedVector2D& u1, const CFixedVector2D& v1, const CFixedVector2D& halfSize1, const CFixedVector2D& u2, const CFixedVector2D& v2, const CFixedVector2D& halfSize2); /** * Returns the greatest straight line distance from a point to a square. * * If @p countInsideAsZero is true, and the point is inside the rectangle, * it will return 0. * If @p countInsideAsZero is false, the greatest (positive) distance to the boundary * will be returned regardless of where the point is. */ fixed MaxDistanceToSquare(const CFixedVector2D& point, const CFixedVector2D& u, const CFixedVector2D& v, const CFixedVector2D& halfSize, bool countInsideAsZero = false); /** * Return the greatest straight line distance between two squares. */ fixed MaxDistanceSquareToSquare(const CFixedVector2D& relativePos, const CFixedVector2D& u1, const CFixedVector2D& v1, const CFixedVector2D& halfSize1, const CFixedVector2D& u2, const CFixedVector2D& v2, const CFixedVector2D& halfSize2); 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); /** * Used in Footprint when spawning units: * Given a grid point (x, y) on the rectangle [-x_max, x_max] x [-y_max, y_max], * this returns the distance travelled in moving from (x_max, 0) to the the point while * walking counter-clockwise along the perimeter of the rectangle. */ int GetPerimeterDistance(int x_max, int y_max, int x, int y); /** * Used in Footprint when spawning units: * This returns the grid point on the rectangle [-x_max, x_max] x [-y_max, y_max] * reached after starting at (x_max, 0) and walking a distance k * counter-clockwise along the perimeter of the rectangle. */ std::pair GetPerimeterCoordinates(int x_max, int y_max, int k); /** * Returns the minimum Euclidean distance from the given point to * any point on the given segment. * * @a and @b represents segment's points. * */ fixed DistanceToSegment( const CFixedVector2D& point, const CFixedVector2D& a, const CFixedVector2D& b); } // namespace Geometry #endif // INCLUDED_HELPER_GEOMETRY