/*] Copyright (c) 2009-2010, Charles McGarvey [************************** **] All rights reserved. * * vi:ts=4 sw=4 tw=75 * * Distributable under the terms and conditions of the 2-clause BSD license; * see the file COPYING for a complete text of the license. * **************************************************************************/ #ifndef _MOOF_LINE_HH_ #define _MOOF_LINE_HH_ #include #include #include #include #include #include #include #include #include namespace Mf { template struct Line : public Drawable, public Shape { typedef cml::vector< Scalar, cml::fixed > Vector; Vector a; Vector b; Line() {} Line(const Vector& point1, const Vector& point2) : a(point1), b(point2) {} Vector getDirection() const { return b - a; } Scalar getLength() const { return getDirection().length(); } bool intersect(const Line& other, Contact& hit) const { Scalar d = (other.b[1] - other.a[1]) * (b[0] - a[0]) - (other.b[0] - other.a[0]) * (b[1] - a[1]); if (d == SCALAR(0.0)) return false; // lines are parallel // ignoring the (somewhat remote) possibility of coincidence Scalar m = ((other.b[0] - other.a[0]) * (a[1] - other.a[1]) - (other.b[1] - other.a[1]) * (a[0] - other.a[0])) / d; Scalar n = ((b[0] - a[0]) * (b[1] - other.a[1]) - (b[1] - a[1]) * (b[0] - other.a[0])) / d; if (m < SCALAR(0.0) || m > SCALAR(1.0) || // not intersecting n < SCALAR(0.0) || n > SCALAR(1.0)) return false; Vector2 tangent = b - a; Vector2 normal = cml::perp(tangent).normalize(); if (cml::dot(normal, other.a - other.b) < SCALAR(0.0)) { normal = -normal; } hit.point = a + m * tangent; hit.normal = normal; hit.distance = (other.b - hit.point).length(); return true; } bool intersect(const Sphere& other, Contact& hit) const { Vector surface = b - a; Vector toPoint = other.point - a; Scalar surfaceLength = surface.length(); surface.normalize(); Scalar projection = cml::dot(surface, toPoint); if (projection < SCALAR(0.0) || projection > surfaceLength) { // try endpoints if (other.intersect(a, hit)) { hit.normal = -hit.normal; hit.point = a; return true; } else if (other.intersect(b, hit)) { hit.normal = -hit.normal; hit.point = b; return true; } return false; } Vector point = a + surface * projection; Vector normal = other.point - point; Scalar distance = normal.length(); if (distance > other.radius) false; // not intersecting normal.normalize(); hit.distance = other.radius - distance; hit.point = point; hit.normal = normal; return true; } bool intersectRay(const Ray<2>& ray, Ray<2>::Contact& hit) const { Vector2 v1 = a - ray.point; Scalar a1 = cml::signed_angle_2D(v1, b - ray.point); //logWarning << "angle:::::::::: " << a1 << std::endl; if (a1 == Constants::pi()) { hit.distance = 5.4321; return true; } else if (a1 == SCALAR(0.0)) { hit.distance = 99999.0; return true; } Scalar a2 = cml::signed_angle_2D(v1, ray.direction); if (a2 < SCALAR(0.0) || a2 > a1) return false; //hit.distance = 1.23456; //hit.normal = Vector2(0.0, 0.0); Vector2 n = (b - a).normalize(); Scalar z = cml::dot(ray.point - a, n); Vector2 p = a + n * z; hit.distance = (ray.point - p).length(); hit.normal = cml::perp(a - b); return true; /* // solve: Cx + r*Dx = Ax + s(Bx - Ax) // Cy + r*Dy = Ay + s(By - Ay) // where: 0 <= s <= 1 if intersection // given: A = a // B = b // C = ray.point // D = ray.direction Scalar denom = ray.direction[0] * (b[1] - a[1]) + ray.direction[1] * (a[0] - b[0]); // check if the ray and line are parallel //if (isEqual(denom, SCALAR(0.0))) if (denom == SCALAR(0.0)) { Scalar numer = a[0] * (ray.point[1] - b[1]) + b[0] * (a[1] - ray.point[1]) + ray.point[0] * (b[1] - a[1]); // check if they are collinear if (isEqual(numer, SCALAR(0.0))) { hit.distance = SCALAR(0.0); hit.normal.set(0.0, 0.0); return true; } return false; } Scalar s = (ray.direction[0] * (ray.point[1] - a[1]) + ray.direction[1] * (a[0] - ray.point[0])) / denom; // check if the ray hits the segment if (s < SCALAR(0.0) || s > SCALAR(1.0)) return false; hit.distance = -(a[0] * (ray.point[1] - b[1]) + b[0] * (a[1] - ray.point[1]) + ray.point[0] * (b[1] - a[1])) / denom; // check if the intersection is behind the ray if (hit.distance < SCALAR(0.0)) return false; Vector normal = cml::perp(a - b); if (cml::dot(a - ray.point, normal) < 0) hit.normal = normal; else hit.normal = -normal; return true; */ } void draw(Scalar alpha = 0.0) const { Mf::Texture::resetBind(); glBegin(GL_LINES); glVertex(a); glVertex(b); glEnd(); } }; typedef Line<2> Line2; typedef Line<3> Line3; template struct Polygon : public Drawable, public Shape { typedef cml::vector< Scalar, cml::fixed > Vector; Vector points[N]; Polygon() {} bool intersectRay(const Ray& ray, typename Ray::Contact& hit) { return false; } void draw(Scalar alpha = 0.0) const { Mf::Texture::resetBind(); glBegin(GL_POLYGON); for (int i = 0; i < D; ++i) { glVertex(points[0]); } glEnd(); } }; typedef Polygon<2,3> Triangle2; typedef Polygon<3,3> Triangle3; template bool intersect(const Line& line, const Sphere& sphere, Contact& hit) { return false; } } // namespace Mf #endif // _MOOF_LINE_HH_