]> Dogcows Code - chaz/yoink/blobdiff - src/Moof/Line.hh
tcp socket disconnecting by remote
[chaz/yoink] / src / Moof / Line.hh
index 0747e280fffe42e6449569cc6fe90566fb16db1f..679e564fb378964c46c328d2a136c4ac54df917b 100644 (file)
@@ -1,43 +1,27 @@
 
-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
- Redistribution   and   use  in  source  and  binary  forms,  with  or  without
- modification, are permitted provided that the following conditions are met:
-   * Redistributions  of  source  code  must retain the above copyright notice,
-     this list of conditions and the following disclaimer.
-   * Redistributions  in binary form must reproduce the above copyright notice,
-     this  list of conditions and the following disclaimer in the documentation
-     and/or other materials provided with the distribution.
- THIS  SOFTWARE  IS  PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND  ANY  EXPRESS  OR  IMPLIED  WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED.  IN  NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR  ANY  DIRECT,  INDIRECT,  INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES  (INCLUDING,  BUT  NOT  LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES;  LOSS  OF  USE,  DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED  AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR  TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
+/*]  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 <Moof/Contact.hh>
 #include <Moof/Drawable.hh>
+#include <Moof/Log.hh>
 #include <Moof/Math.hh>
 #include <Moof/OpenGL.hh>
 #include <Moof/Ray.hh>
 #include <Moof/Shape.hh>
+#include <Moof/Sphere.hh>
 #include <Moof/Texture.hh>
 
-#include <Moof/Log.hh>
-
 
 namespace Mf {
 
@@ -57,8 +41,131 @@ struct Line : public Drawable, public Shape<D>
                a(point1),
                b(point2) {}
 
-       bool intersectRay(const Ray<2>& ray, Ray<2>::Intersection& hit) const
+
+       Vector getDirection() const
+       {
+               return b - a;
+       }
+
+       Scalar getLength() const
+       {
+               return getDirection().length();
+       }
+
+
+       bool intersect(const Line& other, Contact<D>& 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<D>& other, Contact<D>& 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
@@ -98,14 +205,18 @@ struct Line : public Drawable, public Shape<D>
                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();
@@ -117,18 +228,50 @@ struct Line : public Drawable, public Shape<D>
 };
 
 
+typedef Line<2>                Line2;
+typedef Line<3>                Line3;
+
+
 template <int D, int N>
-struct Polygon : public Shape<D>
+struct Polygon : public Drawable, public Shape<D>
 {
        typedef cml::vector< Scalar, cml::fixed<D> > Vector;
 
        Vector  points[N];
+
+       Polygon() {}
+
+       bool intersectRay(const Ray<D>& ray, typename Ray<D>::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 <int D>
+bool intersect(const Line<D>& line, const Sphere<D>& sphere,
+                          Contact<D>& hit)
+{
+       return false;
+}
+
+
 } // namespace Mf
 
 #endif // _MOOF_LINE_HH_
 
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-
This page took 0.022069 seconds and 4 git commands to generate.