// // GeometryUtil.h // libraries/shared/src // // Created by Andrzej Kapolka on 5/21/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #ifndef hifi_GeometryUtil_h #define hifi_GeometryUtil_h #include #include class Plane; glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end); /// Computes the penetration between a point and a sphere (centered at the origin) /// \param point the point location relative to sphere center (origin) /// \param defaultDirection the direction of the pentration when the point is near the origin /// \param sphereRadius the radius of the sphere /// \param penetration[out] the displacement that would move the point out of penetration with the sphere /// \return true if point is inside sphere, otherwise false bool findSpherePenetration(const glm::vec3& point, const glm::vec3& defaultDirection, float sphereRadius, glm::vec3& penetration); bool findSpherePointPenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& point, glm::vec3& penetration); bool findPointSpherePenetration(const glm::vec3& point, const glm::vec3& sphereCenter, float sphereRadius, glm::vec3& penetration); bool findSphereSpherePenetration(const glm::vec3& firstCenter, float firstRadius, const glm::vec3& secondCenter, float secondRadius, glm::vec3& penetration); bool findSphereSegmentPenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& segmentStart, const glm::vec3& segmentEnd, glm::vec3& penetration); bool findSphereCapsulePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius, glm::vec3& penetration); bool findPointCapsuleConePenetration(const glm::vec3& point, const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float startRadius, float endRadius, glm::vec3& penetration); bool findSphereCapsuleConePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float startRadius, float endRadius, glm::vec3& penetration); bool findSpherePlanePenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec4& plane, glm::vec3& penetration); /// Computes the penetration between a sphere and a disk. /// \param sphereCenter center of sphere /// \param sphereRadius radius of sphere /// \param diskCenter center of disk /// \param diskRadius radius of disk /// \param diskNormal normal of disk plan /// \param penetration[out] the depth that the sphere penetrates the disk /// \return true if sphere touches disk (does not handle collisions with disk edge) bool findSphereDiskPenetration(const glm::vec3& sphereCenter, float sphereRadius, const glm::vec3& diskCenter, float diskRadius, float diskThickness, const glm::vec3& diskNormal, glm::vec3& penetration); bool findCapsuleSpherePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius, const glm::vec3& sphereCenter, float sphereRadius, glm::vec3& penetration); bool findCapsulePlanePenetration(const glm::vec3& capsuleStart, const glm::vec3& capsuleEnd, float capsuleRadius, const glm::vec4& plane, glm::vec3& penetration); glm::vec3 addPenetrations(const glm::vec3& currentPenetration, const glm::vec3& newPenetration); bool findRaySphereIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& center, float radius, float& distance); bool pointInSphere(const glm::vec3& origin, const glm::vec3& center, float radius); bool pointInCapsule(const glm::vec3& origin, const glm::vec3& start, const glm::vec3& end, float radius); bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& start, const glm::vec3& end, float radius, float& distance); bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::quat& rotation, const glm::vec3& position, const glm::vec2& dimensions, float& distance); bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance, bool allowBackface = false); /// \brief decomposes rotation into its components such that: rotation = swing * twist /// \param rotation[in] rotation to decompose /// \param direction[in] normalized axis about which the twist happens (typically original direction before rotation applied) /// \param swing[out] the swing part of rotation /// \param twist[out] the twist part of rotation void swingTwistDecomposition(const glm::quat& rotation, const glm::vec3& direction, // must be normalized glm::quat& swing, glm::quat& twist); class Triangle { public: glm::vec3 v0; glm::vec3 v1; glm::vec3 v2; glm::vec3 getNormal() const; Triangle operator*(const glm::mat4& transform) const; }; inline bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction, const Triangle& triangle, float& distance, bool allowBackface = false) { return findRayTriangleIntersection(origin, direction, triangle.v0, triangle.v1, triangle.v2, distance, allowBackface); } int clipTriangleWithPlane(const Triangle& triangle, const Plane& plane, Triangle* clippedTriangles, int maxClippedTriangleCount); int clipTriangleWithPlanes(const Triangle& triangle, const Plane* planes, int planeCount, Triangle* clippedTriangles, int maxClippedTriangleCount); bool doLineSegmentsIntersect(glm::vec2 r1p1, glm::vec2 r1p2, glm::vec2 r2p1, glm::vec2 r2p2); bool isOnSegment(float xi, float yi, float xj, float yj, float xk, float yk); int computeDirection(float xi, float yi, float xj, float yj, float xk, float yk); // calculate the angle between a point on a sphere that is closest to the cone. float coneSphereAngle(const glm::vec3& coneCenter, const glm::vec3& coneDirection, const glm::vec3& sphereCenter, float sphereRadius); inline bool rayPlaneIntersection(const glm::vec3& planePosition, const glm::vec3& planeNormal, const glm::vec3& rayStart, const glm::vec3& rayDirection, float& distanceOut) { float rayDirectionDotPlaneNormal = glm::dot(rayDirection, planeNormal); const float PARALLEL_THRESHOLD = 0.0001f; if (fabsf(rayDirectionDotPlaneNormal) > PARALLEL_THRESHOLD) { float rayStartDotPlaneNormal = glm::dot(planePosition - rayStart, planeNormal); distanceOut = rayStartDotPlaneNormal / rayDirectionDotPlaneNormal; return true; } else { // ray is parallel to the plane return false; } } typedef glm::vec2 LineSegment2[2]; // Polygon Clipping routines inspired by, pseudo code found here: http://www.cs.rit.edu/~icss571/clipTrans/PolyClipBack.html class PolygonClip { public: static void clipToScreen(const glm::vec2* inputVertexArray, int length, glm::vec2*& outputVertexArray, int& outLength); static const float TOP_OF_CLIPPING_WINDOW; static const float BOTTOM_OF_CLIPPING_WINDOW; static const float LEFT_OF_CLIPPING_WINDOW; static const float RIGHT_OF_CLIPPING_WINDOW; static const glm::vec2 TOP_LEFT_CLIPPING_WINDOW; static const glm::vec2 TOP_RIGHT_CLIPPING_WINDOW; static const glm::vec2 BOTTOM_LEFT_CLIPPING_WINDOW; static const glm::vec2 BOTTOM_RIGHT_CLIPPING_WINDOW; private: static void sutherlandHodgmanPolygonClip(glm::vec2* inVertexArray, glm::vec2* outVertexArray, int inLength, int& outLength, const LineSegment2& clipBoundary); static bool pointInsideBoundary(const glm::vec2& testVertex, const LineSegment2& clipBoundary); static void segmentIntersectsBoundary(const glm::vec2& first, const glm::vec2& second, const LineSegment2& clipBoundary, glm::vec2& intersection); static void appendPoint(glm::vec2 newVertex, int& outLength, glm::vec2* outVertexArray); static void copyCleanArray(int& lengthA, glm::vec2* vertexArrayA, int& lengthB, glm::vec2* vertexArrayB); }; // given a set of points, compute a best fit plane that passes as close as possible through all the points. bool findPlaneFromPoints(const glm::vec3* points, size_t numPoints, glm::vec3& planeNormalOut, glm::vec3& pointOnPlaneOut); // plane equation is specified by ax + by + cz + d = 0. // the coefficents are passed in as a vec4. (a, b, c, d) bool findIntersectionOfThreePlanes(const glm::vec4& planeA, const glm::vec4& planeB, const glm::vec4& planeC, glm::vec3& intersectionPointOut); void generateBoundryLinesForDop14(const std::vector& dots, const glm::vec3& center, std::vector& linesOut); #endif // hifi_GeometryUtil_h