overte/libraries/shared/src/GeometryUtil.h

181 lines
9.1 KiB
C++

//
// 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 <glm/glm.hpp>
#include <vector>
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<float>& dots, const glm::vec3& center, std::vector<glm::vec3>& linesOut);
#endif // hifi_GeometryUtil_h