common.cpp 4.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138
  1. //
  2. // common.cpp
  3. // math
  4. //
  5. // Created by Sam Jaffe on 8/20/16.
  6. //
  7. #include "game/math/common.hpp"
  8. #include <vector>
  9. #include "game/math/angle.hpp"
  10. #include "game/math/compare.hpp"
  11. #include "game/math/shape.hpp"
  12. namespace math {
  13. vec2 rotate(vec2 const & c, vec2 const & p, radian r) {
  14. vec2 trans = p - c;
  15. vec2 vcos = trans * static_cast<float>(cos(r));
  16. vec2 vsin = trans * static_cast<float>(sin(r));
  17. return {{vcos[0] - vsin[1] + c[0], vsin[0] - vcos[1] + c[1]}};
  18. }
  19. dim2::quad rotate(vec2 const & c, dim2::quad const & q, radian r) {
  20. return {rotate(c, q.ll, r), rotate(c, q.lr, r), rotate(c, q.ur, r),
  21. rotate(c, q.ul, r)};
  22. }
  23. orientation orient(dim2::line const & ln, dim2::point const & pt) {
  24. auto val = (ln.second[1] - ln.first[1]) * (pt[0] - ln.second[0]) -
  25. (ln.second[0] - ln.first[0]) * (pt[1] - ln.second[1]);
  26. if (val == 0) return colinear;
  27. return (val > 0) ? clockwise : anticlockwise;
  28. }
  29. bool contains(dim2::line const & ln, dim2::point const & pt) {
  30. auto xs = std::minmax(ln.first[0], ln.second[0]);
  31. auto ys = std::minmax(ln.first[1], ln.second[1]);
  32. return orient(ln, pt) == colinear && between(pt[0], xs.first, xs.second) &&
  33. between(pt[1], ys.first, ys.second);
  34. }
  35. bool contains(dim2::circle const & shape, dim2::point const & pt) {
  36. vec2 const delta = pt - shape.center;
  37. return delta.dot(delta) <= std::pow(shape.radius, 2);
  38. }
  39. static dim2::line ray_x(dim2::point const & pt, dim2::line const & l) {
  40. auto x_inf = std::max({l.first[0], l.second[0], pt[0]}) + 1;
  41. return {pt, {{x_inf, pt[1]}}};
  42. }
  43. static bool contains(std::vector<dim2::line> const & segments,
  44. dim2::point const & pt) {
  45. int hits = 0;
  46. for (auto l : segments) {
  47. if (!intersects(l, ray_x(pt, l))) continue;
  48. if (orient(l, pt) == colinear) return contains(l, pt);
  49. ++hits;
  50. }
  51. return (hits & 1) == 1;
  52. }
  53. bool contains(dim2::quad const & shape, dim2::point const & pt) {
  54. return contains(shapes::segments(shape), pt);
  55. }
  56. bool intersects(dim2::line const & lhs, dim2::line const & rhs) {
  57. // https://www.geeksforgeeks.org/check-if-two-given-line-segments-intersect/
  58. // Find the four orientations needed for general and special cases
  59. orientation o1 = orient(lhs, rhs.first);
  60. orientation o2 = orient(lhs, rhs.second);
  61. orientation o3 = orient(rhs, lhs.first);
  62. orientation o4 = orient(rhs, lhs.second);
  63. // General Case: Lines cross through each other
  64. if (o1 != o2 && o3 != o4) return true;
  65. // Special Cases: one of the points exists on the other line
  66. return contains(lhs, rhs.first) || contains(lhs, rhs.second) ||
  67. contains(rhs, lhs.first) || contains(rhs, lhs.second);
  68. }
  69. bool intersects(dim2::line const & lhs, dim2::circle const & rhs) {
  70. if (contains(rhs, lhs.first) || contains(rhs, lhs.second)) { return true; }
  71. dim2::line const orth = lines::orthogonal(lhs, rhs.center);
  72. vec2 const delta = orth.second - orth.first;
  73. return delta.dot(delta) <= std::pow(rhs.radius, 2) && intersects(lhs, orth);
  74. }
  75. bool intersects(dim2::line const & lhs, dim2::quad const & rhs) {
  76. std::vector<dim2::line> segments = shapes::segments(rhs);
  77. auto lhs_intersects = [&lhs](dim2::line const & ln) {
  78. return intersects(lhs, ln);
  79. };
  80. return std::any_of(segments.begin(), segments.end(), lhs_intersects) ||
  81. contains(segments, lhs.first);
  82. }
  83. bool intersects(dim2::quad const & lhs, dim2::circle const & rhs) {
  84. std::vector<dim2::line> segments = shapes::segments(lhs);
  85. auto rhs_intersects = [&rhs](dim2::line const & ln) {
  86. return intersects(ln, rhs);
  87. };
  88. return std::any_of(segments.begin(), segments.end(), rhs_intersects) ||
  89. contains(lhs, rhs.center);
  90. }
  91. bool check_edges(dim2::line const & seg, dim2::triangle const & tri) {
  92. return orient(seg, tri.a) == clockwise && orient(seg, tri.b) == clockwise &&
  93. orient(seg, tri.c) == clockwise;
  94. }
  95. bool intersects(dim2::triangle const & lhs, dim2::triangle const & rhs) {
  96. if (check_edges({lhs.a, lhs.b}, rhs)) return false;
  97. if (check_edges({lhs.b, lhs.c}, rhs)) return false;
  98. if (check_edges({lhs.c, lhs.a}, rhs)) return false;
  99. if (check_edges({rhs.a, rhs.b}, lhs)) return false;
  100. if (check_edges({rhs.b, rhs.c}, lhs)) return false;
  101. if (check_edges({rhs.c, rhs.a}, lhs)) return false;
  102. return true;
  103. }
  104. bool intersects(dim2::quad const & lhs, dim2::quad const & rhs) {
  105. dim2::triangle l1{lhs.ll, lhs.lr, lhs.ul};
  106. dim2::triangle l2{lhs.ul, lhs.ur, lhs.ll};
  107. dim2::triangle r1{rhs.ll, rhs.lr, rhs.ul};
  108. dim2::triangle r2{rhs.ul, rhs.ur, rhs.ll};
  109. return intersects(l1, r1) || intersects(l2, r2) || intersects(l1, r2) ||
  110. intersects(l2, r1);
  111. }
  112. bool intersects(dim2::circle const & lhs, dim2::circle const & rhs) {
  113. vec2 const delta = rhs.center - lhs.center;
  114. return delta.dot(delta) <= std::pow(lhs.radius + rhs.radius, 2);
  115. }
  116. }