common.cpp 5.0 KB

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  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. enum orientation { colinear = 0, clockwise = 1, anticlockwise = 2 };
  24. orientation orient(dim2::line const & ln, dim2::point const & pt) {
  25. auto val = (ln.second[1] - ln.first[1]) * (pt[0] - ln.second[0]) -
  26. (ln.second[0] - ln.first[0]) * (pt[1] - ln.second[1]);
  27. if (val == 0) return colinear;
  28. return (val > 0) ? clockwise : anticlockwise;
  29. }
  30. bool contains(dim2::line const & ln, dim2::point const & pt) {
  31. auto xs = std::minmax(ln.first[0], ln.second[0]);
  32. auto ys = std::minmax(ln.first[1], ln.second[1]);
  33. return orient(ln, pt) == colinear && between(pt[0], xs.first, xs.second) &&
  34. between(pt[1], ys.first, ys.second);
  35. }
  36. bool contains(dim2::circle const & shape, dim2::point const & pt) {
  37. vec2 const delta = pt - shape.center;
  38. return delta.dot(delta) <= std::pow(shape.radius, 2);
  39. }
  40. static dim2::line ray_x(dim2::point const & pt, dim2::line const & l) {
  41. auto x_inf = std::max({l.first[0], l.second[0], pt[0]}) + 1;
  42. return {pt, {{x_inf, pt[1]}}};
  43. }
  44. static bool contains(std::vector<dim2::line> const & segments,
  45. dim2::point const & pt) {
  46. int hits = 0;
  47. for (auto l : segments) {
  48. if (!intersects(l, ray_x(pt, l))) continue;
  49. if (orient(l, pt) == colinear) return contains(l, pt);
  50. ++hits;
  51. }
  52. return (hits & 1) == 1;
  53. }
  54. bool contains(dim2::quad const & shape, dim2::point const & pt) {
  55. return contains(shapes::segments(shape), pt);
  56. }
  57. bool intersects(dim2::line const & lhs, dim2::line const & rhs) {
  58. // https://www.geeksforgeeks.org/check-if-two-given-line-segments-intersect/
  59. // Find the four orientations needed for general and special cases
  60. orientation o1 = orient(lhs, rhs.first);
  61. orientation o2 = orient(lhs, rhs.second);
  62. orientation o3 = orient(rhs, lhs.first);
  63. orientation o4 = orient(rhs, lhs.second);
  64. // General Case: Lines cross through each other
  65. if (o1 != o2 && o3 != o4) return true;
  66. // Special Cases: one of the points exists on the other line
  67. return contains(lhs, rhs.first) || contains(lhs, rhs.second) ||
  68. contains(rhs, lhs.first) || contains(rhs, lhs.second);
  69. }
  70. bool intersects(dim2::line const & lhs, dim2::circle const & rhs) {
  71. if (contains(rhs, lhs.first) || contains(rhs, lhs.second)) { return true; }
  72. dim2::line const orth = lines::orthogonal(lhs, rhs.center);
  73. vec2 const delta = orth.second - orth.first;
  74. return delta.dot(delta) <= std::pow(rhs.radius, 2) && intersects(lhs, orth);
  75. }
  76. bool intersects(dim2::line const & lhs, dim2::quad const & rhs) {
  77. std::vector<dim2::line> segments = shapes::segments(rhs);
  78. auto lhs_intersects = [&lhs](dim2::line const & ln) {
  79. return intersects(lhs, ln);
  80. };
  81. return std::any_of(segments.begin(), segments.end(), lhs_intersects) ||
  82. contains(segments, lhs.first);
  83. }
  84. bool intersects(dim2::quad const & lhs, dim2::circle const & rhs) {
  85. std::vector<dim2::line> segments = shapes::segments(lhs);
  86. auto rhs_intersects = [&rhs](dim2::line const & ln) {
  87. return intersects(ln, rhs);
  88. };
  89. return std::any_of(segments.begin(), segments.end(), rhs_intersects) ||
  90. contains(lhs, rhs.center);
  91. }
  92. bool check_edges(dim2::line const & seg, dim2::triangle const & tri) {
  93. return orient(seg, tri.a) == clockwise && orient(seg, tri.b) == clockwise &&
  94. orient(seg, tri.c) == clockwise;
  95. }
  96. bool intersects(dim2::triangle const & lhs, dim2::triangle const & rhs) {
  97. if (check_edges({lhs.a, lhs.b}, rhs)) return false;
  98. if (check_edges({lhs.b, lhs.c}, rhs)) return false;
  99. if (check_edges({lhs.c, lhs.a}, rhs)) return false;
  100. if (check_edges({rhs.a, rhs.b}, lhs)) return false;
  101. if (check_edges({rhs.b, rhs.c}, lhs)) return false;
  102. if (check_edges({rhs.c, rhs.a}, lhs)) return false;
  103. return true;
  104. }
  105. bool intersects(dim2::quad const & lhs, dim2::quad const & rhs) {
  106. dim2::triangle l1{lhs.ll, lhs.lr, lhs.ul};
  107. dim2::triangle l2{lhs.ul, lhs.ur, lhs.ll};
  108. dim2::triangle r1{rhs.ll, rhs.lr, rhs.ul};
  109. dim2::triangle r2{rhs.ul, rhs.ur, rhs.ll};
  110. return intersects(l1, r1) || intersects(l2, r2) || intersects(l1, r2) ||
  111. intersects(l2, r1);
  112. }
  113. bool intersects(dim2::circle const & lhs, dim2::circle const & rhs) {
  114. vec2 const delta = rhs.center - lhs.center;
  115. return delta.dot(delta) <= std::pow(lhs.radius + rhs.radius, 2);
  116. }
  117. }