/*
Copyright (C) 1997, 1998, 1999, 2000 by Alex Pfaffe
(Digital Dawn Graphics Inc)
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef _ddgGeometry_Class_
#define _ddgGeometry_Class_
#include "math/ddgvec.h"
#include "util/ddgerror.h"
#define ddgVertex3 ddgVector3
#define ddgVertex2 ddgVector2
#define ddgVertex1 float
#define ddgPoint3 ddgVector3
#define ddgPoint2 ddgVector2
#define ddgPoint1 float
class WEXP ddgPlane3 {
public:
ddgVector3 n;
float d;
inline float a(void) { return n[0];};
inline float b(void) { return n[1];};
inline float c(void) { return n[2];};
ddgPlane3(void) {}
ddgPlane3( const ddgVector3 *p0, const ddgVector3 *p1, const ddgVector3 *p2)
{
set(p0,p1,p2);
}
void set( const ddgVector3 *p0, const ddgVector3 *p1, const ddgVector3 *p2)
{
ddgVector3 v1 = *p1 - *p0;
ddgVector3 v2 = *p2 - *p0;
n.cross(&v1, &v2);
d = -1 *n.dot(p0);
}
ddgPlane3( const ddgVector3 p0, const ddgVector3 pn)
{
n = pn;
// Solve for D.
d = -1 * (n.dot(&p0));
}
bool projectAlongX(ddgVector3 *p)
{
if (n[0] == 0.0)
return ddgFailure;
(*p)[0] = -1 * (d + n[1] * (*p)[1] + n[2] * (*p)[2])/ n[0];
return ddgSuccess;
}
bool projectAlongY(ddgVector3 *p)
{
if (n[1] == 0.0)
return ddgFailure;
(*p)[1] = -1 * (d + n[0] * (*p)[0] + n[2] * (*p)[2])/ n[1];
return ddgSuccess;
}
bool projectAlongZ(ddgVector3 *p)
{
if (n[2] == 0.0)
return ddgFailure;
(*p)[2] = -1 * (d + n[1] * (*p)[1] + n[0] * (*p)[0])/ n[2];
return ddgSuccess;
}
void set( const ddgVector3 pn, float pd )
{
n = pn;
d = pd;
}
void normalize( void )
{
float s = n.size();
ddgAssert(s != 0.0);
n.divide(s);
d /= s;
}
ddgVector3 project(ddgVector3 *p0);
bool intersectPlaneWithLine( const ddgVector3* l1, const ddgVector3* l2, ddgVector3 *pi);
bool intersectPointPlane( const ddgVector3* pt);
float distToPoint(const ddgVector3* p);
inline float isPointAbovePlane( ddgVector3 *q)
{
return n.dot(q)+d;
}
};
class WEXP ddgPlane2 {
public:
ddgVector2 n;
float d;
inline float a(void) { return n[0];};
inline float b(void) { return n[1];};
ddgPlane2(void) {}
ddgPlane2( const ddgVector2 p0, const ddgVector2 pn)
{
n = pn;
// Solve for D.
d = -1 * (n.dot(&p0));
}
void set( const ddgVector2 pn, float pd )
{
n = pn;
d = pd;
}
void normalize( void )
{
n.normalize();
}
inline float isPointAbovePlane( ddgVector2 *q)
{
return n.dot(q)+d;
}
};
class WEXP ddgTriangle3 {
public:
ddgVertex3 v[3];
ddgTriangle3(ddgVector3 *p1, ddgVector3 *p2, ddgVector3 *p3 )
{v[0].set(p1), v[1].set(p2), v[2].set(p3); }
void set(ddgVector3 *p1, ddgVector3 *p2, ddgVector3 *p3 )
{v[0].set(p1), v[1].set(p2), v[2].set(p3); }
ddgTriangle3(void ) {}
bool intersectTriangleWithLine( const ddgVector3* l1, const ddgVector3* l2, ddgVector3 *pi);
bool intersectPointTriangle( const ddgVector3* pt);
};
class WEXP ddgPrism3 {
public:
ddgTriangle3 t[2];
ddgPrism3(ddgVector3 *pt1, ddgVector3 *pt2, ddgVector3 *pt3, ddgVector3 *pb1, ddgVector3 *pb2, ddgVector3 *pb3 )
{ t[0].set(pt1,pt2,pt3), t[1].set(pb1,pb2,pb3); }
ddgPrism3(ddgTriangle3* top, ddgTriangle3* bottom )
{
t[0] = *top;
t[1] = *bottom;
}
ddgPrism3(void) {}
};
class WEXP ddgPolygon3 {
public:
unsigned short noPoints;
ddgVector3 *vertex;
ddgPolygon3 *clip( ddgPlane3 *p, bool rotated);
};
class WEXP ddgRect2 {
public:
ddgVector2 min;
ddgVector2 max;
ddgRect2(void) {}
ddgRect2( ddgVector2 *p1, ddgVector2 *p2)
{
min = p1;
max = p1;
min.minimum(p2);
max.maximum(p2);
}
bool intersect(ddgRect2 *r, ddgRect2 *i = NULL)
{
if (r->min[0] > max[0] || min[0] > r->max[0] || r->min[1] > max[1] || min[1] > r->max[1])
return false;
if (i)
{
i->min = min;
i->max = max;
i->min.maximum(&(r->min));
i->max.minimum(&(r->max));
}
return true;
}
};
class WEXP ddgLine2 {
public:
ddgVector2 p;
ddgVector2 d;
ddgLine2( ddgVector2 *p1, ddgVector2 *p2 )
{
set(p1,p2);
}
void set( ddgVector2 *p1, ddgVector2 *p2 )
{
p.set(p1);
d.set(p2);
d -=p1;
d.normalize();
}
ddgLine2(void) {}
ddgVector2 o(void) { return ddgVector2(d[1],d[0]); }
inline bool solve( ddgVector2 *v, int dim)
{
if (d[dim] == 0.0)
return ddgFailure;
float t = (v->v[dim] - p.v[dim])/d[dim];
*v = p + (d * t);
return ddgSuccess;
}
bool intersect( ddgLine2 *l, ddgVector2 *pt)
{
if (d[1] == 0 )
{
ddgAsserts(0,"Special case");
}
if (d[1] == l->d[1] && d[0] == l->d[0])
{
return ddgFailure; // Parallel lines.
}
float x = (d[0]*p[0] - l->d[0]*l->p[0]+d[1]*+p[1]- l->d[1]*l->p[1])*(l->d[1]*d[1]);
x /= (d[1]*d[0] - l->d[1]*l->d[0]);
float y = (d[1]*p[1]+d[0]*p[0]-d[0]*x ) / d[1];
pt->set(x,y);
return ddgSuccess;
}
inline float isPointLeftOfLine( ddgVector2 *q)
{
ddgVector2 vq = *q - p;
return o().dot(&vq);
}
};
class WEXP ddgLine3 {
public:
ddgVector3 p;
ddgVector3 d;
ddgLine3( const ddgVector3 p1, const ddgVector3 p2 )
{
p.set(&p1);
d.set(&p2);
d -= p1;
d.normalize();
}
inline bool solve( ddgVector3 *u, int dim)
{
if (d[dim] == 0.0)
return ddgFailure;
float n = ((*u)[dim] - p[dim])/d[dim];
*u =d + ( p * n);
return ddgSuccess;
}
ddgVector3 intersect( ddgLine3 *)
{
ddgVector3 pt(0,0,0);
return pt;
}
bool intersect( ddgLine3 *l, ddgVector3 *pt)
{
// $TODO this function is simply wrong...
if (d[1] == 0 )
{
ddgAsserts(0,"Special case");
}
if (d[1] == l->d[1] && d[0] == l->d[0])
{
return ddgFailure; // Parallel lines.
}
float x = (d[0]*p[0] - l->d[0]*l->p[0]+d[1]*+p[1]- l->d[1]*l->p[1])*(l->d[1]*d[1]);
x /= (d[1]*d[0] - l->d[1]*l->d[0]);
float y = (d[1]*p[1]+d[0]*p[0]-d[0]*x ) / d[1];
// Dirty hack.
pt->set(x,y,p[2]);
return ddgSuccess;
}
};
#endif