/*
Copyright (C) 1997, 1998, 1999 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_
#ifdef DDG
#include "math/ddgvec.h"
#include "util/ddgerror.h"
#else
#include "sysdef.h"
#include "csgeom/math2d.h"
#include "csgeom/math3d.h"
#include "csterr/util/ddg.h"
#include "csterr/math/ddgvec.h"
#endif
#define ddgVertex ddgVector3
#define ddgPoint3 ddgVector3
class ddgPlane {
ddgVector3 _normal;
float _d;
public:
inline float a(void) { return _normal[0];};
inline float b(void) { return _normal[1];};
inline float c(void) { return _normal[2];};
inline float d(void) { return _d;};
inline ddgVector3 *normal(void) { return &_normal; }
ddgPlane(void) {}
ddgPlane( const ddgVector3 p0, const ddgVector3 p1, const ddgVector3 p2)
{
#ifdef DDG
_normal.normal(&p0,&p1,&p2);
// Solve for D.
_d = -1 * (_normal.dot(&p0));
#else
_normal = ddgVector3(p2 - p1) * ddgVector3(p0 - p1);
// Solve for D.
_d = -1 * (_normal * p0);
#endif
}
ddgPlane( const ddgVector3 p0, const ddgVector3 n)
{
_normal = n;
// Solve for D.
#ifdef DDG
_d = -1 * (_normal.dot(&p0));
#else
_d = -1 * (_normal * p0);
#endif
}
bool projectAlongX(ddgVector3 *p)
{
if (_normal[0] == 0.0)
return ddgFailure;
(*p)[0] = -1 * (_d + _normal[1] * (*p)[1] + _normal[2] * (*p)[2])/ _normal[0];
return ddgSuccess;
}
bool projectAlongY(ddgVector3 *p)
{
if (_normal[1] == 0.0)
return ddgFailure;
(*p)[1] = -1 * (_d + _normal[0] * (*p)[0] + _normal[2] * (*p)[2])/ _normal[1];
return ddgSuccess;
}
bool projectAlongZ(ddgVector3 *p)
{
if (_normal[2] == 0.0)
return ddgFailure;
(*p)[2] = -1 * (_d + _normal[1] * (*p)[1] + _normal[0] * (*p)[0])/ _normal[2];
return ddgSuccess;
}
void set( const ddgVector3 n, float d )
{
_normal = n;
_d = d;
}
void normalize( void )
{
#ifdef DDG
_d /= _normal.size();
_normal.normalize();
#else
_d /= _normal.Norm();
_normal.Normalize();
#endif
}
ddgVector3 project(ddgVector3 *p0);
bool intersectPlaneWithLine( const ddgVector3 l1, const ddgVector3 l2, ddgVector3 *pi);
bool intersectPointPlane( const ddgVector3 pt);
float distToPoint(const ddgVector3 p);
float isPointAbovePlane(const ddgVector3 p);
};
class ddgTriangle {
ddgVertex _v1;
ddgVertex _v2;
ddgVertex _v3;
public:
ddgTriangle(ddgVector3 p1, ddgVector3 p2, ddgVector3 p3 ) :
_v1(p1), _v2(p2), _v3(p3) {}
bool intersectTriangleWithLine( const ddgVector3 l1, const ddgVector3 l2, ddgVector3 *pi);
bool intersectPointTriangle( const ddgVector3 pt);
};
class ddgPolygon {
unsigned short _n;
ddgVector3 *_p;
public:
unsigned int vertices(void) { return _n; }
ddgVector3 *vertex(unsigned int n) { return &(_p[n]); }
ddgPolygon *clip( ddgPlane *p, bool rotated);
};
class ddgRect {
public:
ddgVector2 min;
ddgVector2 max;
ddgRect(void) {}
ddgRect( ddgVector2 p1, ddgVector2 p2)
{
min = p1;
max = p1;
min.minimum(p2);
max.maximum(p2);
}
bool intersect(ddgRect *r, ddgRect *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 ddgLine2 {
ddgVector2 _p;
ddgVector2 _d;
public:
ddgLine2( ddgVector2 p1, ddgVector2 p2 )
{
_p.set(p1);
_d.set(p2-p1);
_d.normalize();
}
ddgVector2 p(void) { return _p; }
ddgVector2 d(void) { return _d; }
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 *p)
{
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];
p->set(x,y);
return ddgSuccess;
}
};
class ddgLine3 {
ddgVector3 _p;
ddgVector3 _d;
public:
ddgLine3( ddgVector3 p1, ddgVector3 p2 )
{
_p.set(p1);
_d.set(p2-p1);
_d.normalize();
}
ddgVector3 p(void) { return _p; }
ddgVector3 d(void) { return _d; }
inline bool solve( ddgVector3 *v, int dim)
{
if (_d[dim] == 0.0)
return ddgFailure;
float n = (v->v[dim] - _p.v[dim])/_d[dim];
v = _p + (n * _d);
return ddgSuccess;
}
ddgVector3 intersect( ddgLine3 *l)
{
ddgVector3 p;
return p;
}
bool intersect( ddgLine3 *l, ddgVector3 *p)
{
// $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.
p->set(x,y,p->v[2]);
return ddgSuccess;
}
};
#endif