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#ifndef Magnum_Math_Geometry_Distance_h
#define Magnum_Math_Geometry_Distance_h
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum 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 Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::Math::Geometry::Distance
*/
#include "Math/Math.h"
#include "Math/Matrix.h"
#include "Math/Vector3.h"
namespace Magnum { namespace Math { namespace Geometry {
/** @brief Functions for computing distances */
class Distance {
public:
Distance() = delete;
/**
* @brief %Distance of line and point in 2D
* @param a First point of the line
* @param b Second point of the line
* @param point Point
*
* The distance *d* is computed from point **p** and line defined by **a**
* and **b** using @ref Matrix::determinant() "determinant": @f[
* d = \frac{|det(b - a a - point)|} {|b - a|}
* @f]
* Source: http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html
* @see linePointSquared(const Vector2&, const Vector2&, const Vector2&)
*/
template<class T> inline static T linePoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
return std::abs(Matrix<2, T>::from(b - a, a - point).determinant())/(b - a).length();
}
/**
* @brief %Distance of line and point in 2D, squared
* @param a First point of the line
* @param b Second point of the line
* @param point Point
*
* More efficient than linePoint(const Vector2&, const Vector2&, const Vector2&)
* for comparing distance with other values, because it doesn't
* compute the square root.
*/
template<class T> inline static T linePointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
Vector2<T> bMinusA = b - a;
return Math::pow<2>(Matrix<2, T>::from(bMinusA, a - point).determinant())/bMinusA.dot();
}
/**
* @brief %Distance of line and point in 3D
* @param a First point of the line
* @param b Second point of the line
* @param point Point
*
* The distance *d* is computed from point **p** and line defined by **a**
* and **b** using @ref Vector3::cross() "cross product": @f[
* d = \frac{|(\boldsymbol p - \boldsymbol a) \times (\boldsymbol p - \boldsymbol b)|}
* {|\boldsymbol b - \boldsymbol a|}
* @f]
* Source: http://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html
* @see linePointSquared(const Vector3&, const Vector3&, const Vector3&)
*/
template<class T> inline static T linePoint(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
return std::sqrt(linePointSquared(a, b, point));
}
/**
* @brief %Distance of line and point in 3D, squared
*
* More efficient than linePoint(const Vector3&, const Vector3&, const Vector3&)
* for comparing distance with other values, because it doesn't
* compute the square root.
*/
template<class T> static T linePointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
return Vector3<T>::cross(point - a, point - b).dot()/(b - a).dot();
}
/**
* @brief %Dístance of point from line segment in 2D
* @param a Starting point of the line
* @param b Ending point of the line
* @param point Point
*
* Returns distance of point from line segment or from its
* starting/ending point, depending on where the point lies.
*
* Determining whether the point lies next to line segment or outside
* is done using Pythagorean theorem. If the following equation
* applies, the point **p** lies outside line segment closer to **a**: @f[
* |\boldsymbol p - \boldsymbol b|^2 > |\boldsymbol b - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol a|^2
* @f]
* On the other hand, if the following equation applies, the point
* lies outside line segment closer to **b**: @f[
* |\boldsymbol p - \boldsymbol a|^2 > |\boldsymbol b - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol b|^2
* @f]
* The last alternative is when the following equation applies. The
* point then lies between **a** and **b** and the distance is
* computed the same way as in linePoint(). @f[
* |\boldsymbol b - \boldsymbol a|^2 > |\boldsymbol p - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol b|^2
* @f]
*
* @see lineSegmentPointSquared()
*/
template<class T> inline static T lineSegmentPoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
Vector2<T> pointMinusA = point - a;
Vector2<T> pointMinusB = point - b;
Vector2<T> bMinusA = b - a;
T pointDistanceA = pointMinusA.dot();
T pointDistanceB = pointMinusB.dot();
T bDistanceA = bMinusA.dot();
/* Point is before A */
if(pointDistanceB > bDistanceA + pointDistanceA)
return std::sqrt(pointDistanceA);
/* Point is after B */
if(pointDistanceA > bDistanceA + pointDistanceB)
return std::sqrt(pointDistanceB);
/* Between A and B */
return std::abs(Matrix<2, T>::from(bMinusA, -pointMinusA).determinant())/std::sqrt(bDistanceA);
}
/**
* @brief %Distance of point from line segment in 2D, squared
*
* More efficient than lineSegmentPoint() for comparing distance with
* other values, because it doesn't compute the square root.
*/
template<class T> static T lineSegmentPointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
Vector2<T> pointMinusA = point - a;
Vector2<T> pointMinusB = point - b;
Vector2<T> bMinusA = b - a;
T pointDistanceA = pointMinusA.dot();
T pointDistanceB = pointMinusB.dot();
T bDistanceA = bMinusA.dot();
/* Point is before A */
if(pointDistanceB > bDistanceA + pointDistanceA)
return pointDistanceA;
/* Point is after B */
if(pointDistanceA > bDistanceA + pointDistanceB)
return pointDistanceB;
/* Between A and B */
return Math::pow<2>(Matrix<2, T>::from(bMinusA, -pointMinusA).determinant())/bDistanceA;
}
/**
* @brief %Dístance of point from line segment in 3D
* @param a Starting point of the line
* @param b Ending point of the line
* @param point Point
*
* Similar to 2D implementation
* lineSegmentPoint(const Vector2&, const Vector2&, const Vector2&).
*
* @see lineSegmentPointSquared(const Vector3&, const Vector3&, const Vector3&)
*/
template<class T> inline static T lineSegmentPoint(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
return std::sqrt(lineSegmentPointSquared(a, b, point));
}
/**
* @brief %Distance of point from line segment in 3D, squared
*
* More efficient than lineSegmentPoint(const Vector3&, const Vector3&, const Vector3&) for comparing distance with
* other values, because it doesn't compute the square root.
*/
template<class T> static T lineSegmentPointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
Vector3<T> pointMinusA = point - a;
Vector3<T> pointMinusB = point - b;
T pointDistanceA = pointMinusA.dot();
T pointDistanceB = pointMinusB.dot();
T bDistanceA = (b - a).dot();
/* Point is before A */
if(pointDistanceB > bDistanceA + pointDistanceA)
return pointDistanceA;
/* Point is after B */
if(pointDistanceA > bDistanceA + pointDistanceB)
return pointDistanceB;
/* Between A and B */
return Vector3<T>::cross(pointMinusA, pointMinusB).dot()/bDistanceA;
}
};
}}}
#endif