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Math: converted Geometry::Distance and Intersection to namespaces.

No need for them to be classes, less indentation, less keywords and
boilerplate, more space for documentation, better `using` usage. Also
revised and fixed various issues in the documentation.
pull/190/head
Vladimír Vondruš 10 years ago
parent
commit
7f89105a51
  1. 16
      doc/namespaces.dox
  2. 376
      src/Magnum/Math/Geometry/Distance.h
  3. 241
      src/Magnum/Math/Geometry/Intersection.h

16
doc/namespaces.dox

@ -94,7 +94,21 @@ and @ref cmake for more information.
/** @namespace Magnum::Math::Geometry
@brief Geometry library
Functions for computing intersections, distances, areas and volumes.
This library is built as part of Magnum by default. To use it, you need to
find `Magnum` package and link to `Magnum::Magnum` target. See @ref building
and @ref cmake for more information.
*/
/** @namespace Magnum::Math::Geometry::Distance
@brief Functions for calculating distances
This library is built as part of Magnum by default. To use it, you need to
find `Magnum` package and link to `Magnum::Magnum` target. See @ref building
and @ref cmake for more information.
*/
/** @namespace Magnum::Math::Geometry::Intersection
@brief Function for calculating intersections
This library is built as part of Magnum by default. To use it, you need to
find `Magnum` package and link to `Magnum::Magnum` target. See @ref building

376
src/Magnum/Math/Geometry/Distance.h

@ -27,202 +27,192 @@
*/
/** @file
* @brief Class @ref Magnum::Math::Geometry::Distance
* @brief Namespace @ref Magnum::Math::Geometry::Distance
*/
#include "Magnum/Math/Functions.h"
#include "Magnum/Math/Vector3.h"
#include "Magnum/Math/Vector4.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 cross(const Vector2<T>&, const Vector2<T>&) "perp-dot product": @f[
* d = \frac{|(\boldsymbol b - \boldsymbol a)_\bot \cdot (\boldsymbol a - \boldsymbol p)|} {|\boldsymbol b - \boldsymbol a|}
* @f]
* Source: http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html
* @see @ref linePointSquared(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&)
*/
template<class T> static T linePoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
const Vector2<T> bMinusA = b - a;
return std::abs(cross(bMinusA, a - point))/bMinusA.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
* @ref linePoint(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&)
* for comparing distance with other values, because it doesn't
* compute the square root.
*/
template<class T> static T linePointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
const Vector2<T> bMinusA = b - a;
return Math::pow<2>(cross(bMinusA, a - point))/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 cross(const Vector3<T>&, const Vector3<T>&) "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 @ref linePointSquared(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
*/
template<class T> 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 @ref linePoint(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
* 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 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 @ref linePoint(). @f[
* |\boldsymbol b - \boldsymbol a|^2 > |\boldsymbol p - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol b|^2
* @f]
*
* @see @ref lineSegmentPointSquared()
*/
template<class T> static T lineSegmentPoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point);
/**
* @brief Distance of point from line segment in 2D, squared
*
* More efficient than @ref 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);
/**
* @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
* @ref lineSegmentPoint(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&).
*
* @see @ref lineSegmentPointSquared(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
*/
template<class T> 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
* @ref lineSegmentPoint(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
* 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);
/**
* @brief Distance of point from plane
*
* The distance **d** is computed from point **p** and plane with
* normal **n** and **w** using: @f[
* d = \frac{p \cdot n + w}{\left| n \right|}
* @f]
* The distance is negative if the point lies behind the plane.
*
* In cases where the planes normal is a unit vector,
* @ref pointPlaneUnnormalized() is more efficient. If merely the sign
* of the distance is of interest, @ref pointPlaneScaled() is more
* efficient.
*/
template<class T> static T pointPlane(const Vector3<T>& point, const Vector4<T>& plane) {
return pointPlaneScaled<T>(point, plane)/plane.xyz().length();
}
/**
* @brief Distance of point from plane, scaled by the length of the planes normal
*
* The distance **d** is computed from point **p** and plane with
* normal **n** and **w** using: @f[
* d = p \cdot n + w
* @f]
* The distance is negative if the point lies behind the plane.
*
* More efficient than @ref pointPlane() when merely the sign of the
* distance is of interest, for example when testing on which half
* space of the plane the point lies.
* @see @ref pointPlaneNormalized()
*/
template<class T> static T pointPlaneScaled(const Vector3<T>& point, const Vector4<T>& plane) {
return Math::dot(plane.xyz(), point) + plane.w();
}
/**
* @brief Distance of point from plane with normalized normal
*
* The distance **d** is computed from point **p** and plane with
* normal **n** and **w** using: @f[
* d = p \cdot n + w
* @f]
* The distance is negative if the point lies behind the plane. Expects
* that @p plane normal is normalized.
*
* More efficient than @ref pointPlane() in cases where the planes
* normal is normalized. Equivalent to @ref pointPlaneScaled() but with
* assertion added on top.
*/
template<class T> static T pointPlaneNormalized(const Vector3<T>& point, const Vector4<T>& plane) {
CORRADE_ASSERT(plane.xyz().isNormalized(),
"Math::Geometry::Distance::pointPlaneNormalized(): plane normal is not an unit vector", {});
return pointPlaneScaled<T>(point, plane);
}
};
template<class T> T Distance::lineSegmentPoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
namespace Magnum { namespace Math { namespace Geometry { namespace Distance {
/**
@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 @ref linePoint(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&)
for comparing distance with other values, because it doesn't calculate the
square root.
*/
template<class T> inline T linePointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
const Vector2<T> bMinusA = b - a;
return Math::pow<2>(cross(bMinusA, a - point))/bMinusA.dot();
}
/**
@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 @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and line
defined by @f$ \boldsymbol{a} @f$ and @f$ \boldsymbol{b} @f$ using
@ref cross(const Vector2<T>&, const Vector2<T>&) "perp-dot product": @f[
d = \frac{|(\boldsymbol b - \boldsymbol a)_\bot \cdot (\boldsymbol a - \boldsymbol p)|}{|\boldsymbol b - \boldsymbol a|}
@f]
Source: http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html
@see @ref linePointSquared(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&)
*/
template<class T> inline T linePoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
const Vector2<T> bMinusA = b - a;
return std::abs(cross(bMinusA, a - point))/bMinusA.length();
}
/**
@brief Distance of line and point in 3D, squared
More efficient than @ref linePoint(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
for comparing distance with other values, because it doesn't calculate the
square root.
*/
template<class T> inline T linePointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
return cross(point - a, point - b).dot()/(b - a).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 @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and line
defined by @f$ \boldsymbol{a} @f$ and @f$ \boldsymbol{b} @f$ using
@ref cross(const Vector3<T>&, const Vector3<T>&) "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 @ref linePointSquared(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
*/
template<class T> inline T linePoint(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
return std::sqrt(linePointSquared(a, b, point));
}
/**
@brief Distance of point from line segment in 2D, squared
More efficient than @ref lineSegmentPoint() for comparing distance with other
values, because it doesn't calculate the square root.
*/
template<class T> T lineSegmentPointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point);
/**
@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
@f$ \boldsymbol{p} @f$ lies outside line segment closer to @f$ \boldsymbol{a} @f$: @f[
|\boldsymbol p - \boldsymbol b|^2 > |\boldsymbol b - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol a|^2
@f]
On the other hand, if the following equation applies, the point lies outside
line segment closer to @f$ \boldsymbol{b} @f$: @f[
|\boldsymbol p - \boldsymbol a|^2 > |\boldsymbol b - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol b|^2
@f]
The last alternative is when the following equation applies. The point then
lies between @f$ \boldsymbol{a} @f$ and @f$ \boldsymbol{b} @f$ and the distance
is calculated the same way as in @ref linePoint(). @f[
|\boldsymbol b - \boldsymbol a|^2 > |\boldsymbol p - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol b|^2
@f]
@see @ref lineSegmentPointSquared()
*/
template<class T> T lineSegmentPoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point);
/**
@brief Distance of point from line segment in 3D, squared
More efficient than @ref lineSegmentPoint(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
for comparing distance with other values, because it doesn't calculate the
square root.
*/
template<class T> T lineSegmentPointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point);
/**
@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 @ref lineSegmentPoint(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&).
@see @ref lineSegmentPointSquared(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&)
*/
template<class T> inline 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 plane, scaled by the length of the planes normal
The distance @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and
plane with normal @f$ \boldsymbol{n} @f$ and @f$ w @f$ using: @f[
d = \boldsymbol{p} \cdot \boldsymbol{n} + w
@f]
The distance is negative if the point lies behind the plane.
More efficient than @ref pointPlane() when merely the sign of the distance is
of interest, for example when testing on which half space of the plane the
point lies.
@see @ref pointPlaneNormalized()
*/
template<class T> inline T pointPlaneScaled(const Vector3<T>& point, const Vector4<T>& plane) {
return dot(plane.xyz(), point) + plane.w();
}
/**
@brief Distance of point from plane
The distance @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and
plane with normal @f$ \boldsymbol{n} @f$ and @f$ w @f$ using: @f[
d = \frac{\boldsymbol{p} \cdot \boldsymbol{n} + w}{\left| \boldsymbol{n} \right|}
@f]
The distance is negative if the point lies behind the plane.
In cases where the planes normal is a unit vector, @ref pointPlaneNormalized()
is more efficient. If merely the sign of the distance is of interest,
@ref pointPlaneScaled() is more efficient.
*/
template<class T> inline T pointPlane(const Vector3<T>& point, const Vector4<T>& plane) {
return pointPlaneScaled<T>(point, plane)/plane.xyz().length();
}
/**
@brief Distance of point from plane with normalized normal
The distance @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and plane
with normal @f$ \boldsymbol{n} @f$ and @f$ w @f$ using: @f[
d = \boldsymbol{p} \cdot \boldsymbol{n} + w
@f]
The distance is negative if the point lies behind the plane. Expects that
@p plane normal is normalized.
More efficient than @ref pointPlane() in cases where the plane's normal is
normalized. Equivalent to @ref pointPlaneScaled() but with assertion added on
top.
*/
template<class T> inline T pointPlaneNormalized(const Vector3<T>& point, const Vector4<T>& plane) {
CORRADE_ASSERT(plane.xyz().isNormalized(),
"Math::Geometry::Distance::pointPlaneNormalized(): plane normal is not an unit vector", {});
return pointPlaneScaled<T>(point, plane);
}
template<class T> T lineSegmentPoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
const Vector2<T> pointMinusA = point - a;
const Vector2<T> pointMinusB = point - b;
const Vector2<T> bMinusA = b - a;
@ -242,7 +232,7 @@ template<class T> T Distance::lineSegmentPoint(const Vector2<T>& a, const Vector
return std::abs(cross(bMinusA, -pointMinusA))/std::sqrt(bDistanceA);
}
template<class T> T Distance::lineSegmentPointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
template<class T> T lineSegmentPointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) {
const Vector2<T> pointMinusA = point - a;
const Vector2<T> pointMinusB = point - b;
const Vector2<T> bMinusA = b - a;
@ -262,7 +252,7 @@ template<class T> T Distance::lineSegmentPointSquared(const Vector2<T>& a, const
return Math::pow<2>(cross(bMinusA, -pointMinusA))/bDistanceA;
}
template<class T> T Distance::lineSegmentPointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
template<class T> T lineSegmentPointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) {
const Vector3<T> pointMinusA = point - a;
const Vector3<T> pointMinusB = point - b;
const T pointDistanceA = pointMinusA.dot();
@ -281,6 +271,6 @@ template<class T> T Distance::lineSegmentPointSquared(const Vector3<T>& a, const
return cross(pointMinusA, pointMinusB).dot()/bDistanceA;
}
}}}
}}}}
#endif

241
src/Magnum/Math/Geometry/Intersection.h

@ -27,7 +27,7 @@
*/
/** @file
* @brief Class @ref Magnum::Math::Geometry::Intersection
* @brief Namespace @ref Magnum::Math::Geometry::Intersection
*/
#include "Magnum/Math/Frustum.h"
@ -35,126 +35,127 @@
#include "Magnum/Math/Range.h"
#include "Magnum/Math/Vector3.h"
namespace Magnum { namespace Math { namespace Geometry {
/** @brief Functions for computing intersections */
class Intersection {
public:
Intersection() = delete;
/**
* @brief Intersection of two line segments in 2D
* @param p Starting point of first line segment
* @param r Direction of first line segment
* @param q Starting point of second line segment
* @param s Direction of second line segment
* @return Intersection point positions `t`, `u` on both lines, NaN if
* the lines are collinear or infinity if they are parallel.
* Intersection point can be then computed with `p + t*r` or
* `q + u*s`. If `t` is in range @f$ [ 0 ; 1 ] @f$, the
* intersection is inside the line segment defined by `p` and
* `p + r`, if `u` is in range @f$ [ 0 ; 1 ] @f$, the intersection
* is inside the line segment defined by `q` and `q + s`.
*
* The two lines intersect if **t** and **u** exist such that: @f[
* \boldsymbol p + t \boldsymbol r = \boldsymbol q + u \boldsymbol s
* @f]
* Crossing both sides with **s**, distributing the cross product and
* eliminating @f$ \boldsymbol s \times \boldsymbol s = 0 @f$, then
* solving for **t** and similarly for **u**: @f[
* \begin{array}{rcl}
* (\boldsymbol p + t \boldsymbol r) \times s & = & (\boldsymbol q + u \boldsymbol s) \times s \\
* t (\boldsymbol r \times s) & = & (\boldsymbol q - \boldsymbol p) \times s \\
* t & = & \cfrac{(\boldsymbol q - \boldsymbol p) \times s}{\boldsymbol r \times \boldsymbol s} \\
* u & = & \cfrac{(\boldsymbol q - \boldsymbol p) \times r}{\boldsymbol r \times \boldsymbol s}
* \end{array}
* @f]
*
* See also @ref lineSegmentLine() which computes only **t**, which is
* useful if you don't need to test that the intersection lies inside
* line segment defined by `q` and `q + s`.
*/
template<class T> static std::pair<T, T> lineSegmentLineSegment(const Vector2<T>& p, const Vector2<T>& r, const Vector2<T>& q, const Vector2<T>& s) {
const Vector2<T> qp = q - p;
const T rs = cross(r, s);
return {cross(qp, s)/rs, cross(qp, r)/rs};
}
namespace Magnum { namespace Math { namespace Geometry { namespace Intersection {
/**
@brief Intersection of two line segments in 2D
@param p Starting point of first line segment
@param r Direction of first line segment
@param q Starting point of second line segment
@param s Direction of second line segment
Returns intersection point positions @f$ t @f$, @f$ u @f$ on both lines, NaN if
the lines are collinear or infinity if they are parallel. Intersection point
can be then calculated with @f$ \boldsymbol{p} + t \boldsymbol{r} @f$ or
@f$ \boldsymbol{q} + u \boldsymbol{s} @f$. If @f$ t @f$ is in range
@f$ [ 0 ; 1 ] @f$, the intersection is inside the line segment defined by
@f$ \boldsymbol{p} @f$ and @f$ \boldsymbol{p} + \boldsymbol{r} @f$, if @f$ u @f$
is in range @f$ [ 0 ; 1 ] @f$, the intersection is inside the line segment
defined by @f$ \boldsymbol{q} @f$ and @f$ \boldsymbol{q} + \boldsymbol{s} @f$.
The two lines intersect if @f$ t @f$ and @f$ u @f$ exist such that: @f[
\boldsymbol p + t \boldsymbol r = \boldsymbol q + u \boldsymbol s
@f]
Crossing both sides with @f$ \boldsymbol{s} @f$, distributing the cross product
and eliminating @f$ \boldsymbol s \times \boldsymbol s = 0 @f$, then solving
for @f$ t @f$ and similarly for @f$ u @f$: @f[
\begin{array}{rcl}
(\boldsymbol p + t \boldsymbol r) \times s & = & (\boldsymbol q + u \boldsymbol s) \times s \\
t (\boldsymbol r \times s) & = & (\boldsymbol q - \boldsymbol p) \times s \\
t & = & \cfrac{(\boldsymbol q - \boldsymbol p) \times s}{\boldsymbol r \times \boldsymbol s} \\
u & = & \cfrac{(\boldsymbol q - \boldsymbol p) \times r}{\boldsymbol r \times \boldsymbol s}
\end{array}
@f]
See also @ref lineSegmentLine() which calculates only @f$ t @f$, useful if you
don't need to test that the intersection lies inside line segment defined by
@f$ \boldsymbol{q} @f$ and @f$ \boldsymbol{q} + \boldsymbol{s} @f$.
*/
template<class T> inline std::pair<T, T> lineSegmentLineSegment(const Vector2<T>& p, const Vector2<T>& r, const Vector2<T>& q, const Vector2<T>& s) {
const Vector2<T> qp = q - p;
const T rs = cross(r, s);
return {cross(qp, s)/rs, cross(qp, r)/rs};
}
/**
* @brief Intersection of line segment and line in 2D
* @param p Starting point of first line segment
* @param r Direction of first line segment
* @param q Starting point of second line
* @param s Direction of second line
* @return Intersection point position `t` on first line, NaN if the
* lines are collinear or infinity if they are parallel.
* Intersection point can be then with `p + t*r`. If returned
* value is in range @f$ [ 0 ; 1 ] @f$, the intersection is inside
* the line segment defined by `p` and `p + r`.
*
* Unlike @ref lineSegmentLineSegment() computes only **t**.
*/
template<class T> static T lineSegmentLine(const Vector2<T>& p, const Vector2<T>& r, const Vector2<T>& q, const Vector2<T>& s) {
return cross(q - p, s)/cross(r, s);
}
/**
@brief Intersection of line segment and line in 2D
@param p Starting point of first line segment
@param r Direction of first line segment
@param q Starting point of second line
@param s Direction of second line
/**
* @brief Intersection of a plane and line
* @param planePosition Plane position
* @param planeNormal Plane normal
* @param p Starting point of the line
* @param r Direction of the line
* @return Intersection point position `t` on the line, NaN if the
* line lies on the plane or infinity if the intersection doesn't
* exist. Intersection point can be then computed from with
* `p + t*r`. If returned value is in range @f$ [ 0 ; 1 ] @f$, the
* intersection is inside the line segment defined by `p` and `r`.
*
* First the parameter *f* of parametric equation of the plane
* is computed from plane normal **n** and plane position: @f[
* \begin{pmatrix} n_0 \\ n_1 \\ n_2 \end{pmatrix} \cdot
* \begin{pmatrix} x \\ y \\ z \end{pmatrix} - f = 0
* @f]
* Using plane normal **n**, parameter *f* and line defined by **p**
* and **r**, value of *t* is computed and returned. @f[
* \begin{array}{rcl}
* f & = & \boldsymbol n \cdot (\boldsymbol p + t \boldsymbol r) \\
* \Rightarrow t & = & \cfrac{f - \boldsymbol n \cdot \boldsymbol p}{\boldsymbol n \cdot \boldsymbol r}
* \end{array}
* @f]
*/
template<class T> static T planeLine(const Vector3<T>& planePosition, const Vector3<T>& planeNormal, const Vector3<T>& p, const Vector3<T>& r) {
const T f = dot(planePosition, planeNormal);
return (f-dot(planeNormal, p))/dot(planeNormal, r);
}
Returns intersection point position @f$ t @f$ on first line, NaN if the lines
are collinear or infinity if they are parallel. Intersection point can be then
calculated with @f$ \boldsymbol{p} + t \boldsymbol{r} @f$. If returned value is
in range @f$ [ 0 ; 1 ] @f$, the intersection is inside the line segment defined
by @f$ \boldsymbol{p} @f$ and @f$ \boldsymbol{p} + \boldsymbol{r} @f$.
Unlike @ref lineSegmentLineSegment() calculates only @f$ t @f$.
*/
template<class T> inline T lineSegmentLine(const Vector2<T>& p, const Vector2<T>& r, const Vector2<T>& q, const Vector2<T>& s) {
return cross(q - p, s)/cross(r, s);
}
/**
@brief Intersection of a plane and line
@param planePosition Plane position
@param planeNormal Plane normal
@param p Starting point of the line
@param r Direction of the line
Returns intersection point position @f$ t @f$ on the line, NaN if the line lies
on the plane or infinity if the intersection doesn't exist. Intersection point
can be then calculated from with @f$ \boldsymbol{p} + t \boldsymbol{r} @f$. If
returned value is in range @f$ [ 0 ; 1 ] @f$, the intersection is inside the
line segment defined by @f$ \boldsymbol{p} @f$ and @f$ \boldsymbol{r} @f$.
First the parameter @f$ f @f$ of parametric equation of the plane is calculated
from plane normal @f$ \boldsymbol{n} @f$ and plane position: @f[
\begin{pmatrix} n_0 \\ n_1 \\ n_2 \end{pmatrix} \cdot
\begin{pmatrix} x \\ y \\ z \end{pmatrix} - f = 0
@f]
Using plane normal @f$ \boldsymbol{n} @f$, parameter @f$ f @f$ and line defined
by @f$ \boldsymbol{p} @f$ and @f$ \boldsymbol{r} @f$, value of @f$ t @f$ is
calculated and returned. @f[
\begin{array}{rcl}
f & = & \boldsymbol n \cdot (\boldsymbol p + t \boldsymbol r) \\
\Rightarrow t & = & \cfrac{f - \boldsymbol n \cdot \boldsymbol p}{\boldsymbol n \cdot \boldsymbol r}
\end{array}
@f]
*/
template<class T> inline T planeLine(const Vector3<T>& planePosition, const Vector3<T>& planeNormal, const Vector3<T>& p, const Vector3<T>& r) {
const T f = dot(planePosition, planeNormal);
return (f - dot(planeNormal, p))/dot(planeNormal, r);
}
/**
@brief Intersection of a point and a camera frustum
@param point Point
@param frustum Frustum planes with normals pointing outwards
Returns `true` if the point is on or inside the frustum.
Checks for each plane of the frustum whether the point is behind the plane (the
points distance from the plane is negative) using @ref Distance::pointPlaneScaled().
*/
template<class T> bool pointFrustum(const Vector3<T>& point, const Frustum<T>& frustum);
/**
@brief Intersection of an axis-aligned box and a camera frustum
@param box Axis-aligned box
@param frustum Frustum planes with normals pointing outwards
Returns `true` if the box intersects with the camera frustum.
Counts for each plane of the frustum how many points of the box lie in front of
the plane (outside of the frustum). If none, the box must lie entirely outside
of the frustum and there is no intersection. Else, the box is considered as
intersecting, even if it is merely corners of the box overlapping with corners
of the frustum, since checking the corners is less efficient.
*/
template<class T> bool boxFrustum(const Range3D<T>& box, const Frustum<T>& frustum);
/**
* @brief Intersection of a point and a camera frustum
* @param point Point
* @param frustum Frustum planes with normals pointing outwards
* @return `true` if the point is on or inside the frustum.
*
* Checks for each plane of the frustum whether the point is behind the
* plane (the points distance from the plane is negative) using
* @ref Distance::pointPlaneScaled().
*/
template<class T> static bool pointFrustum(const Vector3<T>& point, const Frustum<T>& frustum);
/**
* @brief Intersection of a range and a camera frustum
* @return `true` if the box intersects with the camera frustum
*
* Counts for each plane of the frustum how many points of the box lie
* in front of the plane (outside of the frustum). If none, the box
* must lie entirely outside of the frustum and there is no
* intersection. Else, the box is considered as intersecting, even if
* it is merely corners of the box overlapping with corners of the
* frustum, since checking the corners is less efficient.
*/
template<class T> static bool boxFrustum(const Range3D<T>& box, const Frustum<T>& frustum);
};
template<class T> bool Intersection::pointFrustum(const Vector3<T>& point, const Frustum<T>& frustum) {
template<class T> bool pointFrustum(const Vector3<T>& point, const Frustum<T>& frustum) {
for(const Vector4<T>& plane: frustum.planes()) {
/* The point is in front of one of the frustum planes (normals point
outwards) */
@ -165,7 +166,7 @@ template<class T> bool Intersection::pointFrustum(const Vector3<T>& point, const
return true;
}
template<class T> bool Intersection::boxFrustum(const Range3D<T>& box, const Frustum<T>& frustum) {
template<class T> bool boxFrustum(const Range3D<T>& box, const Frustum<T>& frustum) {
for(const Vector4<T>& plane: frustum.planes()) {
bool cornerHit = 0;
@ -187,6 +188,6 @@ template<class T> bool Intersection::boxFrustum(const Range3D<T>& box, const Fru
return true;
}
}}}
}}}}
#endif

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