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278 lines
11 KiB
278 lines
11 KiB
#ifndef Magnum_Math_Distance_h |
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#define Magnum_Math_Distance_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Copyright © 2016 Jonathan Hale <squareys@googlemail.com> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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/** @file |
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* @brief Namespace @ref Magnum::Math::Distance |
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*/ |
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#include "Magnum/Math/Functions.h" |
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#include "Magnum/Math/Vector3.h" |
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#include "Magnum/Math/Vector4.h" |
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namespace Magnum { namespace Math { namespace Distance { |
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/** |
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@brief Distance of line and point in 2D, squared |
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@param a First point of the line |
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@param b Second point of the line |
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@param point Point |
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More efficient than @ref linePoint(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&) |
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for comparing distance with other values, because it doesn't calculate the |
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square root. |
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*/ |
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template<class T> inline T linePointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) { |
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const Vector2<T> bMinusA = b - a; |
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return Math::pow<2>(cross(bMinusA, a - point))/bMinusA.dot(); |
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} |
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/** |
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@brief Distance of line and point in 2D |
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@param a First point of the line |
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@param b Second point of the line |
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@param point Point |
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The distance @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and line |
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defined by @f$ \boldsymbol{a} @f$ and @f$ \boldsymbol{b} @f$ using |
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@ref cross(const Vector2<T>&, const Vector2<T>&) "perp-dot product": @f[ |
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d = \frac{|(\boldsymbol b - \boldsymbol a)_\bot \cdot (\boldsymbol a - \boldsymbol p)|}{|\boldsymbol b - \boldsymbol a|} |
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@f] |
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Source: http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html |
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@see @ref linePointSquared(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&) |
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*/ |
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template<class T> inline T linePoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) { |
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const Vector2<T> bMinusA = b - a; |
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return std::abs(cross(bMinusA, a - point))/bMinusA.length(); |
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} |
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/** |
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@brief Distance of line and point in 3D, squared |
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More efficient than @ref linePoint(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&) |
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for comparing distance with other values, because it doesn't calculate the |
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square root. |
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*/ |
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template<class T> inline T linePointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) { |
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return cross(point - a, point - b).dot()/(b - a).dot(); |
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} |
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/** |
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@brief Distance of line and point in 3D |
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@param a First point of the line |
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@param b Second point of the line |
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@param point Point |
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The distance @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and line |
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defined by @f$ \boldsymbol{a} @f$ and @f$ \boldsymbol{b} @f$ using |
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@ref cross(const Vector3<T>&, const Vector3<T>&) "cross product": @f[ |
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d = \frac{|(\boldsymbol p - \boldsymbol a) \times (\boldsymbol p - \boldsymbol b)|}{|\boldsymbol b - \boldsymbol a|} |
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@f] |
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Source: http://mathworld.wolfram.com/Point-LineDistance3-Dimensional.html |
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@see @ref linePointSquared(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&) |
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*/ |
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template<class T> inline T linePoint(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) { |
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return std::sqrt(linePointSquared(a, b, point)); |
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} |
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/** |
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@brief Distance of point from line segment in 2D, squared |
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More efficient than @ref lineSegmentPoint() for comparing distance with other |
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values, because it doesn't calculate the square root. |
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*/ |
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template<class T> T lineSegmentPointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point); |
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/** |
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@brief Dístance of point from line segment in 2D |
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@param a Starting point of the line |
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@param b Ending point of the line |
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@param point Point |
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Returns distance of point from line segment or from its starting/ending point, |
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depending on where the point lies. |
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Determining whether the point lies next to line segment or outside is done |
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using Pythagorean theorem. If the following equation applies, the point |
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@f$ \boldsymbol{p} @f$ lies outside line segment closer to @f$ \boldsymbol{a} @f$: @f[ |
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|\boldsymbol p - \boldsymbol b|^2 > |\boldsymbol b - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol a|^2 |
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@f] |
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On the other hand, if the following equation applies, the point lies outside |
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line segment closer to @f$ \boldsymbol{b} @f$: @f[ |
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|\boldsymbol p - \boldsymbol a|^2 > |\boldsymbol b - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol b|^2 |
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@f] |
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The last alternative is when the following equation applies. The point then |
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lies between @f$ \boldsymbol{a} @f$ and @f$ \boldsymbol{b} @f$ and the distance |
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is calculated the same way as in @ref linePoint(). @f[ |
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|\boldsymbol b - \boldsymbol a|^2 > |\boldsymbol p - \boldsymbol a|^2 + |\boldsymbol p - \boldsymbol b|^2 |
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@f] |
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@see @ref lineSegmentPointSquared() |
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*/ |
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template<class T> T lineSegmentPoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point); |
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/** |
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@brief Distance of point from line segment in 3D, squared |
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More efficient than @ref lineSegmentPoint(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&) |
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for comparing distance with other values, because it doesn't calculate the |
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square root. |
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*/ |
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template<class T> T lineSegmentPointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point); |
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/** |
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@brief Dístance of point from line segment in 3D |
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@param a Starting point of the line |
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@param b Ending point of the line |
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@param point Point |
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Similar to 2D implementation @ref lineSegmentPoint(const Vector2<T>&, const Vector2<T>&, const Vector2<T>&). |
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@see @ref lineSegmentPointSquared(const Vector3<T>&, const Vector3<T>&, const Vector3<T>&) |
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*/ |
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template<class T> inline T lineSegmentPoint(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) { |
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return std::sqrt(lineSegmentPointSquared(a, b, point)); |
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} |
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/** |
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@brief Distance of point from plane, scaled by the length of the planes normal |
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The distance @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and |
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plane with normal @f$ \boldsymbol{n} @f$ and @f$ w @f$ using: @f[ |
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d = \boldsymbol{p} \cdot \boldsymbol{n} + w |
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@f] |
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The distance is negative if the point lies behind the plane. |
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More efficient than @ref pointPlane() when merely the sign of the distance is |
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of interest, for example when testing on which half space of the plane the |
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point lies. |
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@see @ref planeEquation(), @ref pointPlaneNormalized() |
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*/ |
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template<class T> inline T pointPlaneScaled(const Vector3<T>& point, const Vector4<T>& plane) { |
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return dot(plane.xyz(), point) + plane.w(); |
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} |
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/** |
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@brief Distance of point from plane |
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The distance @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and |
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plane with normal @f$ \boldsymbol{n} @f$ and @f$ w @f$ using: @f[ |
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d = \frac{\boldsymbol{p} \cdot \boldsymbol{n} + w}{\left| \boldsymbol{n} \right|} |
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@f] |
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The distance is negative if the point lies behind the plane. |
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In cases where the planes normal is a unit vector, @ref pointPlaneNormalized() |
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is more efficient. If merely the sign of the distance is of interest, |
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@ref pointPlaneScaled() is more efficient. |
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@see @ref planeEquation() |
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*/ |
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template<class T> inline T pointPlane(const Vector3<T>& point, const Vector4<T>& plane) { |
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return pointPlaneScaled<T>(point, plane)/plane.xyz().length(); |
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} |
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/** |
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@brief Distance of point from plane with normalized normal |
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The distance @f$ d @f$ is calculated from point @f$ \boldsymbol{p} @f$ and plane |
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with normal @f$ \boldsymbol{n} @f$ and @f$ w @f$ using: @f[ |
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d = \boldsymbol{p} \cdot \boldsymbol{n} + w |
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@f] |
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The distance is negative if the point lies behind the plane. Expects that |
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@p plane normal is normalized. |
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More efficient than @ref pointPlane() in cases where the plane's normal is |
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normalized. Equivalent to @ref pointPlaneScaled() but with assertion added on |
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top. |
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@see @ref planeEquation() |
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*/ |
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template<class T> inline T pointPlaneNormalized(const Vector3<T>& point, const Vector4<T>& plane) { |
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CORRADE_ASSERT(plane.xyz().isNormalized(), |
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"Math::Distance::pointPlaneNormalized(): plane normal" << plane.xyz() << "is not normalized", {}); |
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return pointPlaneScaled<T>(point, plane); |
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} |
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template<class T> T lineSegmentPoint(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) { |
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const Vector2<T> pointMinusA = point - a; |
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const Vector2<T> pointMinusB = point - b; |
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const Vector2<T> bMinusA = b - a; |
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const T pointDistanceA = pointMinusA.dot(); |
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const T pointDistanceB = pointMinusB.dot(); |
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const T bDistanceA = bMinusA.dot(); |
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/* Point is before A */ |
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if(pointDistanceB > bDistanceA + pointDistanceA) |
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return std::sqrt(pointDistanceA); |
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/* Point is after B */ |
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if(pointDistanceA > bDistanceA + pointDistanceB) |
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return std::sqrt(pointDistanceB); |
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/* Between A and B */ |
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return std::abs(cross(bMinusA, -pointMinusA))/std::sqrt(bDistanceA); |
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} |
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template<class T> T lineSegmentPointSquared(const Vector2<T>& a, const Vector2<T>& b, const Vector2<T>& point) { |
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const Vector2<T> pointMinusA = point - a; |
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const Vector2<T> pointMinusB = point - b; |
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const Vector2<T> bMinusA = b - a; |
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const T pointDistanceA = pointMinusA.dot(); |
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const T pointDistanceB = pointMinusB.dot(); |
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const T bDistanceA = bMinusA.dot(); |
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/* Point is before A */ |
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if(pointDistanceB > bDistanceA + pointDistanceA) |
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return pointDistanceA; |
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/* Point is after B */ |
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if(pointDistanceA > bDistanceA + pointDistanceB) |
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return pointDistanceB; |
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/* Between A and B */ |
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return Math::pow<2>(cross(bMinusA, -pointMinusA))/bDistanceA; |
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} |
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template<class T> T lineSegmentPointSquared(const Vector3<T>& a, const Vector3<T>& b, const Vector3<T>& point) { |
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const Vector3<T> pointMinusA = point - a; |
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const Vector3<T> pointMinusB = point - b; |
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const T pointDistanceA = pointMinusA.dot(); |
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const T pointDistanceB = pointMinusB.dot(); |
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const T bDistanceA = (b - a).dot(); |
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/* Point is before A */ |
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if(pointDistanceB > bDistanceA + pointDistanceA) |
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return pointDistanceA; |
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/* Point is after B */ |
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if(pointDistanceA > bDistanceA + pointDistanceB) |
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return pointDistanceB; |
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/* Between A and B */ |
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return cross(pointMinusA, pointMinusB).dot()/bDistanceA; |
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} |
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}}} |
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#endif
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