/* Copyright (C) 2012 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_HELPER_GEOMETRY #define INCLUDED_HELPER_GEOMETRY /** * @file * Helper functions related to geometry algorithms */ #include "maths/Fixed.h" #include "maths/MathUtil.h" class CFixedVector2D; namespace Geometry { /** * Checks if a point is inside the given rotated rectangle. * Points precisely on an edge are considered to be inside. * * The rectangle is defined by the four vertexes * (+/-u*halfSize.X +/-v*halfSize.Y). * * The @p u and @p v vectors must be perpendicular. */ bool PointIsInSquare(CFixedVector2D point, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize); /** * Returns a vector (bx,by) such that every point inside * the given rotated rectangle has coordinates * (x,y) with -bx <= x <= bx, -by <= y < by. * * The rectangle is defined by the four vertexes * (+/-u*halfSize.X +/-v*halfSize.Y). */ CFixedVector2D GetHalfBoundingBox(CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize); /** * Returns the minimum Euclidean distance from the given point to * any point on the boundary of the given rotated rectangle. * * If @p countInsideAsZero is true, and the point is inside the rectangle, * it will return 0. * If @p countInsideAsZero is false, the (positive) distance to the boundary * will be returned regardless of where the point is. * * The rectangle is defined by the four vertexes * (+/-u*halfSize.X +/-v*halfSize.Y). * * The @p u and @p v vectors must be perpendicular and unit length. */ fixed DistanceToSquare(CFixedVector2D point, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize, bool countInsideAsZero = false); /** * Returns a point on the boundary of the given rotated rectangle * that is closest (or equally closest) to the given point * in Euclidean distance. * * The rectangle is defined by the four vertexes * (+/-u*halfSize.X +/-v*halfSize.Y). * * The @p u and @p v vectors must be perpendicular and unit length. */ CFixedVector2D NearestPointOnSquare(CFixedVector2D point, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize); /** * Given a circle of radius @p radius, and a chord of length @p chordLength * on this circle, computes the central angle formed by * connecting the chord's endpoints to the center of the circle. * * @param radius Radius of the circle; must be strictly positive. */ float ChordToCentralAngle(const float chordLength, const float radius); bool TestRaySquare(CFixedVector2D a, CFixedVector2D b, CFixedVector2D u, CFixedVector2D v, CFixedVector2D halfSize); bool TestRayAASquare(CFixedVector2D a, CFixedVector2D b, CFixedVector2D halfSize); bool TestSquareSquare( CFixedVector2D c0, CFixedVector2D u0, CFixedVector2D v0, CFixedVector2D halfSize0, CFixedVector2D c1, CFixedVector2D u1, CFixedVector2D v1, CFixedVector2D halfSize1); } // namespace #endif // INCLUDED_HELPER_GEOMETRY