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- /* libsegl - Sebas Extended GL Library
- * Collection of Opengl/3D-Math helpers
- *
- * Copyright (c) 2008 by Sebastian Lohff, seba@seba-geek.de
- * http://www.seba-geek.de
- *
- * 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., 51 Franklin St, Fifth Floor,
- * Boston, MA 02110-1301, USA.
- */
-
- #include "geotypes.h"
-
- namespace segl {
-
- Sphere::Sphere(Punkt3D _pos, float _radius) {
- pos = _pos;
- radius = _radius;
- }
-
- Sphere::Sphere() {
- radius = 1.0f;
- }
-
- void Sphere::set(Punkt3D _pos, float _radius) {
- pos = _pos;
- radius = _radius;
- }
-
- bool Sphere::collision(const Sphere &s) const {
- return ((pos-s.pos)*(pos-s.pos))<((radius+s.radius)*(radius+s.radius));
- }
-
- bool Sphere::collision(const Ray &r) const {
- return (r.dist(pos) <= radius);
- }
-
- bool Sphere::collision(const Box & b) const {
- return true;
- }
-
- bool Sphere::collision(const Plane &p) const {
- return p.dist(pos) <= radius;
- }
-
- bool Sphere::inSphere(Punkt3D p) const {
- return abs(pos-p)<=radius;
- }
-
- Punkt3D Sphere::getPos() const {
- return pos;
- }
-
- int Sphere::getIntersectionParam(const Ray &ray, float *param1, float *param2) {
- int numerg;
- // ax^2 + bx + c = 0
- float a = ray.dir * ray.dir;
- float b = 2 * ray.dir * (ray.pos - pos);
- float c = ray.pos * ray.pos - 2 * ray.pos * pos + pos * pos - radius * radius;
-
- float p = b/a;
- float q = c/a;
- if((p*p)/4.0f<q) {
- numerg = 0;
- } else if((p*p)/4.0f==q) {
- numerg = 1;
- if(param1!=0) {
- *param1 = -p/2.0f;
- }
- } else {
- numerg = 2;
- if(param1!=0 || param2!=0) {
- if(param1!=0) {
- *param1 = -p/2.0f + sqrt(((p*p)/4.0f)-q);
- }
- if(param2!=0) {
- *param2 = -p/2.0f - sqrt(((p*p)/4.0f)-q);
- }
- }
- }
-
- return numerg;
- }
-
- int Sphere::getIntersectionPoints(const Ray &ray, segl::Punkt3D *a, segl::Punkt3D *b) {
- float pa, pb;
- int numerg = getIntersectionParam(ray, &pa, &pb);
- if(a)
- *a = ray.get(pa);
-
- if(b)
- *b = ray.get(pb);
-
- return numerg;
- }
-
- Ray::Ray() {
- dir.set(0.0f, 1.0f, 0.0f);
- }
-
- Ray::Ray(const Punkt3D &_pos, const Punkt3D &_dir) {
- set(_pos, _dir);
- }
-
- void Ray::set(const Punkt3D &_pos, const Punkt3D &_dir) {
- pos = _pos;
- dir = _dir;
- }
-
- void Ray::setFromPoints(const Punkt3D &a, const Punkt3D &b) {
- pos = a;
- dir = b - a;
- }
-
- Punkt3D Ray::get(float x) const {
- return pos + dir*x;
- }
-
- // TODO: Heavy Testing
- bool Ray::onRay(Punkt3D p, int rnd) const {
- float r1 = 0.0f, r2 = 0.0f, r3 = 0.0f;
- short fcount = 0;
- bool g1=true, g2=true, g3=true;
- Punkt3D f = p-pos;
-
- if(dir.x==0.0f) {
- if(f.x!=0.0f)
- return false;
- g1 = false;
- fcount++;
- } else
- r1 = f.x / dir.x;
-
- if(dir.y==0.0f) {
- if(f.y!=0.0f)
- return false;
- g2 = false;
- fcount++;
- } else
- r2 = f.y / dir.y;
-
- if(dir.z==0.0f) {
- if(f.z!=0.0f)
- return false;
- g2 = false;
- fcount++;
- } else
- r2 = f.z / dir.z;
-
- if(fcount>=2)
- return true;
-
- if(rnd>=0) {
- // TODO:Implement rounding
- // r1 = round(r1, rnd);
- // r2 = round(r2, rnd);
- // r3 = round(r3, rnd);
- }
-
- if(g1)
- return (r2 == r3);
- else if(g2)
- return (r1 == r3);
- else if(g3)
- return (r1 == r2);
- else
- return ((r1 == r2) == r3);
- }
-
- float Ray::dist(Punkt3D p) const {
- return abs(p - get( getParam(p) ));
- }
-
- float Ray::getParam(Punkt3D p, bool onray) const {
- if(onray) {
- if(!onRay(p))
- return 0.0f;
- }
- return -((pos-p)*dir) / (dir*dir);
- }
-
- bool Ray::collision(const Sphere &s) const {
- return s.collision(*this);
- }
-
- bool Ray::collision(const Ray &r) const {
- return true;
- }
-
- bool Ray::collision(const Box & b) const {
- return true;
- }
-
- bool Ray::collision(const Plane &p) const {
- return true;
- }
-
- Box::Box() {
- max.set(1.0f, 1.0f, 1.0f);
- }
-
- Box::Box(Punkt3D _min, Punkt3D _max) {
- min = _min;
- max = _max;
- }
-
- bool Box::collision(const Sphere &s) const {
- return s.collision(*this);
- }
-
- bool Box::collision(const Ray &r) const {
- return r.collision(*this);
- }
-
- bool Box::collision(const Box & b) const {
- return true;
- }
-
- bool Box::collision(const Plane &p) const {
- return true;
- }
-
- Plane::Plane() {
- norm.set(0.0f, 1.0f, 0.0f);
- }
-
- Plane::Plane(Punkt3D _pos, Punkt3D _norm) {
- pos = _pos;
- norm = _norm;
- }
-
- Plane::Plane(float x, float y, float z, float a) {
- // TODO: Implementation (if not too lazy)
- norm.set(x, y, z);
- norm.normalize();
- }
-
- bool Plane::collision(const Sphere &s) const {
- return s.collision(*this);
- }
-
- bool Plane::collision(const Ray &r) const {
- return r.collision(*this);
- }
-
- bool Plane::collision(const Box & b) const {
- return b.collision(*this);
- }
-
- bool Plane::collision(const Plane &p) const {
- return true;
- }
-
- bool Plane::onPlane(const Punkt3D &p) const {
- return dist(p) == 0.0f;
- }
-
- bool Plane::getIntersectionPoint(const Ray &r, Punkt3D *p) const {
- if(r.dir.calcAngle(norm) && !onPlane(r.pos))
- return false;
-
- if(!p)
- return true;
-
- float param = (pos*norm - r.pos*norm) / (r.dir*norm);
- *p = r.get(param);
- return true;
- }
-
- float Plane::dist(Punkt3D p) const {
- return 0.0f;
- }
-
- } // namespace segl
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