123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348 |
- /**
- Copyright 2013 BlackBerry Inc.
- Licensed under the Apache License, Version 2.0 (the "License");
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
- http://www.apache.org/licenses/LICENSE-2.0
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
- Original file from GamePlay3D: http://gameplay3d.org
- This file was modified to fit the cocos2d-x project
- */
- #include "math/Vec2.h"
- #include "math/MathUtil.h"
- #include "base/ccMacros.h"
- NS_CC_MATH_BEGIN
- // returns true if segment A-B intersects with segment C-D. S->E is the overlap part
- bool isOneDimensionSegmentOverlap(float A, float B, float C, float D, float *S, float * E)
- {
- float ABmin = std::min(A, B);
- float ABmax = std::max(A, B);
- float CDmin = std::min(C, D);
- float CDmax = std::max(C, D);
-
- if (ABmax < CDmin || CDmax < ABmin)
- {
- // ABmin->ABmax->CDmin->CDmax or CDmin->CDmax->ABmin->ABmax
- return false;
- }
- else
- {
- if (ABmin >= CDmin && ABmin <= CDmax)
- {
- // CDmin->ABmin->CDmax->ABmax or CDmin->ABmin->ABmax->CDmax
- if (S != nullptr) *S = ABmin;
- if (E != nullptr) *E = CDmax < ABmax ? CDmax : ABmax;
- }
- else if (ABmax >= CDmin && ABmax <= CDmax)
- {
- // ABmin->CDmin->ABmax->CDmax
- if (S != nullptr) *S = CDmin;
- if (E != nullptr) *E = ABmax;
- }
- else
- {
- // ABmin->CDmin->CDmax->ABmax
- if (S != nullptr) *S = CDmin;
- if (E != nullptr) *E = CDmax;
- }
- return true;
- }
- }
- // cross product of 2 vector. A->B X C->D
- float crossProduct2Vector(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D)
- {
- return (D.y - C.y) * (B.x - A.x) - (D.x - C.x) * (B.y - A.y);
- }
- float Vec2::angle(const Vec2& v1, const Vec2& v2)
- {
- float dz = v1.x * v2.y - v1.y * v2.x;
- return atan2f(fabsf(dz) + MATH_FLOAT_SMALL, dot(v1, v2));
- }
- void Vec2::add(const Vec2& v1, const Vec2& v2, Vec2* dst)
- {
- GP_ASSERT(dst);
- dst->x = v1.x + v2.x;
- dst->y = v1.y + v2.y;
- }
- void Vec2::clamp(const Vec2& min, const Vec2& max)
- {
- GP_ASSERT(!(min.x > max.x || min.y > max.y ));
- // Clamp the x value.
- if (x < min.x)
- x = min.x;
- if (x > max.x)
- x = max.x;
- // Clamp the y value.
- if (y < min.y)
- y = min.y;
- if (y > max.y)
- y = max.y;
- }
- void Vec2::clamp(const Vec2& v, const Vec2& min, const Vec2& max, Vec2* dst)
- {
- GP_ASSERT(dst);
- GP_ASSERT(!(min.x > max.x || min.y > max.y ));
- // Clamp the x value.
- dst->x = v.x;
- if (dst->x < min.x)
- dst->x = min.x;
- if (dst->x > max.x)
- dst->x = max.x;
- // Clamp the y value.
- dst->y = v.y;
- if (dst->y < min.y)
- dst->y = min.y;
- if (dst->y > max.y)
- dst->y = max.y;
- }
- float Vec2::distance(const Vec2& v) const
- {
- float dx = v.x - x;
- float dy = v.y - y;
- return std::sqrt(dx * dx + dy * dy);
- }
- float Vec2::dot(const Vec2& v1, const Vec2& v2)
- {
- return (v1.x * v2.x + v1.y * v2.y);
- }
- float Vec2::length() const
- {
- return std::sqrt(x * x + y * y);
- }
- void Vec2::normalize()
- {
- float n = x * x + y * y;
- // Already normalized.
- if (n == 1.0f)
- return;
-
- n = std::sqrt(n);
- // Too close to zero.
- if (n < MATH_TOLERANCE)
- return;
-
- n = 1.0f / n;
- x *= n;
- y *= n;
- }
- Vec2 Vec2::getNormalized() const
- {
- Vec2 v(*this);
- v.normalize();
- return v;
- }
- void Vec2::rotate(const Vec2& point, float angle)
- {
- float sinAngle = std::sin(angle);
- float cosAngle = std::cos(angle);
- if (point.isZero())
- {
- float tempX = x * cosAngle - y * sinAngle;
- y = y * cosAngle + x * sinAngle;
- x = tempX;
- }
- else
- {
- float tempX = x - point.x;
- float tempY = y - point.y;
- x = tempX * cosAngle - tempY * sinAngle + point.x;
- y = tempY * cosAngle + tempX * sinAngle + point.y;
- }
- }
- void Vec2::set(const float* array)
- {
- GP_ASSERT(array);
- x = array[0];
- y = array[1];
- }
- void Vec2::subtract(const Vec2& v1, const Vec2& v2, Vec2* dst)
- {
- GP_ASSERT(dst);
- dst->x = v1.x - v2.x;
- dst->y = v1.y - v2.y;
- }
- bool Vec2::equals(const Vec2& target) const
- {
- return (std::abs(this->x - target.x) < FLT_EPSILON)
- && (std::abs(this->y - target.y) < FLT_EPSILON);
- }
- bool Vec2::fuzzyEquals(const Vec2& b, float var) const
- {
- if(x - var <= b.x && b.x <= x + var)
- if(y - var <= b.y && b.y <= y + var)
- return true;
- return false;
- }
- float Vec2::getAngle(const Vec2& other) const
- {
- Vec2 a2 = getNormalized();
- Vec2 b2 = other.getNormalized();
- float angle = atan2f(a2.cross(b2), a2.dot(b2));
- if (std::abs(angle) < FLT_EPSILON) return 0.f;
- return angle;
- }
- Vec2 Vec2::rotateByAngle(const Vec2& pivot, float angle) const
- {
- return pivot + (*this - pivot).rotate(Vec2::forAngle(angle));
- }
- bool Vec2::isLineIntersect(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D,
- float *S, float *T)
- {
- // FAIL: Line undefined
- if ( (A.x==B.x && A.y==B.y) || (C.x==D.x && C.y==D.y) )
- {
- return false;
- }
-
- const float denom = crossProduct2Vector(A, B, C, D);
-
- if (denom == 0)
- {
- // Lines parallel or overlap
- return false;
- }
-
- if (S != nullptr) *S = crossProduct2Vector(C, D, C, A) / denom;
- if (T != nullptr) *T = crossProduct2Vector(A, B, C, A) / denom;
-
- return true;
- }
- bool Vec2::isLineParallel(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D)
- {
- // FAIL: Line undefined
- if ( (A.x==B.x && A.y==B.y) || (C.x==D.x && C.y==D.y) )
- {
- return false;
- }
-
- if (crossProduct2Vector(A, B, C, D) == 0)
- {
- // line overlap
- if (crossProduct2Vector(C, D, C, A) == 0 || crossProduct2Vector(A, B, C, A) == 0)
- {
- return false;
- }
-
- return true;
- }
-
- return false;
- }
- bool Vec2::isLineOverlap(const Vec2& A, const Vec2& B,
- const Vec2& C, const Vec2& D)
- {
- // FAIL: Line undefined
- if ( (A.x==B.x && A.y==B.y) || (C.x==D.x && C.y==D.y) )
- {
- return false;
- }
-
- if (crossProduct2Vector(A, B, C, D) == 0 &&
- (crossProduct2Vector(C, D, C, A) == 0 || crossProduct2Vector(A, B, C, A) == 0))
- {
- return true;
- }
-
- return false;
- }
- bool Vec2::isSegmentOverlap(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D, Vec2* S, Vec2* E)
- {
-
- if (isLineOverlap(A, B, C, D))
- {
- return isOneDimensionSegmentOverlap(A.x, B.x, C.x, D.x, &S->x, &E->x) &&
- isOneDimensionSegmentOverlap(A.y, B.y, C.y, D.y, &S->y, &E->y);
- }
-
- return false;
- }
- bool Vec2::isSegmentIntersect(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D)
- {
- float S, T;
-
- if (isLineIntersect(A, B, C, D, &S, &T )&&
- (S >= 0.0f && S <= 1.0f && T >= 0.0f && T <= 1.0f))
- {
- return true;
- }
-
- return false;
- }
- Vec2 Vec2::getIntersectPoint(const Vec2& A, const Vec2& B, const Vec2& C, const Vec2& D)
- {
- float S, T;
-
- if (isLineIntersect(A, B, C, D, &S, &T))
- {
- // Vec2 of intersection
- Vec2 P;
- P.x = A.x + S * (B.x - A.x);
- P.y = A.y + S * (B.y - A.y);
- return P;
- }
-
- return Vec2::ZERO;
- }
- const Vec2 Vec2::ZERO(0.0f, 0.0f);
- const Vec2 Vec2::ONE(1.0f, 1.0f);
- const Vec2 Vec2::UNIT_X(1.0f, 0.0f);
- const Vec2 Vec2::UNIT_Y(0.0f, 1.0f);
- const Vec2 Vec2::ANCHOR_MIDDLE(0.5f, 0.5f);
- const Vec2 Vec2::ANCHOR_BOTTOM_LEFT(0.0f, 0.0f);
- const Vec2 Vec2::ANCHOR_TOP_LEFT(0.0f, 1.0f);
- const Vec2 Vec2::ANCHOR_BOTTOM_RIGHT(1.0f, 0.0f);
- const Vec2 Vec2::ANCHOR_TOP_RIGHT(1.0f, 1.0f);
- const Vec2 Vec2::ANCHOR_MIDDLE_RIGHT(1.0f, 0.5f);
- const Vec2 Vec2::ANCHOR_MIDDLE_LEFT(0.0f, 0.5f);
- const Vec2 Vec2::ANCHOR_MIDDLE_TOP(0.5f, 1.0f);
- const Vec2 Vec2::ANCHOR_MIDDLE_BOTTOM(0.5f, 0.0f);
- NS_CC_MATH_END
|