AP_Math: add Vector2f::circle_segment_intersection

This commit is contained in:
Randy Mackay 2018-01-17 14:21:40 +09:00
parent a655c36159
commit c28cfcdc27
2 changed files with 69 additions and 0 deletions

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@ -173,6 +173,70 @@ bool Vector2<T>::segment_intersection(const Vector2<T>& seg1_start, const Vector
}
}
// find the intersection between a line segment and a circle
// returns true if they intersect and intersection argument is updated with intersection closest to seg_start
// solution adapted from http://stackoverflow.com/questions/1073336/circle-line-segment-collision-detection-algorithm
template <typename T>
bool Vector2<T>::circle_segment_intersection(const Vector2<T>& seg_start, const Vector2<T>& seg_end, const Vector2<T>& circle_center, float radius, Vector2<T>& intersection)
{
// calculate segment start and end as offsets from circle's center
const Vector2f seg_start_local = seg_start - circle_center;
// calculate vector from start to end
const Vector2f seg_end_minus_start = seg_end - seg_start;
const float a = sq(seg_end_minus_start.x) + sq(seg_end_minus_start.y);
const float b = 2 * ((seg_end_minus_start.x * seg_start_local.x) + (seg_end_minus_start.y * seg_start_local.y));
const float c = sq(seg_start_local.x) + sq(seg_start_local.y) - sq(radius);
const float delta = sq(b) - (4.0f * a * c);
// check for invalid data
if (fabsf(a) < FLT_EPSILON) {
return false;
}
if (isnan(a) || isnan(b) || isnan(c) || isnan(delta)) {
return false;
}
// check for invalid delta (i.e. discriminant)
if (delta < 0.0f) {
return false;
}
const float delta_sqrt = safe_sqrt(delta);
const float t1 = (-b + delta_sqrt) / (2.0f * a);
const float t2 = (-b - delta_sqrt) / (2.0f * a);
// Three hit cases:
// -o-> --|--> | | --|->
// Impale(t1 hit,t2 hit), Poke(t1 hit,t2>1), ExitWound(t1<0, t2 hit),
// Three miss cases:
// -> o o -> | -> |
// FallShort (t1>1,t2>1), Past (t1<0,t2<0), CompletelyInside(t1<0, t2>1)
// intersection = new Vector3(E.x + t1 * d.x, secondPoint.y, E.y + t1 * d.y);
// intersection.x = seg_start.x + t1 * seg_end_minus_start.x;
// intersection.y = seg_start.y + t1 * seg_end_minus_start.y;
if ((t1 >= 0.0f) && (t1 <= 1.0f)) {
// t1 is the intersection, and it is closer than t2 (since t1 uses -b - discriminant)
// Impale, Poke
intersection = seg_start + (seg_end_minus_start * t1);
return true;
}
// here t1 did not intersect so we are either started inside the sphere or completely past it
if ((t2 >= 0.0f) && (t2 <= 1.0f)) {
// ExitWound
intersection = seg_start + (seg_end_minus_start * t2);
return true;
}
// no intersection: FallShort, Past or CompletelyInside
return false;
}
// only define for float
template float Vector2<float>::length(void) const;
template float Vector2<float>::operator *(const Vector2<float> &v) const;
@ -192,6 +256,7 @@ template bool Vector2<float>::is_nan(void) const;
template bool Vector2<float>::is_inf(void) const;
template float Vector2<float>::angle(const Vector2<float> &v) const;
template bool Vector2<float>::segment_intersection(const Vector2<float>& seg1_start, const Vector2<float>& seg1_end, const Vector2<float>& seg2_start, const Vector2<float>& seg2_end, Vector2<float>& intersection);
template bool Vector2<float>::circle_segment_intersection(const Vector2<float>& seg_start, const Vector2<float>& seg_end, const Vector2<float>& circle_center, float radius, Vector2<float>& intersection);
template bool Vector2<long>::operator ==(const Vector2<long> &v) const;

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@ -226,6 +226,10 @@ struct Vector2
// the point of intersection is returned in the intersection argument
static bool segment_intersection(const Vector2<T>& seg1_start, const Vector2<T>& seg1_end, const Vector2<T>& seg2_start, const Vector2<T>& seg2_end, Vector2<T>& intersection);
// find the intersection between a line segment and a circle
// returns true if they intersect and intersection argument is updated with intersection closest to seg_start
static bool circle_segment_intersection(const Vector2<T>& seg_start, const Vector2<T>& seg_end, const Vector2<T>& circle_center, float radius, Vector2<T>& intersection);
};
typedef Vector2<int16_t> Vector2i;