mirror of https://github.com/ArduPilot/ardupilot
261 lines
8.8 KiB
C++
261 lines
8.8 KiB
C++
/*
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// Copyright 2010 Michael Smith, all rights reserved.
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// Derived closely from:
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/****************************************
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* 2D Vector Classes
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* By Bill Perone (billperone@yahoo.com)
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* Original: 9-16-2002
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* Revised: 19-11-2003
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* 18-12-2003
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* 06-06-2004
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*
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* Copyright 2003, This code is provided "as is" and you can use it freely as long as
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* credit is given to Bill Perone in the application it is used in
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****************************************/
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#pragma once
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#include <cmath>
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template <typename T>
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struct Vector2
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{
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T x, y;
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// trivial ctor
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constexpr Vector2<T>()
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: x(0)
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, y(0) {}
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// setting ctor
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constexpr Vector2<T>(const T x0, const T y0)
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: x(x0)
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, y(y0) {}
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// function call operator
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void operator ()(const T x0, const T y0)
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{
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x= x0; y= y0;
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}
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// test for equality
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bool operator ==(const Vector2<T> &v) const;
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// test for inequality
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bool operator !=(const Vector2<T> &v) const;
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// negation
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Vector2<T> operator -(void) const;
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// addition
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Vector2<T> operator +(const Vector2<T> &v) const;
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// subtraction
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Vector2<T> operator -(const Vector2<T> &v) const;
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// uniform scaling
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Vector2<T> operator *(const T num) const;
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// uniform scaling
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Vector2<T> operator /(const T num) const;
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// addition
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Vector2<T> &operator +=(const Vector2<T> &v);
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// subtraction
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Vector2<T> &operator -=(const Vector2<T> &v);
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// uniform scaling
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Vector2<T> &operator *=(const T num);
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// uniform scaling
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Vector2<T> &operator /=(const T num);
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// dot product
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T operator *(const Vector2<T> &v) const;
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// cross product
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T operator %(const Vector2<T> &v) const;
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// computes the angle between this vector and another vector
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// returns 0 if the vectors are parallel, and M_PI if they are antiparallel
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float angle(const Vector2<T> &v2) const;
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// computes the angle of this vector in radians, from 0 to 2pi,
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// from a unit vector(1,0); a (1,1) vector's angle is +M_PI/4
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float angle(void) const;
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// check if any elements are NAN
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bool is_nan(void) const;
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// check if any elements are infinity
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bool is_inf(void) const;
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// check if all elements are zero
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bool is_zero(void) const { return (fabsf(x) < FLT_EPSILON) && (fabsf(y) < FLT_EPSILON); }
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// allow a vector2 to be used as an array, 0 indexed
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T & operator[](uint8_t i) {
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T *_v = &x;
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#if MATH_CHECK_INDEXES
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assert(i >= 0 && i < 2);
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#endif
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return _v[i];
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}
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const T & operator[](uint8_t i) const {
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const T *_v = &x;
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#if MATH_CHECK_INDEXES
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assert(i >= 0 && i < 2);
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#endif
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return _v[i];
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}
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// zero the vector
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void zero()
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{
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x = y = 0;
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}
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// gets the length of this vector squared
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float length_squared() const;
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// gets the length of this vector
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float length(void) const;
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// normalizes this vector
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void normalize();
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// returns the normalized vector
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Vector2<T> normalized() const;
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// reflects this vector about n
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void reflect(const Vector2<T> &n);
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// projects this vector onto v
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void project(const Vector2<T> &v);
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// returns this vector projected onto v
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Vector2<T> projected(const Vector2<T> &v);
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// given a position p1 and a velocity v1 produce a vector
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// perpendicular to v1 maximising distance from p1
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static Vector2<T> perpendicular(const Vector2<T> &pos_delta, const Vector2<T> &v1);
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/*
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* Returns the point closest to p on the line segment (v,w).
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*
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* Comments and implementation taken from
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* http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment
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*/
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static Vector2<T> closest_point(const Vector2<T> &p, const Vector2<T> &v, const Vector2<T> &w);
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/*
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* Returns the point closest to p on the line segment (0,w).
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*
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* this is a simplification of closest point with a general segment, with v=(0,0)
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*/
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static Vector2<T> closest_point(const Vector2<T> &p, const Vector2<T> &w);
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// w1 and w2 define a line segment
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// p is a point
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// returns the square of the closest distance between the line segment and the point
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static float closest_distance_between_line_and_point_squared(const Vector2<T> &w1,
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const Vector2<T> &w2,
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const Vector2<T> &p);
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// w1 and w2 define a line segment
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// p is a point
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// returns the closest distance between the line segment and the point
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static float closest_distance_between_line_and_point(const Vector2<T> &w1,
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const Vector2<T> &w2,
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const Vector2<T> &p);
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// a1->a2 and b2->v2 define two line segments
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// returns the square of the closest distance between the two line segments
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static float closest_distance_between_lines_squared(const Vector2<T> &a1,
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const Vector2<T> &a2,
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const Vector2<T> &b1,
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const Vector2<T> &b2);
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// w defines a line segment from the origin
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// p is a point
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// returns the square of the closest distance between the radial and the point
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static float closest_distance_between_radial_and_point_squared(const Vector2<T> &w,
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const Vector2<T> &p);
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// w defines a line segment from the origin
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// p is a point
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// returns the closest distance between the radial and the point
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static float closest_distance_between_radial_and_point(const Vector2<T> &w,
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const Vector2<T> &p);
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// find the intersection between two line segments
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// returns true if they intersect, false if they do not
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// the point of intersection is returned in the intersection argument
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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);
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// find the intersection between a line segment and a circle
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// returns true if they intersect and intersection argument is updated with intersection closest to seg_start
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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);
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static bool point_on_segment(const Vector2<T>& point,
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const Vector2<T>& seg_start,
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const Vector2<T>& seg_end) {
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const float expected_run = seg_end.x-seg_start.x;
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const float intersection_run = point.x-seg_start.x;
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// check slopes are identical:
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if (fabsf(expected_run) < FLT_EPSILON) {
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if (fabsf(intersection_run) > FLT_EPSILON) {
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return false;
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}
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} else {
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const float expected_slope = (seg_end.y-seg_start.y)/expected_run;
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const float intersection_slope = (point.y-seg_start.y)/intersection_run;
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if (fabsf(expected_slope - intersection_slope) > FLT_EPSILON) {
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return false;
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}
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}
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// check for presence in bounding box
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if (seg_start.x < seg_end.x) {
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if (point.x < seg_start.x || point.x > seg_end.x) {
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return false;
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}
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} else {
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if (point.x < seg_end.x || point.x > seg_start.x) {
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return false;
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}
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}
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if (seg_start.y < seg_end.y) {
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if (point.y < seg_start.y || point.y > seg_end.y) {
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return false;
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}
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} else {
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if (point.y < seg_end.y || point.y > seg_start.y) {
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return false;
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}
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}
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return true;
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}
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};
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typedef Vector2<int16_t> Vector2i;
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typedef Vector2<uint16_t> Vector2ui;
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typedef Vector2<int32_t> Vector2l;
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typedef Vector2<uint32_t> Vector2ul;
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typedef Vector2<float> Vector2f;
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