mirror of https://github.com/ArduPilot/ardupilot
265 lines
8.6 KiB
C++
265 lines
8.6 KiB
C++
/*
|
|
* vector3.cpp
|
|
* Copyright (C) Andrew Tridgell 2012
|
|
*
|
|
* This file 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 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This file 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 this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#pragma GCC optimize("O3")
|
|
|
|
#include "AP_Math.h"
|
|
|
|
template <typename T>
|
|
float Vector2<T>::length(void) const
|
|
{
|
|
return norm(x, y);
|
|
}
|
|
|
|
|
|
// dot product
|
|
template <typename T>
|
|
T Vector2<T>::operator *(const Vector2<T> &v) const
|
|
{
|
|
return x*v.x + y*v.y;
|
|
}
|
|
|
|
// cross product
|
|
template <typename T>
|
|
T Vector2<T>::operator %(const Vector2<T> &v) const
|
|
{
|
|
return x*v.y - y*v.x;
|
|
}
|
|
|
|
template <typename T>
|
|
Vector2<T> &Vector2<T>::operator *=(const T num)
|
|
{
|
|
x*=num; y*=num;
|
|
return *this;
|
|
}
|
|
|
|
template <typename T>
|
|
Vector2<T> &Vector2<T>::operator /=(const T num)
|
|
{
|
|
x /= num; y /= num;
|
|
return *this;
|
|
}
|
|
|
|
template <typename T>
|
|
Vector2<T> &Vector2<T>::operator -=(const Vector2<T> &v)
|
|
{
|
|
x -= v.x; y -= v.y;
|
|
return *this;
|
|
}
|
|
|
|
template <typename T>
|
|
bool Vector2<T>::is_nan(void) const
|
|
{
|
|
return isnan(x) || isnan(y);
|
|
}
|
|
|
|
template <typename T>
|
|
bool Vector2<T>::is_inf(void) const
|
|
{
|
|
return isinf(x) || isinf(y);
|
|
}
|
|
|
|
template <typename T>
|
|
Vector2<T> &Vector2<T>::operator +=(const Vector2<T> &v)
|
|
{
|
|
x+=v.x; y+=v.y;
|
|
return *this;
|
|
}
|
|
|
|
template <typename T>
|
|
Vector2<T> Vector2<T>::operator /(const T num) const
|
|
{
|
|
return Vector2<T>(x/num, y/num);
|
|
}
|
|
|
|
template <typename T>
|
|
Vector2<T> Vector2<T>::operator *(const T num) const
|
|
{
|
|
return Vector2<T>(x*num, y*num);
|
|
}
|
|
|
|
template <typename T>
|
|
Vector2<T> Vector2<T>::operator -(const Vector2<T> &v) const
|
|
{
|
|
return Vector2<T>(x-v.x, y-v.y);
|
|
}
|
|
|
|
template <typename T>
|
|
Vector2<T> Vector2<T>::operator +(const Vector2<T> &v) const
|
|
{
|
|
return Vector2<T>(x+v.x, y+v.y);
|
|
}
|
|
|
|
template <typename T>
|
|
Vector2<T> Vector2<T>::operator -(void) const
|
|
{
|
|
return Vector2<T>(-x,-y);
|
|
}
|
|
|
|
template <typename T>
|
|
bool Vector2<T>::operator ==(const Vector2<T> &v) const
|
|
{
|
|
return (is_equal(x,v.x) && is_equal(y,v.y));
|
|
}
|
|
|
|
template <typename T>
|
|
bool Vector2<T>::operator !=(const Vector2<T> &v) const
|
|
{
|
|
return (!is_equal(x,v.x) || !is_equal(y,v.y));
|
|
}
|
|
|
|
template <typename T>
|
|
float Vector2<T>::angle(const Vector2<T> &v2) const
|
|
{
|
|
float len = this->length() * v2.length();
|
|
if (len <= 0) {
|
|
return 0.0f;
|
|
}
|
|
float cosv = ((*this)*v2) / len;
|
|
if (cosv >= 1) {
|
|
return 0.0f;
|
|
}
|
|
if (cosv <= -1) {
|
|
return M_PI;
|
|
}
|
|
return acosf(cosv);
|
|
}
|
|
|
|
// find the intersection between two line segments
|
|
// returns true if they intersect, false if they do not
|
|
// the point of intersection is returned in the intersection argument
|
|
template <typename T>
|
|
bool Vector2<T>::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)
|
|
{
|
|
// implementation borrowed from http://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect
|
|
const Vector2<T> r1 = seg1_end - seg1_start;
|
|
const Vector2<T> r2 = seg2_end - seg2_start;
|
|
const Vector2<T> ss2_ss1 = seg2_start - seg1_start;
|
|
const float r1xr2 = r1 % r2;
|
|
const float q_pxr = ss2_ss1 % r1;
|
|
if (fabsf(r1xr2) < FLT_EPSILON) {
|
|
// either collinear or parallel and non-intersecting
|
|
return false;
|
|
} else {
|
|
// t = (q - p) * s / (r * s)
|
|
// u = (q - p) * r / (r * s)
|
|
float t = (ss2_ss1 % r2) / r1xr2;
|
|
float u = q_pxr / r1xr2;
|
|
if ((u >= 0) && (u <= 1) && (t >= 0) && (t <= 1)) {
|
|
// lines intersect
|
|
// t can be any non-negative value because (p, p + r) is a ray
|
|
// u must be between 0 and 1 because (q, q + s) is a line segment
|
|
intersection = seg1_start + (r1*t);
|
|
return true;
|
|
} else {
|
|
// non-parallel and non-intersecting
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 (::is_zero(a)) {
|
|
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 = sqrtf(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;
|
|
template float Vector2<float>::operator %(const Vector2<float> &v) const;
|
|
template Vector2<float> &Vector2<float>::operator *=(const float num);
|
|
template Vector2<float> &Vector2<float>::operator /=(const float num);
|
|
template Vector2<float> &Vector2<float>::operator -=(const Vector2<float> &v);
|
|
template Vector2<float> &Vector2<float>::operator +=(const Vector2<float> &v);
|
|
template Vector2<float> Vector2<float>::operator /(const float num) const;
|
|
template Vector2<float> Vector2<float>::operator *(const float num) const;
|
|
template Vector2<float> Vector2<float>::operator +(const Vector2<float> &v) const;
|
|
template Vector2<float> Vector2<float>::operator -(const Vector2<float> &v) const;
|
|
template Vector2<float> Vector2<float>::operator -(void) const;
|
|
template bool Vector2<float>::operator ==(const Vector2<float> &v) const;
|
|
template bool Vector2<float>::operator !=(const Vector2<float> &v) const;
|
|
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;
|
|
|
|
// define for int
|
|
template bool Vector2<int>::operator ==(const Vector2<int> &v) const;
|