#ifndef GIM_VECTOR_H_INCLUDED #define GIM_VECTOR_H_INCLUDED /*! \file gim_geometry.h \author Francisco León */ /* ----------------------------------------------------------------------------- This source file is part of GIMPACT Library. For the latest info, see http://gimpact.sourceforge.net/ Copyright (c) 2006 Francisco Leon. C.C. 80087371. email: projectileman@yahoo.com This library is free software; you can redistribute it and/or modify it under the terms of EITHER: (1) The GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. The text of the GNU Lesser General Public License is included with this library in the file GIMPACT-LICENSE-LGPL.TXT. (2) The BSD-style license that is included with this library in the file GIMPACT-LICENSE-BSD.TXT. 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 files GIMPACT-LICENSE-LGPL.TXT and GIMPACT-LICENSE-BSD.TXT for more details. ----------------------------------------------------------------------------- */ #include "GIMPACT/gim_math.h" /*! \defgroup GEOMETRIC_TYPES \brief Basic types and constants for geometry */ //! @{ //! Integer vector 2D typedef GINT vec2i[2]; //! Integer vector 3D typedef GINT vec3i[3]; //! Integer vector 4D typedef GINT vec4i[4]; //! Float vector 2D typedef GREAL vec2f[2]; //! Float vector 3D typedef GREAL vec3f[3]; //! Float vector 4D typedef GREAL vec4f[4]; //! Matrix 2D, row ordered typedef GREAL mat2f[2][2]; //! Matrix 3D, row ordered typedef GREAL mat3f[3][3]; //! Matrix 4D, row ordered typedef GREAL mat4f[4][4]; //! Quaternion typedef GREAL quatf[4]; //! Axis aligned box struct aabb3f{ GREAL minX; GREAL maxX; GREAL minY; GREAL maxY; GREAL minZ; GREAL maxZ; }; //typedef struct _aabb3f aabb3f; //! @} /*! \defgroup VECTOR_OPERATIONS Operations for vectors : vec2f,vec3f and vec4f */ //! @{ //! Zero out a 2D vector #define VEC_ZERO_2(a) \ { \ (a)[0] = (a)[1] = 0.0f; \ }\ //! Zero out a 3D vector #define VEC_ZERO(a) \ { \ (a)[0] = (a)[1] = (a)[2] = 0.0f; \ }\ /// Zero out a 4D vector #define VEC_ZERO_4(a) \ { \ (a)[0] = (a)[1] = (a)[2] = (a)[3] = 0.0f; \ }\ /// Vector copy #define VEC_COPY_2(b,a) \ { \ (b)[0] = (a)[0]; \ (b)[1] = (a)[1]; \ }\ /// Copy 3D vector #define VEC_COPY(b,a) \ { \ (b)[0] = (a)[0]; \ (b)[1] = (a)[1]; \ (b)[2] = (a)[2]; \ }\ /// Copy 4D vector #define VEC_COPY_4(b,a) \ { \ (b)[0] = (a)[0]; \ (b)[1] = (a)[1]; \ (b)[2] = (a)[2]; \ (b)[3] = (a)[3]; \ }\ /// Vector difference #define VEC_DIFF_2(v21,v2,v1) \ { \ (v21)[0] = (v2)[0] - (v1)[0]; \ (v21)[1] = (v2)[1] - (v1)[1]; \ }\ /// Vector difference #define VEC_DIFF(v21,v2,v1) \ { \ (v21)[0] = (v2)[0] - (v1)[0]; \ (v21)[1] = (v2)[1] - (v1)[1]; \ (v21)[2] = (v2)[2] - (v1)[2]; \ }\ /// Vector difference #define VEC_DIFF_4(v21,v2,v1) \ { \ (v21)[0] = (v2)[0] - (v1)[0]; \ (v21)[1] = (v2)[1] - (v1)[1]; \ (v21)[2] = (v2)[2] - (v1)[2]; \ (v21)[3] = (v2)[3] - (v1)[3]; \ }\ /// Vector sum #define VEC_SUM_2(v21,v2,v1) \ { \ (v21)[0] = (v2)[0] + (v1)[0]; \ (v21)[1] = (v2)[1] + (v1)[1]; \ }\ /// Vector sum #define VEC_SUM(v21,v2,v1) \ { \ (v21)[0] = (v2)[0] + (v1)[0]; \ (v21)[1] = (v2)[1] + (v1)[1]; \ (v21)[2] = (v2)[2] + (v1)[2]; \ }\ /// Vector sum #define VEC_SUM_4(v21,v2,v1) \ { \ (v21)[0] = (v2)[0] + (v1)[0]; \ (v21)[1] = (v2)[1] + (v1)[1]; \ (v21)[2] = (v2)[2] + (v1)[2]; \ (v21)[3] = (v2)[3] + (v1)[3]; \ }\ /// scalar times vector #define VEC_SCALE_2(c,a,b) \ { \ (c)[0] = (a)*(b)[0]; \ (c)[1] = (a)*(b)[1]; \ }\ /// scalar times vector #define VEC_SCALE(c,a,b) \ { \ (c)[0] = (a)*(b)[0]; \ (c)[1] = (a)*(b)[1]; \ (c)[2] = (a)*(b)[2]; \ }\ /// scalar times vector #define VEC_SCALE_4(c,a,b) \ { \ (c)[0] = (a)*(b)[0]; \ (c)[1] = (a)*(b)[1]; \ (c)[2] = (a)*(b)[2]; \ (c)[3] = (a)*(b)[3]; \ }\ /// accumulate scaled vector #define VEC_ACCUM_2(c,a,b) \ { \ (c)[0] += (a)*(b)[0]; \ (c)[1] += (a)*(b)[1]; \ }\ /// accumulate scaled vector #define VEC_ACCUM(c,a,b) \ { \ (c)[0] += (a)*(b)[0]; \ (c)[1] += (a)*(b)[1]; \ (c)[2] += (a)*(b)[2]; \ }\ /// accumulate scaled vector #define VEC_ACCUM_4(c,a,b) \ { \ (c)[0] += (a)*(b)[0]; \ (c)[1] += (a)*(b)[1]; \ (c)[2] += (a)*(b)[2]; \ (c)[3] += (a)*(b)[3]; \ }\ /// Vector dot product #define VEC_DOT_2(a,b) ((a)[0]*(b)[0] + (a)[1]*(b)[1]) /// Vector dot product #define VEC_DOT(a,b) ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2]) /// Vector dot product #define VEC_DOT_4(a,b) ((a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] + (a)[3]*(b)[3]) /// vector impact parameter (squared) #define VEC_IMPACT_SQ(bsq,direction,position) {\ GREAL _llel_ = VEC_DOT(direction, position);\ bsq = VEC_DOT(position, position) - _llel_*_llel_;\ }\ /// vector impact parameter #define VEC_IMPACT(bsq,direction,position) {\ VEC_IMPACT_SQ(bsq,direction,position); \ GIM_SQRT(bsq,bsq); \ }\ /// Vector length #define VEC_LENGTH_2(a,l)\ {\ GREAL _pp = VEC_DOT_2(a,a);\ GIM_SQRT(_pp,l);\ }\ /// Vector length #define VEC_LENGTH(a,l)\ {\ GREAL _pp = VEC_DOT(a,a);\ GIM_SQRT(_pp,l);\ }\ /// Vector length #define VEC_LENGTH_4(a,l)\ {\ GREAL _pp = VEC_DOT_4(a,a);\ GIM_SQRT(_pp,l);\ }\ /// Vector inv length #define VEC_INV_LENGTH_2(a,l)\ {\ GREAL _pp = VEC_DOT_2(a,a);\ GIM_INV_SQRT(_pp,l);\ }\ /// Vector inv length #define VEC_INV_LENGTH(a,l)\ {\ GREAL _pp = VEC_DOT(a,a);\ GIM_INV_SQRT(_pp,l);\ }\ /// Vector inv length #define VEC_INV_LENGTH_4(a,l)\ {\ GREAL _pp = VEC_DOT_4(a,a);\ GIM_INV_SQRT(_pp,l);\ }\ /// distance between two points #define VEC_DISTANCE(_len,_va,_vb) {\ vec3f _tmp_; \ VEC_DIFF(_tmp_, _vb, _va); \ VEC_LENGTH(_tmp_,_len); \ }\ /// Vector length #define VEC_CONJUGATE_LENGTH(a,l)\ {\ GREAL _pp = 1.0 - a[0]*a[0] - a[1]*a[1] - a[2]*a[2];\ GIM_SQRT(_pp,l);\ }\ /// Vector length #define VEC_NORMALIZE(a) { \ GREAL len;\ VEC_INV_LENGTH(a,len); \ if(len Last column is added as the position */ #define MAT_DOT_VEC_3X4(p,m,v) \ { \ p[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]*v[2] + m[0][3]; \ p[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]*v[2] + m[1][3]; \ p[2] = m[2][0]*v[0] + m[2][1]*v[1] + m[2][2]*v[2] + m[2][3]; \ }\ /*! vector transpose times matrix */ /*! p[j] = v[0]*m[0][j] + v[1]*m[1][j] + v[2]*m[2][j]; */ #define VEC_DOT_MAT_3X3(p,v,m) \ { \ p[0] = v[0]*m[0][0] + v[1]*m[1][0] + v[2]*m[2][0]; \ p[1] = v[0]*m[0][1] + v[1]*m[1][1] + v[2]*m[2][1]; \ p[2] = v[0]*m[0][2] + v[1]*m[1][2] + v[2]*m[2][2]; \ }\ /*! affine matrix times vector */ /** The matrix is assumed to be an affine matrix, with last two * entries representing a translation */ #define MAT_DOT_VEC_2X3(p,m,v) \ { \ p[0] = m[0][0]*v[0] + m[0][1]*v[1] + m[0][2]; \ p[1] = m[1][0]*v[0] + m[1][1]*v[1] + m[1][2]; \ }\ /** inverse transpose of matrix times vector * * This macro computes inverse transpose of matrix m, * and multiplies vector v into it, to yeild vector p * * DANGER !!! Do Not use this on normal vectors!!! * It will leave normals the wrong length !!! * See macro below for use on normals. */ #define INV_TRANSP_MAT_DOT_VEC_2X2(p,m,v) \ { \ GREAL det; \ \ det = m[0][0]*m[1][1] - m[0][1]*m[1][0]; \ p[0] = m[1][1]*v[0] - m[1][0]*v[1]; \ p[1] = - m[0][1]*v[0] + m[0][0]*v[1]; \ \ /* if matrix not singular, and not orthonormal, then renormalize */ \ if ((det!=1.0f) && (det != 0.0f)) { \ det = 1.0f / det; \ p[0] *= det; \ p[1] *= det; \ } \ }\ /** transform normal vector by inverse transpose of matrix * and then renormalize the vector * * This macro computes inverse transpose of matrix m, * and multiplies vector v into it, to yeild vector p * Vector p is then normalized. */ #define NORM_XFORM_2X2(p,m,v) \ { \ double len; \ \ /* do nothing if off-diagonals are zero and diagonals are \ * equal */ \ if ((m[0][1] != 0.0) || (m[1][0] != 0.0) || (m[0][0] != m[1][1])) { \ p[0] = m[1][1]*v[0] - m[1][0]*v[1]; \ p[1] = - m[0][1]*v[0] + m[0][0]*v[1]; \ \ len = p[0]*p[0] + p[1]*p[1]; \ GIM_INV_SQRT(len,len); \ p[0] *= len; \ p[1] *= len; \ } else { \ VEC_COPY_2 (p, v); \ } \ }\ /** outer product of vector times vector transpose * * The outer product of vector v and vector transpose t yeilds * dyadic matrix m. */ #define OUTER_PRODUCT_2X2(m,v,t) \ { \ m[0][0] = v[0] * t[0]; \ m[0][1] = v[0] * t[1]; \ \ m[1][0] = v[1] * t[0]; \ m[1][1] = v[1] * t[1]; \ }\ /** outer product of vector times vector transpose * * The outer product of vector v and vector transpose t yeilds * dyadic matrix m. */ #define OUTER_PRODUCT_3X3(m,v,t) \ { \ m[0][0] = v[0] * t[0]; \ m[0][1] = v[0] * t[1]; \ m[0][2] = v[0] * t[2]; \ \ m[1][0] = v[1] * t[0]; \ m[1][1] = v[1] * t[1]; \ m[1][2] = v[1] * t[2]; \ \ m[2][0] = v[2] * t[0]; \ m[2][1] = v[2] * t[1]; \ m[2][2] = v[2] * t[2]; \ }\ /** outer product of vector times vector transpose * * The outer product of vector v and vector transpose t yeilds * dyadic matrix m. */ #define OUTER_PRODUCT_4X4(m,v,t) \ { \ m[0][0] = v[0] * t[0]; \ m[0][1] = v[0] * t[1]; \ m[0][2] = v[0] * t[2]; \ m[0][3] = v[0] * t[3]; \ \ m[1][0] = v[1] * t[0]; \ m[1][1] = v[1] * t[1]; \ m[1][2] = v[1] * t[2]; \ m[1][3] = v[1] * t[3]; \ \ m[2][0] = v[2] * t[0]; \ m[2][1] = v[2] * t[1]; \ m[2][2] = v[2] * t[2]; \ m[2][3] = v[2] * t[3]; \ \ m[3][0] = v[3] * t[0]; \ m[3][1] = v[3] * t[1]; \ m[3][2] = v[3] * t[2]; \ m[3][3] = v[3] * t[3]; \ }\ /** outer product of vector times vector transpose * * The outer product of vector v and vector transpose t yeilds * dyadic matrix m. */ #define ACCUM_OUTER_PRODUCT_2X2(m,v,t) \ { \ m[0][0] += v[0] * t[0]; \ m[0][1] += v[0] * t[1]; \ \ m[1][0] += v[1] * t[0]; \ m[1][1] += v[1] * t[1]; \ }\ /** outer product of vector times vector transpose * * The outer product of vector v and vector transpose t yeilds * dyadic matrix m. */ #define ACCUM_OUTER_PRODUCT_3X3(m,v,t) \ { \ m[0][0] += v[0] * t[0]; \ m[0][1] += v[0] * t[1]; \ m[0][2] += v[0] * t[2]; \ \ m[1][0] += v[1] * t[0]; \ m[1][1] += v[1] * t[1]; \ m[1][2] += v[1] * t[2]; \ \ m[2][0] += v[2] * t[0]; \ m[2][1] += v[2] * t[1]; \ m[2][2] += v[2] * t[2]; \ }\ /** outer product of vector times vector transpose * * The outer product of vector v and vector transpose t yeilds * dyadic matrix m. */ #define ACCUM_OUTER_PRODUCT_4X4(m,v,t) \ { \ m[0][0] += v[0] * t[0]; \ m[0][1] += v[0] * t[1]; \ m[0][2] += v[0] * t[2]; \ m[0][3] += v[0] * t[3]; \ \ m[1][0] += v[1] * t[0]; \ m[1][1] += v[1] * t[1]; \ m[1][2] += v[1] * t[2]; \ m[1][3] += v[1] * t[3]; \ \ m[2][0] += v[2] * t[0]; \ m[2][1] += v[2] * t[1]; \ m[2][2] += v[2] * t[2]; \ m[2][3] += v[2] * t[3]; \ \ m[3][0] += v[3] * t[0]; \ m[3][1] += v[3] * t[1]; \ m[3][2] += v[3] * t[2]; \ m[3][3] += v[3] * t[3]; \ }\ /** determinant of matrix * * Computes determinant of matrix m, returning d */ #define DETERMINANT_2X2(d,m) \ { \ d = m[0][0] * m[1][1] - m[0][1] * m[1][0]; \ }\ /** determinant of matrix * * Computes determinant of matrix m, returning d */ #define DETERMINANT_3X3(d,m) \ { \ d = m[0][0] * (m[1][1]*m[2][2] - m[1][2] * m[2][1]); \ d -= m[0][1] * (m[1][0]*m[2][2] - m[1][2] * m[2][0]); \ d += m[0][2] * (m[1][0]*m[2][1] - m[1][1] * m[2][0]); \ }\ /** i,j,th cofactor of a 4x4 matrix * */ #define COFACTOR_4X4_IJ(fac,m,i,j) \ { \ int __ii[4], __jj[4], __k; \ \ for (__k=0; __k (aabb2).maxX ||\ (aabb1).maxX < (aabb2).minX ||\ (aabb1).minY > (aabb2).maxY ||\ (aabb1).maxY < (aabb2).minY ||\ (aabb1).minZ > (aabb2).maxZ ||\ (aabb1).maxZ < (aabb2).minZ )\ {\ intersected = 0;\ }\ }\ #define AXIS_INTERSECT(min,max, a, d,tfirst, tlast,is_intersected) {\ if(IS_ZERO(d))\ {\ is_intersected = !(a < min || a > max);\ }\ else\ {\ GREAL a0, a1;\ a0 = (min - a) / (d);\ a1 = (max - a) / (d);\ if(a0 > a1) SWAP_NUMBERS(a0, a1);\ tfirst = MAX(a0, tfirst);\ tlast = MIN(a1, tlast);\ if (tlast < tfirst)\ {\ is_intersected = 0;\ }\ else\ {\ is_intersected = 1;\ }\ }\ }\ /*! \brief Finds the Ray intersection parameter. \param aabb Aligned box \param vorigin A vec3f with the origin of the ray \param vdir A vec3f with the direction of the ray \param tparam Output parameter \param tmax Max lenght of the ray \param is_intersected 1 if the ray collides the box, else false */ #define BOX_INTERSECTS_RAY(aabb, vorigin, vdir, tparam, tmax,is_intersected) { \ GREAL _tfirst = 0.0f, _tlast = tmax;\ AXIS_INTERSECT(aabb.minX,aabb.maxX,vorigin[0], vdir[0], _tfirst, _tlast,is_intersected);\ if(is_intersected)\ {\ AXIS_INTERSECT(aabb.minY,aabb.maxY,vorigin[1], vdir[1], _tfirst, _tlast,is_intersected);\ }\ if(is_intersected)\ {\ AXIS_INTERSECT(aabb.minZ,aabb.maxZ,vorigin[2], vdir[2], _tfirst, _tlast,is_intersected);\ }\ tparam = _tfirst;\ }\ #define AABB_PROJECTION_INTERVAL(aabb,direction, vmin, vmax)\ {\ GREAL _center[] = {(aabb.minX + aabb.maxX)*0.5f, (aabb.minY + aabb.maxY)*0.5f, (aabb.minZ + aabb.maxZ)*0.5f};\ \ GREAL _extend[] = {aabb.maxX-_center[0],aabb.maxY-_center[1],aabb.maxZ-_center[2]};\ GREAL _fOrigin = VEC_DOT(direction,_center);\ GREAL _fMaximumExtent = _extend[0]*fabsf(direction[0]) + \ _extend[1]*fabsf(direction[1]) + \ _extend[2]*fabsf(direction[2]); \ \ vmin = _fOrigin - _fMaximumExtent; \ vmax = _fOrigin + _fMaximumExtent; \ }\ /*! classify values:
  1. 0 : In back of plane
  2. 1 : Spanning
  3. 2 : In front of
*/ #define PLANE_CLASSIFY_BOX(plane,aabb,classify)\ {\ GREAL _fmin,_fmax; \ AABB_PROJECTION_INTERVAL(aabb,plane, _fmin, _fmax); \ if(plane[3] >= _fmax) \ { \ classify = 0;/*In back of*/ \ } \ else \ { \ if(plane[3]+0.000001f>=_fmin) \ { \ classify = 1;/*Spanning*/ \ } \ else \ { \ classify = 2;/*In front of*/ \ } \ } \ }\ //! @} /*! \defgroup GEOMETRIC_OPERATIONS */ //! @{ #define PLANEDIREPSILON 0.0000001f #define PARALELENORMALS 0.000001f #define TRIANGLE_NORMAL(v1,v2,v3,n){\ vec3f _dif1,_dif2; \ VEC_DIFF(_dif1,v2,v1); \ VEC_DIFF(_dif2,v3,v1); \ VEC_CROSS(n,_dif1,_dif2); \ VEC_NORMALIZE(n); \ }\ /// plane is a vec4f #define TRIANGLE_PLANE(v1,v2,v3,plane) {\ TRIANGLE_NORMAL(v1,v2,v3,plane);\ plane[3] = VEC_DOT(v1,plane);\ }\ /// Calc a plane from an edge an a normal. plane is a vec4f #define EDGE_PLANE(e1,e2,n,plane) {\ vec3f _dif; \ VEC_DIFF(_dif,e2,e1); \ VEC_CROSS(plane,_dif,n); \ VEC_NORMALIZE(plane); \ plane[3] = VEC_DOT(e1,plane);\ }\ #define DISTANCE_PLANE_POINT(plane,point) (VEC_DOT(plane,point) - plane[3]) #define PROJECT_POINT_PLANE(point,plane,projected) {\ GREAL _dis;\ _dis = DISTANCE_PLANE_POINT(plane,point);\ VEC_SCALE(projected,-_dis,plane);\ VEC_SUM(projected,projected,point); \ }\ #define POINT_IN_HULL(point,planes,plane_count,outside)\ {\ GREAL _dis;\ outside = 0;\ GUINT _i = 0;\ do\ {\ _dis = DISTANCE_PLANE_POINT(planes[_i],point);\ if(_dis>0.0f) outside = 1;\ _i++;\ }while(_i
  • 0 : Segment in front of plane, s1 closest
  • 1 : Segment in front of plane, s2 closest
  • 2 : Segment in back of plane, s1 closest
  • 3 : Segment in back of plane, s2 closest
  • 4 : Segment collides plane, s1 in back
  • 5 : Segment collides plane, s2 in back */ #define PLANE_CLIP_SEGMENT2(s1,s2,plane,clipped,intersection_type) \ {\ GREAL _dis1,_dis2;\ _dis1 = DISTANCE_PLANE_POINT(plane,s1);\ _dis2 = DISTANCE_PLANE_POINT(plane,s2);\ if(_dis1 >-G_EPSILON && _dis2 >-G_EPSILON)\ {\ if(_dis1<_dis2) intersection_type = 0;\ else intersection_type = 1;\ }\ else if(_dis1 _dis2) intersection_type = 2;\ else intersection_type = 3; \ }\ else\ {\ if(_dis1<_dis2) intersection_type = 4;\ else intersection_type = 5;\ VEC_DIFF(clipped,s2,s1);\ _dis2 = VEC_DOT(clipped,plane);\ VEC_SCALE(clipped,-_dis1/_dis2,clipped);\ VEC_SUM(clipped,clipped,s1); \ }\ }\ //! Confirms if the plane intersect the edge or not /*! clipped1 and clipped2 are the vertices behind the plane. clipped1 is the closest intersection_type must have the following values
    • 0 : Segment in front of plane, s1 closest
    • 1 : Segment in front of plane, s2 closest
    • 2 : Segment in back of plane, s1 closest
    • 3 : Segment in back of plane, s2 closest
    • 4 : Segment collides plane, s1 in back
    • 5 : Segment collides plane, s2 in back
    */ #define PLANE_CLIP_SEGMENT_CLOSEST(s1,s2,plane,clipped1,clipped2,intersection_type)\ {\ PLANE_CLIP_SEGMENT2(s1,s2,plane,clipped1,intersection_type);\ if(intersection_type == 0)\ {\ VEC_COPY(clipped1,s1);\ VEC_COPY(clipped2,s2);\ }\ else if(intersection_type == 1)\ {\ VEC_COPY(clipped1,s2);\ VEC_COPY(clipped2,s1);\ }\ else if(intersection_type == 2)\ {\ VEC_COPY(clipped1,s1);\ VEC_COPY(clipped2,s2);\ }\ else if(intersection_type == 3)\ {\ VEC_COPY(clipped1,s2);\ VEC_COPY(clipped2,s1);\ }\ else if(intersection_type == 4)\ { \ VEC_COPY(clipped2,s1);\ }\ else if(intersection_type == 5)\ { \ VEC_COPY(clipped2,s2);\ }\ }\ //! Finds the 2 smallest cartesian coordinates of a plane normal #define PLANE_MINOR_AXES(plane, i0, i1)\ {\ GREAL A[] = {fabs(plane[0]),fabs(plane[1]),fabs(plane[2])};\ if(A[0]>A[1])\ {\ if(A[0]>A[2])\ {\ i0=1; /* A[0] is greatest */ \ i1=2;\ }\ else \ {\ i0=0; /* A[2] is greatest */ \ i1=1; \ }\ }\ else /* A[0]<=A[1] */ \ {\ if(A[2]>A[1]) \ { \ i0=0; /* A[2] is greatest */ \ i1=1; \ }\ else \ {\ i0=0; /* A[1] is greatest */ \ i1=2; \ }\ } \ }\ //! Ray plane collision #define RAY_PLANE_COLLISION(plane,vDir,vPoint,pout,tparam,does_intersect)\ {\ GREAL _dis,_dotdir; \ _dotdir = VEC_DOT(plane,vDir);\ if(_dotdir1.0f)\ {\ VEC_COPY(cp,e2);\ }\ else \ {\ VEC_SCALE(cp,_scalar,_n);\ VEC_SUM(cp,cp,e1);\ } \ }\ /*! \brief Finds the line params where these lines intersect. \param dir1 Direction of line 1 \param point1 Point of line 1 \param dir2 Direction of line 2 \param point2 Point of line 2 \param t1 Result Parameter for line 1 \param t2 Result Parameter for line 2 \param dointersect 0 if the lines won't intersect, else 1 */ #define LINE_INTERSECTION_PARAMS(dir1,point1, dir2, point2,t1,t2,dointersect) {\ GREAL det;\ GREAL e1e1 = VEC_DOT(dir1,dir1);\ GREAL e1e2 = VEC_DOT(dir1,dir2);\ GREAL e2e2 = VEC_DOT(dir2,dir2);\ vec3f p1p2;\ VEC_DIFF(p1p2,point1,point2);\ GREAL p1p2e1 = VEC_DOT(p1p2,dir1);\ GREAL p1p2e2 = VEC_DOT(p1p2,dir2);\ det = e1e2*e1e2 - e1e1*e2e2;\ if(IS_ZERO(det))\ {\ dointersect = 0;\ }\ else\ {\ t1 = (e1e2*p1p2e2 - e2e2*p1p2e1)/det;\ t2 = (e1e1*p1p2e2 - e1e2*p1p2e1)/det;\ dointersect = 1;\ }\ }\ //! Find closest points on segments #define SEGMENT_COLLISION(vA1,vA2,vB1,vB2,vPointA,vPointB)\ {\ vec3f _AD,_BD,_N;\ vec4f _M;\ VEC_DIFF(_AD,vA2,vA1);\ VEC_DIFF(_BD,vB2,vB1);\ VEC_CROSS(_N,_AD,_BD);\ VEC_CROSS(_M,_N,_BD);\ _M[3] = VEC_DOT(_M,vB1);\ float _tp; \ LINE_PLANE_COLLISION(_M,_AD,vA1,vPointA,_tp,0.0f, 1.0f);\ /*Closest point on segment*/ \ VEC_DIFF(vPointB,vPointA,vB1);\ _tp = VEC_DOT(vPointB, _BD); \ _tp/= VEC_DOT(_BD, _BD); \ _tp = CLAMP(_tp,0.0f,1.0f); \ VEC_SCALE(vPointB,_tp,_BD);\ VEC_SUM(vPointB,vPointB,vB1);\ }\ //! @} ///Additional Headers for Collision #include "GIMPACT/gim_tri_collision.h" #include "GIMPACT/gim_tri_sphere_collision.h" #include "GIMPACT/gim_tri_capsule_collision.h" #endif // GIM_VECTOR_H_INCLUDED