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// David Eberly, Geometric Tools, Redmond WA 98052
// Copyright (c) 1998-2021
// Distributed under the Boost Software License, Version 1.0.
// https://www.boost.org/LICENSE_1_0.txt
// https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
// Version: 4.0.2019.08.13
#pragma once
#include <Mathematics/Vector2.h>
// A solid sector is the intersection of a disk and a 2D cone. The disk
// has center C, radius R, and contains points X for which |X-C| <= R. The
// 2D cone has vertex C, unit-length axis direction D, angle A in (0,pi)
// measured from D, and contains points X for which
// Dot(D,(X-C)/|X-C|) >= cos(A). Sector points X satisfy both inequality
// constraints.
namespace gte
{
template <typename Real>
class Sector2
{
public:
// Construction and destruction. The default constructor sets the
// vertex to (0,0), radius to 1, axis direction to (1,0), and angle
// to pi, all of which define a disk.
Sector2()
:
vertex(Vector2<Real>::Zero()),
radius((Real)1),
direction(Vector2<Real>::Unit(0)),
angle((Real)GTE_C_PI),
cosAngle((Real)-1),
sinAngle((Real)0)
{
}
Sector2(Vector2<Real> const& inVertex, Real inRadius,
Vector2<Real> const& inDirection, Real inAngle)
:
vertex(inVertex),
radius(inRadius),
direction(inDirection)
{
SetAngle(inAngle);
}
// Set the angle and cos(angle) simultaneously.
void SetAngle(Real inAngle)
{
angle = inAngle;
cosAngle = std::cos(angle);
sinAngle = std::sin(angle);
}
// Test whether P is in the sector.
bool Contains(Vector2<Real> const& p) const
{
Vector2<Real> diff = p - vertex;
Real length = Length(diff);
return length <= radius && Dot(direction, diff) >= length * cosAngle;
}
// The cosine and sine of the angle are used in queries, so all o
// angle, cos(angle), and sin(angle) are stored. If you set 'angle'
// via the public members, you must set all to be consistent. You
// can also call SetAngle(...) to ensure consistency.
Vector2<Real> vertex;
Real radius;
Vector2<Real> direction;
Real angle, cosAngle, sinAngle;
public:
// Comparisons to support sorted containers.
bool operator==(Sector2 const& sector) const
{
return vertex == sector.vertex && radius == sector.radius
&& direction == sector.direction && angle == sector.angle;
}
bool operator!=(Sector2 const& sector) const
{
return !operator==(sector);
}
bool operator< (Sector2 const& sector) const
{
if (vertex < sector.vertex)
{
return true;
}
if (vertex > sector.vertex)
{
return false;
}
if (radius < sector.radius)
{
return true;
}
if (radius > sector.radius)
{
return false;
}
if (direction < sector.direction)
{
return true;
}
if (direction > sector.direction)
{
return false;
}
return angle < sector.angle;
}
bool operator<=(Sector2 const& sector) const
{
return !sector.operator<(*this);
}
bool operator> (Sector2 const& sector) const
{
return sector.operator<(*this);
}
bool operator>=(Sector2 const& sector) const
{
return !operator<(sector);
}
};
}