You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
138 lines
3.8 KiB
138 lines
3.8 KiB
3 months ago
|
// 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);
|
||
|
}
|
||
|
};
|
||
|
}
|