/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2020 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ #ifndef REACTPHYSICS3D_MATHEMATICS_FUNCTIONS_H #define REACTPHYSICS3D_MATHEMATICS_FUNCTIONS_H // Libraries #include #include #include #include #include #include /// ReactPhysics3D namespace namespace reactphysics3d { struct Vector3; struct Vector2; // ---------- Mathematics functions ---------- // /// Function to test if two real numbers are (almost) equal /// We test if two numbers a and b are such that (a-b) are in [-EPSILON; EPSILON] inline bool approxEqual(decimal a, decimal b, decimal epsilon = MACHINE_EPSILON) { return (std::fabs(a - b) < epsilon); } /// Function to test if two vectors are (almost) equal bool approxEqual(const Vector3& vec1, const Vector3& vec2, decimal epsilon = MACHINE_EPSILON); /// Function to test if two vectors are (almost) equal bool approxEqual(const Vector2& vec1, const Vector2& vec2, decimal epsilon = MACHINE_EPSILON); /// Function that returns the result of the "value" clamped by /// two others values "lowerLimit" and "upperLimit" inline int clamp(int value, int lowerLimit, int upperLimit) { assert(lowerLimit <= upperLimit); return std::min(std::max(value, lowerLimit), upperLimit); } /// Function that returns the result of the "value" clamped by /// two others values "lowerLimit" and "upperLimit" inline decimal clamp(decimal value, decimal lowerLimit, decimal upperLimit) { assert(lowerLimit <= upperLimit); return std::min(std::max(value, lowerLimit), upperLimit); } /// Return the minimum value among three values inline decimal min3(decimal a, decimal b, decimal c) { return std::min(std::min(a, b), c); } /// Return the maximum value among three values inline decimal max3(decimal a, decimal b, decimal c) { return std::max(std::max(a, b), c); } /// Return true if two values have the same sign inline bool sameSign(decimal a, decimal b) { return a * b >= decimal(0.0); } /// Return true if two vectors are parallel bool areParallelVectors(const Vector3& vector1, const Vector3& vector2); /// Return true if two vectors are orthogonal bool areOrthogonalVectors(const Vector3& vector1, const Vector3& vector2); /// Clamp a vector such that it is no longer than a given maximum length Vector3 clamp(const Vector3& vector, decimal maxLength); // Compute and return a point on segment from "segPointA" and "segPointB" that is closest to point "pointC" Vector3 computeClosestPointOnSegment(const Vector3& segPointA, const Vector3& segPointB, const Vector3& pointC); // Compute the closest points between two segments void computeClosestPointBetweenTwoSegments(const Vector3& seg1PointA, const Vector3& seg1PointB, const Vector3& seg2PointA, const Vector3& seg2PointB, Vector3& closestPointSeg1, Vector3& closestPointSeg2); /// Compute the barycentric coordinates u, v, w of a point p inside the triangle (a, b, c) void computeBarycentricCoordinatesInTriangle(const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& p, decimal& u, decimal& v, decimal& w); /// Compute the intersection between a plane and a segment decimal computePlaneSegmentIntersection(const Vector3& segA, const Vector3& segB, const decimal planeD, const Vector3& planeNormal); /// Compute the distance between a point and a line decimal computePointToLineDistance(const Vector3& linePointA, const Vector3& linePointB, const Vector3& point); /// Clip a segment against multiple planes and return the clipped segment vertices List clipSegmentWithPlanes(const Vector3& segA, const Vector3& segB, const List& planesPoints, const List& planesNormals, MemoryAllocator& allocator); /// Clip a polygon against multiple planes and return the clipped polygon vertices List clipPolygonWithPlanes(const List& polygonVertices, const List& planesPoints, const List& planesNormals, MemoryAllocator& allocator); /// Project a point onto a plane that is given by a point and its unit length normal Vector3 projectPointOntoPlane(const Vector3& point, const Vector3& planeNormal, const Vector3& planePoint); /// Return the distance between a point and a plane (the plane normal must be normalized) decimal computePointToPlaneDistance(const Vector3& point, const Vector3& planeNormal, const Vector3& planePoint); /// Return true if the given number is prime bool isPrimeNumber(int number); /// Return an unique integer from two integer numbers (pairing function) /// Here we assume that the two parameter numbers are sorted such that /// number1 = max(number1, number2) /// http://szudzik.com/ElegantPairing.pdf uint64 pairNumbers(uint32 number1, uint32 number2); } #endif