// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // // // Project: Talina Gaming System (TgS) (∂) // File: TgS Collision - Circle-Point.cpp // Author: Andrew Aye (EMail: andrew.aye@gmail.com, Web: http://www.andrewaye.com) // Version: 3.11 // // ------------------------------------------------------------------------------------------------------------------------------ // // // Copyright: © 2002-2008, Andrew Aye. All Rights Reserved. // // This software is free for non-commercial use. Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // Redistributions of source code must retain this copyright notice, this list of conditions and the following disclaimers. // Redistributions in binary form must reproduce this copyright notice, this list of conditions and the following // disclaimers in the documentation and other materials provided with the distribution. // // Neither the names of the copyright owner nor the names of its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // The intellectual property rights of the algorithms used reside with Andrew Aye. You may not use this software, in whole or // in part, in support of any commercial product without the express written consent of the author. // // There is no warranty or other guarantee of fitness of this software for any purpose. It is provided solely "as is". // // =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // namespace TGS { // START TGS /////////////////////////////////////////////////////////////////////////////////////////////////////// namespace COL { // START COL /////////////////////////////////////////////////////////////////////////////////////////////////////// // ============================================================================================================================== // // ---- F_DistSq ---------------------------------------------------------------------------------------------------------------- // // Input: tvCIS0: Origin of the circle (and the point on the plane). // Input: tvCIN0: Normal to the plane containing the circle. // Input: tyRadius: Radius of the circle // Input: tvS0: Point, not necessarily in the plane. // Return: Minimal distance between the two primitives or negative type max if they intersect or are invalid. // ------------------------------------------------------------------------------------------------------------------------------ // template<typename TYPE, int DIM> TYPE F_DistSq( M_(VECTOR,DIM) tvCIS0, M_(VECTOR,DIM) tvCIN0, const TYPE tyRadius, M_(VECTOR,DIM) tvS1 ) { TgASSERT( MATH::F_Is_Point_Valid( tvCIS0 ) && MATH::F_Is_Vector_Valid( tvCIN0 ) && MATH::F_Is_Point_Valid( tvS1 ) ) TgASSERT( Is_Valid( tyRadius ) && tyRadius > TYPE(0.0) ); C_(VECTOR,DIM) tvDS = MATH::F_SUB( tvS1, tvCIS0 ); const TYPE tyDS_DS = MATH::F_LSQ( tvDS ); if (tyDS_DS <= LIMITS<TYPE>::EPSILON) { // Quick Out - the point is within tolerance of circle origin. return (tyRadius*tyRadius); }; const TYPE tyDS_N = MATH::F_DOT(tvDS,tvCIN0); TYPE tyLenPDS; C_(VECTOR,DIM) tvPDS = MATH::F_NORM( &tyLenPDS, MATH::F_SUB( tvDS, MATH::F_MUL( tyDS_N, tvCIN0 ) ) ); if (tyLenPDS <= LIMITS<TYPE>::EPSILON) { // Quick Out - the point is directly above the origin return (tyRadius*tyRadius + tyDS_N*tyDS_N); }; return (MATH::F_LSQ( MATH::F_SUB( tvDS, MATH::F_MUL( tyRadius, tvPDS ) ) )); }; template TgFLOAT32 F_DistSq( M_TgF4VECTOR, M_TgF4VECTOR, C_TgFLOAT32, M_TgF4VECTOR ); // ============================================================================================================================== // // ---- F_ClosestSq ------------------------------------------------------------------------------------------------------------- // // Input: tvCIS0: Origin of the circle (and the point on the plane). // Input: tvCIN0: Normal to the plane containing the circle. // Input: tyRadius: Radius of the circle // Input: tvS0: Point, not necessarily in the plane. // Output: tvCI0: Point of closest proximity on the circle. // Return: Minimal distance between the two primitives or negative type max if they intersect or are invalid. // ------------------------------------------------------------------------------------------------------------------------------ // template<typename TYPE, int DIM> TYPE F_ClosestSq( PC_(VECTOR,DIM) ptvCI0, M_(VECTOR,DIM) tvCIS0, M_(VECTOR,DIM) tvCIN0, const TYPE tyRadius, M_(VECTOR,DIM) tvS1 ) { TgASSERT( MATH::F_Is_Point_Valid( tvCIS0 ) && MATH::F_Is_Vector_Valid( tvCIN0 ) && MATH::F_Is_Point_Valid( tvS1 ) ) TgASSERT( Is_Valid( tyRadius ) && tyRadius > TYPE(0.0) ); C_(VECTOR,DIM) tvDS = MATH::F_SUB( tvS1, tvCIS0 ); const TYPE tyDS_DS = MATH::F_LSQ( tvDS ); if (tyDS_DS <= LIMITS<TYPE>::EPSILON) { // Quick Out - the point is within tolerance of circle origin. C_(VECTOR,DIM) tvDirN = MATH::F_NORM( MATH::F_Set_Ortho( tvCIN0 ) ); *ptvCI0 = MATH::F_ADD( tvCIS0, MATH::F_MUL( tyRadius, tvDirN ) ); return (tyRadius*tyRadius); }; const TYPE tyDS_N = MATH::F_DOT(tvDS,tvCIN0); TYPE tyLenPDS; C_(VECTOR,DIM) tvPDS = MATH::F_NORM( &tyLenPDS, MATH::F_SUB( tvDS, MATH::F_MUL( tyDS_N, tvCIN0 ) ) ); if (tyLenPDS <= LIMITS<TYPE>::EPSILON) { // The point is directly above the origin. Thus, every point on the circle is equidistant - make an arbitrary choice. C_(VECTOR,DIM) tvDirN = MATH::F_NORM( MATH::F_Set_Ortho( tvCIN0 ) ); *ptvCI0 = MATH::F_ADD( tvCIS0, MATH::F_MUL( tyRadius, tvDirN ) ); return (tyRadius*tyRadius + tyDS_N*tyDS_N); }; *ptvCI0 = MATH::F_ADD( tvCIS0, MATH::F_MUL( tyRadius, tvPDS ) ); return (MATH::F_LSQ( MATH::F_SUB( tvS1, *ptvCI0 ) )); }; template TgFLOAT32 F_ClosestSq( PC_TgF4VECTOR, M_TgF4VECTOR, M_TgF4VECTOR, C_TgFLOAT32, M_TgF4VECTOR ); // ============================================================================================================================== // }; // END COL ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// }; // END TGS //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////