vtm/src/org/oscim/utils/OBB2D.java
2013-10-09 01:56:05 +02:00

285 lines
6.4 KiB
Java

/*
* Copyright 2013 Hannes Janetzek
*
* This program is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program 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 GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package org.oscim.utils;
/**
* from http://www.flipcode.com/archives/2D_OBB_Intersection.shtml
*
* @author Morgan McGuire morgan@cs.brown.edu
* @author Hannes Janetzek
*/
public class OBB2D {
// Corners of the box, where 0 is the lower left.
public final float[] corner = new float[4 * 2];
// Two edges of the box extended away from corner[0].
public final float[] axis = new float[2 * 2];
// origin[a] = corner[0].dot(axis[a]);
public final float[] origin = new float[2];
// Returns true if other overlaps one dimension of this.
private boolean overlaps1Way(OBB2D other) {
for (int a = 0; a < 2; a++) {
float ax = axis[a * 2];
float ay = axis[a * 2 + 1];
// dot product
float t = ax * other.corner[0] + ay * other.corner[1];
// Find the extent of box 2 on axis a
float tMin = t;
float tMax = t;
for (int c = 2; c < 8; c += 2) {
t = ax * other.corner[c] + ay * other.corner[c + 1];
if (t < tMin) {
tMin = t;
} else if (t > tMax) {
tMax = t;
}
}
// We have to subtract off the origin
// See if [tMin, tMax] intersects [0, 1]
if ((tMin > 1 + origin[a]) || (tMax < origin[a])) {
// There was no intersection along this dimension;
// the boxes cannot possibly overlap.
return false;
}
}
// There was no dimension along which there is no intersection.
// Therefore the boxes overlap.
return true;
}
// Updates the axes after the corners move. Assumes the
// corners actually form a rectangle.
private void computeAxes() {
Vec2.sub(axis, 0, corner, 1, corner, 0);
Vec2.sub(axis, 1, corner, 3, corner, 0);
// Make the length of each axis 1/edge length so we know any
// dot product must be less than 1 to fall within the edge.
Vec2.normalizeSquared(axis, 0);
origin[0] = Vec2.dot(corner, 0, axis, 0);
Vec2.normalizeSquared(axis, 1);
origin[1] = Vec2.dot(corner, 0, axis, 1);
}
public OBB2D(float cx, float cy, float w, float h, float angle) {
float rcos = (float) Math.cos(angle);
float rsin = (float) Math.sin(angle);
float[] tmp = new float[4 * 2];
Vec2.set(tmp, 0, rcos, rsin);
Vec2.set(tmp, 1, -rsin, rcos);
Vec2.mul(tmp, 0, w / 2);
Vec2.mul(tmp, 1, h / 2);
Vec2.add(tmp, 2, tmp, 0, tmp, 1);
Vec2.sub(tmp, 3, tmp, 0, tmp, 1);
Vec2.set(tmp, 0, cx, cy);
Vec2.sub(corner, 0, tmp, 0, tmp, 3);
Vec2.add(corner, 1, tmp, 0, tmp, 3);
Vec2.add(corner, 2, tmp, 0, tmp, 2);
Vec2.sub(corner, 3, tmp, 0, tmp, 2);
computeAxes();
}
public OBB2D() {
}
public OBB2D(float cx, float cy, float width, float height, double acos, double asin) {
float vx = (float) acos * width / 2;
float vy = (float) asin * width / 2;
float ux = (float) -asin * height / 2;
float uy = (float) acos * height / 2;
corner[0] = cx + (vx - ux);
corner[1] = cy + (vy - uy);
corner[2] = cx + (-vx - ux);
corner[3] = cy + (-vy - uy);
corner[4] = cx + (-vx + ux);
corner[5] = cy + (-vy + uy);
corner[6] = cx + (vx + ux);
corner[7] = cy + (vy + uy);
computeAxes();
}
public void setNormalized(float cx, float cy, float vx, float vy, float width, float height) {
float ux = -vy;
float uy = vx;
float hw = width / 2;
float hh = height / 2;
vx *= hw;
vy *= hw;
ux *= hh;
uy *= hh;
corner[0] = cx - (vx - ux);
corner[1] = cy - (vy - uy);
corner[2] = cx + (vx - ux);
corner[3] = cy + (vy - uy);
corner[4] = cx + (vx + ux);
corner[5] = cy + (vy + uy);
corner[6] = cx - (vx + ux);
corner[7] = cy - (vy + uy);
computeAxes();
}
public void set(float cx, float cy, float dx, float dy, float width, float height) {
float vx = cx - dx;
float vy = cy - dy;
float a = (float) Math.sqrt(vx * vx + vy * vy);
vx /= a;
vy /= a;
float hw = width / 2;
float hh = height / 2;
float ux = vy * hh;
float uy = -vx * hh;
vx *= hw;
vy *= hw;
corner[0] = cx - vx - ux;
corner[1] = cy - vy - uy;
corner[2] = cx + vx - ux;
corner[3] = cy + vy - uy;
corner[4] = cx + vx + ux;
corner[5] = cy + vy + uy;
corner[6] = cx - vx + ux;
corner[7] = cy - vy + uy;
computeAxes();
}
public OBB2D(float cx, float cy, float dx, float dy, float width, float height) {
float vx = cx - dx;
float vy = cy - dy;
float a = (float) Math.sqrt(vx * vx + vy * vy);
vx /= a;
vy /= a;
float hw = width / 2;
float hh = height / 2;
float ux = vy * hh;
float uy = -vx * hh;
vx *= hw;
vy *= hw;
corner[0] = cx - vx - ux;
corner[1] = cy - vy - uy;
corner[2] = cx + vx - ux;
corner[3] = cy + vy - uy;
corner[4] = cx + vx + ux;
corner[5] = cy + vy + uy;
corner[6] = cx - vx + ux;
corner[7] = cy - vy + uy;
computeAxes();
}
// width and height must be > 1 I guess
public OBB2D(float cx, float cy, float width, float height) {
float hw = width / 2;
float hh = height / 2;
corner[0] = cx - hw;
corner[1] = cy - hh;
corner[2] = cx - hw;
corner[3] = cy + hh;
corner[4] = cx + hw;
corner[5] = cy + hh;
corner[6] = cx + hw;
corner[7] = cy - hh;
axis[0] = 0;
axis[1] = 1 / height;
axis[2] = 1 / width;
axis[3] = 0;
origin[0] = corner[1] * axis[1];
origin[1] = corner[2] * axis[2];
}
// Returns true if the intersection of the boxes is non-empty.
public boolean overlaps(OBB2D other) {
return overlaps1Way(other) && other.overlaps1Way(this);
}
// // For testing purposes.
// void moveTo(Vec2 center) {
// Vec2 centroid = (corner[0] + corner[1] + corner[2] + corner[3]) / 4;
//
// Vec2 translation = center - centroid;
//
// for (int c = 0; c < 4; ++c) {
// corner[c] += translation;
// }
//
// computeAxes();
// }
// void render() {
// glBegin(GL_LINES);
// for (int c = 0; c < 5; ++c) {
// glVertex2fv(corner[c & 3]);
// }
// glEnd();
// }
}