quad.h
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#ifndef RTS_RECT_H
#define RTS_RECT_H
//enable CUDA_CALLABLE macro
#include "rts/cuda/callable.h"
#include "rts/math/vector.h"
#include "rts/math/point.h"
#include "rts/math/triangle.h"
#include "rts/math/quaternion.h"
#include <iostream>
#include <algorithm>
namespace rts{
//template for a quadangle class in ND space
template <class T, int N>
struct quad
{
/*
C------------------>O
^ ^
| |
Y |
| |
| |
A---------X-------->B
*/
/*T A[N];
T B[N];
T C[N];*/
rts::point<T, N> A;
rts::vector<T, N> X;
rts::vector<T, N> Y;
CUDA_CALLABLE quad()
{
}
CUDA_CALLABLE quad(point<T, N> a, point<T, N> b, point<T, N> c)
{
A = a;
X = b - a;
Y = c - a;
}
/****************************************************************
Constructor - create a quad from two points and a normal
****************************************************************/
CUDA_CALLABLE quad(rts::point<T, N> pMin, rts::point<T, N> pMax, rts::vector<T, N> normal)
{
//assign the corner point
A = pMin;
//compute the vector from pMin to pMax
rts::vector<T, 3> v0;
v0 = pMax - pMin;
//compute the cross product of A and the plane normal
rts::vector<T, 3> v1;
v1 = v0.cross(normal);
//calculate point B
rts::point<T, 3> B;
B = A + v0 * 0.5f + v1 * 0.5f;
//calculate rtsPoint C
rts::point<T, 3> C;
C = A + v0 * 0.5f - v1 * 0.5f;
//calculate X and Y
X = B - A;
Y = C - A;
}
/*******************************************************************
Constructor - create a quad from a position, normal, and rotation
*******************************************************************/
CUDA_CALLABLE quad(rts::point<T, N> c, rts::vector<T, N> normal, T width, T height, T theta)
{
//compute the X direction - start along world-space X
Y = rts::vector<T, N>(0, 1, 0);
if(Y == normal)
Y = rts::vector<T, N>(0, 0, 1);
X = Y.cross(normal).norm();
std::cout<<X<<std::endl;
//rotate the X axis by theta radians
rts::quaternion<T> q;
q.CreateRotation(theta, normal);
X = q.toMatrix3() * X;
Y = normal.cross(X);
//normalize everything
X = X.norm();
Y = Y.norm();
//scale to match the quad width and height
X = X * width;
Y = Y * height;
//set the corner of the plane
A = c - X * 0.5f - Y * 0.5f;
std::cout<<X<<std::endl;
}
/*******************************************
Return the normal for the quad
*******************************************/
CUDA_CALLABLE rts::vector<T, N> n()
{
return (X.cross(Y)).norm();
}
CUDA_CALLABLE rts::point<T, N> p(T a, T b)
{
rts::point<T, N> result;
//given the two parameters a, b = [0 1], returns the position in world space
result = A + X * a + Y * b;
return result;
}
CUDA_CALLABLE rts::point<T, N> operator()(T a, T b)
{
return p(a, b);
}
std::string toStr()
{
std::stringstream ss;
ss<<"A = "<<A<<std::endl;
ss<<"B = "<<A + X<<std::endl;
ss<<"C = "<<A + X + Y<<std::endl;
ss<<"D = "<<A + Y<<std::endl;
return ss.str();
}
CUDA_CALLABLE quad<T, N> operator*(T rhs)
{
//scales the plane by a scalar value
//compute the center point
rts::point<T, N> c = A + X*0.5f + Y*0.5f;
//create the new quadangle
quad<T, N> result;
result.X = X * rhs;
result.Y = Y * rhs;
result.A = c - result.X*0.5f - result.Y*0.5f;
return result;
}
CUDA_CALLABLE T dist(point<T, N> p)
{
//compute the distance between a point and this quad
//first break the quad up into two triangles
triangle<T, N> T0(A, A+X, A+Y);
triangle<T, N> T1(A+X+Y, A+X, A+Y);
ptype d0 = T0.dist(p);
ptype d1 = T1.dist(p);
if(d0 < d1)
return d0;
else
return d1;
}
CUDA_CALLABLE T dist_max(point<T, N> p)
{
T da = (A - p).len();
T db = (A+X - p).len();
T dc = (A+Y - p).len();
T dd = (A+X+Y - p).len();
return fmax( da, fmax(db, fmax(dc, dd) ) );
}
};
} //end namespace rts
template <typename T, int N>
std::ostream& operator<<(std::ostream& os, rts::quad<T, N> R)
{
os<<R.toStr();
return os;
}
#endif