#include "euclid.h" #include #include "PackStream.h" double euclidGet2DAngle(double x, double y) { double nx, ny, d, ret; if (x == 0.0) { if (y == 0.0) { return 0.0; } else if (y < 0.0) { return 3.0 * M_PI_2; } else { return M_PI_2; } } d = sqrt(x * x + y * y); nx = x / d; ny = y / d; ret = asin(ny); if (nx < 0.0) { ret = M_PI - ret; } return ret < 0.0 ? ret + 2.0 * M_PI : ret; } Vector3 euclidGetNormalFromTriangle(Vector3 center, Vector3 bottom, Vector3 right) { Vector3 dx = v3Sub(right, center); Vector3 dz = v3Sub(bottom, center); return v3Normalize(v3Cross(dz, dx)); } double euclidGetDistance2D(double x1, double y1, double x2, double y2) { double dx = x2 - x1; double dy = y2 - y1; return sqrt(dx * dx + dy * dy); } int euclidRayIntersectSphere(Vector3 ray_point, Vector3 ray_direction, Vector3 sphere_center, double sphere_radius, Vector3* hit1, Vector3* hit2) { Vector3 ray_direction_sphere; double a, b, c, d; ray_direction_sphere = v3Sub(ray_point, sphere_center); a = ray_direction.x * ray_direction.x + ray_direction.y * ray_direction.y + ray_direction.z * ray_direction.z; b = 2 * (ray_direction.x * ray_direction_sphere.x + ray_direction.y * ray_direction_sphere.y + ray_direction.z * ray_direction_sphere.z); c = ray_direction_sphere.x * ray_direction_sphere.x + ray_direction_sphere.y * ray_direction_sphere.y + ray_direction_sphere.z * ray_direction_sphere.z - sphere_radius * sphere_radius; d = b * b - 4 * a * c; if (d < 0.0) { return 0; } else if (d > 0.0) { if (hit1 && hit2) { *hit1 = v3Add(ray_point, v3Scale(ray_direction, (-b - sqrt(d)) / (2 * a))); *hit2 = v3Add(ray_point, v3Scale(ray_direction, (-b + sqrt(d)) / (2 * a))); } return 2; } else { if (hit1) { *hit1 = v3Add(ray_point, v3Scale(ray_direction, -b / (2 * a))); } return 1; } }