Add projecton on horizontal plane

This commit is contained in:
Pascal Serrarens 2023-12-29 12:27:44 +01:00
parent aaf335d218
commit 91027b2e41
2 changed files with 318 additions and 310 deletions

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@ -5,27 +5,29 @@
#ifndef VECTOR3_H
#define VECTOR3_H
extern "C" {
/// <summary>
/// 3-dimensional Vector representation
/// </summary>
/// This is a C-style implementation
/// This uses the right-handed coordinate system.
typedef struct Vec3 {
/// <summary>
/// The right axis of the vector
/// </summary>
float x;
/// <summary>
/// The upward axis of the vector
/// </summary>
float y;
/// <summary>
/// The forward axis of the vector
/// </summary>
float z;
#include "Vector2.h"
} Vec3;
extern "C" {
/// <summary>
/// 3-dimensional Vector representation
/// </summary>
/// This is a C-style implementation
/// This uses the right-handed coordinate system.
typedef struct Vec3 {
/// <summary>
/// The right axis of the vector
/// </summary>
float x;
/// <summary>
/// The upward axis of the vector
/// </summary>
float y;
/// <summary>
/// The forward axis of the vector
/// </summary>
float z;
} Vec3;
}
/// <summary>
@ -34,220 +36,228 @@ extern "C" {
/// This uses the right-handed coordinate system.
struct Vector3 : Vec3 {
public:
/// <summary>
/// Create a new 3-dimensinal zero vector
/// </summary>
Vector3();
/// <summary>
/// Create a new 3-dimensional vector
/// </summary>
/// <param name="x">x axis value</param>
/// <param name="y">y axis value</param>
/// <param name="z">z axis value</param>
Vector3(float x, float y, float z);
/// <summary>
/// Create a vector from C-style Vec3
/// </summary>
/// <param name="v">The C-style Vec</param>
Vector3(Vec3 v);
~Vector3();
/// <summary>
/// Create a new 3-dimensinal zero vector
/// </summary>
Vector3();
/// <summary>
/// Create a new 3-dimensional vector
/// </summary>
/// <param name="x">x axis value</param>
/// <param name="y">y axis value</param>
/// <param name="z">z axis value</param>
Vector3(float x, float y, float z);
/// <summary>
/// Create a vector from C-style Vec3
/// </summary>
/// <param name="v">The C-style Vec</param>
Vector3(Vec3 v);
~Vector3();
/// <summary>
/// A vector with zero for all axis
/// </summary>
const static Vector3 zero;
/// <summary>
/// A vector with one for all axis
/// </summary>
const static Vector3 one;
/// <summary>
/// A vector with values (1, 0, 0)
/// </summary>
const static Vector3 right;
/// <summary>
/// A vector3 with values (-1, 0, 0)
/// </summary>
const static Vector3 left;
/// <summary>
/// A vector with values (0, 1, 0)
/// </summary>
const static Vector3 up;
/// <summary>
/// A vector with values (0, -1, 0)
/// </summary>
const static Vector3 down;
/// <summary>
/// A vector with values (0, 0, 1)
/// </summary>
const static Vector3 forward;
/// <summary>
/// A vector with values (0, 0, -1)
/// </summary>
const static Vector3 back;
/// <summary>
/// A vector with zero for all axis
/// </summary>
const static Vector3 zero;
/// <summary>
/// A vector with one for all axis
/// </summary>
const static Vector3 one;
/// <summary>
/// A vector with values (1, 0, 0)
/// </summary>
const static Vector3 right;
/// <summary>
/// A vector3 with values (-1, 0, 0)
/// </summary>
const static Vector3 left;
/// <summary>
/// A vector with values (0, 1, 0)
/// </summary>
const static Vector3 up;
/// <summary>
/// A vector with values (0, -1, 0)
/// </summary>
const static Vector3 down;
/// <summary>
/// A vector with values (0, 0, 1)
/// </summary>
const static Vector3 forward;
/// <summary>
/// A vector with values (0, 0, -1)
/// </summary>
const static Vector3 back;
/// <summary>
/// The length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the length</param>
/// <returns>The length of the given vector</returns>
static float Magnitude(const Vector3& vector);
/// <summary>
/// The length of this vector
/// </summary>
/// <returns>The length of this vector</returns>
float magnitude() const;
/// <summary>
/// The squared length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the squared length</param>
/// <returns>The squatred length</returns>
/// The squared length is computationally simpler than the real length.
/// Think of Pythagoras A^2 + B^2 = C^2.
/// This leaves out the calculation of the squared root of C.
static float SqrMagnitude(const Vector3& vector);
/// <summary>
/// The squared length of this vector
/// </summary>
/// <returns>The squared length</returns>
/// The squared length is computationally simpler than the real length.
/// Think of Pythagoras A^2 + B^2 = C^2.
/// This leaves out the calculation of the squared root of C.
float sqrMagnitude() const;
/// <summary>
/// Connvert a vector to a length of 1
/// </summary>
/// <param name="vector">The vector to convert</param>
/// <returns>The vector with length 1</returns>
static Vector3 Normalize(Vector3 vector);
/// <summary>
/// Convert the vector to a length of a
/// </summary>
/// <returns>The vector with length 1</returns>
Vector3 normalized() const;
/// <summary>
/// The length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the length</param>
/// <returns>The length of the given vector</returns>
static float Magnitude(const Vector3 &vector);
/// <summary>
/// The length of this vector
/// </summary>
/// <returns>The length of this vector</returns>
float magnitude() const;
/// <summary>
/// The squared length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the squared
/// length</param> <returns>The squatred length</returns> The squared length
/// is computationally simpler than the real length. Think of Pythagoras A^2 +
/// B^2 = C^2. This leaves out the calculation of the squared root of C.
static float SqrMagnitude(const Vector3 &vector);
/// <summary>
/// The squared length of this vector
/// </summary>
/// <returns>The squared length</returns>
/// The squared length is computationally simpler than the real length.
/// Think of Pythagoras A^2 + B^2 = C^2.
/// This leaves out the calculation of the squared root of C.
float sqrMagnitude() const;
/// <summary>
/// Connvert a vector to a length of 1
/// </summary>
/// <param name="vector">The vector to convert</param>
/// <returns>The vector with length 1</returns>
static Vector3 Normalize(Vector3 vector);
/// <summary>
/// Convert the vector to a length of a
/// </summary>
/// <returns>The vector with length 1</returns>
Vector3 normalized() const;
/// <summary>
/// Negate the vector
/// </summary>
/// <returns>The negated vector</returns>
/// This will result in a vector pointing in the opposite direction
Vector3 operator -();
/// <summary>
/// Subtract a vector from this vector
/// </summary>
/// <param name="vector">The vector to subtract from this vector</param>
/// <returns>The result of the subtraction</returns>
Vector3 operator -(const Vector3& vector) const;
/// <summary>
/// Negate the vector
/// </summary>
/// <returns>The negated vector</returns>
/// This will result in a vector pointing in the opposite direction
Vector3 operator-();
/// <summary>
/// Subtract a vector from this vector
/// </summary>
/// <param name="vector">The vector to subtract from this vector</param>
/// <returns>The result of the subtraction</returns>
Vector3 operator-(const Vector3 &vector) const;
/// <summary>
/// Add another vector to this vector
/// </summary>
/// <param name="vector2">The vector to add</param>
/// <returns>The result of adding the vector</returns>
Vector3 operator +(const Vector3& vector2) const;
/// <summary>
/// Add another vector to this vector
/// </summary>
/// <param name="vector2">The vector to add</param>
/// <returns>The result of adding the vector</returns>
Vector3 operator+(const Vector3 &vector2) const;
/// <summary>
/// Scale a vector using another vector
/// </summary>
/// <param name="vector1">The vector to scale</param>
/// <param name="vector2">A vector with scaling factors</param>
/// <returns>The scaled vector</returns>
/// Each component of the vector v1 will be multiplied with the
/// component from the scaling vector v2.
static Vector3 Scale(const Vector3& vector1, const Vector3& vector2);
/// <summary>
/// Scale a vector uniformly up
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each component of the vector will be multipled with the same factor.
Vector3 operator *(float factor) const;
/// <summary>
/// Scale a vector uniformy down
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each componet of the vector will be divided by the same factor.
Vector3 operator /(const float& factor);
/// <summary>
/// Scale a vector using another vector
/// </summary>
/// <param name="vector1">The vector to scale</param>
/// <param name="vector2">A vector with scaling factors</param>
/// <returns>The scaled vector</returns>
/// Each component of the vector v1 will be multiplied with the
/// component from the scaling vector v2.
static Vector3 Scale(const Vector3 &vector1, const Vector3 &vector2);
/// <summary>
/// Scale a vector uniformly up
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each component of the vector will be multipled with the same factor.
Vector3 operator*(float factor) const;
/// <summary>
/// Scale a vector uniformy down
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each componet of the vector will be divided by the same factor.
Vector3 operator/(const float &factor);
/// <summary>
/// The dot product of two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The dot product of the two vectors</returns>
static float Dot(const Vector3& vector1, const Vector3& vector2);
/// <summary>
/// The dot product of two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The dot product of the two vectors</returns>
static float Dot(const Vector3 &vector1, const Vector3 &vector2);
/// <summary>
/// Check is this vector is equal to the given vector
/// </summary>
/// <param name="vector">The vector to check against</param>
/// <returns>True if it is identical to the given vector</returns>
/// Note this uses float comparison to check equality which
/// may have strange effects. Equality on float should be avoided.
bool operator ==(const Vector3& vector);
/// <summary>
/// Check is this vector is equal to the given vector
/// </summary>
/// <param name="vector">The vector to check against</param>
/// <returns>True if it is identical to the given vector</returns>
/// Note this uses float comparison to check equality which
/// may have strange effects. Equality on float should be avoided.
bool operator==(const Vector3 &vector);
/// <summary>
/// The distance between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vectors</param>
/// <returns>The distance between the two vectors</returns>
static float Distance(const Vector3& vector1, const Vector3& vector2);
/// <summary>
/// The distance between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vectors</param>
/// <returns>The distance between the two vectors</returns>
static float Distance(const Vector3 &vector1, const Vector3 &vector2);
/// <summary>
/// The cross product of two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The cross product of the two vectors</returns>
static Vector3 Cross(const Vector3& vector1, const Vector3& vector2);
/// <summary>
/// The cross product of two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The cross product of the two vectors</returns>
static Vector3 Cross(const Vector3 &vector1, const Vector3 &vector2);
/// <summary>
/// Project a vector on another vector
/// </summary>
/// <param name="vector">The vector to project</param>
/// <param name="onNormal">The normal vector to project on</param>
/// <returns>The projected vector</returns>
static Vector3 Project(Vector3 vector, Vector3 onNormal);
/// <summary>
/// Projects a vector onto a plane defined by a normal orthogonal to the plane.
/// </summary>
/// <param name="vector">The vector to project</param>
/// <param name="planeNormal">The normal of the plane to project on</param>
/// <returns></returns>
static Vector3 ProjectOnPlane(Vector3 vector, Vector3 planeNormal);
/// <summary>
/// Project a vector on another vector
/// </summary>
/// <param name="vector">The vector to project</param>
/// <param name="onNormal">The normal vector to project on</param>
/// <returns>The projected vector</returns>
static Vector3 Project(Vector3 vector, Vector3 onNormal);
/// <summary>
/// Projects a vector onto a plane defined by a normal orthogonal to the
/// plane.
/// </summary>
/// <param name="vector">The vector to project</param>
/// <param name="planeNormal">The normal of the plane to project on</param>
/// <returns></returns>
static Vector3 ProjectOnPlane(Vector3 vector, Vector3 planeNormal);
/// <summary>
/// Calculate the angle between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns></returns>
/// This reterns an unsigned angle which is the shortest distance
/// between the two vectors. Use Vector3::SignedAngle if a
/// signed angle is needed.
static float Angle(Vector3 vector1, Vector3 vector2);
/// <summary>
/// Projects a vector onto the horizontal plane.
/// </summary>
/// <param name="vector">The vector to project</param>
/// <returns>A 2D carthesian vector with the coordinates in the horizontal
/// plane.</returns>
static Vector2 ProjectHorizontalPlane(Vector3 vector);
/// <summary>
/// Calculate the angle between two vectors rotation around an axis.
/// </summary>
/// <param name="from">The starting vector</param>
/// <param name="to">The ending vector</param>
/// <param name="axis">The axis to rotate around</param>
/// <returns>The signed angle</returns>
static float SignedAngle(Vector3 from, Vector3 to, Vector3 axis);
/// <summary>
/// Calculate the angle between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns></returns>
/// This reterns an unsigned angle which is the shortest distance
/// between the two vectors. Use Vector3::SignedAngle if a
/// signed angle is needed.
static float Angle(Vector3 vector1, Vector3 vector2);
/// <summary>
/// Calculate the angle between two vectors rotation around an axis.
/// </summary>
/// <param name="from">The starting vector</param>
/// <param name="to">The ending vector</param>
/// <param name="axis">The axis to rotate around</param>
/// <returns>The signed angle</returns>
static float SignedAngle(Vector3 from, Vector3 to, Vector3 axis);
/// <summary>
/// Lerp between two vectors
/// </summary>
/// <param name="from">The from vector</param>
/// <param name="to">The to vector</param>
/// <param name="f">The interpolation distance (0..1)</param>
/// <returns>The lerped vector</returns>
/// The factor f is unclamped. Value 0 matches the *from* vector, Value 1 matches the *to* vector
/// Value -1 is *from* vector minus the difference between *from* and *to* etc.
static Vector3 Lerp(Vector3 from, Vector3 to, float f);
/// <summary>
/// Lerp between two vectors
/// </summary>
/// <param name="from">The from vector</param>
/// <param name="to">The to vector</param>
/// <param name="f">The interpolation distance (0..1)</param>
/// <returns>The lerped vector</returns>
/// The factor f is unclamped. Value 0 matches the *from* vector, Value 1
/// matches the *to* vector Value -1 is *from* vector minus the difference
/// between *from* and *to* etc.
static Vector3 Lerp(Vector3 from, Vector3 to, float f);
};
#endif

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@ -2,33 +2,32 @@
// License, v. 2.0.If a copy of the MPL was not distributed with this
// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
#include <math.h>
#include "Vector3.h"
#include <math.h>
const float Deg2Rad = 0.0174532924F;
const float Rad2Deg = 57.29578F;
const float epsilon = 1E-05f;
Vector3::Vector3() {
x = 0;
y = 0;
z = 0;
x = 0;
y = 0;
z = 0;
}
Vector3::Vector3(float _x, float _y, float _z) {
x = _x;
y = _y;
z = _z;
x = _x;
y = _y;
z = _z;
}
Vector3::Vector3(Vec3 v) {
x = v.x;
y = v.y;
z = v.z;
x = v.x;
y = v.y;
z = v.z;
}
Vector3::~Vector3() {
}
Vector3::~Vector3() {}
const Vector3 Vector3::zero = Vector3(0, 0, 0);
const Vector3 Vector3::one = Vector3(1, 1, 1);
@ -39,130 +38,129 @@ const Vector3 Vector3::down = Vector3(0, -1, 0);
const Vector3 Vector3::forward = Vector3(0, 0, 1);
const Vector3 Vector3::back = Vector3(0, 0, -1);
float Vector3::Magnitude(const Vector3& a) {
return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
}
float Vector3::magnitude() const {
return (float)sqrtf(x * x + y * y + z * z);
float Vector3::Magnitude(const Vector3 &a) {
return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
}
float Vector3::magnitude() const { return (float)sqrtf(x * x + y * y + z * z); }
float Vector3::SqrMagnitude(const Vector3& a) {
return a.x * a.x + a.y * a.y + a.z * a.z;
}
float Vector3::sqrMagnitude() const {
return(x * x + y * y + z * z);
float Vector3::SqrMagnitude(const Vector3 &a) {
return a.x * a.x + a.y * a.y + a.z * a.z;
}
float Vector3::sqrMagnitude() const { return (x * x + y * y + z * z); }
Vector3 Vector3::Normalize(Vector3 v) {
float num = Vector3::Magnitude(v);
Vector3 result = Vector3::zero;
if (num > epsilon) {
result = v / num;
}
return result;
float num = Vector3::Magnitude(v);
Vector3 result = Vector3::zero;
if (num > epsilon) {
result = v / num;
}
return result;
}
Vector3 Vector3::normalized() const {
float num = this->magnitude();
Vector3 result = Vector3::zero;
if (num > epsilon) {
result = ((Vector3)*this) / num;
}
return result;
float num = this->magnitude();
Vector3 result = Vector3::zero;
if (num > epsilon) {
result = ((Vector3) * this) / num;
}
return result;
}
Vector3 Vector3::operator -(const Vector3& v2) const {
return Vector3(this->x - v2.x, this->y - v2.y, this->z - v2.z);
Vector3 Vector3::operator-(const Vector3 &v2) const {
return Vector3(this->x - v2.x, this->y - v2.y, this->z - v2.z);
}
Vector3 Vector3::operator -() {
return Vector3(-this->x, -this->y, -this->z);
Vector3 Vector3::operator-() { return Vector3(-this->x, -this->y, -this->z); }
Vector3 Vector3::operator+(const Vector3 &v2) const {
return Vector3(this->x + v2.x, this->y + v2.y, this->z + v2.z);
}
Vector3 Vector3::operator +(const Vector3& v2) const {
return Vector3(this->x + v2.x, this->y + v2.y, this->z + v2.z);
Vector3 Vector3::Scale(const Vector3 &p1, const Vector3 &p2) {
return Vector3(p1.x * p2.x, p1.y * p2.y, p1.z * p2.z);
}
Vector3 Vector3::Scale(const Vector3& p1, const Vector3& p2) {
return Vector3(p1.x * p2.x, p1.y * p2.y, p1.z * p2.z);
Vector3 Vector3::operator*(float f) const {
return Vector3(this->x * f, this->y * f, this->z * f);
}
Vector3 Vector3::operator *(float f) const {
return Vector3(this->x * f, this->y * f, this->z * f);
Vector3 Vector3::operator/(const float &d) {
return Vector3(this->x / d, this->y / d, this->z / d);
}
Vector3 Vector3::operator/(const float& d) {
return Vector3(this->x / d, this->y / d, this->z / d);
float Vector3::Dot(const Vector3 &v1, const Vector3 &v2) {
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
float Vector3::Dot(const Vector3& v1, const Vector3& v2) {
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
bool Vector3::operator==(const Vector3 &v) {
return (this->x == v.x && this->y == v.y && this->z == v.z);
}
bool Vector3::operator==(const Vector3& v) {
return (this->x == v.x && this->y == v.y && this->z == v.z);
float Vector3::Distance(const Vector3 &p1, const Vector3 &p2) {
return Magnitude(p1 - p2);
}
float Vector3::Distance(const Vector3& p1, const Vector3& p2) {
return Magnitude(p1 - p2);
}
Vector3 Vector3::Cross(const Vector3& v1, const Vector3& v2) {
return Vector3(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x);
Vector3 Vector3::Cross(const Vector3 &v1, const Vector3 &v2) {
return Vector3(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z,
v1.x * v2.y - v1.y * v2.x);
}
Vector3 Vector3::Project(Vector3 vector, Vector3 onNormal) {
float sqrMagnitude = Dot(onNormal, onNormal);
if (sqrMagnitude < epsilon)
return Vector3::zero;
else {
float dot = Dot(vector, onNormal);
Vector3 r = onNormal * dot / sqrMagnitude;
return r;
}
float sqrMagnitude = Dot(onNormal, onNormal);
if (sqrMagnitude < epsilon)
return Vector3::zero;
else {
float dot = Dot(vector, onNormal);
Vector3 r = onNormal * dot / sqrMagnitude;
return r;
}
}
Vector3 Vector3::ProjectOnPlane(Vector3 vector, Vector3 planeNormal) {
Vector3 r = vector - Project(vector, planeNormal);
return r;
Vector3 r = vector - Project(vector, planeNormal);
return r;
}
Vector2 Vector3::ProjectHorizontalPlane(Vector3 vector) {
Vector2 r = Vector2(vector.x, vector.z);
return r;
}
float clamp(float x, float lower, float upper) {
float lowerClamp = fmaxf(x, lower);
float upperClamp = fminf(upper, lowerClamp);
return upperClamp;
float lowerClamp = fmaxf(x, lower);
float upperClamp = fminf(upper, lowerClamp);
return upperClamp;
}
float Vector3::Angle(Vector3 from, Vector3 to) {
float denominator = sqrtf(from.sqrMagnitude() * to.sqrMagnitude());
if (denominator < epsilon)
return 0;
float denominator = sqrtf(from.sqrMagnitude() * to.sqrMagnitude());
if (denominator < epsilon)
return 0;
float dot = Vector3::Dot(from, to);
float fraction = dot / denominator;
if (isnan(fraction))
return fraction; // short cut to returning NaN universally
float dot = Vector3::Dot(from, to);
float fraction = dot / denominator;
if (isnan(fraction))
return fraction; // short cut to returning NaN universally
float cdot = clamp(fraction, -1.0, 1.0);
float r = ((float)acos(cdot)) * Rad2Deg;
return r;
float cdot = clamp(fraction, -1.0, 1.0);
float r = ((float)acos(cdot)) * Rad2Deg;
return r;
}
float Vector3::SignedAngle(Vector3 from, Vector3 to, Vector3 axis) {
// angle in [0,180]
float angle = Vector3::Angle(from, to);
// angle in [0,180]
float angle = Vector3::Angle(from, to);
Vector3 cross = Vector3::Cross(from, to);
float b = Vector3::Dot(axis, cross);
float signd = b < 0 ? -1.0F : (b > 0 ? 1.0F : 0.0F);
Vector3 cross = Vector3::Cross(from, to);
float b = Vector3::Dot(axis, cross);
float signd = b < 0 ? -1.0F : (b > 0 ? 1.0F : 0.0F);
// angle in [-179,180]
float signed_angle = angle * signd;
return signed_angle;
// angle in [-179,180]
float signed_angle = angle * signd;
return signed_angle;
}
Vector3 Vector3::Lerp(Vector3 from, Vector3 to, float f) {
Vector3 v = from + (to - from) * f;
return v;
Vector3 v = from + (to - from) * f;
return v;
}