#include #include #include "common.h" #include "math.h" extern struct hvr_global global; //might change this to use hashtables for faster lookups. c3_group_rot_t *get_group_relative(char *id) {//crashes in here somehwere... int i; c3_group_rot_t *gr; struct entry *tmp; if((tmp=ht_getnode(&global.ht_group,id))) { gr=tmp->target; return gr; }//if this didn't work, do fallback... for(i=0;global.group_rot[i];i++) { if(!strcmp(global.group_rot[i]->id,id)) {//should I use glob here and return an array? if(gr != global.group_rot[i]) { fprintf(stderr,"# %s ? %s ? %s\n",tmp->original,gr->id,global.group_rot[i]->id); fprintf(stderr,"# %16x != %16x. wtf?\n",gr,global.group_rot[i]); } return global.group_rot[i]; } } return 0;//need to be sure to check return value for this function! } c3_t rotate_c3_xr(c3_t p1,c3_t p2,radians xr) {//rotate y and z around camera based on xr (looking up and down) c2_t tmp; tmp=rotate_c2((c2_t){p1.y,p1.z},(c2_t){p2.y,p2.z},xr); return (c3_t){p1.x,tmp.x,tmp.y}; } c3_t rotate_c3_yr(c3_t p1,c3_t p2,radians yr) {//rotate x and z around camera based on yr (looking left and right) c2_t tmp; tmp=rotate_c2((c2_t){p1.x,p1.z},(c2_t){p2.x,p2.z},yr); return (c3_t){tmp.x,p1.y,tmp.y}; } c3_t rotate_c3_zr(c3_t p1,c3_t p2,radians zr) {//rotate x and y around camera based on zr (cocking your head to a side) c2_t tmp; tmp=rotate_c2((c2_t){p1.x,p1.y},(c2_t){p2.x,p2.y},zr); return (c3_t){tmp.x,tmp.y,p1.z}; } //sin(0) = 0 //sin(90deg) = 1 //cos(0) = 1 //cos(90deg) = 0 //// rotate first point about second point // if you pass (1,0),(0,0),0 it should output 1,0 // if you pass (0,1),(0,0),0 it should output 0,1 c2_t rotate_c2(c2_t p1,c2_t p2,radians dr) { c2_t p3; real d=distance2(p1,p2); radians r=points_to_angle(p2,p1); r.r=r.r+dr.r; p3.x=(cos(r.r) * d) + p2.x; p3.y=(sin(r.r) * d) + p2.y; return p3; } real distance2(c2_t p1,c2_t p2) { return sqrt(( (p1.x-p2.x)*(p1.x-p2.x) )+( (p1.y-p2.y)*(p1.y-p2.y) )); } degrees r2d(radians r) { return (degrees){(r.r * (real)180 / M_PI) }; } radians d2r(degrees d) { while(d.d<0) d.d+=360; return (radians){(real)(d.d%360) / (real)180 * M_PI}; } //the angle from the first point to the second point. not the other way around. radians points_to_angle(c2_t p1,c2_t p2) { real a=atan2(p2.y-p1.y,p2.x-p1.x); return (radians){a>=0?a:M_PI+M_PI+a}; } int between_angles(degrees d,real lower,real upper) { //lower may be higher than upper. //because lower is < 0 which wraps to higher. lower is 270, upper is 90. 270-90 is in front. if(lower > upper) { if(d.d > lower) return 1; if(d.d < upper) return 1; } if(upper > lower) { if(d.d > lower && d.d < upper) return 1; } return 0; } int points_on_same_side_of_line(c2_t p1,c2_t p2,c2_t p3,c2_t p4) {//we're going to check if... well, the name says it all. // if(s.len != 2) //well... I guess we'll just use the first two points anyway. degrees la=r2d(points_to_angle(p3,p4)); degrees p1a=r2d(points_to_angle(p3,p1)); degrees p2a=r2d(points_to_angle(p3,p2)); //p1aa= //now... //between angles. if the line's angle is between the points' angles they're on opposite sides if(between_angles(la,p1a.d,p2a.d)) { return 1; } return 0; } //if a shape's angle between points continues to grow only in one direction the shape is convex. //like for a square the angles would be 90,90,90,90 or -90,-90,-90,-90 //but if we end up with something like 90,90,-90,90,90,90 then we have concave. //this could be used in a loop and then cut polygons into convex before loading them into the shapes array. //not sure how I'm going to do this for 3d shapes... not needed I guess. this is for mouse-inside-shape //after it has already been flattened. so it can't be used before they're loaded. //has to be done at run-time with the 2d shapes that are in either c2 or cs format. int is_shape_concave() { //a; //b; //a= //for(i=1;i 1) {//we're a polygon. for(i=0;ip,rotate_c3_yr(s.p[i],(c3_t){0,0,0},d2r((degrees){0-(gr->r.y.d)}))); } else { if(gr) { //s2.p[i]=c3_add(gr->p,rotate_c3_yr(s.p[i],gr->p,d2r(gr->r.y))); s2.p[i]=c3_add(gr->p,rotate_c3_xr( rotate_c3_yr( rotate_c3_zr(s.p[i],(c3_t){0,0,0},d2r(gr->r.z) ),(c3_t){0,0,0},d2r(gr->r.y) ),(c3_t){0,0,0},d2r(gr->r.x) ) ); } else { s2.p[i]=s.p[i]; } } } } return s2; } c3_t c3_add(c3_t p1,c3_t p2) { return (c3_t){p1.x+p2.x,p1.y+p2.y,p1.z+p2.z}; } real distance3(c3_t p1,c3_t p2) { return sqrt(( (p1.x-p2.x)*(p1.x-p2.x) )+( (p1.y-p2.y)*(p1.y-p2.y) )+( (p1.z-p2.z)*(p1.z-p2.z) )); } /* epoch copied this from: http://geomalgorithms.com/a03-_inclusion.html */ /* then edited it to work with hackvr ofc */ // Copyright 2000 softSurfer, 2012 Dan Sunday // This code may be freely used and modified for any purpose // providing that this copyright notice is included with it. // SoftSurfer makes no warranty for this code, and cannot be held // liable for any real or imagined damage resulting from its use. // Users of this code must verify correctness for their application. // a Point is defined by its coordinates {int x, y;} //=================================================================== // isLeft(): tests if a point is Left|On|Right of an infinite line. // Input: three points P0, P1, and P2 // Return: >0 for P2 left of the line through P0 and P1 // =0 for P2 on the line // <0 for P2 right of the line // See: Algorithm 1 "Area of Triangles and Polygons" inline int isLeft( cs_t P0, cs_t P1, cs_t P2 ) { return ( (P1.x - P0.x) * (P2.y - P0.y) - (P2.x - P0.x) * (P1.y - P0.y) ); } //=================================================================== // cn_PnPoly(): crossing number test for a point in a polygon // Input: P = a point, // V[] = vertex points of a polygon V[n+1] with V[n]=V[0] // Return: 0 = outside, 1 = inside // This code is patterned after [Franklin, 2000] int cn_PnPoly( cs_t P, cs_t *V, int n ) { int cn = 0; // the crossing number counter // loop through all edges of the polygon for (int i=0; i P.y)) // an upward crossing || ((V[i].y > P.y) && (V[i+1].y <= P.y))) { // a downward crossing // compute the actual edge-ray intersect x-coordinate float vt = (float)(P.y - V[i].y) / (V[i+1].y - V[i].y); if (P.x < V[i].x + vt * (V[i+1].x - V[i].x)) // P.x < intersect ++cn; // a valid crossing of y=P.y right of P.x } } return (cn&1); // 0 if even (out), and 1 if odd (in) } //=================================================================== // wn_PnPoly(): winding number test for a point in a polygon // Input: P = a point, // V[] = vertex points of a polygon V[n+1] with V[n]=V[0] // Return: wn = the winding number (=0 only when P is outside) int wn_PnPoly( cs_t P, cs_t *V, int n ) { int wn = 0; // the winding number counter // loop through all edges of the polygon for (int i=0; i<(n-1); i++) { // edge from V[i] to V[i+1] if (V[i].y <= P.y) { // start y <= P.y if (V[i+1].y > P.y) // an upward crossing if (isLeft( V[i], V[i+1], P) > 0) // P left of edge ++wn; // have a valid up intersect } else { // start y > P.y (no test needed) if (V[i+1].y <= P.y) // a downward crossing if (isLeft( V[i], V[i+1], P) < 0) // P right of edge --wn; // have a valid down intersect } } return wn; } //===================================================================