?? geometry.h
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/***************************************************************************************** * SEU-3D * ------------------------------------------------- * Copyright (c) 2005, Yuan XU<xychn15@yahoo.com.cn>,Chang'e SHI<evelinesce@yahoo.com.cn> * Copyright (c) 2006, Yuan XU<xuyuan.cn@gmail.com>,Chunlu JIANG<JamAceWatermelon@gmail.com> * Southeast University ,China * All rights reserved. * * Additionally,this program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 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 Library General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. ****************************************************************************************/ #ifndef _GEOMETRY_H#define _GEOMETRY_H#ifdef __cplusplusextern "C"{#endif#ifdef __cplusplus}#endif#include <algorithm>#include "math.h" // needed for M_PI constant#include <string>#include <map>#include <soccer/soccertypes.h>#include "Settings.h"#include <deque>using namespace std;using namespace salt;#define EPSILON 0.0001 // Value used for floating point equality tests. // auxiliary numeric functions for determining the// the sign of a value/*! This function returns the sign of a give value. 1 is positive, -1 is negative \param d1 first parameter \return the sign of this value */template < class Type >int sign( Type d1 ){ return (d1>0)?1:-1;}//-* random value in (min,max)template < class Type >Type random( Type min, Type max ){ //if ( min > max ) swap(min,max);//no need :) srand(time(0)); return (Type(rand())/RAND_MAX)*(max-min)+min;}// auxiliary goniometric functions which enable you to// specify angles in degrees rather than in radiansAngDeg Rad2Deg ( AngRad x );AngRad Deg2Rad ( AngDeg x );float cosDeg ( AngDeg x );float sinDeg ( AngDeg x );float tanDeg ( AngDeg x );AngDeg atanDeg ( float x );AngDeg atan2Deg ( float y, float x );AngDeg acosDeg ( float x );AngDeg asinDeg ( float x );//-* various goniometric functionsbool isAngInInterval ( AngDeg ang, AngDeg angMin, AngDeg angMax );AngDeg getBisectorTwoAngles( AngDeg angMin, AngDeg angMax );/////////////////// normalize ///////////////////AngDeg normalizeAngle( AngDeg angle );Vector3f normalizeVector3f( const Vector3f &v, const float maxLength );Vector3f normalizeDriveForce( Vector3f driveForce );float normalizeKickForce( float kickForce );AngDeg normalizeKickAngle( AngDeg kickAngle );struct VisionSense{ /** distance perceptor to object */ float distance; /** theta is the angle in the X-Y (horizontal) plane */ AngDeg theta; /** phi is the latitude angle */ AngDeg phi; //VisionSense() : distance(0), theta(0), phi(0) {}; VisionSense() : distance(1000.0), theta(0), phi(0) {}; VisionSense( const float &d, const AngDeg &t, const AngDeg &p): distance(d), theta(t), phi(p) {};};//the vision is relative pos in formate POLAR//the posRelative is relative pos in formate CARTESIAN(X-Y-Z)Vector3f getPosRelativeFromVision( VisionSense vision );VisionSense getPosVisionFromRelative( const Vector3f &posRelative );typedef VisionSense Polar;#define pol2xyz getPosRelativeFromVision#define xyz2pol getPosVisionFromRelative//-* some function about Vector3fVector3f setVector3fLength(Vector3f v,float length);AngDeg getClipAng(const Vector3f &v1, const Vector3f &v2);AngDeg getClipAng(const Vector3f &p0, const Vector3f &p1, const Vector3f &p2);bool isThreePointOneLine( Vector3f p1, Vector3f p2, Vector3f p3 , AngDeg angThr = 1.8 );AngDeg getVector3fHorizontalAng( Vector3f v );float getDistToLine( Vector3f p, Vector3f l1, Vector3f l2 );//////////////////// template ///////////////////////////////template < class Type > Type setMaxNMin( const Type x, const Type max, const Type min ){ if ( x > max ) return max; if ( x < min ) return min; return x;}/** set the value to range [min,max] * @param[in] x the orginal value * @param[in] min the range left * @param[in] max the range right * @return the value be clamped */template < class T >T clamp( T x, T min, T max ){ if ( x > max ) return max; if ( x < min ) return min; return x;}template < class Type> Type pow2( const Type x ){ return x*x;}///////////////////////////////////////////////////////////////////////////////////////// deque operation template///////////////////////////////////////////////////////////////////////////////////////template < class Type > Type getDequeValue( deque< Type > q, unsigned int i ){ if ( q.size() == 0 ) return Type(); return q[ min( i, q.size()-1 ) ];}template < class Type > void pushDequeValue( deque< Type > &q, Type value, const unsigned int maxSize ){ //-* push the value to the front q.push_front( value ); //-* keep the size of the deque while( q.size() > maxSize ) q.pop_back();}template < class Type > Type getDequeValueByTime( deque< Time > timeDeque, Time time, deque< Type > q ){ deque< Time >::iterator iter = find( timeDeque.begin(), timeDeque.end(), time ); if ( iter == timeDeque.end() ) return Type(); unsigned int i = iter - timeDeque.begin(); return getDequeValue( q, i );}/////////////////// some function of time ////////////////////Second Time2Second( const Time &t);Time Second2Time( const Second &t);Step Time2Step( const Time &t);Step Second2Step( const Second &t);Time Step2Time ( const Step &t);Second Step2Second( const Step &t);// this function convert Vector3f to Vector2f,just skip z dimVector2f projection(const Vector3f &pos3 );// this function convert Vector2f to Vector3f,let z = 0Vector3f projection(const Vector2f &pos2 );/***************************************************************//******************** CLASS RECTANGLE **************************//***************************************************************/class Rectangle{public: f_inline Rectangle() { } f_inline Rectangle(const Rectangle &inOther) : _Left(inOther.Left()), _Top(inOther.Top()), _Right(inOther.Right()), _Bottom(inOther.Bottom()) { } f_inline Rectangle(float inLeft, float inTop, float inRight, float inBottom) : _Left(inLeft), _Top(inTop), _Right(inRight), _Bottom(inBottom) { } f_inline void Set(float inLeft, float inTop, float inRight, float inBottom) { _Left=inLeft; _Top=inTop; _Right=inRight; _Bottom=inBottom; } // member access f_inline float Left() const { return _Left; } f_inline float Right() const { return _Right; } f_inline float Top() const { return _Top; } f_inline float Bottom() const { return _Bottom; } f_inline float Width() const { return _Right-_Left; } f_inline float Height() const { return _Bottom-_Top; } f_inline void Normalize() { if (_Right < _Left) gSwap(_Left, _Right); if (_Bottom < _Top) gSwap(_Top, _Bottom); } f_inline void Widen(float inDelta) { _Left-=inDelta; _Top-=inDelta; _Right+=inDelta; _Bottom+=inDelta; } f_inline void Widen(float inDeltaWidth, float inDeltaHeight) { _Right+=inDeltaWidth; _Bottom+=inDeltaHeight; } f_inline void Widen(float inDeltaLeft, float inDeltaTop, float inDeltaRight, float inDeltaBottom) { _Left-=inDeltaLeft; _Top-=inDeltaTop; _Right+=inDeltaRight; _Bottom+=inDeltaBottom; } f_inline void Shrink(float inDelta) { _Left+=inDelta; _Top+=inDelta; _Right-=inDelta; _Bottom-=inDelta; } f_inline void Shrink(float inDeltaWidth, float inDeltaHeight) { _Right-=inDeltaWidth; _Bottom-=inDeltaHeight; } f_inline void Shrink(float inDeltaLeft, float inDeltaTop, float inDeltaRight, float inDeltaBottom) { _Left+=inDeltaLeft; _Top+=inDeltaTop; _Right-=inDeltaRight; _Bottom-=inDeltaBottom; } f_inline void Offset(float inDeltaX, float inDeltaY) { _Left+=inDeltaX; _Top+=inDeltaY; _Right+=inDeltaX; _Bottom+=inDeltaY; } f_inline bool Intersects(const Rectangle &b) const { return !(_Left > b._Right || _Right < b._Left || _Top > b._Bottom || _Bottom < b._Top); } // assignment f_inline Rectangle& operator=(const Rectangle &inOther) { _Left=inOther.Left(); _Top=inOther.Top(); _Right=inOther.Right(); _Bottom=inOther.Bottom(); return *this; } // comparison f_inline bool operator==(const Rectangle &inRHS) const { return (_Left==inRHS.Left()) && (_Top==inRHS.Top()) && (_Right==inRHS.Right()) && (_Bottom==inRHS.Bottom()); } f_inline bool operator!=(const Rectangle &inRHS) const { return (_Left!=inRHS.Left()) || (_Top!=inRHS.Top()) || (_Right!=inRHS.Right()) || (_Bottom!=inRHS.Bottom()); } f_inline bool operator[](const Vector3f &p) const { return ( p.x()<_Right && p.x()>_Left && p.y()<_Top && p.y()>_Bottom); } private: float _Left; float _Top; float _Right; float _Bottom;};/***************************************************************//******************** CLASS SECTOR *****************************//***************************************************************/class Sector
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