godot-module-template/engine/thirdparty/jolt_physics/Jolt/Geometry/Ellipse.h

78 lines
2.5 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Math/Float2.h>
JPH_NAMESPACE_BEGIN
/// Ellipse centered around the origin
/// @see https://en.wikipedia.org/wiki/Ellipse
class Ellipse
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Construct ellipse with radius A along the X-axis and B along the Y-axis
Ellipse(float inA, float inB) : mA(inA), mB(inB) { JPH_ASSERT(inA > 0.0f); JPH_ASSERT(inB > 0.0f); }
/// Check if inPoint is inside the ellipse
bool IsInside(const Float2 &inPoint) const
{
return Square(inPoint.x / mA) + Square(inPoint.y / mB) <= 1.0f;
}
/// Get the closest point on the ellipse to inPoint
/// Assumes inPoint is outside the ellipse
/// @see Rotation Joint Limits in Quaternion Space by Gino van den Bergen, section 10.1 in Game Engine Gems 3.
Float2 GetClosestPoint(const Float2 &inPoint) const
{
float a_sq = Square(mA);
float b_sq = Square(mB);
// Equation of ellipse: f(x, y) = (x/a)^2 + (y/b)^2 - 1 = 0 [1]
// Normal on surface: (df/dx, df/dy) = (2 x / a^2, 2 y / b^2)
// Closest point (x', y') on ellipse to point (x, y): (x', y') + t (x / a^2, y / b^2) = (x, y)
// <=> (x', y') = (a^2 x / (t + a^2), b^2 y / (t + b^2))
// Requiring point to be on ellipse (substituting into [1]): g(t) = (a x / (t + a^2))^2 + (b y / (t + b^2))^2 - 1 = 0
// Newton Raphson iteration, starting at t = 0
float t = 0.0f;
for (;;)
{
// Calculate g(t)
float t_plus_a_sq = t + a_sq;
float t_plus_b_sq = t + b_sq;
float gt = Square(mA * inPoint.x / t_plus_a_sq) + Square(mB * inPoint.y / t_plus_b_sq) - 1.0f;
// Check if g(t) it is close enough to zero
if (abs(gt) < 1.0e-6f)
return Float2(a_sq * inPoint.x / t_plus_a_sq, b_sq * inPoint.y / t_plus_b_sq);
// Get derivative dg/dt = g'(t) = -2 (b^2 y^2 / (t + b^2)^3 + a^2 x^2 / (t + a^2)^3)
float gt_accent = -2.0f *
(a_sq * Square(inPoint.x) / Cubed(t_plus_a_sq)
+ b_sq * Square(inPoint.y) / Cubed(t_plus_b_sq));
// Calculate t for next iteration: tn+1 = tn - g(t) / g'(t)
float tn = t - gt / gt_accent;
t = tn;
}
}
/// Get normal at point inPoint (non-normalized vector)
Float2 GetNormal(const Float2 &inPoint) const
{
// Calculated by [d/dx f(x, y), d/dy f(x, y)], where f(x, y) is the ellipse equation from above
return Float2(inPoint.x / Square(mA), inPoint.y / Square(mB));
}
private:
float mA; ///< Radius along X-axis
float mB; ///< Radius along Y-axis
};
JPH_NAMESPACE_END