📄 geometry.cpp
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VecPosition; false otherwise */bool VecPosition::isBehindOf( const VecPosition &p ){ return ( ( m_x < p.getX( ) ) ? true : false );}/*! This method determines whether the x-coordinate of the current VecPosition is behind (i.e. smaller than) a given double value. \param d a double value to which the current x-coordinate must be compared \return true when the current x-coordinate is behind the given value; false otherwise */bool VecPosition::isBehindOf( const double &d ){ return ( ( m_x < d ) ? true : false );}/*! This method determines whether the current VecPosition is to the left of a given VecPosition, i.e. whether the y-coordinate of the current VecPosition is smaller than the y-coordinate of the given VecPosition. \param p a VecPosition to which the current VecPosition must be compared \return true when the current VecPosition is to the left of the given VecPosition; false otherwise */bool VecPosition::isLeftOf( const VecPosition &p ){ return ( ( m_y < p.getY( ) ) ? true : false );}/*! This method determines whether the y-coordinate of the current VecPosition is to the left of (i.e. smaller than) a given double value. \param d a double value to which the current y-coordinate must be compared \return true when the current y-coordinate is to the left of the given value; false otherwise */bool VecPosition::isLeftOf( const double &d ){ return ( ( m_y < d ) ? true : false );}/*! This method determines whether the current VecPosition is to the right of a given VecPosition, i.e. whether the y-coordinate of the current VecPosition is larger than the y-coordinate of the given VecPosition. \param p a VecPosition to which the current VecPosition must be compared \return true when the current VecPosition is to the right of the given VecPosition; false otherwise */bool VecPosition::isRightOf( const VecPosition &p ){ return ( ( m_y > p.getY( ) ) ? true : false );}/*! This method determines whether the y-coordinate of the current VecPosition is to the right of (i.e. larger than) a given double value. \param d a double value to which the current y-coordinate must be compared \return true when the current y-coordinate is to the right of the given value; false otherwise */bool VecPosition::isRightOf( const double &d ){ return ( ( m_y > d ) ? true : false );}/*! This method determines whether the current VecPosition is in between two given VecPositions when looking in the x-direction, i.e. whether the current VecPosition is in front of the first argument and behind the second. \param p1 a VecPosition to which the current VecPosition must be compared \param p2 a VecPosition to which the current VecPosition must be compared \return true when the current VecPosition is in between the two given VecPositions when looking in the x-direction; false otherwise */bool VecPosition::isBetweenX( const VecPosition &p1, const VecPosition &p2 ){ return ( ( isInFrontOf( p1 ) && isBehindOf( p2 ) ) ? true : false );}/*! This method determines whether the x-coordinate of the current VecPosition is in between two given double values, i.e. whether the x-coordinate of the current VecPosition is in front of the first argument and behind the second. \param d1 a double value to which the current x-coordinate must be compared \param d2 a double value to which the current x-coordinate must be compared \return true when the current x-coordinate is in between the two given values; false otherwise */bool VecPosition::isBetweenX( const double &d1, const double &d2 ){ return ( ( isInFrontOf( d1 ) && isBehindOf( d2 ) ) ? true : false );}/*! This method determines whether the current VecPosition is in between two given VecPositions when looking in the y-direction, i.e. whether the current VecPosition is to the right of the first argument and to the left of the second. \param p1 a VecPosition to which the current VecPosition must be compared \param p2 a VecPosition to which the current VecPosition must be compared \return true when the current VecPosition is in between the two given VecPositions when looking in the y-direction; false otherwise */bool VecPosition::isBetweenY( const VecPosition &p1, const VecPosition &p2 ){ return ( ( isRightOf( p1 ) && isLeftOf( p2 ) ) ? true : false );}/*! This method determines whether the y-coordinate of the current VecPosition is in between two given double values, i.e. whether the y-coordinate of the current VecPosition is to the right of the first argument and to the left of the second. \param d1 a double value to which the current y-coordinate must be compared \param d2 a double value to which the current y-coordinate must be compared \return true when the current y-coordinate is in between the two given values; false otherwise */bool VecPosition::isBetweenY( const double &d1, const double &d2 ){ return ( ( isRightOf( d1 ) && isLeftOf( d2 ) ) ? true : false );}/*! This method normalizes a VecPosition by setting the magnitude of the corresponding vector to 1. This thus changes the VecPosition itself. \return the result of normalizing the current VecPosition thus yielding a different VecPosition */VecPosition VecPosition::normalize( ){ return ( setMagnitude( 1.0 ) );}/*! This method rotates the vector corresponding to the current VecPosition over a given angle thereby changing the current VecPosition itself. This is done by calculating the polar coordinates of the current VecPosition and adding the given angle to the phi-coordinate in the polar representation. The polar coordinates are then converted back to Cartesian coordinates to obtain the desired result. \param angle an angle in degrees over which the vector corresponding to the current VecPosition must be rotated \return the result of rotating the vector corresponding to the current VecPosition over the given angle thus yielding a different VecPosition */VecPosition VecPosition::rotate( AngDeg angle ){ // determine the polar representation of the current VecPosition double dMag = this->getMagnitude( ); double dNewDir = this->getDirection( ) + angle; // add rotation angle to phi setVecPosition( dMag, dNewDir, POLAR ); // convert back to Cartesian return ( *this );}/*! This method converts the coordinates of the current VecPosition (which are represented in an global coordinate system with the origin at (0,0)) into relative coordinates in a different coordinate system (e.g. relative to a player). The new coordinate system is defined by the arguments to the method. The relative coordinates are now obtained by aligning the relative coordinate system with the global coordinate system using a translation to make both origins coincide followed by a rotation to align the axes. \param origin the origin of the relative coordinate frame \param ang the angle between the world frame and the relative frame (reasoning from the world frame) \return the result of converting the current global VecPosition into a relative VecPosition */VecPosition VecPosition::globalToRelative( VecPosition origin, AngDeg ang ){ // convert global coordinates into relative coordinates by aligning // relative frame and world frame. First perform translation to make // origins of both frames coincide. Then perform rotation to make // axes of both frames coincide (use negative angle since you rotate // relative frame to world frame). *this -= origin; return ( rotate( -ang ) );}/*! This method converts the coordinates of the current VecPosition (which are represented in a relative coordinate system) into global coordinates in the world frame (with origin at (0,0)). The relative coordinate system is defined by the arguments to the method. The global coordinates are now obtained by aligning the world frame with the relative frame using a rotation to align the axes followed by a translation to make both origins coincide. \param origin the origin of the relative coordinate frame \param ang the angle between the world frame and the relative frame (reasoning from the world frame) \return the result of converting the current relative VecPosition into an global VecPosition */VecPosition VecPosition::relativeToGlobal( VecPosition origin, AngDeg ang ){ // convert relative coordinates into global coordinates by aligning // world frame and relative frame. First perform rotation to make // axes of both frames coincide (use positive angle since you rotate // world frame to relative frame). Then perform translation to make // origins of both frames coincide. rotate( ang ); *this += origin; return ( *this );}/*! This method returns a VecPosition that lies somewhere on the vector between the current VecPosition and a given VecPosition. The desired position is specified by a given fraction of this vector (e.g. 0.5 means exactly in the middle of the vector). The current VecPosition itself is left unchanged. \param p a VecPosition which defines the vector to the current VecPosition \param dFrac double representing the fraction of the connecting vector at which the desired VecPosition lies. \return the VecPosition which lies at fraction dFrac on the vector connecting p and the current VecPosition */VecPosition VecPosition::getVecPositionOnLineFraction( VecPosition &p, double dFrac ){ // determine point on line that lies at fraction dFrac of whole line // example: this --- 0.25 --------- p // formula: this + dFrac * ( p - this ) = this - dFrac * this + dFrac * p = // ( 1 - dFrac ) * this + dFrac * p return ( ( *this ) * ( 1.0 - dFrac ) + ( p * dFrac ) );}/*! This method converts a polar representation of a VecPosition into a Cartesian representation. \param dMag a double representing the polar r-coordinate, i.e. the distance from the point to the origin \param ang the angle that the polar vector makes with the x-axis, i.e. the polar phi-coordinate \return the result of converting the given polar representation into a Cartesian representation thus yielding a Cartesian VecPosition */VecPosition VecPosition::getVecPositionFromPolar( double dMag, AngDeg ang ){ // cos(phi) = x/r <=> x = r*cos(phi); sin(phi) = y/r <=> y = r*sin(phi) return ( VecPosition( dMag * cosDeg( ang ), dMag * sinDeg( ang ) ) );}/*! This method normalizes an angle. This means that the resulting angle lies between -180 and 180 degrees. \param angle the angle which must be normalized \return the result of normalizing the given angle */AngDeg VecPosition::normalizeAngle( AngDeg angle ){ while( angle > 180.0 ) angle -= 360.0; while( angle < -180.0 ) angle += 360.0; return ( angle );}/*****************************************************************************//********************** CLASS GEOMETRY ***************************************//*****************************************************************************//*! A geometric series is one in which there is a constant ratio between each element and the one preceding it. This method determines the length of a geometric series given its first element, the sum of the elements in the series and the constant ratio between the elements. Normally: s = a + ar + ar^2 + ... + ar^n Now: dSum = dFirst + dFirst*dRatio + dFirst*dRatio^2 + .. + dFist*dRatio^n \param dFirst first term of the series \param dRatio ratio with which the the first term is multiplied \param dSum the total sum of all the serie \return the length(n in above example) of the series */double Geometry::getLengthGeomSeries( double dFirst, double dRatio, double dSum ){ if( dRatio < 0 ) cerr << "(Geometry:getLengthGeomSeries): negative ratio" << endl; // s = a + ar + ar^2 + .. + ar^n-1 and thus sr = ar + ar^2 + .. + ar^n // subtract: sr - s = - a + ar^n) => s(1-r)/a + 1 = r^n = temp // log r^n / n = n log r / log r = n = length double temp = (dSum * ( dRatio - 1 ) / dFirst) + 1; if( temp <= 0 ) return -1.0; return log( temp ) / log( dRatio ) ;}/*! A geometric series is one in which there is a constant ratio between each element and the one preceding it. This method determines the sum of a geometric series given its first element, the ratio and the number of steps in the series Normally: s = a + ar + ar^2 + ... + ar^n Now: dSum = dFirst + dFirst*dRatio + ... + dFirst*dRatio^dSteps \param dFirst first term of the series \param dRatio ratio with which the the first term is multiplied \param dSum the number of steps to be taken into account \return the sum of the series */double Geometry::getSumGeomSeries( double dFirst, double dRatio, double dLength){ // s = a + ar + ar^2 + .. + ar^n-1 and thus sr = ar + ar^2 + .. + ar^n // subtract: s - sr = a - ar^n) => s = a(1-r^n)/(1-r) return dFirst * ( 1 - pow( dRatio, dLength ) ) / ( 1 - dRatio ) ;}/*! A geometric series is one in which there is a constant ratio between each element and the one preceding it. This method determines the sum of an infinite geometric series given its first element and the constant ratio between the elements. Note that such an infinite series will only converge when 0<r<1. Normally: s = a + ar + ar^2 + ar^3 + .... Now: dSum = dFirst + dFirst*dRatio + dFirst*dRatio^2... \param dFirst first term of the series \param dRatio ratio with which the the first term is multiplied \return the sum of the series */double Geometry::getSumInfGeomSeries( double dFirst, double dRatio ){ if( dRatio > 1 ) cerr << "(Geometry:CalcLengthGeomSeries): series does not converge" <<endl;
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