// David Eberly, Geometric Tools, Redmond WA 98052 // Copyright (c) 1998-2020 // Distributed under the Boost Software License, Version 1.0. // https://www.boost.org/LICENSE_1_0.txt // https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt // Version: 4.0.2019.08.13 #pragma once #include // A solid sector is the intersection of a disk and a 2D cone. The disk // has center C, radius R, and contains points X for which |X-C| <= R. The // 2D cone has vertex C, unit-length axis direction D, angle A in (0,pi) // measured from D, and contains points X for which // Dot(D,(X-C)/|X-C|) >= cos(A). Sector points X satisfy both inequality // constraints. namespace WwiseGTE { template class Sector2 { public: // Construction and destruction. The default constructor sets the // vertex to (0,0), radius to 1, axis direction to (1,0), and angle // to pi, all of which define a disk. Sector2() : vertex(Vector2::Zero()), radius((Real)1), direction(Vector2::Unit(0)), angle((Real)GTE_C_PI), cosAngle((Real)-1), sinAngle((Real)0) { } Sector2(Vector2 const& inVertex, Real inRadius, Vector2 const& inDirection, Real inAngle) : vertex(inVertex), radius(inRadius), direction(inDirection) { SetAngle(inAngle); } // Set the angle and cos(angle) simultaneously. void SetAngle(Real inAngle) { angle = inAngle; cosAngle = std::cos(angle); sinAngle = std::sin(angle); } // Test whether P is in the sector. bool Contains(Vector2 const& p) const { Vector2 diff = p - vertex; Real length = Length(diff); return length <= radius && Dot(direction, diff) >= length * cosAngle; } // The cosine and sine of the angle are used in queries, so all o // angle, cos(angle), and sin(angle) are stored. If you set 'angle' // via the public members, you must set all to be consistent. You // can also call SetAngle(...) to ensure consistency. Vector2 vertex; Real radius; Vector2 direction; Real angle, cosAngle, sinAngle; public: // Comparisons to support sorted containers. bool operator==(Sector2 const& sector) const { return vertex == sector.vertex && radius == sector.radius && direction == sector.direction && angle == sector.angle; } bool operator!=(Sector2 const& sector) const { return !operator==(sector); } bool operator< (Sector2 const& sector) const { if (vertex < sector.vertex) { return true; } if (vertex > sector.vertex) { return false; } if (radius < sector.radius) { return true; } if (radius > sector.radius) { return false; } if (direction < sector.direction) { return true; } if (direction > sector.direction) { return false; } return angle < sector.angle; } bool operator<=(Sector2 const& sector) const { return !sector.operator<(*this); } bool operator> (Sector2 const& sector) const { return sector.operator<(*this); } bool operator>=(Sector2 const& sector) const { return !operator<(sector); } }; }