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+/**
+ @file Cylinder.cpp
+
+ @maintainer Morgan McGuire, http://graphics.cs.williams.edu
+
+ @created 2003-02-07
+ @edited 2006-02-18
+
+ Copyright 2000-2006, Morgan McGuire.
+ All rights reserved.
+ */
+
+#include "G3D/platform.h"
+#include "G3D/Cylinder.h"
+#include "G3D/BinaryInput.h"
+#include "G3D/BinaryOutput.h"
+#include "G3D/LineSegment.h"
+#include "G3D/CoordinateFrame.h"
+#include "G3D/Line.h"
+#include "G3D/AABox.h"
+
+namespace G3D {
+
+Cylinder::Cylinder(class BinaryInput& b) {
+ deserialize(b);
+}
+
+
+Cylinder::Cylinder() {
+}
+
+
+Cylinder::Cylinder(const Vector3& _p1, const Vector3& _p2, float _r)
+ : p1(_p1), p2(_p2), mRadius(_r) {
+}
+
+
+void Cylinder::serialize(class BinaryOutput& b) const {
+ p1.serialize(b);
+ p2.serialize(b);
+ b.writeFloat64(mRadius);
+}
+
+
+void Cylinder::deserialize(class BinaryInput& b) {
+ p1.deserialize(b);
+ p2.deserialize(b);
+ mRadius = b.readFloat64();
+}
+
+
+Line Cylinder::axis() const {
+ return Line::fromTwoPoints(p1, p2);
+}
+
+
+
+float Cylinder::radius() const {
+ return mRadius;
+}
+
+
+float Cylinder::volume() const {
+ return
+ (float)pi() * square(mRadius) * (p1 - p2).magnitude();
+}
+
+
+float Cylinder::area() const {
+ return
+ // Sides
+ (twoPi() * mRadius) * height() +
+
+ // Caps
+ twoPi() * square(mRadius);
+}
+
+void Cylinder::getBounds(AABox& out) const {
+ Vector3 min = p1.min(p2) - (Vector3(1, 1, 1) * mRadius);
+ Vector3 max = p1.max(p2) + (Vector3(1, 1, 1) * mRadius);
+ out = AABox(min, max);
+}
+
+bool Cylinder::contains(const Vector3& p) const {
+ return LineSegment::fromTwoPoints(p1, p2).distanceSquared(p) <= square(mRadius);
+}
+
+
+void Cylinder::getReferenceFrame(CoordinateFrame& cframe) const {
+ cframe.translation = center();
+
+ Vector3 Y = (p1 - p2).direction();
+ Vector3 X = (abs(Y.dot(Vector3::unitX())) > 0.9) ? Vector3::unitY() : Vector3::unitX();
+ Vector3 Z = X.cross(Y).direction();
+ X = Y.cross(Z);
+ cframe.rotation.setColumn(0, X);
+ cframe.rotation.setColumn(1, Y);
+ cframe.rotation.setColumn(2, Z);
+}
+
+
+void Cylinder::getRandomSurfacePoint(Vector3& p, Vector3& N) const {
+ float h = height();
+ float r = radius();
+
+ // Create a random point on a standard cylinder and then rotate to the global frame.
+
+ // Relative areas (factor of 2PI already taken out)
+ float capRelArea = square(r) / 2.0f;
+ float sideRelArea = r * h;
+
+ float r1 = uniformRandom(0, capRelArea * 2 + sideRelArea);
+
+ if (r1 < capRelArea * 2) {
+
+ // Select a point uniformly at random on a disk
+ // @cite http://mathworld.wolfram.com/DiskPointPicking.html
+ float a = uniformRandom(0, (float)twoPi());
+ float r2 = sqrt(uniformRandom(0, 1)) * r;
+ p.x = cos(a) * r2;
+ p.z = sin(a) * r2;
+
+ N.x = 0;
+ N.z = 0;
+ if (r1 < capRelArea) {
+ // Top
+ p.y = h / 2.0f;
+ N.y = 1;
+ } else {
+ // Bottom
+ p.y = -h / 2.0f;
+ N.y = -1;
+ }
+ } else {
+ // Side
+ float a = uniformRandom(0, (float)twoPi());
+ N.x = cos(a);
+ N.y = 0;
+ N.z = sin(a);
+ p.x = N.x * r;
+ p.z = N.y * r;
+ p.y = uniformRandom(-h / 2.0f, h / 2.0f);
+ }
+
+ // Transform to world space
+ CoordinateFrame cframe;
+ getReferenceFrame(cframe);
+
+ p = cframe.pointToWorldSpace(p);
+ N = cframe.normalToWorldSpace(N);
+}
+
+
+Vector3 Cylinder::randomInteriorPoint() const {
+ float h = height();
+ float r = radius();
+
+ // Create a random point in a standard cylinder and then rotate to the global frame.
+
+ // Select a point uniformly at random on a disk
+ // @cite http://mathworld.wolfram.com/DiskPointPicking.html
+ float a = uniformRandom(0, (float)twoPi());
+ float r2 = sqrt(uniformRandom(0, 1)) * r;
+
+ Vector3 p( cos(a) * r2,
+ uniformRandom(-h / 2.0f, h / 2.0f),
+ sin(a) * r2);
+
+ // Transform to world space
+ CoordinateFrame cframe;
+ getReferenceFrame(cframe);
+
+ return cframe.pointToWorldSpace(p);
+}
+
+} // namespace