75 lines
2.2 KiB
C++
75 lines
2.2 KiB
C++
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#include "plane.h"
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#include "log.h"
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namespace Math {
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// see: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/example.cpp
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float intersection_segments(const Vector3D & s1, const Vector3D & s2,
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const Vector3D & l1, const Vector3D & l2, Vector3D & hit) {
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float denom = (l2.z - l1.z) * (s2.x - s1.x) -
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(l2.x - l1.x) * (s2.z - s1.z);
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float d_a = (l2.x - l1.x) * (s1.z - l1.z) -
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(l2.z - l1.z) * (s1.x - l1.x);
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float d_b = (s2.x - s1.x) * (s1.z - l1.z) -
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(s2.z - s1.z) * (s1.x - l1.x);
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float ua = d_a / denom; // ratio on s1 -> s2
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float ub = d_b / denom; // ratio on l1 -> l2
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if (denom == 0.0f) {
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/*
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if (d_a == 0.0f && d_b == 0.0f)
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INFO << "COINCIDENT" << std::endl;
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else
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INFO << "PARALLEL" << std::endl;
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*/
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return -1.0f;
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}
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if (ua >= 0.0f && ua <= 1.0f && ub >= 0.0f && ub <= 1.0f) {
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hit.x = s1.x + ua * (s2.x - s1.x);
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hit.z = s1.z + ua * (s2.z - s1.z);
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//INFO << "INTERSECTING " << hit.x << " " << hit.z << std::endl;
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//INFO << ua << " | " << ub << std::endl;
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return ub;
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}
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//INFO << "NOT INTERSECTING" << std::endl;
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return -1.0f;
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}
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int Plane::segmentIntersect(const Vector3D & p1, const Vector3D & p2, Vector3D & p_p) {
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float d = - normal.x * pop.x - normal.y * pop.y - normal.z * pop.z;
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float denom = normal.x * (p2.x - p1.x) + normal.y * (p2.y - p1.y) +
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normal.z * (p2.z - p1.z);
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if (fabs(denom) < 0.001f)
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return false;
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float mu = - (d + normal.x * p1.x + normal.y * p1.y + normal.z * p1.z) / denom;
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p_p = Vector3D(p2 - p1) * mu + p1;
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if (mu < 0 || mu > 1)
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return false;
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return true;
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}
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float Plane::distance(const Vector3D & p) {
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float d = normal * p;
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d += - normal.x * pop.x - normal.y * pop.y - normal.z * pop.z;
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return d;
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}
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}
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/*
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int main() {
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Vector3D p(0, 0, 0);
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Vector3D n(-1, 0, 0);
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Math::Plane plane(p, n);
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Vector3D p1(-1, 0, 0);
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Vector3D p2(1, 0, 0);
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Vector3D col;
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if (plane.segmentIntersect(p1, p2, col))
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std::cout << "intersect at: " << col.x << " " << col.y << " " << col.z << std::endl;
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std::cout << plane.distance(p1) << std::endl;
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std::cout << plane.distance(p2) << std::endl;
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}
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*/
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