2025-01-22 16:18:30 +01:00

223 lines
5.7 KiB
Haxe

package iron.math;
import kha.FastFloat;
class Ray {
public var origin: Vec4;
public var direction: Vec4;
public function new(origin: Vec4 = null, direction: Vec4 = null) {
this.origin = origin == null ? new Vec4() : origin;
this.direction = direction == null ? new Vec4() : direction;
}
public function at(t: FastFloat): Vec4 {
var result = new Vec4();
return result.setFrom(direction).mult(t).add(origin);
}
public function distanceToPoint(point: Vec4): FastFloat {
var v1 = new Vec4();
var directionDistance = v1.subvecs(point, this.origin).dot(this.direction);
// Point behind the ray
if (directionDistance < 0) {
return this.origin.distanceTo(point);
}
v1.setFrom(this.direction).mult(directionDistance).add(this.origin);
return v1.distanceTo(point);
}
public function intersectsSphere(sphereCenter: Vec4, sphereRadius: FastFloat): Bool {
return distanceToPoint(sphereCenter) <= sphereRadius;
}
public function intersectsPlane(plane: Plane): Bool {
// Check if the ray lies on the plane first
var distToPoint = plane.distanceToPoint(this.origin);
if (distToPoint == 0) return true;
var denominator = plane.normal.dot(this.direction);
if (denominator * distToPoint < 0) return true;
// Ray origin is behind the plane (and is pointing behind it)
return false;
}
public function distanceToPlane(plane: Plane): FastFloat {
var denominator = plane.normal.dot(this.direction);
if (denominator == 0) {
// Line is coplanar, return origin
if (plane.distanceToPoint(this.origin) == 0) {
return 0;
}
// Null is preferable to undefined since undefined means.... it is undefined
return -1;
}
var t = -(this.origin.dot(plane.normal) + plane.constant) / denominator;
// Return if the ray never intersects the plane
return t >= 0 ? t : -1;
}
public function intersectPlane(plane: Plane): Vec4 {
var t = this.distanceToPlane(plane);
if (t == -1) return null;
return this.at(t);
}
public function intersectsBox(center: Vec4, dim: Vec4): Bool {
return this.intersectBox(center, dim) != null;
}
public function intersectBox(center: Vec4, dim: Vec4): Vec4 {
// http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
var tmin, tmax, tymin, tymax, tzmin, tzmax;
var halfX = dim.x / 2;
var halfY = dim.y / 2;
var halfZ = dim.z / 2;
var boxMinX = center.x - halfX;
var boxMinY = center.y - halfY;
var boxMinZ = center.z - halfZ;
var boxMaxX = center.x + halfX;
var boxMaxY = center.y + halfY;
var boxMaxZ = center.z + halfZ;
var invdirx = 1 / this.direction.x;
var invdiry = 1 / this.direction.y;
var invdirz = 1 / this.direction.z;
var origin = this.origin;
if (invdirx >= 0) {
tmin = (boxMinX - origin.x) * invdirx;
tmax = (boxMaxX - origin.x) * invdirx;
}
else {
tmin = (boxMaxX - origin.x) * invdirx;
tmax = (boxMinX - origin.x) * invdirx;
}
if (invdiry >= 0) {
tymin = (boxMinY - origin.y) * invdiry;
tymax = (boxMaxY - origin.y) * invdiry;
}
else {
tymin = (boxMaxY - origin.y) * invdiry;
tymax = (boxMinY - origin.y) * invdiry;
}
if ((tmin > tymax) || (tymin > tmax)) return null;
// These lines also handle the case where tmin or tmax is NaN
// (result of 0 * Infinity). x !== x returns true if x is NaN
if (tymin > tmin || tmin != tmin) tmin = tymin;
if (tymax < tmax || tmax != tmax) tmax = tymax;
if (invdirz >= 0) {
tzmin = (boxMinZ - origin.z) * invdirz;
tzmax = (boxMaxZ - origin.z) * invdirz;
}
else {
tzmin = (boxMaxZ - origin.z) * invdirz;
tzmax = (boxMinZ - origin.z) * invdirz;
}
if ((tmin > tzmax) || (tzmin > tmax)) return null;
if (tzmin > tmin || tmin != tmin ) tmin = tzmin;
if (tzmax < tmax || tmax != tmax ) tmax = tzmax;
// Return point closest to the ray (positive side)
if (tmax < 0) return null;
return this.at(tmin >= 0 ? tmin : tmax);
}
public function intersectTriangle(a: Vec4, b: Vec4, c: Vec4, backfaceCulling: Bool): Vec4 {
// Compute the offset origin, edges, and normal
var diff = new Vec4();
var edge1 = new Vec4();
var edge2 = new Vec4();
var normal = new Vec4();
// from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
edge1.subvecs(b, a);
edge2.subvecs(c, a);
normal.crossvecs(edge1, edge2);
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
var DdN = this.direction.dot(normal);
var sign;
if (DdN > 0) {
if (backfaceCulling) return null;
sign = 1;
}
else if (DdN < 0) {
sign = -1;
DdN = -DdN;
}
else {
return null;
}
diff.subvecs(this.origin, a);
var DdQxE2 = sign * this.direction.dot(edge2.crossvecs(diff, edge2));
// b1 < 0, no intersection
if (DdQxE2 < 0) {
return null;
}
var DdE1xQ = sign * this.direction.dot(edge1.cross(diff));
// b2 < 0, no intersection
if (DdE1xQ < 0) {
return null;
}
// b1+b2 > 1, no intersection
if (DdQxE2 + DdE1xQ > DdN) {
return null;
}
// Line intersects triangle, check if ray does.
var QdN = -sign * diff.dot(normal);
// t < 0, no intersection
if (QdN < 0) {
return null;
}
// Ray intersects triangle.
return this.at(QdN / DdN);
}
}
class Plane {
public var normal = new Vec4(1.0, 0.0, 0.0);
public var constant = 0.0;
public function new() {}
public function distanceToPoint(point: Vec4): FastFloat {
return normal.dot(point) + constant;
}
public function set(normal: Vec4, point: Vec4): Plane {
this.normal.setFrom(normal);
constant = -point.dot(this.normal);
return this;
}
}