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