#include #include #include "kazmath/ray2.h" void kmRay2Fill(kmRay2* ray, kmScalar px, kmScalar py, kmScalar vx, kmScalar vy) { ray->start.x = px; ray->start.y = py; ray->dir.x = vx; ray->dir.y = vy; } kmBool kmRay2IntersectLineSegment(const kmRay2* ray, const kmVec2* p1, const kmVec2* p2, kmVec2* intersection) { float x1 = ray->start.x; float y1 = ray->start.y; float x2 = ray->start.x + ray->dir.x; float y2 = ray->start.y + ray->dir.y; float x3 = p1->x; float y3 = p1->y; float x4 = p2->x; float y4 = p2->y; float denom = (y4 -y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); float ua, x, y; //If denom is zero, the lines are parallel if(denom > -kmEpsilon && denom < kmEpsilon) { return KM_FALSE; } ua = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / denom; // float ub = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / denom; x = x1 + ua * (x2 - x1); y = y1 + ua * (y2 - y1); if(x < kmMin(p1->x, p2->x) - kmEpsilon || x > kmMax(p1->x, p2->x) + kmEpsilon || y < kmMin(p1->y, p2->y) - kmEpsilon || y > kmMax(p1->y, p2->y) + kmEpsilon) { //Outside of line //printf("Outside of line, %f %f (%f %f)(%f, %f)\n", x, y, p1->x, p1->y, p2->x, p2->y); return KM_FALSE; } if(x < kmMin(x1, x2) - kmEpsilon || x > kmMax(x1, x2) + kmEpsilon || y < kmMin(y1, y2) - kmEpsilon || y > kmMax(y1, y2) + kmEpsilon) { //printf("Outside of ray, %f %f (%f %f)(%f, %f)\n", x, y, x1, y1, x2, y2); return KM_FALSE; } intersection->x = x; intersection->y = y; return KM_TRUE; /* kmScalar A1, B1, C1; kmScalar A2, B2, C2; A1 = ray->dir.y; B1 = ray->dir.x; C1 = A1 * ray->start.x + B1 * ray->start.y; A2 = p2->y - p1->y; B2 = p2->x - p1->x; C2 = A2 * p1->x + B2 * p1->y; double det = (A1 * B2) - (A2 * B1); if(det == 0) { printf("Parallel\n"); return KM_FALSE; } double x = (B2*C1 - B1*C2) / det; double y = (A1*C2 - A2*C1) / det; if(x < min(p1->x, p2->x) - kmEpsilon || x > max(p1->x, p2->x) + kmEpsilon || y < min(p1->y, p2->y) - kmEpsilon || y > max(p1->y, p2->y) + kmEpsilon) { //Outside of line printf("Outside of line, %f %f (%f %f)(%f, %f)\n", x, y, p1->x, p1->y, p2->x, p2->y); return KM_FALSE; } kmScalar x1 = ray->start.x; kmScalar x2 = ray->start.x + ray->dir.x; kmScalar y1 = ray->start.y; kmScalar y2 = ray->start.y + ray->dir.y; if(x < min(x1, x2) - kmEpsilon || x > max(x1, x2) + kmEpsilon || y < min(y1, y2) - kmEpsilon || y > max(y1, y2) + kmEpsilon) { printf("Outside of ray, %f %f (%f %f)(%f, %f)\n", x, y, x1, y1, x2, y2); return KM_FALSE; } intersection->x = x; intersection->y = y; return KM_TRUE;*/ } void calculate_line_normal(kmVec2 p1, kmVec2 p2, kmVec2* normal_out) { kmVec2 tmp; kmVec2Subtract(&tmp, &p2, &p1); //Get direction vector normal_out->x = -tmp.y; normal_out->y = tmp.x; kmVec2Normalize(normal_out, normal_out); //TODO: should check that the normal is pointing out of the triangle } kmBool kmRay2IntersectTriangle(const kmRay2* ray, const kmVec2* p1, const kmVec2* p2, const kmVec2* p3, kmVec2* intersection, kmVec2* normal_out) { kmVec2 intersect; kmVec2 final_intersect = {0., 0.}, normal = {0., 0.}; // Silencing LLVM SA. kmScalar distance = 10000.0f; kmBool intersected = KM_FALSE; if(kmRay2IntersectLineSegment(ray, p1, p2, &intersect)) { kmVec2 tmp; kmScalar this_distance; intersected = KM_TRUE; this_distance = kmVec2Length(kmVec2Subtract(&tmp, &intersect, &ray->start)); if(this_distance < distance) { final_intersect.x = intersect.x; final_intersect.y = intersect.y; distance = this_distance; calculate_line_normal(*p1, *p2, &normal); } } if(kmRay2IntersectLineSegment(ray, p2, p3, &intersect)) { kmVec2 tmp; kmScalar this_distance; intersected = KM_TRUE; this_distance = kmVec2Length(kmVec2Subtract(&tmp, &intersect, &ray->start)); if(this_distance < distance) { final_intersect.x = intersect.x; final_intersect.y = intersect.y; distance = this_distance; calculate_line_normal(*p2, *p3, &normal); } } if(kmRay2IntersectLineSegment(ray, p3, p1, &intersect)) { kmVec2 tmp; kmScalar this_distance; intersected = KM_TRUE; this_distance = kmVec2Length(kmVec2Subtract(&tmp, &intersect, &ray->start)); if(this_distance < distance) { final_intersect.x = intersect.x; final_intersect.y = intersect.y; //distance = this_distance; calculate_line_normal(*p3, *p1, &normal); } } if(intersected) { intersection->x = final_intersect.x; intersection->y = final_intersect.y; if(normal_out) { normal_out->x = normal.x; normal_out->y = normal.y; } } return intersected; } kmBool kmRay2IntersectCircle(const kmRay2* ray, const kmVec2 centre, const kmScalar radius, kmVec2* intersection) { assert(0 && "Not implemented"); return 0; }