Merge pull request #82 from brandonw/add-intersection-impls
Update intersection impls
This commit is contained in:
commit
a010ddee54
4 changed files with 134 additions and 103 deletions
49
src/aabb.rs
49
src/aabb.rs
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@ -22,9 +22,11 @@
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use point::{Point, Point2, Point3};
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use vector::{Vector, Vector2, Vector3};
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use num::BaseNum;
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use ray::{Ray2};
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use intersect::Intersect;
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use num::{BaseNum, BaseFloat};
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use std::fmt;
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use std::num::{zero, one};
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use std::num::{zero, one, Float};
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pub trait Aabb<S: BaseNum, V: Vector<S>, P: Point<S, V>> {
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/// Create a new AABB using two points as opposing corners.
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@ -172,3 +174,46 @@ impl<S: BaseNum> fmt::Show for Aabb3<S> {
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write!(f, "[{} - {}]", self.min, self.max)
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}
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}
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impl<S: BaseFloat> Intersect<Option<Point2<S>>> for (Ray2<S>, Aabb2<S>) {
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fn intersection(&self) -> Option<Point2<S>> {
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match *self {
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(ref ray, ref aabb) => {
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let mut tmin: S = Float::neg_infinity();
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let mut tmax: S = Float::infinity();
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if ray.direction.x != zero() {
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let tx1 = (aabb.min.x - ray.origin.x) / ray.direction.x;
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let tx2 = (aabb.max.x - ray.origin.x) / ray.direction.x;
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tmin = tmin.max(tx1.min(tx2));
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tmax = tmax.min(tx1.max(tx2));
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}
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if ray.direction.y != zero() {
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let ty1 = (aabb.min.y - ray.origin.y) / ray.direction.y;
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let ty2 = (aabb.max.y - ray.origin.y) / ray.direction.y;
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tmin = tmin.max(ty1.min(ty2));
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tmax = tmax.min(ty1.max(ty2));
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}
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if tmin < zero() && tmax < zero() {
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None
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}
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else if tmax >= tmin {
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if tmin >= zero() {
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Some(Point2::new(ray.origin.x + ray.direction.x * tmin,
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ray.origin.y + ray.direction.y * tmin))
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}
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else {
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Some(Point2::new(ray.origin.x + ray.direction.x * tmax,
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ray.origin.y + ray.direction.y * tmax))
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}
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}
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else {
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None
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}
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}
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}
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}
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}
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87
src/line.rs
87
src/line.rs
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@ -17,9 +17,10 @@
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use std::num::{Zero, zero, One, one};
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use num::{BaseFloat, BaseNum};
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use num::{BaseNum, BaseFloat};
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use point::{Point, Point2, Point3};
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use vector::{Vector, Vector2};
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use ray::{Ray2};
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use intersect::Intersect;
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/// A generic directed line segment from `origin` to `dest`.
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@ -38,71 +39,51 @@ impl<S: BaseNum, V: Vector<S>, P: Point<S, V>> Line<P> {
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pub type Line2<S> = Line<Point2<S>>;
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pub type Line3<S> = Line<Point3<S>>;
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/// Determines if an intersection between two line segments is found. If the segments are
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/// collinear and overlapping, the intersection point that will be returned will be the first
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/// intersection point found by traversing the first line segment, starting at its origin.
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impl<S: BaseFloat> Intersect<Option<Point2<S>>> for (Line2<S>, Line2<S>) {
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/// Determines if an intersection between a ray and a line segments is found.
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impl<S: BaseFloat> Intersect<Option<Point2<S>>> for (Ray2<S>, Line2<S>) {
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fn intersection(&self) -> Option<Point2<S>> {
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match *self {
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(ref l1, ref l2) => {
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let p = l1.origin;
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let mut q = l2.origin;
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let r = Vector2::new(l1.dest.x - l1.origin.x, l1.dest.y - l1.origin.y);
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let mut s = Vector2::new(l2.dest.x - l2.origin.x, l2.dest.y - l2.origin.y);
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(ref ray, ref line) => {
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let p = ray.origin;
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let q = line.origin;
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let r = ray.direction;
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let s = Vector2::new(line.dest.x - line.origin.x, line.dest.y - line.origin.y);
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let zero: S = Zero::zero();
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let cross = r.perp_dot(&s);
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let mut q_minus_p = Vector2::new(q.x - p.x, q.y - p.y);
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let mut p_minus_q = Vector2::new(p.x - q.x, p.y - q.y);
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let cross_r = q_minus_p.perp_dot(&r);
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let cross_s = q_minus_p.perp_dot(&s);
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let cross_1 = r.perp_dot(&s);
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let qmp = Vector2::new(q.x - p.x, q.y - p.y);
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let cross_2 = qmp.perp_dot(&r);
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if cross.is_zero() {
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if cross_r.is_zero() {
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// line segments are collinear
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if cross_1 == zero {
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if cross_2 != zero {
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// parallel
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return None;
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}
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// special case of both lines being the same single point
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if r.x == zero && r.y == zero && s.x == zero && s.y == zero && p == q {
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return Some(p);
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// collinear
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let q2mp = Vector2::new(line.dest.x - p.x, line.dest.y - p.y);
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let dot_1 = qmp.dot(&r);
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let dot_2 = q2mp.dot(&r);
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if (dot_1 <= zero && dot_2 >= zero) || (dot_1 >= zero && dot_2 <= zero) {
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return Some(p);
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}
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else if dot_1 >= zero && dot_2 >= zero {
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if dot_1 <= dot_2 {
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return Some(q);
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}
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// ensure l2 (q,q+s) is pointing the same direction as l1 (p,p+r)
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// if it is not, then swap the two endpoints of the second segment.
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// If this is not done, the algorithm below will not find an
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// intersection if the two directed line segments point towards the
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// opposite segment's origin.
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if (r.x != zero && s.x != zero && r.x.signum() != s.x.signum()) ||
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(r.y != zero && s.y != zero && r.y.signum() != s.y.signum()) {
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q = Point2::new(q.x + s.x, q.y + s.y);
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s = Vector2::new(-s.x, -s.y);
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q_minus_p = Vector2::new(q.x - p.x, q.y - p.y);
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p_minus_q = Vector2::new(p.x - q.x, p.y - q.y);
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}
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let d1 = q_minus_p.dot(&r);
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let d2 = p_minus_q.dot(&s);
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let rdotr = r.dot(&r);
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let sdots = s.dot(&s);
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// make sure to take into account that one or both of the segments could
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// be a single point (r.r or s.s = 0) and ignore that case
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if (rdotr > zero && zero <= d1 && d1 <= rdotr) ||
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(sdots > zero && zero <= d2 && d2 <= sdots) {
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// overlapping
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if (q_minus_p.x != zero && q_minus_p.x.signum() == r.x.signum()) ||
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(q_minus_p.y != zero && q_minus_p.y.signum() == r.y.signum()) {
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return Some(q);
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}
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return Some(p);
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else {
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return Some(line.dest);
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}
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}
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// no overlap exists
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return None;
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}
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let t = cross_s / cross;
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let u = cross_r / cross;
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let t = qmp.perp_dot(&s) / cross_1;
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let u = cross_2 / cross_1;
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if zero <= t && t <= One::one() &&
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zero <= One::one() && u <= One::one() {
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if zero <= t && u >= zero && u <= One::one() {
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return Some(Point2::new(p.x + t*r.x, p.y + t*r.y));
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}
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@ -20,6 +20,8 @@ extern crate cgmath;
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use cgmath::aabb::*;
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use cgmath::point::{Point2, Point3};
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use cgmath::vector::{Vector2, Vector3};
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use cgmath::ray::{Ray};
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use cgmath::intersect::Intersect;
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#[test]
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fn test_aabb() {
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@ -64,3 +66,17 @@ fn test_aabb() {
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assert_eq!(aabb.mul_v(&Vector3::new(1i, 2i, 3i)),
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Aabb3::new(Point3::new(-20i, -20i, -15i), Point3::new(10i, 60i, 15i)));
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}
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#[test]
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fn test_aabb_ray_intersect() {
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let aabb = Aabb2::new(Point2::new(-5.0f32, 5.0), Point2::new(5.0, 10.0));
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let ray1 = Ray::new(Point2::new(0.0f32, 0.0), Vector2::new(0.0, 1.0));
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let ray2 = Ray::new(Point2::new(-10.0f32, 0.0), Vector2::new(2.5, 1.0));
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let ray3 = Ray::new(Point2::new(0.0f32, 0.0), Vector2::new(-1.0, -1.0));
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let ray4 = Ray::new(Point2::new(3.0f32, 7.0), Vector2::new(1.0, 1.0));
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assert_eq!((ray1, aabb).intersection(), Some(Point2::new(0.0, 5.0)));
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assert_eq!((ray2, aabb).intersection(), Some(Point2::new(2.5, 5.0)));
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assert_eq!((ray3, aabb).intersection(), None);
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assert_eq!((ray4, aabb).intersection(), Some(Point2::new(5.0, 9.0)));
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}
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@ -19,65 +19,54 @@ extern crate cgmath;
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use cgmath::line::*;
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use cgmath::point::*;
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use cgmath::ray::*;
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use cgmath::vector::*;
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use cgmath::intersect::Intersect;
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#[test]
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fn test_line_intersection() {
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// collinear, origins pointing towards each other, first intersection
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// from l1.origin is in an endpoint in l2
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let l1 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(10.0f64, 0.0f64));
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let l2 = Line::new(Point2::new(1.5f64, 0.0f64), Point2::new(0.5f64, 0.0f64));
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assert_eq!((l1, l2).intersection(), Some(Point2::new(0.5f64, 0.0f64)));
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// collinear, intersection is line dest
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let r1 = Ray::new(Point2::new(0.0f32, 0.0), Vector2::new(0.25, 0.0));
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let l1 = Line::new(Point2::new(1.5f32, 0.0), Point2::new(0.5, 0.0));
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assert_eq!((r1, l1).intersection(), Some(Point2::new(0.5, 0.0)));
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// collinear, first intersection from p1.origin is at p1.origin itself
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let l3 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(10.0f64, 0.0f64));
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let l4 = Line::new(Point2::new(-11.0f64, 0.0f64), Point2::new(1.0f64, 0.0f64));
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assert_eq!((l3, l4).intersection(), Some(Point2::new(0.0f64, 0.0f64)));
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// collinear, intersection is at ray origin
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let r2 = Ray::new(Point2::new(0.0f32, 0.0), Vector2::new(5.0, 0.0));
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let l2 = Line::new(Point2::new(-11.0f32, 0.0), Point2::new(1.0, 0.0));
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assert_eq!((r2, l2).intersection(), Some(Point2::new(0.0, 0.0)));
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// no intersection
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let l5 = Line::new(Point2::new(5.0f64, 5.0f64), Point2::new(10.0f64, 6.0f64));
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let l6 = Line::new(Point2::new(5.0f64, 4.8f64), Point2::new(10.0f64, 4.1f64));
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assert_eq!((l5, l6).intersection(), None); // no intersection
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// collinear, origins pointing same direction
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let l7 = Line::new(Point2::new(0.0f64, 1.0f64), Point2::new(0.0f64, 0.0f64));
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let l8 = Line::new(Point2::new(0.0f64, 0.5f64), Point2::new(0.0f64, -0.5f64));
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assert_eq!((l7, l8).intersection(), Some(Point2::new(0.0f64, 0.5f64)));
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// collinear, intersection is line origin
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let r3 = Ray::new(Point2::new(0.0f32, 1.0), Vector2::new(0.0, -0.25));
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let l3 = Line::new(Point2::new(0.0f32, 0.5), Point2::new(0.0, -0.5));
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assert_eq!((r3, l3).intersection(), Some(Point2::new(0.0, 0.5)));
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// collinear, no overlap
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let l9 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(3.0f64, 0.0f64));
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let l10 = Line::new(Point2::new(10.0f64, 0.0f64), Point2::new(5.0f64, 0.0f64));
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assert_eq!((l9, l10).intersection(), None);
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let r4 = Ray::new(Point2::new(0.0f32, 0.0), Vector2::new(3.0, 0.0));
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let l4 = Line::new(Point2::new(-10.0f32, 0.0), Point2::new(-5.0, 0.0));
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assert_eq!((r4, l4).intersection(), None);
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// intersection found
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let l11 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(10.0f64, 10.0f64));
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let l12 = Line::new(Point2::new(0.0f64, 10.0f64), Point2::new(10.0f64, 0.0f64));
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assert_eq!((l11, l12).intersection(), Some(Point2::new(5.0f64, 5.0f64)));
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// no intersection
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let r5 = Ray::new(Point2::new(5.0f32, 5.0), Vector2::new(40.0, 8.0));
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let l5 = Line::new(Point2::new(5.0f32, 4.8), Point2::new(10.0, 4.1));
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assert_eq!((r5, l5).intersection(), None); // no intersection
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// special case of both lines being the same point
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let l13 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(0.0f64, 0.0f64));
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let l14 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(0.0f64, 0.0f64));
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assert_eq!((l13, l14).intersection(), Some(Point2::new(0.0f64, 0.0f64)));
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// non-collinear intersection
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let r6 = Ray::new(Point2::new(0.0f32, 0.0), Vector2::new(10.0, 10.0));
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let l6 = Line::new(Point2::new(0.0f32, 10.0), Point2::new(10.0, 0.0));
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assert_eq!((r6, l6).intersection(), Some(Point2::new(5.0, 5.0)));
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// both lines are points that are distinct
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let l15 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(0.0f64, 0.0f64));
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let l16 = Line::new(Point2::new(1.0f64, 0.0f64), Point2::new(1.0f64, 0.0f64));
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assert_eq!((l15, l16).intersection(), None);
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// line is a point that does not intersect
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let r7 = Ray::new(Point2::new(0.0f32, 0.0), Vector2::new(1.0, 1.0));
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let l7 = Line::new(Point2::new(1.0f32, 0.0), Point2::new(1.0, 0.0));
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assert_eq!((r7, l7).intersection(), None);
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// one line is a point that intersects the other segment
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let l15 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(10.0f64, 0.0f64));
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let l16 = Line::new(Point2::new(3.0f64, 0.0f64), Point2::new(3.0f64, 0.0f64));
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assert_eq!((l15, l16).intersection(), Some(Point2::new(3.0f64, 0.0f64)));
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// line is a point that does intersect
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let r8 = Ray::new(Point2::new(0.0f32, 0.0), Vector2::new(1.0, 0.0));
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let l8 = Line::new(Point2::new(3.0f32, 0.0), Point2::new(3.0, 0.0));
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assert_eq!((r8, l8).intersection(), Some(Point2::new(3.0, 0.0)));
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// one line is a point that is collinear but does not intersect with
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// the other line
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let l17 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(0.0f64, 0.0f64));
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let l18 = Line::new(Point2::new(1.0f64, 0.0f64), Point2::new(3.0f64, 0.0f64));
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assert_eq!((l17, l18).intersection(), None);
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// one line is a point that is not collinear but does not intersect
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// with the other line
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let l19 = Line::new(Point2::new(0.0f64, 0.0f64), Point2::new(0.0f64, 0.0f64));
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let l20 = Line::new(Point2::new(1.0f64, 0.0f64), Point2::new(2.0f64, 10.0f64));
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assert_eq!((l19, l20).intersection(), None);
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// line is a collinear point but no intersection
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let r9 = Ray::new(Point2::new(0.0f32, 0.0), Vector2::new(1.0, 0.0));
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let l9 = Line::new(Point2::new(-1.0f32, 0.0), Point2::new(-1.0, 0.0));
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assert_eq!((r9, l9).intersection(), None);
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}
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