Merge pull request #4594 from pollend/chore/update-IntersectSegment-cleanup
Clean-up IntersectSegment and improve documentation
This commit is contained in:
@@ -15,7 +15,7 @@ using namespace Intersect;
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// IntersectSegmentTriangleCCW
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// [10/21/2009]
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//=========================================================================
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int Intersect::IntersectSegmentTriangleCCW(
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bool Intersect::IntersectSegmentTriangleCCW(
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const Vector3& p, const Vector3& q, const Vector3& a, const Vector3& b, const Vector3& c,
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/*float &u, float &v, float &w,*/ Vector3& normal, float& t)
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{
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@@ -34,7 +34,7 @@ int Intersect::IntersectSegmentTriangleCCW(
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float d = qp.Dot(normal);
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if (d <= 0.0f)
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{
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return 0;
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return false;
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}
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// Compute intersection t value of pq with plane of triangle. A ray
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@@ -46,7 +46,7 @@ int Intersect::IntersectSegmentTriangleCCW(
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// range segment check t[0,1] (it this case [0,d])
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if (t < 0.0f || t > d)
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{
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return 0;
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return false;
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}
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// Compute barycentric coordinate components and test if within bounds
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@@ -54,12 +54,12 @@ int Intersect::IntersectSegmentTriangleCCW(
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v = ac.Dot(e);
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if (v < 0.0f || v > d)
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{
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return 0;
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return false;
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}
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w = -ab.Dot(e);
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if (w < 0.0f || v + w > d)
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{
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return 0;
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return false;
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}
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// Segment/ray intersects triangle. Perform delayed division and
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@@ -72,14 +72,14 @@ int Intersect::IntersectSegmentTriangleCCW(
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normal.Normalize();
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return 1;
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return true;
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}
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//=========================================================================
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// IntersectSegmentTriangle
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// [10/21/2009]
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//=========================================================================
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int
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bool
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Intersect::IntersectSegmentTriangle(
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const Vector3& p, const Vector3& q, const Vector3& a, const Vector3& b, const Vector3& c,
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/*float &u, float &v, float &w,*/ Vector3& normal, float& t)
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@@ -111,7 +111,7 @@ Intersect::IntersectSegmentTriangle(
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// so either have a parallel ray or our normal is flipped
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if (d >= -Constants::FloatEpsilon)
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{
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return 0; // parallel
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return false; // parallel
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}
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d = -d;
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e = ap.Cross(qp);
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@@ -125,19 +125,19 @@ Intersect::IntersectSegmentTriangle(
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// range segment check t[0,1] (it this case [0,d])
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if (t < 0.0f || t > d)
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{
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return 0;
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return false;
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}
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// Compute barycentric coordinate components and test if within bounds
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v = ac.Dot(e);
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if (v < 0.0f || v > d)
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{
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return 0;
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return false;
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}
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w = -ab.Dot(e);
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if (w < 0.0f || v + w > d)
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{
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return 0;
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return false;
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}
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// Segment/ray intersects the triangle. Perform delayed division and
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@@ -150,14 +150,14 @@ Intersect::IntersectSegmentTriangle(
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normal.Normalize();
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return 1;
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return true;
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}
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//=========================================================================
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// TestSegmentAABBOrigin
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// [10/21/2009]
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//=========================================================================
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int
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bool
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AZ::Intersect::TestSegmentAABBOrigin(const Vector3& midPoint, const Vector3& halfVector, const Vector3& aabbExtends)
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{
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const Vector3 EPSILON(0.001f); // \todo this is slow load move to a const
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@@ -168,7 +168,7 @@ AZ::Intersect::TestSegmentAABBOrigin(const Vector3& midPoint, const Vector3& hal
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// Try world coordinate axes as separating axes
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if (!absMidpoint.IsLessEqualThan(absHalfMidpoint))
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{
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return 0;
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return false;
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}
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// Add in an epsilon term to counteract arithmetic errors when segment is
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@@ -188,11 +188,11 @@ AZ::Intersect::TestSegmentAABBOrigin(const Vector3& midPoint, const Vector3& hal
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Vector3 ead(ey * adz + ez * ady, ex * adz + ez * adx, ex * ady + ey * adx);
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if (!absMDCross.IsLessEqualThan(ead))
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{
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return 0;
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return false;
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}
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// No separating axis found; segment must be overlapping AABB
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return 1;
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return true;
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}
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@@ -200,7 +200,7 @@ AZ::Intersect::TestSegmentAABBOrigin(const Vector3& midPoint, const Vector3& hal
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// IntersectRayAABB
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// [10/21/2009]
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//=========================================================================
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int
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RayAABBIsectTypes
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AZ::Intersect::IntersectRayAABB(
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const Vector3& rayStart, const Vector3& dir, const Vector3& dirRCP, const Aabb& aabb,
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float& tStart, float& tEnd, Vector3& startNormal /*, Vector3& inter*/)
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@@ -356,7 +356,7 @@ AZ::Intersect::IntersectRayAABB(
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// IntersectRayAABB2
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// [2/18/2011]
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//=========================================================================
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int
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RayAABBIsectTypes
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AZ::Intersect::IntersectRayAABB2(const Vector3& rayStart, const Vector3& dirRCP, const Aabb& aabb, float& start, float& end)
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{
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float tmin, tmax, tymin, tymax, tzmin, tzmax;
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@@ -408,7 +408,7 @@ AZ::Intersect::IntersectRayAABB2(const Vector3& rayStart, const Vector3& dirRCP,
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return ISECT_RAY_AABB_ISECT;
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}
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int AZ::Intersect::IntersectRayDisk(
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bool AZ::Intersect::IntersectRayDisk(
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const Vector3& rayOrigin, const Vector3& rayDir, const Vector3& diskCenter, const float diskRadius, const Vector3& diskNormal, float& t)
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{
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// First intersect with the plane of the disk
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@@ -421,10 +421,10 @@ int AZ::Intersect::IntersectRayDisk(
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if (pointOnPlane.GetDistance(diskCenter) < diskRadius)
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{
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t = planeIntersectionDistance;
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return 1;
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return true;
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}
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}
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return 0;
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return false;
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}
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// Reference: Real-Time Collision Detection - 5.3.7 Intersecting Ray or Segment Against Cylinder, and the book's errata.
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@@ -1012,7 +1012,7 @@ int AZ::Intersect::IntersectRayQuad(
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}
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// reference: Real-Time Collision Detection, 5.3.3 Intersecting Ray or Segment Against Box
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int AZ::Intersect::IntersectRayBox(
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bool AZ::Intersect::IntersectRayBox(
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const Vector3& rayOrigin, const Vector3& rayDir, const Vector3& boxCenter, const Vector3& boxAxis1,
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const Vector3& boxAxis2, const Vector3& boxAxis3, float boxHalfExtent1, float boxHalfExtent2, float boxHalfExtent3, float& t)
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{
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@@ -1044,7 +1044,7 @@ int AZ::Intersect::IntersectRayBox(
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// If the ray is parallel to the slab and the ray origin is outside, return no intersection.
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if (tp < 0.0f || tn < 0.0f)
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{
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return 0;
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return false;
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}
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}
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else
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@@ -1065,7 +1065,7 @@ int AZ::Intersect::IntersectRayBox(
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tmax = AZ::GetMin(tmax, t2);
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if (tmin > tmax)
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{
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return 0;
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return false;
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}
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}
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@@ -1085,7 +1085,7 @@ int AZ::Intersect::IntersectRayBox(
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// If the ray is parallel to the slab and the ray origin is outside, return no intersection.
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if (tp < 0.0f || tn < 0.0f)
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{
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return 0;
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return false;
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}
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}
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else
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@@ -1106,7 +1106,7 @@ int AZ::Intersect::IntersectRayBox(
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tmax = AZ::GetMin(tmax, t2);
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if (tmin > tmax)
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{
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return 0;
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return false;
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}
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}
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@@ -1126,7 +1126,7 @@ int AZ::Intersect::IntersectRayBox(
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// If the ray is parallel to the slab and the ray origin is outside, return no intersection.
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if (tp < 0.0f || tn < 0.0f)
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{
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return 0;
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return false;
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}
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}
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else
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@@ -1147,15 +1147,15 @@ int AZ::Intersect::IntersectRayBox(
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tmax = AZ::GetMin(tmax, t2);
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if (tmin > tmax)
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{
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return 0;
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return false;
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}
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}
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t = (isRayOriginInsideBox ? tmax : tmin);
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return 1;
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return true;
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}
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int AZ::Intersect::IntersectRayObb(const Vector3& rayOrigin, const Vector3& rayDir, const Obb& obb, float& t)
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bool AZ::Intersect::IntersectRayObb(const Vector3& rayOrigin, const Vector3& rayDir, const Obb& obb, float& t)
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{
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return AZ::Intersect::IntersectRayBox(rayOrigin, rayDir, obb.GetPosition(),
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obb.GetAxisX(), obb.GetAxisY(), obb.GetAxisZ(),
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@@ -1166,7 +1166,7 @@ int AZ::Intersect::IntersectRayObb(const Vector3& rayOrigin, const Vector3& rayD
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// IntersectSegmentCylinder
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// [10/21/2009]
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//=========================================================================
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int
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CylinderIsectTypes
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AZ::Intersect::IntersectSegmentCylinder(
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const Vector3& sa, const Vector3& dir, const Vector3& p, const Vector3& q, const float r, float& t)
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{
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@@ -1225,7 +1225,7 @@ AZ::Intersect::IntersectSegmentCylinder(
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return RR_ISECT_RAY_CYL_NONE; // No real roots; no intersection
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}
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t = (-b - Sqrt(discr)) / a;
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int result = RR_ISECT_RAY_CYL_PQ; // default along the PQ segment
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CylinderIsectTypes result = RR_ISECT_RAY_CYL_PQ; // default along the PQ segment
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if (md + t * nd < 0.0f)
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{
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@@ -1294,7 +1294,7 @@ AZ::Intersect::IntersectSegmentCylinder(
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// IntersectSegmentCapsule
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// [10/21/2009]
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//=========================================================================
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int
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CapsuleIsectTypes
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AZ::Intersect::IntersectSegmentCapsule(const Vector3& sa, const Vector3& dir, const Vector3& p, const Vector3& q, const float r, float& t)
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{
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int result = IntersectSegmentCylinder(sa, dir, p, q, r, t);
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@@ -1361,13 +1361,13 @@ AZ::Intersect::IntersectSegmentCapsule(const Vector3& sa, const Vector3& dir, co
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// IntersectSegmentPolyhedron
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// [10/21/2009]
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//=========================================================================
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int
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bool
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AZ::Intersect::IntersectSegmentPolyhedron(
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const Vector3& sa, const Vector3& sBA, const Plane p[], int numPlanes,
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const Vector3& sa, const Vector3& dir, const Plane p[], int numPlanes,
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float& tfirst, float& tlast, int& iFirstPlane, int& iLastPlane)
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{
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// Compute direction vector for the segment
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Vector3 d = /*b - a*/ sBA;
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Vector3 d = /*b - a*/ dir;
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// Set initial interval to being the whole segment. For a ray, tlast should be
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// set to +RR_FLT_MAX. For a line, additionally tfirst should be set to -RR_FLT_MAX
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tfirst = 0.0f;
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@@ -1388,7 +1388,7 @@ AZ::Intersect::IntersectSegmentPolyhedron(
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// If so, return "no intersection" if segment lies outside plane
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if (dist < 0.0f)
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{
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return 0;
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return false;
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}
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}
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else
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@@ -1417,7 +1417,7 @@ AZ::Intersect::IntersectSegmentPolyhedron(
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// Exit with "no intersection" if intersection becomes empty
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if (tfirst > tlast)
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{
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return 0;
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return false;
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}
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}
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}
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@@ -1425,11 +1425,11 @@ AZ::Intersect::IntersectSegmentPolyhedron(
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//DBG_Assert(iFirstPlane!=-1&&iLastPlane!=-1,("We have some bad border case to have only one plane, fix this function!"));
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if (iFirstPlane == -1 && iLastPlane == -1)
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{
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return 0;
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return false;
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}
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// A nonzero logical intersection, so the segment intersects the polyhedron
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return 1;
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return true;
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}
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//=========================================================================
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@@ -1442,7 +1442,7 @@ AZ::Intersect::ClosestSegmentSegment(
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const Vector3& segment2Start, const Vector3& segment2End,
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float& segment1Proportion, float& segment2Proportion,
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Vector3& closestPointSegment1, Vector3& closestPointSegment2,
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float epsilon /*= 1e-4f*/ )
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float epsilon)
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{
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const Vector3 segment1 = segment1End - segment1Start;
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const Vector3 segment2 = segment2End - segment2Start;
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@@ -5,363 +5,398 @@
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#ifndef AZCORE_MATH_SEGMENT_INTERSECTION_H
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#define AZCORE_MATH_SEGMENT_INTERSECTION_H
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#pragma once
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#include <AzCore/Math/Vector3.h>
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#include <AzCore/Math/Aabb.h>
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#include <AzCore/Math/Obb.h>
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#include <AzCore/Math/Plane.h>
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/// \file isect_segment.h
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#include <AzCore/Math/Vector3.h>
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namespace AZ
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{
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namespace Intersect
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{
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//! LineToPointDistanceTime computes the time of the shortest distance from point 'p' to segment (s1,s2).
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//! To calculate the point of intersection:
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//! P = s1 + u (s2 - s1)
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//! @param s1 segment start point
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//! @param s2 segment end point
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//! @param p point to find the closest time to.
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//! @return time (on the segment) for the shortest distance from 'p' to (s1,s2) [0.0f (s1),1.0f (s2)]
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inline float LineToPointDistanceTime(const Vector3& s1, const Vector3& s21, const Vector3& p)
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{
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// so u = (p.x - s1.x)*(s2.x - s1.x) + (p.y - s1.y)*(s2.y - s1.y) + (p.z-s1.z)*(s2.z-s1.z) / |s2-s1|^2
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return s21.Dot(p - s1) / s21.Dot(s21);
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}
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//! To calculate the point of intersection: P = s1 + u (s2 - s1)
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//! @param s1 Segment start point.
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//! @param s2 Segment end point.
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//! @param p Point to find the closest time to.
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//! @return Time (on the segment) for the shortest distance from 'p' to (s1,s2) [0.0f (s1),1.0f (s2)]
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float LineToPointDistanceTime(const Vector3& s1, const Vector3& s21, const Vector3& p);
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//! LineToPointDistance computes the closest point to 'p' from a segment (s1,s2).
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//! @param s1 segment start point
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//! @param s2 segment end point
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//! @param p point to find the closest time to.
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//! @param u time (on the segment) for the shortest distance from 'p' to (s1,s2) [0.0f (s1),1.0f (s2)]
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//! @return the closest point
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inline Vector3 LineToPointDistance(const Vector3& s1, const Vector3& s2, const Vector3& p, float& u)
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{
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const Vector3 s21 = s2 - s1;
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// we assume seg1 and seg2 are NOT coincident
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AZ_MATH_ASSERT(!s21.IsClose(Vector3(0.0f), 1e-4f), "OK we agreed that we will pass valid segments! (s1 != s2)");
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u = LineToPointDistanceTime(s1, s21, p);
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return s1 + u * s21;
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}
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//! @param s1 Segment start point
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//! @param s2 Segment end point
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//! @param p Point to find the closest time to.
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//! @param u Time (on the segment) for the shortest distance from 'p' to (s1,s2) [0.0f (s1),1.0f (s2)]
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//! @return The closest point
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Vector3 LineToPointDistance(const Vector3& s1, const Vector3& s2, const Vector3& p, float& u);
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//! Given segment pq and triangle abc (CCW), returns whether segment intersects
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//! triangle and if so, also returns the barycentric coordinates (u,v,w)
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//! of the intersection point.
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//! @param p segment start point
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//! @param q segment end point
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//! @param a triangle point 1
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//! @param b triangle point 2
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//! @param c triangle point 3
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//! @param normal at the intersection point.
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//! @param t time of intersection along the segment [0.0 (p), 1.0 (q)]
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//! @return 1 if the segment intersects the triangle otherwise 0
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int IntersectSegmentTriangleCCW(
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const Vector3& p, const Vector3& q, const Vector3& a, const Vector3& b, const Vector3& c,
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/*float &u, float &v, float &w,*/ Vector3& normal, float& t);
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//! @param p Segment start point.
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//! @param q Segment end point.
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//! @param a Triangle point 1.
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//! @param b Triangle point 2.
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//! @param c Triangle point 3.
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//! @param normal At the intersection point.
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//! @param t Time of intersection along the segment [0.0 (p), 1.0 (q)].
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//! @return true if the segments intersects the triangle otherwise false.
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bool IntersectSegmentTriangleCCW(
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const Vector3& p, const Vector3& q, const Vector3& a, const Vector3& b, const Vector3& c, Vector3& normal, float& t);
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//! Same as \ref IntersectSegmentTriangleCCW without respecting the triangle (a,b,c) vertex order (double sided).
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int IntersectSegmentTriangle(
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const Vector3& p, const Vector3& q, const Vector3& a, const Vector3& b, const Vector3& c,
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/*float &u, float &v, float &w,*/ Vector3& normal, float& t);
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//! @param p Segment start point.
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//! @param q Segment end point.
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//! @param a Triangle point 1.
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//! @param b Triangle point 2.
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//! @param c Triangle point 3.
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//! @param normal At the intersection point.
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//! @param t Time of intersection along the segment [0.0 (p), 1.0 (q)].
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//! @return True if the segments intersects the triangle otherwise false.
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bool IntersectSegmentTriangle(
|
||||
const Vector3& p, const Vector3& q, const Vector3& a, const Vector3& b, const Vector3& c, Vector3& normal, float& t);
|
||||
|
||||
//! Ray aabb intersection result types.
|
||||
enum RayAABBIsectTypes
|
||||
enum RayAABBIsectTypes : AZ::s32
|
||||
{
|
||||
ISECT_RAY_AABB_NONE = 0, ///< no intersection
|
||||
ISECT_RAY_AABB_SA_INSIDE, ///< the ray starts inside the aabb
|
||||
ISECT_RAY_AABB_ISECT, ///< intersects along the PQ segment
|
||||
ISECT_RAY_AABB_NONE = 0, ///< no intersection
|
||||
ISECT_RAY_AABB_SA_INSIDE, ///< the ray starts inside the aabb
|
||||
ISECT_RAY_AABB_ISECT, ///< intersects along the PQ segment
|
||||
};
|
||||
|
||||
//! Intersect ray R(t) = rayStart + t*d against AABB a. When intersecting,
|
||||
//! return intersection distance tmin and point q of intersection.
|
||||
//! @param rayStart ray starting point
|
||||
//! @param dir ray direction and length (dir = rayEnd - rayStart)
|
||||
//! @param dirRCP 1/dir (reciprocal direction - we cache this result very often so we don't need to compute it multiple times, otherwise just use dir.GetReciprocal())
|
||||
//! @param rayStart Ray starting point
|
||||
//! @param dir Ray direction and length (dir = rayEnd - rayStart)
|
||||
//! @param dirRCP 1/dir (reciprocal direction - we cache this result very often so we don't need to compute it multiple times,
|
||||
//! otherwise just use dir.GetReciprocal())
|
||||
//! @param aabb Axis aligned bounding box to intersect against
|
||||
//! @param tStart time on ray of the first intersection [0,1] or 0 if the ray starts inside the aabb - check the return value
|
||||
//! @param tEnd time of the of the second intersection [0,1] (it can be > 1 if intersects after the rayEnd)
|
||||
//! @param startNormal normal at the start point.
|
||||
//! @param tStart Time on ray of the first intersection [0,1] or 0 if the ray starts inside the aabb - check the return value
|
||||
//! @param tEnd Time of the of the second intersection [0,1] (it can be > 1 if intersects after the rayEnd)
|
||||
//! @param startNormal Normal at the start point.
|
||||
//! @return \ref RayAABBIsectTypes
|
||||
int IntersectRayAABB(
|
||||
const Vector3& rayStart, const Vector3& dir, const Vector3& dirRCP, const Aabb& aabb,
|
||||
float& tStart, float& tEnd, Vector3& startNormal /*, Vector3& inter*/);
|
||||
RayAABBIsectTypes IntersectRayAABB(
|
||||
const Vector3& rayStart,
|
||||
const Vector3& dir,
|
||||
const Vector3& dirRCP,
|
||||
const Aabb& aabb,
|
||||
float& tStart,
|
||||
float& tEnd,
|
||||
Vector3& startNormal);
|
||||
|
||||
//! Intersect ray against AABB.
|
||||
//! @param rayStart ray starting point.
|
||||
//! @param dir ray reciprocal direction.
|
||||
//! @param rayStart Ray starting point.
|
||||
//! @param dir Ray reciprocal direction.
|
||||
//! @param aabb Axis aligned bounding box to intersect against.
|
||||
//! @param start length on ray of the first intersection.
|
||||
//! @param end length of the of the second intersection.
|
||||
//! @return \ref RayAABBIsectTypes In this faster version than IntersectRayAABB we return only ISECT_RAY_AABB_NONE and ISECT_RAY_AABB_ISECT.
|
||||
//! You can check yourself for that case.
|
||||
int IntersectRayAABB2(
|
||||
const Vector3& rayStart, const Vector3& dirRCP, const Aabb& aabb,
|
||||
float& start, float& end);
|
||||
//! @param start Length on ray of the first intersection.
|
||||
//! @param end Length of the of the second intersection.
|
||||
//! @return \ref RayAABBIsectTypes In this faster version than IntersectRayAABB we return only ISECT_RAY_AABB_NONE and
|
||||
//! ISECT_RAY_AABB_ISECT. You can check yourself for that case.
|
||||
RayAABBIsectTypes IntersectRayAABB2(const Vector3& rayStart, const Vector3& dirRCP, const Aabb& aabb, float& start, float& end);
|
||||
|
||||
//! Clip a ray to an aabb. return true if ray was clipped. The ray
|
||||
//! can be inside so don't use the result if the ray intersect the box.
|
||||
inline int ClipRayWithAabb(
|
||||
const Aabb& aabb, Vector3& rayStart, Vector3& rayEnd, float& tClipStart, float& tClipEnd)
|
||||
{
|
||||
Vector3 startNormal;
|
||||
float tStart, tEnd;
|
||||
Vector3 dirLen = rayEnd - rayStart;
|
||||
if (IntersectRayAABB(rayStart, dirLen, dirLen.GetReciprocal(), aabb, tStart, tEnd, startNormal) != ISECT_RAY_AABB_NONE)
|
||||
{
|
||||
// clip the ray with the box
|
||||
if (tStart > 0.0f)
|
||||
{
|
||||
rayStart = rayStart + tStart * dirLen;
|
||||
tClipStart = tStart;
|
||||
}
|
||||
if (tEnd < 1.0f)
|
||||
{
|
||||
rayEnd = rayStart + tEnd * dirLen;
|
||||
tClipEnd = tEnd;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
//! @param aabb Bounds to test against.
|
||||
//! @param rayStart The start of the ray.
|
||||
//! @param rayEnd The end of the ray.
|
||||
//! @param[out] tClipStart The proportion where the ray enters the \ref Aabb.
|
||||
//! @param[out] tClipEnd The proportion where the ray exits the \ref Aabb.
|
||||
//! @return True if the ray was clipped, otherwise false.
|
||||
bool ClipRayWithAabb(const Aabb& aabb, Vector3& rayStart, Vector3& rayEnd, float& tClipStart, float& tClipEnd);
|
||||
|
||||
//! Test segment and aabb where the segment is defined by midpoint
|
||||
//! midPoint = (p1-p0) * 0.5f and half vector halfVector = p1 - midPoint.
|
||||
//! the aabb is at the origin and defined by half extents only.
|
||||
//! @return 1 if the intersect, otherwise 0.
|
||||
int TestSegmentAABBOrigin(const Vector3& midPoint, const Vector3& halfVector, const Vector3& aabbExtends);
|
||||
//! @param midPoint Midpoint of a line segment.
|
||||
//! @param halfVector Half vector of an aabb.
|
||||
//! @param aabbExtends The extends of a bounded box.
|
||||
//! @return True if the segment and AABB intersect, otherwise false
|
||||
bool TestSegmentAABBOrigin(const Vector3& midPoint, const Vector3& halfVector, const Vector3& aabbExtends);
|
||||
|
||||
//! Test if segment specified by points p0 and p1 intersects AABB. \ref TestSegmentAABBOrigin
|
||||
//! @return 1 if the segment and AABB intersect, otherwise 0.
|
||||
inline int TestSegmentAABB(const Vector3& p0, const Vector3& p1, const Aabb& aabb)
|
||||
{
|
||||
Vector3 e = aabb.GetExtents();
|
||||
Vector3 d = p1 - p0;
|
||||
Vector3 m = p0 + p1 - aabb.GetMin() - aabb.GetMax();
|
||||
|
||||
return TestSegmentAABBOrigin(m, d, e);
|
||||
}
|
||||
//! Test if segment specified by points p0 and p1 intersects AABB. \ref TestSegmentAABBOrigin.
|
||||
//! @param p0 Segment start point.
|
||||
//! @param p1 Segment end point.
|
||||
//! @param aabb Bounded box to test against.
|
||||
//! @return True if the segment and AABB intersect, otherwise false.
|
||||
bool TestSegmentAABB(const Vector3& p0, const Vector3& p1, const Aabb& aabb);
|
||||
|
||||
//! Ray sphere intersection result types.
|
||||
enum SphereIsectTypes
|
||||
enum SphereIsectTypes : AZ::s32
|
||||
{
|
||||
ISECT_RAY_SPHERE_SA_INSIDE = -1, // the ray starts inside the cylinder
|
||||
ISECT_RAY_SPHERE_NONE, // no intersection
|
||||
ISECT_RAY_SPHERE_ISECT, // along the PQ segment
|
||||
ISECT_RAY_SPHERE_SA_INSIDE = -1, //!< The ray starts inside the cylinder
|
||||
ISECT_RAY_SPHERE_NONE, //!< No intersection
|
||||
ISECT_RAY_SPHERE_ISECT, //!< Along the PQ segment
|
||||
};
|
||||
|
||||
//! IntersectRaySphereOrigin
|
||||
//! return time t>=0 but not limited, so if you check a segment make sure
|
||||
//! t <= segmentLen
|
||||
//! @param rayStart ray start point
|
||||
//! t <= segmentLen.
|
||||
//! @param rayStart ray start point.
|
||||
//! @param rayDirNormalized ray direction normalized.
|
||||
//! @param shereRadius sphere radius
|
||||
//! @param shereRadius Radius of sphere at origin.
|
||||
//! @param time of closest intersection [0,+INF] in relation to the normalized direction.
|
||||
//! @return \ref SphereIsectTypes
|
||||
AZ_INLINE int IntersectRaySphereOrigin(
|
||||
const Vector3& rayStart, const Vector3& rayDirNormalized,
|
||||
const float sphereRadius, float& t)
|
||||
{
|
||||
Vector3 m = rayStart;
|
||||
float b = m.Dot(rayDirNormalized);
|
||||
float c = m.Dot(m) - sphereRadius * sphereRadius;
|
||||
|
||||
// Exit if r's origin outside s (c > 0)and r pointing away from s (b > 0)
|
||||
if (c > 0.0f && b > 0.0f)
|
||||
{
|
||||
return ISECT_RAY_SPHERE_NONE;
|
||||
}
|
||||
float discr = b * b - c;
|
||||
// A negative discriminant corresponds to ray missing sphere
|
||||
if (discr < 0.0f)
|
||||
{
|
||||
return ISECT_RAY_SPHERE_NONE;
|
||||
}
|
||||
|
||||
// Ray now found to intersect sphere, compute smallest t value of intersection
|
||||
t = -b - Sqrt(discr);
|
||||
|
||||
// If t is negative, ray started inside sphere so clamp t to zero
|
||||
if (t < 0.0f)
|
||||
{
|
||||
// t = 0.0f;
|
||||
return ISECT_RAY_SPHERE_SA_INSIDE; // no hit if inside
|
||||
}
|
||||
//q = p + t * d;
|
||||
return ISECT_RAY_SPHERE_ISECT;
|
||||
}
|
||||
//! @return \ref SphereIsectTypes.
|
||||
SphereIsectTypes IntersectRaySphereOrigin(
|
||||
const Vector3& rayStart, const Vector3& rayDirNormalized, const float sphereRadius, float& t);
|
||||
|
||||
//! Intersect ray (rayStart,rayDirNormalized) and sphere (sphereCenter,sphereRadius) \ref IntersectRaySphereOrigin
|
||||
inline int IntersectRaySphere(
|
||||
const Vector3& rayStart, const Vector3& rayDirNormalized, const Vector3& sphereCenter, const float sphereRadius, float& t)
|
||||
{
|
||||
return IntersectRaySphereOrigin(rayStart - sphereCenter, rayDirNormalized, sphereRadius, t);
|
||||
}
|
||||
//! @param rayStart The start of the ray.
|
||||
//! @param rayDirNormalized The direction of the ray normalized.
|
||||
//! @param sphereCenter The center of the sphere.
|
||||
//! @param sphereRadius Radius of the sphere.
|
||||
//! @param[out] t Coefficient in the ray's explicit equation from which an
|
||||
//! intersecting point is calculated as "rayOrigin + t1 * rayDir".
|
||||
//! @return SphereIsectTypes
|
||||
SphereIsectTypes IntersectRaySphere(
|
||||
const Vector3& rayStart, const Vector3& rayDirNormalized, const Vector3& sphereCenter, const float sphereRadius, float& t);
|
||||
|
||||
//! @param rayOrigin The origin of the ray to test.
|
||||
//! @param rayDir The direction of the ray to test. It has to be unit length.
|
||||
//! @param diskCenter Center point of the disk
|
||||
//! @param diskRadius Radius of the disk
|
||||
//! @param diskNormal A normal perpendicular to the disk
|
||||
//! @param[out] t If returning 1 (indicating a hit), this contains distance from rayOrigin along the normalized rayDir that the hit occured at.
|
||||
//! @return The number of intersecting points.
|
||||
int IntersectRayDisk(
|
||||
const Vector3& rayOrigin, const Vector3& rayDir, const Vector3& diskCenter, const float diskRadius, const AZ::Vector3& diskNormal, float& t);
|
||||
//! Intersect ray (rayStarty, rayDirNormalized) and disk (center, radius, normal)
|
||||
//! @param rayOrigin The origin of the ray to test.
|
||||
//! @param rayDir The direction of the ray to test. It has to be unit length.
|
||||
//! @param diskCenter Center point of the disk.
|
||||
//! @param diskRadius Radius of the disk.
|
||||
//! @param diskNormal A normal perpendicular to the disk.
|
||||
//! @param[out] t If returning 1 (indicating a hit), this contains distance from rayOrigin along the normalized rayDir
|
||||
//! that the hit occured at.
|
||||
//! @return False if not interesecting and true if intersecting
|
||||
bool IntersectRayDisk(
|
||||
const Vector3& rayOrigin,
|
||||
const Vector3& rayDir,
|
||||
const Vector3& diskCenter,
|
||||
const float diskRadius,
|
||||
const AZ::Vector3& diskNormal,
|
||||
float& t);
|
||||
|
||||
//! If there is only one intersecting point, the coefficient is stored in \ref t1.
|
||||
//! @param rayOrigin The origin of the ray to test.
|
||||
//! @param rayDir The direction of the ray to test. It has to be unit length.
|
||||
//! @param cylinderEnd1 The center of the circle on one end of the cylinder.
|
||||
//! @param cylinderDir The direction pointing from \ref cylinderEnd1 to the other end of the cylinder. It has to be unit length.
|
||||
//! @param cylinderHeight The distance between two centers of the circles on two ends of the cylinder respectively.
|
||||
//! @param[out] t1 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated as "rayOrigin + t1 * rayDir".
|
||||
//! @param[out] t2 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated as "rayOrigin + t2 * rayDir".
|
||||
//! @return The number of intersecting points.
|
||||
//! @param rayOrigin The origin of the ray to test.
|
||||
//! @param rayDir The direction of the ray to test. It has to be unit length.
|
||||
//! @param cylinderEnd1 The center of the circle on one end of the cylinder.
|
||||
//! @param cylinderDir The direction pointing from \ref cylinderEnd1 to the other end of the cylinder. It has to be unit length.
|
||||
//! @param cylinderHeight The distance between two centers of the circles on two ends of the cylinder respectively.
|
||||
//! @param[out] t1 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated as "rayOrigin + t1 * rayDir".
|
||||
//! @param[out] t2 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated as "rayOrigin + t2 * rayDir".
|
||||
//! @return The number of intersecting points.
|
||||
int IntersectRayCappedCylinder(
|
||||
const Vector3& rayOrigin, const Vector3& rayDir,
|
||||
const Vector3& cylinderEnd1, const Vector3& cylinderDir, float cylinderHeight, float cylinderRadius,
|
||||
float& t1, float& t2);
|
||||
const Vector3& rayOrigin,
|
||||
const Vector3& rayDir,
|
||||
const Vector3& cylinderEnd1,
|
||||
const Vector3& cylinderDir,
|
||||
float cylinderHeight,
|
||||
float cylinderRadius,
|
||||
float& t1,
|
||||
float& t2);
|
||||
|
||||
//! If there is only one intersecting point, the coefficient is stored in \ref t1.
|
||||
//! @param rayOrigin The origin of the ray to test.
|
||||
//! @param rayDir The direction of the ray to test. It has to be unit length.
|
||||
//! @param coneApex The apex of the cone.
|
||||
//! @param coneDir The unit-length direction from the apex to the base.
|
||||
//! @param coneHeight The height of the cone, from the apex to the base.
|
||||
//! @param coneBaseRadius The radius of the cone base circle.
|
||||
//! @param[out] t1 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated as "rayOrigin + t1 * rayDir".
|
||||
//! @param[out] t2 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated as "rayOrigin + t2 * rayDir".
|
||||
//! @return The number of intersecting points.
|
||||
//! @param rayOrigin The origin of the ray to test.
|
||||
//! @param rayDir The direction of the ray to test. It has to be unit length.
|
||||
//! @param coneApex The apex of the cone.
|
||||
//! @param coneDir The unit-length direction from the apex to the base.
|
||||
//! @param coneHeight The height of the cone, from the apex to the base.
|
||||
//! @param coneBaseRadius The radius of the cone base circle.
|
||||
//! @param[out] t1 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated as "rayOrigin + t1 * rayDir".
|
||||
//! @param[out] t2 A possible coefficient in the ray's explicit equation from which an intersecting point is calculated as "rayOrigin + t2 * rayDir".
|
||||
//! @return The number of intersecting points.
|
||||
int IntersectRayCone(
|
||||
const Vector3& rayOrigin, const Vector3& rayDir,
|
||||
const Vector3& coneApex, const Vector3& coneDir, float coneHeight, float coneBaseRadius,
|
||||
float& t1, float& t2);
|
||||
const Vector3& rayOrigin,
|
||||
const Vector3& rayDir,
|
||||
const Vector3& coneApex,
|
||||
const Vector3& coneDir,
|
||||
float coneHeight,
|
||||
float coneBaseRadius,
|
||||
float& t1,
|
||||
float& t2);
|
||||
|
||||
//! Test intersection between a ray and a plane in 3D.
|
||||
//! @param rayOrigin The origin of the ray to test intersection with.
|
||||
//! @param rayDir The direction of the ray to test intersection with.
|
||||
//! @param planePos A point on the plane to test intersection with.
|
||||
//! @param planeNormal The normal of the plane to test intersection with.
|
||||
//! @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
|
||||
//! @return The number of intersection point.
|
||||
//! @param rayOrigin The origin of the ray to test intersection with.
|
||||
//! @param rayDir The direction of the ray to test intersection with.
|
||||
//! @param planePos A point on the plane to test intersection with.
|
||||
//! @param planeNormal The normal of the plane to test intersection with.
|
||||
//! @param[out] t The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
|
||||
//! @return The number of intersection point.
|
||||
int IntersectRayPlane(
|
||||
const Vector3& rayOrigin, const Vector3& rayDir, const Vector3& planePos,
|
||||
const Vector3& planeNormal, float& t);
|
||||
const Vector3& rayOrigin, const Vector3& rayDir, const Vector3& planePos, const Vector3& planeNormal, float& t);
|
||||
|
||||
//! Test intersection between a ray and a two-sided quadrilateral defined by four points in 3D.
|
||||
//! The four points that define the quadrilateral could be passed in with either counter clock-wise
|
||||
//! The four points that define the quadrilateral could be passed in with either counter clock-wise
|
||||
//! winding or clock-wise winding.
|
||||
//! @param rayOrigin The origin of the ray to test intersection with.
|
||||
//! @param rayDir The direction of the ray to test intersection with.
|
||||
//! @param vertexA One of the four points that define the quadrilateral.
|
||||
//! @param vertexB One of the four points that define the quadrilateral.
|
||||
//! @param vertexC One of the four points that define the quadrilateral.
|
||||
//! @param vertexD One of the four points that define the quadrilateral.
|
||||
//! @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
|
||||
//! @return The number of intersection point.
|
||||
//! @param rayOrigin The origin of the ray to test intersection with.
|
||||
//! @param rayDir The direction of the ray to test intersection with.
|
||||
//! @param vertexA One of the four points that define the quadrilateral.
|
||||
//! @param vertexB One of the four points that define the quadrilateral.
|
||||
//! @param vertexC One of the four points that define the quadrilateral.
|
||||
//! @param vertexD One of the four points that define the quadrilateral.
|
||||
//! @param[out] t The coefficient in the ray's explicit equation from which the
|
||||
//! intersecting point is calculated as "rayOrigin + t * rayDirection".
|
||||
//! @return The number of intersection point.
|
||||
int IntersectRayQuad(
|
||||
const Vector3& rayOrigin, const Vector3& rayDir, const Vector3& vertexA,
|
||||
const Vector3& vertexB, const Vector3& vertexC, const Vector3& vertexD, float& t);
|
||||
const Vector3& rayOrigin,
|
||||
const Vector3& rayDir,
|
||||
const Vector3& vertexA,
|
||||
const Vector3& vertexB,
|
||||
const Vector3& vertexC,
|
||||
const Vector3& vertexD,
|
||||
float& t);
|
||||
|
||||
//! Test intersection between a ray and an oriented box in 3D.
|
||||
//! @param rayOrigin The origin of the ray to test intersection with.
|
||||
//! @param rayDir The direction of the ray to test intersection with.
|
||||
//! @param boxCenter The position of the center of the box.
|
||||
//! @param boxAxis1 An axis along one dimension of the oriented box.
|
||||
//! @param boxAxis2 An axis along one dimension of the oriented box.
|
||||
//! @param boxAxis3 An axis along one dimension of the oriented box.
|
||||
//! @param boxHalfExtent1 The half extent of the box on the dimension of \ref boxAxis1.
|
||||
//! @param boxHalfExtent2 The half extent of the box on the dimension of \ref boxAxis2.
|
||||
//! @param boxHalfExtent3 The half extent of the box on the dimension of \ref boxAxis3.
|
||||
//! @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
|
||||
//! @return 1 if there is an intersection, 0 otherwise.
|
||||
int IntersectRayBox(
|
||||
const Vector3& rayOrigin, const Vector3& rayDir, const Vector3& boxCenter, const Vector3& boxAxis1,
|
||||
const Vector3& boxAxis2, const Vector3& boxAxis3, float boxHalfExtent1, float boxHalfExtent2, float boxHalfExtent3,
|
||||
//! Test intersection between a ray and an oriented box in 3D.
|
||||
//! @param rayOrigin The origin of the ray to test intersection with.
|
||||
//! @param rayDir The direction of the ray to test intersection with.
|
||||
//! @param boxCenter The position of the center of the box.
|
||||
//! @param boxAxis1 An axis along one dimension of the oriented box.
|
||||
//! @param boxAxis2 An axis along one dimension of the oriented box.
|
||||
//! @param boxAxis3 An axis along one dimension of the oriented box.
|
||||
//! @param boxHalfExtent1 The half extent of the box on the dimension of \ref boxAxis1.
|
||||
//! @param boxHalfExtent2 The half extent of the box on the dimension of \ref boxAxis2.
|
||||
//! @param boxHalfExtent3 The half extent of the box on the dimension of \ref boxAxis3.
|
||||
//! @param[out] t The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
|
||||
//! @return true if there is an intersection, false otherwise.
|
||||
bool IntersectRayBox(
|
||||
const Vector3& rayOrigin,
|
||||
const Vector3& rayDir,
|
||||
const Vector3& boxCenter,
|
||||
const Vector3& boxAxis1,
|
||||
const Vector3& boxAxis2,
|
||||
const Vector3& boxAxis3,
|
||||
float boxHalfExtent1,
|
||||
float boxHalfExtent2,
|
||||
float boxHalfExtent3,
|
||||
float& t);
|
||||
|
||||
//! Test intersection between a ray and an OBB.
|
||||
//! @param rayOrigin The origin of the ray to test intersection with.
|
||||
//! @param rayDir The direction of the ray to test intersection with.
|
||||
//! @param obb The OBB to test for intersection with the ray.
|
||||
//! @param t[out] The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
|
||||
//! @return 1 if there is an intersection, 0 otherwise.
|
||||
int IntersectRayObb(const Vector3& rayOrigin, const Vector3& rayDir, const Obb& obb, float& t);
|
||||
//! @param[out] t The coefficient in the ray's explicit equation from which the intersecting point is calculated as "rayOrigin + t * rayDirection".
|
||||
//! @return True if there is an intersection, false otherwise.
|
||||
bool IntersectRayObb(const Vector3& rayOrigin, const Vector3& rayDir, const Obb& obb, float& t);
|
||||
|
||||
//! Ray cylinder intersection types.
|
||||
enum CylinderIsectTypes
|
||||
enum CylinderIsectTypes : AZ::s32
|
||||
{
|
||||
RR_ISECT_RAY_CYL_SA_INSIDE = -1, // the ray starts inside the cylinder
|
||||
RR_ISECT_RAY_CYL_NONE, // no intersection
|
||||
RR_ISECT_RAY_CYL_PQ, // along the PQ segment
|
||||
RR_ISECT_RAY_CYL_P_SIDE, // on the P side
|
||||
RR_ISECT_RAY_CYL_Q_SIDE, // on the Q side
|
||||
RR_ISECT_RAY_CYL_SA_INSIDE = -1, //!< the ray starts inside the cylinder
|
||||
RR_ISECT_RAY_CYL_NONE, //!< no intersection
|
||||
RR_ISECT_RAY_CYL_PQ, //!< along the PQ segment
|
||||
RR_ISECT_RAY_CYL_P_SIDE, //!< on the P side
|
||||
RR_ISECT_RAY_CYL_Q_SIDE, //!< on the Q side
|
||||
};
|
||||
|
||||
//! Reference: Real-Time Collision Detection - 5.3.7 Intersecting Ray or Segment Against Cylinder
|
||||
//! Intersect segment S(t)=sa+t(dir), 0<=t<=1 against cylinder specified by p, q and r.
|
||||
int IntersectSegmentCylinder(
|
||||
const Vector3& sa, const Vector3& dir, const Vector3& p, const Vector3& q,
|
||||
const float r, float& t);
|
||||
//! @param sa The initial point.
|
||||
//! @param dir Magnitude and direction for sa.
|
||||
//! @param p Center point of side 1 cylinder.
|
||||
//! @param q Center point of side 2 cylinder.
|
||||
//! @param r Radius of cylinder.
|
||||
//! @param[out] t Proporition along line segment.
|
||||
//! @return CylinderIsectTypes
|
||||
CylinderIsectTypes IntersectSegmentCylinder(
|
||||
const Vector3& sa, const Vector3& dir, const Vector3& p, const Vector3& q, const float r, float& t);
|
||||
|
||||
//! Capsule ray intersect types.
|
||||
enum CapsuleIsectTypes
|
||||
{
|
||||
ISECT_RAY_CAPSULE_SA_INSIDE = -1, // the ray starts inside the cylinder
|
||||
ISECT_RAY_CAPSULE_NONE, // no intersection
|
||||
ISECT_RAY_CAPSULE_PQ, // along the PQ segment
|
||||
ISECT_RAY_CAPSULE_P_SIDE, // on the P side
|
||||
ISECT_RAY_CAPSULE_Q_SIDE, // on the Q side
|
||||
ISECT_RAY_CAPSULE_SA_INSIDE = -1, //!< The ray starts inside the cylinder
|
||||
ISECT_RAY_CAPSULE_NONE, //!< No intersection
|
||||
ISECT_RAY_CAPSULE_PQ, //!< Along the PQ segment
|
||||
ISECT_RAY_CAPSULE_P_SIDE, //!< On the P side
|
||||
ISECT_RAY_CAPSULE_Q_SIDE, //!< On the Q side
|
||||
};
|
||||
|
||||
//! This is a quick implementation of segment capsule based on segment cylinder \ref IntersectSegmentCylinder
|
||||
//! segment sphere intersection. We can optimize it a lot once we fix the ray
|
||||
//! cylinder intersection.
|
||||
int IntersectSegmentCapsule(
|
||||
const Vector3& sa, const Vector3& dir, const Vector3& p,
|
||||
const Vector3& q, const float r, float& t);
|
||||
//! @param sa The beginning of the line segment.
|
||||
//! @param dir The direction and length of the segment.
|
||||
//! @param p Center point of side 1 capsule.
|
||||
//! @param q Center point of side 1 capsule.
|
||||
//! @param r The radius of the capsule.
|
||||
//! @param[out] t Proporition along line segment.
|
||||
//! @return CapsuleIsectTypes
|
||||
CapsuleIsectTypes IntersectSegmentCapsule(
|
||||
const Vector3& sa, const Vector3& dir, const Vector3& p, const Vector3& q, const float r, float& t);
|
||||
|
||||
//! Intersect segment S(t)=A+t(B-A), 0<=t<=1 against convex polyhedron specified
|
||||
//! by the n halfspaces defined by the planes p[]. On exit tfirst and tlast
|
||||
//! define the intersection, if any.
|
||||
int IntersectSegmentPolyhedron(
|
||||
const Vector3& sa, const Vector3& sBA, const Plane p[], int numPlanes,
|
||||
float& tfirst, float& tlast, int& iFirstPlane, int& iLastPlane);
|
||||
//! @param sa The beggining of the line segment.
|
||||
//! @param dir The direction and length of the segment.
|
||||
//! @param p Planes that compose a convex ponvex polyhedron.
|
||||
//! @param numPlanes number of planes.
|
||||
//! @param[out] tfirst Proportion along the line segment where the line enters.
|
||||
//! @param[out] tlast Proportion along the line segment where the line exits.
|
||||
//! @param[out] iFirstPlane The plane where the line enters.
|
||||
//! @param[out] iLastPlane The plane where the line exits.
|
||||
//! @return True if intersects else false.
|
||||
bool IntersectSegmentPolyhedron(
|
||||
const Vector3& sa,
|
||||
const Vector3& dir,
|
||||
const Plane p[],
|
||||
int numPlanes,
|
||||
float& tfirst,
|
||||
float& tlast,
|
||||
int& iFirstPlane,
|
||||
int& iLastPlane);
|
||||
|
||||
//! Calculate the line segment closestPointSegment1<->closestPointSegment2 that is the shortest route between
|
||||
//! two segments segment1Start<->segment1End and segment2Start<->segment2End. Also calculate the values of segment1Proportion and segment2Proportion where
|
||||
//! closestPointSegment1 = segment1Start + (segment1Proportion * (segment1End - segment1Start))
|
||||
//! two segments segment1Start<->segment1End and segment2Start<->segment2End. Also calculate the values of segment1Proportion and
|
||||
//! segment2Proportion where closestPointSegment1 = segment1Start + (segment1Proportion * (segment1End - segment1Start))
|
||||
//! closestPointSegment2 = segment2Start + (segment2Proportion * (segment2End - segment2Start))
|
||||
//! If segments are parallel returns a solution.
|
||||
//! @param segment1Start Start of segment 1.
|
||||
//! @param segment1End End of segment 1.
|
||||
//! @param segment2Start Start of segment 2.
|
||||
//! @param segment2End End of segment 2.
|
||||
//! @param[out] segment1Proportion The proporition along segment 1 [0..1]
|
||||
//! @param[out] segment2Proportion The proporition along segment 2 [0..1]
|
||||
//! @param[out] closestPointSegment1 Closest point on segment 1.
|
||||
//! @param[out] closestPointSegment2 Closest point on segment 2.
|
||||
//! @param epsilon The minimum square distance where a line segment can be treated as a single point.
|
||||
void ClosestSegmentSegment(
|
||||
const Vector3& segment1Start, const Vector3& segment1End,
|
||||
const Vector3& segment2Start, const Vector3& segment2End,
|
||||
float& segment1Proportion, float& segment2Proportion,
|
||||
Vector3& closestPointSegment1, Vector3& closestPointSegment2,
|
||||
const Vector3& segment1Start,
|
||||
const Vector3& segment1End,
|
||||
const Vector3& segment2Start,
|
||||
const Vector3& segment2End,
|
||||
float& segment1Proportion,
|
||||
float& segment2Proportion,
|
||||
Vector3& closestPointSegment1,
|
||||
Vector3& closestPointSegment2,
|
||||
float epsilon = 1e-4f);
|
||||
|
||||
//! Calculate the line segment closestPointSegment1<->closestPointSegment2 that is the shortest route between
|
||||
//! two segments segment1Start<->segment1End and segment2Start<->segment2End.
|
||||
//! If segments are parallel returns a solution.
|
||||
//! @param segment1Start Start of segment 1.
|
||||
//! @param segment1End End of segment 1.
|
||||
//! @param segment2Start Start of segment 2.
|
||||
//! @param segment2End End of segment 2.
|
||||
//! @param[out] closestPointSegment1 Closest point on segment 1.
|
||||
//! @param[out] closestPointSegment2 Closest point on segment 2.
|
||||
//! @param epsilon The minimum square distance where a line segment can be treated as a single point.
|
||||
void ClosestSegmentSegment(
|
||||
const Vector3& segment1Start, const Vector3& segment1End,
|
||||
const Vector3& segment2Start, const Vector3& segment2End,
|
||||
Vector3& closestPointSegment1, Vector3& closestPointSegment2,
|
||||
const Vector3& segment1Start,
|
||||
const Vector3& segment1End,
|
||||
const Vector3& segment2Start,
|
||||
const Vector3& segment2End,
|
||||
Vector3& closestPointSegment1,
|
||||
Vector3& closestPointSegment2,
|
||||
float epsilon = 1e-4f);
|
||||
|
||||
//! Calculate the point (closestPointOnSegment) that is the closest point on
|
||||
//! segment segmentStart/segmentEnd to point. Also calculate the value of proportion where
|
||||
//! closestPointOnSegment = segmentStart + (proportion * (segmentEnd - segmentStart))
|
||||
//! @param point The point to test
|
||||
//! @param segmentStart The start of the segment
|
||||
//! @param segmentEnd The end of the segment
|
||||
//! @param[out] proportion The proportion of the segment L(t) = (end - start) * t
|
||||
//! @param[out] closestPointOnSegment The point along the line segment
|
||||
void ClosestPointSegment(
|
||||
const Vector3& point, const Vector3& segmentStart, const Vector3& segmentEnd,
|
||||
float& proportion, Vector3& closestPointOnSegment);
|
||||
}
|
||||
}
|
||||
const Vector3& point,
|
||||
const Vector3& segmentStart,
|
||||
const Vector3& segmentEnd,
|
||||
float& proportion,
|
||||
Vector3& closestPointOnSegment);
|
||||
} // namespace Intersect
|
||||
} // namespace AZ
|
||||
|
||||
#endif // AZCORE_MATH_SEGMENT_INTERSECTION_H
|
||||
#pragma once
|
||||
#include <AzCore/Math/IntersectSegment.inl>
|
||||
|
||||
@@ -0,0 +1,101 @@
|
||||
/*
|
||||
* Copyright (c) Contributors to the Open 3D Engine Project.
|
||||
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
|
||||
*
|
||||
* SPDX-License-Identifier: Apache-2.0 OR MIT
|
||||
*
|
||||
*/
|
||||
|
||||
namespace AZ
|
||||
{
|
||||
namespace Intersect
|
||||
{
|
||||
AZ_MATH_INLINE bool ClipRayWithAabb(const Aabb& aabb, Vector3& rayStart, Vector3& rayEnd, float& tClipStart, float& tClipEnd)
|
||||
{
|
||||
Vector3 startNormal;
|
||||
float tStart, tEnd;
|
||||
Vector3 dirLen = rayEnd - rayStart;
|
||||
if (IntersectRayAABB(rayStart, dirLen, dirLen.GetReciprocal(), aabb, tStart, tEnd, startNormal) != ISECT_RAY_AABB_NONE)
|
||||
{
|
||||
// clip the ray with the box
|
||||
if (tStart > 0.0f)
|
||||
{
|
||||
rayStart = rayStart + tStart * dirLen;
|
||||
tClipStart = tStart;
|
||||
}
|
||||
if (tEnd < 1.0f)
|
||||
{
|
||||
rayEnd = rayStart + tEnd * dirLen;
|
||||
tClipEnd = tEnd;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
AZ_MATH_INLINE SphereIsectTypes
|
||||
IntersectRaySphereOrigin(const Vector3& rayStart, const Vector3& rayDirNormalized, const float sphereRadius, float& t)
|
||||
{
|
||||
Vector3 m = rayStart;
|
||||
float b = m.Dot(rayDirNormalized);
|
||||
float c = m.Dot(m) - sphereRadius * sphereRadius;
|
||||
|
||||
// Exit if r's origin outside s (c > 0)and r pointing away from s (b > 0)
|
||||
if (c > 0.0f && b > 0.0f)
|
||||
{
|
||||
return ISECT_RAY_SPHERE_NONE;
|
||||
}
|
||||
float discr = b * b - c;
|
||||
// A negative discriminant corresponds to ray missing sphere
|
||||
if (discr < 0.0f)
|
||||
{
|
||||
return ISECT_RAY_SPHERE_NONE;
|
||||
}
|
||||
|
||||
// Ray now found to intersect sphere, compute smallest t value of intersection
|
||||
t = -b - Sqrt(discr);
|
||||
|
||||
// If t is negative, ray started inside sphere so clamp t to zero
|
||||
if (t < 0.0f)
|
||||
{
|
||||
// t = 0.0f;
|
||||
return ISECT_RAY_SPHERE_SA_INSIDE; // no hit if inside
|
||||
}
|
||||
// q = p + t * d;
|
||||
return ISECT_RAY_SPHERE_ISECT;
|
||||
}
|
||||
|
||||
AZ_MATH_INLINE SphereIsectTypes IntersectRaySphere(const Vector3& rayStart, const Vector3& rayDirNormalized, const Vector3& sphereCenter, const float sphereRadius, float& t)
|
||||
{
|
||||
return IntersectRaySphereOrigin(rayStart - sphereCenter, rayDirNormalized, sphereRadius, t);
|
||||
}
|
||||
|
||||
AZ_MATH_INLINE Vector3 LineToPointDistance(const Vector3& s1, const Vector3& s2, const Vector3& p, float& u)
|
||||
{
|
||||
const Vector3 s21 = s2 - s1;
|
||||
// we assume seg1 and seg2 are NOT coincident
|
||||
AZ_MATH_ASSERT(!s21.IsClose(Vector3(0.0f), 1e-4f), "OK we agreed that we will pass valid segments! (s1 != s2)");
|
||||
|
||||
u = LineToPointDistanceTime(s1, s21, p);
|
||||
|
||||
return s1 + u * s21;
|
||||
}
|
||||
|
||||
AZ_MATH_INLINE float LineToPointDistanceTime(const Vector3& s1, const Vector3& s21, const Vector3& p)
|
||||
{
|
||||
// so u = (p.x - s1.x)*(s2.x - s1.x) + (p.y - s1.y)*(s2.y - s1.y) + (p.z-s1.z)*(s2.z-s1.z) / |s2-s1|^2
|
||||
return s21.Dot(p - s1) / s21.Dot(s21);
|
||||
}
|
||||
|
||||
AZ_MATH_INLINE bool TestSegmentAABB(const Vector3& p0, const Vector3& p1, const Aabb& aabb)
|
||||
{
|
||||
Vector3 e = aabb.GetExtents();
|
||||
Vector3 d = p1 - p0;
|
||||
Vector3 m = p0 + p1 - aabb.GetMin() - aabb.GetMax();
|
||||
|
||||
return TestSegmentAABBOrigin(m, d, e);
|
||||
}
|
||||
} // namespace Intersect
|
||||
} // namespace AZ
|
||||
@@ -282,6 +282,7 @@ set(FILES
|
||||
Math/Internal/VertexContainer.inl
|
||||
Math/InterpolationSample.h
|
||||
Math/IntersectPoint.h
|
||||
Math/IntersectSegment.inl
|
||||
Math/IntersectSegment.cpp
|
||||
Math/IntersectSegment.h
|
||||
Math/MathIntrinsics.h
|
||||
|
||||
+1
-1
@@ -116,7 +116,7 @@ namespace AzToolsFramework
|
||||
{
|
||||
return AZ::Intersect::IntersectRayBox(
|
||||
rayOrigin, rayDirection, m_center, m_axis1, m_axis2, m_axis3, m_halfExtents.GetX(), m_halfExtents.GetY(),
|
||||
m_halfExtents.GetZ(), rayIntersectionDistance) > 0;
|
||||
m_halfExtents.GetZ(), rayIntersectionDistance);
|
||||
}
|
||||
|
||||
void ManipulatorBoundBox::SetShapeData(const BoundRequestShapeBase& shapeData)
|
||||
|
||||
@@ -166,7 +166,7 @@ namespace LmbrCentral
|
||||
return intersection;
|
||||
}
|
||||
|
||||
const bool intersection = AZ::Intersect::IntersectRayObb(src, dir, m_intersectionDataCache.m_obb, distance) > 0;
|
||||
const bool intersection = AZ::Intersect::IntersectRayObb(src, dir, m_intersectionDataCache.m_obb, distance);
|
||||
return intersection;
|
||||
}
|
||||
|
||||
|
||||
@@ -153,7 +153,7 @@ namespace LmbrCentral
|
||||
m_intersectionDataCache.UpdateIntersectionParams(m_currentTransform, m_diskShapeConfig);
|
||||
|
||||
return AZ::Intersect::IntersectRayDisk(
|
||||
src, dir, m_intersectionDataCache.m_position, m_intersectionDataCache.m_radius, m_intersectionDataCache.m_normal, distance) > 0;
|
||||
src, dir, m_intersectionDataCache.m_position, m_intersectionDataCache.m_radius, m_intersectionDataCache.m_normal, distance);
|
||||
}
|
||||
|
||||
void DiskShape::DiskIntersectionDataCache::UpdateIntersectionParamsImpl(
|
||||
|
||||
Reference in New Issue
Block a user