int BasicPrimitiveTests::IntersectingSegmentAgainstSphere(const LineSegment & segment, const BoundingSphere & sphere, float & rtn_t1, float & rtn_t2) { Eigen::Vector3f m = segment.GetPointA() - sphere.GetCenter(); float b = (m).dot(segment.GetPointB() - segment.GetPointA()); float c = m.dot(m); float discriminant = b * b - c; int intersection_count = 0; float t1 = -b - sqrt(discriminant); float t2 = -b + sqrt(discriminant); if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f) { rtn_t1 = t1; rtn_t2 = t2; return 2; } else if (t1 >= 0.0f && t1 <= 1.0f) { rtn_t1 = t1; return 1; } else if (t2 >= 0.0f && t2 <= 1.0f) { rtn_t1 = t2; return 1; } return 0; }
int BasicPrimitiveTests::IntersectingSegmentAgainstAABB(const LineSegment & segment, const AABB & aabb, float & rtn_t1, float & rtn_t2) { rtn_t1 = 0.0f; rtn_t2 = FLT_MAX; Eigen::Vector3f aabb_min = aabb.GetCenter() - aabb.GetExtents(); Eigen::Vector3f aabb_max = aabb.GetCenter() + aabb.GetExtents(); Eigen::Vector3f segment_direction = segment.GetPointB() - segment.GetPointA(); for (int i = 0; i < 3; ++i) { if (abs(segment_direction[i]) < EPSILON) { //Ray is parallel to slab. Not hit if origin not within slab. if (segment.GetPointA()[i] < aabb_min[i] || segment.GetPointA()[i] > aabb_max[i]) { return 0; } } else { float one_over_direction = 1.0f / segment_direction[i]; float t1 = (aabb_min[i] - segment.GetPointA()[i]) * one_over_direction; float t2 = (aabb_max[i] - segment.GetPointA()[i]) * one_over_direction; if (t1 > 1.0f && t2 > 1.0f) { return 0; } if (t1 > t2) Swap(t1, t2); if (t1 > rtn_t1) rtn_t1 = t1; if (t2 > rtn_t2) rtn_t2 = t2; if (rtn_t1 > rtn_t2) return 0; } } if (rtn_t1 >= 0.0f && rtn_t1 <= 1.0f) { if (rtn_t2 >= 0.0f && rtn_t2 <= 1.0f) { return 2; } else { return 1; } } else { Swap(rtn_t1, rtn_t2); if (rtn_t1 >= 0.0f && rtn_t1 <= 1.0f) { return 1; } return 0; } }
bool BasicPrimitiveTests::IntersectingSegmentAgainstPlane(const LineSegment & segment, const Plane & plane, float & rtn_t) { /* Main Idea: -> Subsitutes line equation into plane to find intersection -> Tests if intersection is within segment endpoints Let: -> Line Segment S: -> S(t) = A + t * (B-A) -> for 0 <= t <= 1 -> Plane P: -> dot(n, X) = d Solve for "t" of intersection: -> t = ( d - dot(n, A) / dot(n, B-A) ) -> Return intersection only if: -> 0 <= t <= 1 */ rtn_t = ( plane.GetD() - plane.GetNormal().dot(segment.GetPointA()) ) / plane.GetNormal().dot(segment.GetPointB() - segment.GetPointA()); return (rtn_t <= 1.0f && rtn_t >= 0.0f); }
int BasicPrimitiveTests::IntersectingSegmentAgainstAABB(const LineSegment & segment, const AABB & aabb) { Eigen::Vector3f segment_a_aabb = segment.GetPointA() - aabb.GetCenter(); Eigen::Vector3f segment_b_aabb = segment.GetPointB() - aabb.GetCenter(); Eigen::Vector3f segment_m_aabb = (segment_a_aabb + segment_b_aabb) * 0.5f; return 0; }
int BasicPrimitiveTests::IntersectingSegmentAgainstOBB(const LineSegment & segment, const OBB & obb) { Eigen::Matrix3f obb_rotation; obb.GetRotationMatrix(obb_rotation); Eigen::Vector3f segment_A_obb = obb_rotation * (segment.GetPointA() - obb.GetCenter()); Eigen::Vector3f segment_B_obb = obb_rotation * (segment.GetPointB() - obb.GetCenter()); return 0; }