kmBool kmRay3IntersectAABB3(const kmRay3* ray, const kmAABB3* aabb, kmVec3* intersection, kmScalar* distance) { //http://gamedev.stackexchange.com/a/18459/15125 kmVec3 rdir, dirfrac, diff; kmVec3Normalize(&rdir, &ray->dir); kmVec3Fill(&dirfrac, 1.0 / rdir.x, 1.0 / rdir.y, 1.0 / rdir.z); kmScalar t1 = (aabb->min.x - ray->start.x) * dirfrac.x; kmScalar t2 = (aabb->max.x - ray->start.x) * dirfrac.x; kmScalar t3 = (aabb->min.y - ray->start.y) * dirfrac.y; kmScalar t4 = (aabb->max.y - ray->start.y) * dirfrac.y; kmScalar t5 = (aabb->min.z - ray->start.z) * dirfrac.z; kmScalar t6 = (aabb->max.z - ray->start.z) * dirfrac.z; kmScalar tmin = kmMax(kmMax(kmMin(t1, t2), kmMin(t3, t4)), kmMin(t5, t6)); kmScalar tmax = kmMin(kmMin(kmMax(t1, t2), kmMax(t3, t4)), kmMax(t5, t6)); // if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behind us if(tmax < 0) { return KM_FALSE; } // if tmin > tmax, ray doesn't intersect AABB if (tmin > tmax) { return KM_FALSE; } if(distance) *distance = tmin; if(intersection) { kmVec3Scale(&diff, &rdir, tmin); kmVec3Add(intersection, &ray->start, &diff); } return KM_TRUE; }
kmBool kmRay2IntersectLineSegment(const kmRay2* ray, const kmVec2* p1, const kmVec2* p2, kmVec2* intersection) { float x1 = ray->start.x; float y1 = ray->start.y; float x2 = ray->start.x + ray->dir.x; float y2 = ray->start.y + ray->dir.y; float x3 = p1->x; float y3 = p1->y; float x4 = p2->x; float y4 = p2->y; float denom = (y4 -y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); float ua, x, y; //If denom is zero, the lines are parallel if(denom > -kmEpsilon && denom < kmEpsilon) { return KM_FALSE; } ua = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / denom; // float ub = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / denom; x = x1 + ua * (x2 - x1); y = y1 + ua * (y2 - y1); if(x < kmMin(p1->x, p2->x) - kmEpsilon || x > kmMax(p1->x, p2->x) + kmEpsilon || y < kmMin(p1->y, p2->y) - kmEpsilon || y > kmMax(p1->y, p2->y) + kmEpsilon) { //Outside of line //printf("Outside of line, %f %f (%f %f)(%f, %f)\n", x, y, p1->x, p1->y, p2->x, p2->y); return KM_FALSE; } if(x < kmMin(x1, x2) - kmEpsilon || x > kmMax(x1, x2) + kmEpsilon || y < kmMin(y1, y2) - kmEpsilon || y > kmMax(y1, y2) + kmEpsilon) { //printf("Outside of ray, %f %f (%f %f)(%f, %f)\n", x, y, x1, y1, x2, y2); return KM_FALSE; } intersection->x = x; intersection->y = y; return KM_TRUE; /* kmScalar A1, B1, C1; kmScalar A2, B2, C2; A1 = ray->dir.y; B1 = ray->dir.x; C1 = A1 * ray->start.x + B1 * ray->start.y; A2 = p2->y - p1->y; B2 = p2->x - p1->x; C2 = A2 * p1->x + B2 * p1->y; double det = (A1 * B2) - (A2 * B1); if(det == 0) { printf("Parallel\n"); return KM_FALSE; } double x = (B2*C1 - B1*C2) / det; double y = (A1*C2 - A2*C1) / det; if(x < min(p1->x, p2->x) - kmEpsilon || x > max(p1->x, p2->x) + kmEpsilon || y < min(p1->y, p2->y) - kmEpsilon || y > max(p1->y, p2->y) + kmEpsilon) { //Outside of line printf("Outside of line, %f %f (%f %f)(%f, %f)\n", x, y, p1->x, p1->y, p2->x, p2->y); return KM_FALSE; } kmScalar x1 = ray->start.x; kmScalar x2 = ray->start.x + ray->dir.x; kmScalar y1 = ray->start.y; kmScalar y2 = ray->start.y + ray->dir.y; if(x < min(x1, x2) - kmEpsilon || x > max(x1, x2) + kmEpsilon || y < min(y1, y2) - kmEpsilon || y > max(y1, y2) + kmEpsilon) { printf("Outside of ray, %f %f (%f %f)(%f, %f)\n", x, y, x1, y1, x2, y2); return KM_FALSE; } intersection->x = x; intersection->y = y; return KM_TRUE;*/ }