#include #include #include #define EPSILON 0.00001f #define PI 3.14159265358979323846f int BH_Ray2fIntersectLine(const float start[2], const float direction[2], const float line[3], float *t, float out[2]) { float tmp1[2]; float denom, time; /* Calculate intersection time */ denom = BH_Vec2fDot(direction, line); time = (line[2] - BH_Vec2fDot(line, start)) / denom; /* Check for ray/plane parallel to each other or point is behing the ray. */ if (fabsf(denom) < EPSILON || time < 0.0f) return BH_ERROR; /* Compute intersection point */ BH_Vec2fScale(direction, time, tmp1); BH_Vec2fAdd(start, tmp1, out); *t = time; return BH_OK; } int BH_Ray2fIntersectTime(const float aStart[2], const float aDirection[2], const float bStart[2], const float bDirection[2], float *time1, float *time2) { float tmp1[2], tmp2[2], tmp3[2]; float denom; /* Rotate directions by 90 degrees and caluclate denom */ tmp1[0] = -aDirection[1]; tmp1[1] = aDirection[0]; tmp2[0] = -bDirection[1]; tmp2[1] = bDirection[0]; denom = BH_Vec2fDot(tmp1, bDirection); if (fabsf(denom) < EPSILON) return BH_ERROR; /* Calculate segments offset and intersection times */ BH_Vec2fSub(aStart, bStart, tmp3); *time1 = BH_Vec2fDot(tmp3, tmp2) / denom; *time2 = BH_Vec2fDot(tmp3, tmp1) / denom; return BH_OK; } int BH_Ray2fIntersectRay(const float aStart[2], const float aDirection[2], const float bStart[2], const float bDirection[2], float *t, float out[2]) { float tmp[2]; float time1, time2; if (BH_Ray2fIntersectTime(aStart, aDirection, bStart, bDirection, &time1, &time2)) return BH_ERROR; if (time1 < 0.0f || time2 < 0.0f) return BH_ERROR; BH_Vec2fScale(aDirection, time1, tmp); BH_Vec2fAdd(aStart, tmp, out); *t = time1; return BH_OK; } int BH_Ray2fIntersectSegment(const float aStart[2], const float aDirection[2], const float bStart[2], const float bEnd[2], float *t, float out[2]) { float tmp[2]; float time1, time2; BH_Vec2fSub(bEnd, bStart, tmp); if (BH_Ray2fIntersectTime(aStart, aDirection, bStart, tmp, &time1, &time2)) return BH_ERROR; if (time1 < 0.0f || time2 < 0.0f || time2 > 1.0f) return BH_ERROR; BH_Vec2fScale(aDirection, time1, tmp); BH_Vec2fAdd(aStart, tmp, out); *t = time1; return BH_OK; } int BH_Segment2fIntersectLine(const float start[2], const float end[2], const float line[3], float *t, float out[2]) { float tmp[2]; float denom, time; /* Calculate intersection time */ BH_Vec2fSub(end, start, tmp); denom = BH_Vec2fDot(tmp, line); time = (line[2] - BH_Vec2fDot(line, start)) / denom; /* Check for ray/plane parallel to each other or point is behing the ray. */ if (fabsf(denom) < EPSILON || time < 0.0f || time > 1.0f) return BH_ERROR; /* Compute intersection point */ BH_Vec2fScale(tmp, time, tmp); BH_Vec2fAdd(start, tmp, out); *t = time; return BH_OK; } int BH_Segment2fIntersectSegment(const float aStart[2], const float aEnd[2], const float bStart[2], const float bEnd[2], float *t, float out[2]) { float tmp1[2], tmp2[2]; float time1, time2; BH_Vec2fSub(aEnd, aStart, tmp1); BH_Vec2fSub(bEnd, bStart, tmp2); if (BH_Ray2fIntersectTime(aStart, tmp1, bStart, tmp2, &time1, &time2)) return BH_ERROR; if (time1 < 0.0f || time1 > 1.0f || time2 < 0.0f || time2 > 1.0f) return BH_ERROR; BH_Vec2fLerp(aStart, aEnd, time1, out); *t = time1; return BH_OK; } int BH_Ray2fIntersectBox2f(const float aStart[2], const float aDirection[2], const float bMin[2], const float bMax[2], float *t, float out[2]) { float timeNear, timeFar, hitNear, hitFar, denom, tmp; int i; timeNear = -1.0f / 0.0f; timeFar = 1.0f / 0.0f; /* Check if origin inside box */ if (!BH_Box2fContains(bMin, bMax, aStart)) { memcpy(out, aStart, sizeof(float) * 2); *t = 0.0f; return BH_OK; } /* Check each axis for the minimal and maximum intersection time */ for (i = 0; i < 2; i++) { if (fabsf(aDirection[i]) < EPSILON) { if (aStart[i] < bMin[i] || aStart[i] > bMax[i]) return BH_ERROR; continue; } denom = 1.0f / aDirection[i]; hitNear = (bMin[i] - aStart[i]) * denom; hitFar = (bMax[i] - aStart[i]) * denom; if (hitNear > hitFar) { tmp = hitNear; hitNear = hitFar; hitFar = tmp; } if (hitNear > timeNear) timeNear = hitNear; if (hitFar < timeFar) timeFar = hitFar; if (timeNear > timeFar || timeFar < 0.0f) return BH_ERROR; } out[0] = aStart[0] + aDirection[0] * timeNear; out[1] = aStart[1] + aDirection[1] * timeNear; *t = timeNear; return BH_OK; } int BH_Segment2fIntersectBox2f(const float aStart[2], const float aEnd[2], const float bMin[2], const float bMax[2], float *t, float out[2]) { float tmp[3]; float time; BH_Vec2fSub(aEnd, aStart, tmp); if (BH_Ray2fIntersectBox2f(aStart, tmp, bMin, bMax, &time, out)) return BH_ERROR; if (time > 1.0f) return BH_ERROR; *t = time; return BH_OK; }