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193
Ray2f.c
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193
Ray2f.c
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#include "CgeMath.h"
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#include <string.h>
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#include <math.h>
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#define EPSILON 0.00001f
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#define PI 3.14159265358979323846f
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int CgeRay2fIntersectLine(const float start[2], const float direction[2],
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const float line[3], float *t, float out[2]) {
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float tmp1[2];
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float denom, time;
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/* Calculate intersection time */
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denom = CgeVec2fDot(direction, line);
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time = (line[2] - CgeVec2fDot(line, start)) / denom;
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/* Check for ray/plane parallel to each other or point is behing the ray. */
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if (fabsf(denom) < EPSILON || time < 0.0f)
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return 0;
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/* Compute intersection point */
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CgeVec2fScale(direction, time, tmp1);
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CgeVec2fAdd(start, tmp1, out);
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*t = time;
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return 1;
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}
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int CgeRay2fIntersectTime(const float aStart[2], const float aDirection[2],
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const float bStart[2], const float bDirection[2],
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float *time1, float *time2) {
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float tmp1[2], tmp2[2], tmp3[2];
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float denom;
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/* Rotate directions by 90 degrees and caluclate denom */
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tmp1[0] = -aDirection[1]; tmp1[1] = aDirection[0];
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tmp2[0] = -bDirection[1]; tmp2[1] = bDirection[0];
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denom = CgeVec2fDot(tmp1, bDirection);
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if (fabsf(denom) < EPSILON)
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return 0;
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/* Calculate segments offset and intersection times */
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CgeVec2fSub(aStart, bStart, tmp3);
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*time1 = CgeVec2fDot(tmp3, tmp2) / denom;
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*time2 = CgeVec2fDot(tmp3, tmp1) / denom;
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return 1;
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}
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int CgeRay2fIntersectRay(const float aStart[2], const float aDirection[2],
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const float bStart[2], const float bDirection[2],
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float *t, float out[2]) {
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float tmp[2];
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float time1, time2;
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if (CgeRay2fIntersectTime(aStart, aDirection, bStart, bDirection, &time1, &time2))
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return 0;
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if (time1 < 0.0f || time2 < 0.0f)
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return 0;
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CgeVec2fScale(aDirection, time1, tmp);
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CgeVec2fAdd(aStart, tmp, out);
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*t = time1;
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return 1;
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}
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int CgeRay2fIntersectSegment(const float aStart[2], const float aDirection[2],
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const float bStart[2], const float bEnd[2],
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float *t, float out[2]) {
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float tmp[2];
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float time1, time2;
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CgeVec2fSub(bEnd, bStart, tmp);
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if (CgeRay2fIntersectTime(aStart, aDirection, bStart, tmp, &time1, &time2))
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return 0;
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if (time1 < 0.0f || time2 < 0.0f || time2 > 1.0f)
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return 0;
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CgeVec2fScale(aDirection, time1, tmp);
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CgeVec2fAdd(aStart, tmp, out);
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*t = time1;
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return 1;
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}
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int CgeSegment2fIntersectLine(const float start[2], const float end[2],
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const float line[3], float *t, float out[2]) {
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float tmp[2];
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float denom, time;
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/* Calculate intersection time */
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CgeVec2fSub(end, start, tmp);
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denom = CgeVec2fDot(tmp, line);
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time = (line[2] - CgeVec2fDot(line, start)) / denom;
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/* Check for ray/plane parallel to each other or point is behing the ray. */
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if (fabsf(denom) < EPSILON || time < 0.0f || time > 1.0f)
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return 0;
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/* Compute intersection point */
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CgeVec2fScale(tmp, time, tmp);
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CgeVec2fAdd(start, tmp, out);
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*t = time;
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return 1;
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}
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int CgeSegment2fIntersectSegment(const float aStart[2], const float aEnd[2],
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const float bStart[2], const float bEnd[2],
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float *t, float out[2]) {
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float tmp1[2], tmp2[2];
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float time1, time2;
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CgeVec2fSub(aEnd, aStart, tmp1);
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CgeVec2fSub(bEnd, bStart, tmp2);
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if (CgeRay2fIntersectTime(aStart, tmp1, bStart, tmp2, &time1, &time2))
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return 0;
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if (time1 < 0.0f || time1 > 1.0f || time2 < 0.0f || time2 > 1.0f)
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return 0;
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CgeVec2fLerp(aStart, aEnd, time1, out);
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*t = time1;
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return 1;
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}
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int CgeRay2fIntersectBox2f(const float aStart[2], const float aDirection[2],
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const float bMin[2], const float bMax[2],
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float *t, float out[2]) {
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float timeNear, timeFar, hitNear, hitFar, denom, tmp;
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int i;
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timeNear = -1.0f / 0.0f;
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timeFar = 1.0f / 0.0f;
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/* Check if origin inside box */
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if (!CgeBox2fContains(bMin, bMax, aStart)) {
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memcpy(out, aStart, sizeof(float) * 2);
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*t = 0.0f;
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return 1;
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}
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/* Check each axis for the minimal and maximum intersection time */
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for (i = 0; i < 2; i++) {
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if (fabsf(aDirection[i]) < EPSILON) {
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if (aStart[i] < bMin[i] || aStart[i] > bMax[i])
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return 0;
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continue;
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}
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denom = 1.0f / aDirection[i];
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hitNear = (bMin[i] - aStart[i]) * denom;
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hitFar = (bMax[i] - aStart[i]) * denom;
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if (hitNear > hitFar) {
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tmp = hitNear;
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hitNear = hitFar;
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hitFar = tmp;
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}
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if (hitNear > timeNear)
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timeNear = hitNear;
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if (hitFar < timeFar)
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timeFar = hitFar;
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if (timeNear > timeFar || timeFar < 0.0f)
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return 0;
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}
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out[0] = aStart[0] + aDirection[0] * timeNear;
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out[1] = aStart[1] + aDirection[1] * timeNear;
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*t = timeNear;
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return 1;
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}
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int CgeSegment2fIntersectBox2f(const float aStart[2], const float aEnd[2],
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const float bMin[2], const float bMax[2],
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float *t, float out[2]) {
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float tmp[3];
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float time;
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CgeVec2fSub(aEnd, aStart, tmp);
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if (CgeRay2fIntersectBox2f(aStart, tmp, bMin, bMax, &time, out))
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return 0;
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if (time > 1.0f)
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return 0;
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*t = time;
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return 1;
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}
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