1 /* 2 Copyright (c) 2011-2021 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 6 Permission is hereby granted, free of charge, to any person or organization 7 obtaining a copy of the software and accompanying documentation covered by 8 this license (the "Software") to use, reproduce, display, distribute, 9 execute, and transmit the Software, and to prepare derivative works of the 10 Software, and to permit third-parties to whom the Software is furnished to 11 do so, all subject to the following: 12 13 The copyright notices in the Software and this entire statement, including 14 the above license grant, this restriction and the following disclaimer, 15 must be included in all copies of the Software, in whole or in part, and 16 all derivative works of the Software, unless such copies or derivative 17 works are solely in the form of machine-executable object code generated by 18 a source language processor. 19 20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 22 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 23 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 24 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 25 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 26 DEALINGS IN THE SOFTWARE. 27 */ 28 29 /** 30 * Copyright: Timur Gafarov 2011-2021. 31 * License: $(LINK2 boost.org/LICENSE_1_0.txt, Boost License 1.0). 32 * Authors: Timur Gafarov 33 */ 34 module dlib.geometry.ray; 35 36 import std.math; 37 import dlib.math.vector; 38 import dlib.math.utils; 39 40 /// Ray with starting and ending points 41 struct Ray 42 { 43 Vector3f p0; 44 Vector3f p1; 45 float t; 46 47 this(Vector3f begin, Vector3f end) 48 { 49 p0 = begin; 50 p1 = end; 51 } 52 53 bool intersectSphere(Vector3f position, float radius, out Vector3f intersectionPoint) 54 { 55 Vector3f dir = p1 - p0; 56 dir.normalize(); 57 Vector3f dist = position - p0; 58 float B = dot(dist,dir); 59 float D = radius * radius - dot(dist,dist) + B * B; 60 if (D < 0.0f) 61 { 62 intersectionPoint = Vector3f(0.0f, 0.0f, 0.0f); 63 return false; 64 } 65 float t0 = B - sqrt(D); 66 float t1 = B + sqrt(D); 67 if (t0 > 0.0f) 68 { 69 t = t0; 70 intersectionPoint = p0 + dir * t0; 71 return true; 72 } 73 if (t1 > 0.0f) 74 { 75 t = t1; 76 intersectionPoint = p0 + dir * t1; 77 return true; 78 } 79 intersectionPoint = Vector3f(0.0f, 0.0f, 0.0f); 80 return false; 81 } 82 83 bool intersectTriangle(Vector3f v0, Vector3f v1, Vector3f v2, out Vector3f intersectionPoint) 84 { 85 Vector3f u, v, n; // triangle vectors 86 Vector3f dir, w0, w; // ray vectors 87 float r, a, b; // params to calc ray-plane intersect 88 89 // get triangle edge vectors and plane normal 90 u = v1 - v0; 91 v = v2 - v0; 92 n = cross(u, v); // cross product 93 if (n.isZero) // triangle is degenerate 94 { 95 intersectionPoint = Vector3f(0.0f, 0.0f, 0.0f); 96 return false; 97 } 98 99 dir = p1 - p0; // ray direction vector 100 w0 = p0 - v0; 101 a = -dot(n, w0); 102 b = dot(n, dir); 103 104 if (fabs(b) < EPSILON) // ray is parallel to triangle plane 105 { 106 // no intersect 107 intersectionPoint = Vector3f(0.0f, 0.0f, 0.0f); 108 return false; 109 } 110 111 // get intersect point of ray with triangle plane 112 r = a / b; 113 if (r < 0.0f) // ray goes away from triangle 114 { 115 // no intersect 116 intersectionPoint = Vector3f(0.0f, 0.0f, 0.0f); 117 return false; 118 } 119 120 Vector3f I = p0 + dir * r; // intersect point of ray and plane 121 122 float uu, uv, vv, wu, wv, D; 123 uu = dot(u, u); 124 uv = dot(u, v); 125 vv = dot(v, v); 126 w = I - v0; 127 wu = dot(w, u); 128 wv = dot(w, v); 129 D = uv * uv - uu * vv; 130 131 // get and test parametric coords 132 float s, t; 133 s = (uv * wv - vv * wu) / D; 134 if (s < 0.0 || s > 1.0) // point is outside of the triangle 135 { 136 intersectionPoint = Vector3f(0.0f, 0.0f, 0.0f); 137 return false; 138 } 139 t = (uv * wu - uu * wv) / D; 140 if (t < 0.0 || (s + t) > 1.0) // point is outside of the triangle 141 { 142 intersectionPoint = Vector3f(0.0f, 0.0f, 0.0f); 143 return false; 144 } 145 146 intersectionPoint = I; // point is inside of the triangle 147 return true; 148 } 149 }