Add methods intersect_plane
and get_point
to Ray
(#6179)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
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@ -6,6 +6,59 @@ use crate::Vec3;
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pub struct Ray {
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pub struct Ray {
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/// The origin of the ray.
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/// The origin of the ray.
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pub origin: Vec3,
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pub origin: Vec3,
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/// The direction of the ray.
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/// A normalized vector representing the direction of the ray.
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pub direction: Vec3,
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pub direction: Vec3,
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}
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}
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impl Ray {
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/// Returns the distance to the plane if the ray intersects it.
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#[inline]
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pub fn intersect_plane(&self, plane_origin: Vec3, plane_normal: Vec3) -> Option<f32> {
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let denominator = plane_normal.dot(self.direction);
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if denominator.abs() > f32::EPSILON {
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let distance = (plane_origin - self.origin).dot(plane_normal) / denominator;
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if distance >= f32::EPSILON {
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return Some(distance);
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}
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}
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None
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}
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/// Retrieve a point at the given distance along the ray.
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#[inline]
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pub fn get_point(&self, distance: f32) -> Vec3 {
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self.origin + self.direction * distance
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}
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}
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#[cfg(test)]
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mod test {
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use super::*;
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#[test]
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fn intersects_plane() {
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let ray = Ray {
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origin: Vec3::ZERO,
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direction: Vec3::Z,
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};
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// Orthogonal, and test that plane_normal direction doesn't matter
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assert_eq!(Some(1.), ray.intersect_plane(Vec3::Z, Vec3::Z));
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assert_eq!(Some(1.), ray.intersect_plane(Vec3::Z, Vec3::NEG_Z));
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assert_eq!(None, ray.intersect_plane(Vec3::NEG_Z, Vec3::Z));
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assert_eq!(None, ray.intersect_plane(Vec3::NEG_Z, Vec3::NEG_Z));
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// Diagonal
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assert_eq!(Some(1.), ray.intersect_plane(Vec3::Z, Vec3::ONE));
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assert_eq!(None, ray.intersect_plane(Vec3::NEG_Z, Vec3::ONE));
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// Parralel
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assert_eq!(None, ray.intersect_plane(Vec3::X, Vec3::X));
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// Parralel with simulated rounding error
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assert_eq!(
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None,
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ray.intersect_plane(Vec3::X, Vec3::X + Vec3::Z * f32::EPSILON)
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);
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}
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}
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