style: fix format

This commit is contained in:
Mateusz Stulczewski 2025-07-16 02:56:38 +02:00
parent b31df43b23
commit d26bd57ea7
3 changed files with 89 additions and 20 deletions

View File

@ -55,7 +55,7 @@ pub use direction::*;
pub use float_ord::*;
pub use isometry::{Isometry2d, Isometry3d};
pub use ops::FloatPow;
pub use ray::{Ray2d, Ray3d, PlaneIntersectionMode};
pub use ray::{PlaneIntersectionMode, Ray2d, Ray3d};
pub use rects::*;
pub use rotation2d::Rot2;
@ -78,8 +78,8 @@ pub mod prelude {
primitives::*,
quat, uvec2, uvec3, uvec4, vec2, vec3, vec3a, vec4, BVec2, BVec3, BVec3A, BVec4, BVec4A,
EulerRot, FloatExt, IRect, IVec2, IVec3, IVec4, Isometry2d, Isometry3d, Mat2, Mat3, Mat3A,
Mat4, Quat, Ray2d, Ray3d, PlaneIntersectionMode, Rect, Rot2, StableInterpolate, URect, UVec2, UVec3, UVec4, Vec2,
Vec2Swizzles, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles,
Mat4, PlaneIntersectionMode, Quat, Ray2d, Ray3d, Rect, Rot2, StableInterpolate, URect,
UVec2, UVec3, UVec4, Vec2, Vec2Swizzles, Vec3, Vec3A, Vec3Swizzles, Vec4, Vec4Swizzles,
};
#[doc(hidden)]

View File

@ -108,7 +108,12 @@ impl Ray3d {
/// Get the distance to a plane if the ray intersects it
/// `plane_hit_mode` specifies which face of the plane the ray should hit
#[inline]
pub fn intersect_plane(&self, plane_origin: Vec3, plane: InfinitePlane3d, plane_hit_mode: PlaneIntersectionMode) -> Option<f32> {
pub fn intersect_plane(
&self,
plane_origin: Vec3,
plane: InfinitePlane3d,
plane_hit_mode: PlaneIntersectionMode,
) -> Option<f32> {
let denominator = plane.normal.dot(*self.direction);
if ops::abs(denominator) > f32::EPSILON {
let distance = (plane_origin - self.origin).dot(*plane.normal) / denominator;
@ -176,32 +181,60 @@ mod tests {
// Orthogonal, and test that an inverse plane_normal has the same result
assert_eq!(
ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::Both),
ray.intersect_plane(
Vec3::Z,
InfinitePlane3d::new(Vec3::Z),
PlaneIntersectionMode::Both
),
Some(1.0)
);
assert_eq!(
ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::NEG_Z), PlaneIntersectionMode::Both),
ray.intersect_plane(
Vec3::Z,
InfinitePlane3d::new(Vec3::NEG_Z),
PlaneIntersectionMode::Both
),
Some(1.0)
);
assert!(ray
.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::Both)
.intersect_plane(
Vec3::NEG_Z,
InfinitePlane3d::new(Vec3::Z),
PlaneIntersectionMode::Both
)
.is_none());
assert!(ray
.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::NEG_Z), PlaneIntersectionMode::Both)
.intersect_plane(
Vec3::NEG_Z,
InfinitePlane3d::new(Vec3::NEG_Z),
PlaneIntersectionMode::Both
)
.is_none());
// Diagonal
assert_eq!(
ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::ONE), PlaneIntersectionMode::Both),
ray.intersect_plane(
Vec3::Z,
InfinitePlane3d::new(Vec3::ONE),
PlaneIntersectionMode::Both
),
Some(1.0)
);
assert!(ray
.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::ONE), PlaneIntersectionMode::Both)
.intersect_plane(
Vec3::NEG_Z,
InfinitePlane3d::new(Vec3::ONE),
PlaneIntersectionMode::Both
)
.is_none());
// Parallel
assert!(ray
.intersect_plane(Vec3::X, InfinitePlane3d::new(Vec3::X), PlaneIntersectionMode::Both)
.intersect_plane(
Vec3::X,
InfinitePlane3d::new(Vec3::X),
PlaneIntersectionMode::Both
)
.is_none());
// Parallel with simulated rounding error
@ -220,17 +253,33 @@ mod tests {
// Orthogonal, and test that ray intersects only the front face
assert_eq!(
ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::FrontFaceOnly),
ray.intersect_plane(
Vec3::Z,
InfinitePlane3d::new(Vec3::Z),
PlaneIntersectionMode::FrontFaceOnly
),
Some(1.0)
);
assert!(ray
.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::NEG_Z), PlaneIntersectionMode::FrontFaceOnly)
.intersect_plane(
Vec3::Z,
InfinitePlane3d::new(Vec3::NEG_Z),
PlaneIntersectionMode::FrontFaceOnly
)
.is_none());
assert!(ray
.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::FrontFaceOnly)
.intersect_plane(
Vec3::NEG_Z,
InfinitePlane3d::new(Vec3::Z),
PlaneIntersectionMode::FrontFaceOnly
)
.is_none());
assert!(ray
.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::FrontFaceOnly)
.intersect_plane(
Vec3::NEG_Z,
InfinitePlane3d::new(Vec3::Z),
PlaneIntersectionMode::FrontFaceOnly
)
.is_none());
}
@ -240,17 +289,33 @@ mod tests {
// Orthogonal, and test that ray intersects only the back face
assert!(ray
.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::BackFaceOnly)
.intersect_plane(
Vec3::Z,
InfinitePlane3d::new(Vec3::Z),
PlaneIntersectionMode::BackFaceOnly
)
.is_none());
assert_eq!(
ray.intersect_plane(Vec3::Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::BackFaceOnly),
ray.intersect_plane(
Vec3::Z,
InfinitePlane3d::new(Vec3::Z),
PlaneIntersectionMode::BackFaceOnly
),
Some(1.0)
);
assert!(ray
.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::BackFaceOnly)
.intersect_plane(
Vec3::NEG_Z,
InfinitePlane3d::new(Vec3::Z),
PlaneIntersectionMode::BackFaceOnly
)
.is_none());
assert!(ray
.intersect_plane(Vec3::NEG_Z, InfinitePlane3d::new(Vec3::Z), PlaneIntersectionMode::BackFaceOnly)
.intersect_plane(
Vec3::NEG_Z,
InfinitePlane3d::new(Vec3::Z),
PlaneIntersectionMode::BackFaceOnly
)
.is_none());
}
}

View File

@ -466,7 +466,11 @@ fn handle_mouse_clicks(
let Ok(ray) = camera.viewport_to_world(camera_transform, mouse_position) else {
return;
};
let Some(ray_distance) = ray.intersect_plane(Vec3::ZERO, InfinitePlane3d::new(Vec3::Y), PlaneIntersectionMode::Both) else {
let Some(ray_distance) = ray.intersect_plane(
Vec3::ZERO,
InfinitePlane3d::new(Vec3::Y),
PlaneIntersectionMode::Both,
) else {
return;
};
let plane_intersection = ray.origin + ray.direction.normalize() * ray_distance;