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// David Eberly, Geometric Tools, Redmond WA 98052
// Copyright (c) 1998-2021
// Distributed under the Boost Software License, Version 1.0.
// https://www.boost.org/LICENSE_1_0.txt
// https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
// Version: 4.0.2019.08.13
#pragma once
#include <Mathematics/IntrRay2OrientedBox2.h>
#include <Mathematics/Cone.h>
// The queries consider the box and cone to be solids.
//
// Define V = cone.ray.origin, D = cone.ray.direction, and cs = cone.cosAngle.
// Define C = box.center, U0 = box.axis[0], U1 = box.axis[1],
// e0 = box.extent[0], and e1 = box.extent[1]. A box point is
// P = C + x*U0 + y*U1 where |x| <= e0 and |y| <= e1. Define the function
// F(P) = Dot(D, (P-V)/Length(P-V)) = F(x,y)
// = Dot(D, (x*U0 + y*U1 + (C-V))/|x*U0 + y*U1 + (C-V)|
// = (a0*x + a1*y + a2)/(x^2 + y^2 + 2*b0*x + 2*b1*y + b2)^{1/2}
// The function has an essential singularity when P = V. The box intersects
// the cone (with positive-area overlap) when at least one of the four box
// corners is strictly inside the cone. It is necessary that the numerator
// of F(P) be positive at such a corner. The (interior of the) solid cone
// is defined by the quadratic inequality
// (Dot(D,P-V))^2 > |P-V|^2*(cone.cosAngle)^2
// This inequality is inexpensive to compute. In summary, overlap occurs
// when there is a box corner P for which
// F(P) > 0 and (Dot(D,P-V))^2 > |P-V|^2*(cone.cosAngle)^2
namespace gte
{
template <typename Real>
class TIQuery<Real, OrientedBox<2, Real>, Cone<2, Real>>
{
public:
struct Result
{
// The value of 'intersect' is true when there is a box point that
// is strictly inside the cone. If the box just touches the cone
// from the outside, an intersection is not reported, which
// supports the common operation of culling objects outside a
// cone.
bool intersect;
};
Result operator()(OrientedBox<2, Real> const& box, Cone<2, Real>& cone)
{
Result result;
TIQuery<Real, Ray<2, Real>, OrientedBox<2, Real>> rbQuery;
auto rbResult = rbQuery(cone.ray, box);
if (rbResult.intersect)
{
// The cone intersects the box.
result.intersect = true;
return result;
}
// Define V = cone.ray.origin, D = cone.ray.direction, and
// cs = cone.cosAngle. Define C = box.center, U0 = box.axis[0],
// U1 = box.axis[1], e0 = box.extent[0], and e1 = box.extent[1].
// A box point is P = C + x*U0 + y*U1 where |x| <= e0 and
// |y| <= e1. Define the function
// F(x,y) = Dot(D, (P-V)/Length(P-V))
// = Dot(D, (x*U0 + y*U1 + (C-V))/|x*U0 + y*U1 + (C-V)|
// = (a0*x + a1*y + a2)/(x^2 + y^2 + 2*b0*x + 2*b1*y + b2)^{1/2}
// The function has an essential singularity when P = V.
Vector<2, Real> diff = box.center - cone.ray.origin;
Real a0 = Dot(cone.ray.direction, box.axis[0]);
Real a1 = Dot(cone.ray.direction, box.axis[1]);
Real a2 = Dot(cone.ray.direction, diff);
Real b0 = Dot(box.axis[0], diff);
Real b1 = Dot(box.axis[1], diff);
Real b2 = Dot(diff, diff);
Real csSqr = cone.cosAngle * cone.cosAngle;
for (int i1 = 0; i1 < 2; ++i1)
{
Real sign1 = i1 * (Real)2 - (Real)1;
Real y = sign1 * box.extent[1];
for (int i0 = 0; i0 < 2; ++i0)
{
Real sign0 = i0 * (Real)2 - (Real)1;
Real x = sign0 * box.extent[0];
Real fNumerator = a0 * x + a1 * y + a2;
if (fNumerator > (Real)0)
{
Real dSqr = x * x + y * y + (b0 * x + b1 * y) * (Real)2 + b2;
Real nSqr = fNumerator * fNumerator;
if (nSqr > dSqr * csSqr)
{
result.intersect = true;
return result;
}
}
}
}
result.intersect = false;
return result;
}
};
}