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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: 4.0.2021.02.10
#pragma once
#include <Mathematics/IntrIntervals.h>
#include <Mathematics/IntrLine3Ellipsoid3.h>
#include <Mathematics/Ray.h>
#include <Mathematics/Matrix3x3.h>
// The queries consider the ellipsoid to be a solid.
namespace gte
{
template <typename Real>
class TIQuery<Real, Ray3<Real>, Ellipsoid3<Real>>
{
public:
struct Result
{
Result()
:
intersect(false)
{
}
bool intersect;
};
Result operator()(Ray3<Real> const& ray, Ellipsoid3<Real> const& ellipsoid)
{
// The ellipsoid is (X-K)^T*M*(X-K)-1 = 0 and the line is
// X = P+t*D. Substitute the line equation into the ellipsoid
// equation to obtain a quadratic equation
// Q(t) = a2*t^2 + 2*a1*t + a0 = 0
// where a2 = D^T*M*D, a1 = D^T*M*(P-K) and
// a0 = (P-K)^T*M*(P-K)-1.
Real constexpr zero = 0;
Result result{};
Matrix3x3<Real> M;
ellipsoid.GetM(M);
Vector3<Real> diff = ray.origin - ellipsoid.center;
Vector3<Real> matDir = M * ray.direction;
Vector3<Real> matDiff = M * diff;
Real a2 = Dot(ray.direction, matDir);
Real a1 = Dot(ray.direction, matDiff);
Real a0 = Dot(diff, matDiff) - (Real)1;
Real discr = a1 * a1 - a0 * a2;
if (discr >= zero)
{
// Test whether ray origin is inside ellipsoid.
if (a0 <= zero)
{
result.intersect = true;
}
else
{
// At this point, Q(0) = a0 > 0 and Q(t) has real roots.
// It is also the case that a2 > 0, since M is positive
// definite, implying that D^T*M*D > 0 for any nonzero
// vector D. Thus, an intersection occurs only when
// Q'(0) < 0.
result.intersect = (a1 < zero);
}
}
else
{
// No intersection if Q(t) has no real roots.
result.intersect = false;
}
return result;
}
};
template <typename Real>
class FIQuery<Real, Ray3<Real>, Ellipsoid3<Real>>
:
public FIQuery<Real, Line3<Real>, Ellipsoid3<Real>>
{
public:
struct Result
:
public FIQuery<Real, Line3<Real>, Ellipsoid3<Real>>::Result
{
// No additional information to compute.
};
Result operator()(Ray3<Real> const& ray, Ellipsoid3<Real> const& ellipsoid)
{
Result result{};
DoQuery(ray.origin, ray.direction, ellipsoid, result);
for (int i = 0; i < result.numIntersections; ++i)
{
result.point[i] = ray.origin + result.parameter[i] * ray.direction;
}
return result;
}
protected:
void DoQuery(Vector3<Real> const& rayOrigin,
Vector3<Real> const& rayDirection, Ellipsoid3<Real> const& ellipsoid,
Result& result)
{
FIQuery<Real, Line3<Real>, Ellipsoid3<Real>>::DoQuery(rayOrigin,
rayDirection, ellipsoid, result);
if (result.intersect)
{
// The line containing the ray intersects the ellipsoid; the
// t-interval is [t0,t1]. The ray intersects the capsule as
// long as [t0,t1] overlaps the ray t-interval [0,+infinity).
Real constexpr zero = 0;
Real constexpr rmax = std::numeric_limits<Real>::max();
std::array<Real, 2> rayInterval = { zero, rmax };
FIQuery<Real, std::array<Real, 2>, std::array<Real, 2>> iiQuery;
auto iiResult = iiQuery(result.parameter, rayInterval);
if (iiResult.intersect)
{
result.numIntersections = iiResult.numIntersections;
result.parameter = iiResult.overlap;
}
else
{
result.intersect = false;
result.numIntersections = 0;
}
}
}
};
}