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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/IntrLine3Plane3.h>
#include <Mathematics/Ray.h>
namespace gte
{
template <typename Real>
class TIQuery<Real, Ray3<Real>, Plane3<Real>>
{
public:
struct Result
{
bool intersect;
};
Result operator()(Ray3<Real> const& ray, Plane3<Real> const& plane)
{
Result result;
// Compute the (signed) distance from the ray origin to the plane.
DCPQuery<Real, Vector3<Real>, Plane3<Real>> vpQuery;
auto vpResult = vpQuery(ray.origin, plane);
Real DdN = Dot(ray.direction, plane.normal);
if (DdN > (Real)0)
{
// The ray is not parallel to the plane and is directed toward
// the +normal side of the plane.
result.intersect = (vpResult.signedDistance <= (Real)0);
}
else if (DdN < (Real)0)
{
// The ray is not parallel to the plane and is directed toward
// the -normal side of the plane.
result.intersect = (vpResult.signedDistance >= (Real)0);
}
else
{
// The ray and plane are parallel.
result.intersect = (vpResult.distance == (Real)0);
}
return result;
}
};
template <typename Real>
class FIQuery<Real, Ray3<Real>, Plane3<Real>>
:
public FIQuery<Real, Line3<Real>, Plane3<Real>>
{
public:
struct Result
:
public FIQuery<Real, Line3<Real>, Plane3<Real>>::Result
{
// No additional information to compute.
};
Result operator()(Ray3<Real> const& ray, Plane3<Real> const& plane)
{
Result result;
DoQuery(ray.origin, ray.direction, plane, result);
if (result.intersect)
{
result.point = ray.origin + result.parameter * ray.direction;
}
return result;
}
protected:
void DoQuery(Vector3<Real> const& rayOrigin,
Vector3<Real> const& rayDirection, Plane3<Real> const& plane,
Result& result)
{
FIQuery<Real, Line3<Real>, Plane3<Real>>::DoQuery(rayOrigin,
rayDirection, plane, result);
if (result.intersect)
{
// The line intersects the plane in a point that might not be
// on the ray.
if (result.parameter < (Real)0)
{
result.intersect = false;
result.numIntersections = 0;
}
}
}
};
}