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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/TIQuery.h>
#include <Mathematics/Hypersphere.h>
#include <Mathematics/Sector2.h>
// The Circle2 object is considered to be a disk whose points X satisfy the
// constraint |X-C| <= R, where C is the disk center and R is the disk
// radius. The Sector2 object is also considered to be a solid. Also,
// the Sector2 object is required to be convex, so the sector angle must
// be in (0,pi/2], even though the Sector2 definition allows for angles
// larger than pi/2 (leading to nonconvex sectors). The sector vertex is
// V, the radius is L, the axis direction is D, and the angle is A. Sector
// points X satisfy |X-V| <= L and Dot(D,X-V) >= cos(A)|X-V| >= 0.
//
// A subproblem for the test-intersection query is to determine whether
// the disk intersects the cone of the sector. Although the query is in
// 2D, it is analogous to the 3D problem of determining whether a sphere
// and cone overlap. That algorithm is described in
// https://www.geometrictools.com/Documentation/IntersectionSphereCone.pdf
// The algorithm leads to coordinate-free pseudocode that applies to 2D
// as well as 3D. That function is the first SphereIntersectsCone on
// page 4 of the PDF.
//
// If the disk is outside the cone, there is no intersection. If the disk
// overlaps the cone, we then need to test whether the disk overlaps the
// disk of the sector.
namespace gte
{
template <typename Real>
class TIQuery<Real, Circle2<Real>, Sector2<Real>>
{
public:
struct Result
{
bool intersect;
};
Result operator()(Circle2<Real> const& disk, Sector2<Real> const& sector)
{
Result result;
// Test whether the disk and the disk of the sector overlap.
Vector2<Real> CmV = disk.center - sector.vertex;
Real sqrLengthCmV = Dot(CmV, CmV);
Real lengthCmV = std::sqrt(sqrLengthCmV);
if (lengthCmV > disk.radius + sector.radius)
{
// The disk is outside the disk of the sector.
result.intersect = false;
return result;
}
// Test whether the disk and cone of the sector overlap. The
// comments about K, K', and K" refer to the PDF mentioned
// previously.
Vector2<Real> U = sector.vertex - (disk.radius / sector.sinAngle) * sector.direction;
Vector2<Real> CmU = disk.center - U;
Real lengthCmU = Length(CmU);
if (Dot(sector.direction, CmU) < lengthCmU * sector.cosAngle)
{
// The disk center is outside K" (in the white or gray
// regions).
result.intersect = false;
return result;
}
// The disk center is inside K" (in the red, orange, blue, or
// green regions).
Real dotDirCmV = Dot(sector.direction, CmV);
if (-dotDirCmV >= lengthCmV * sector.sinAngle)
{
// The disk center is inside K" and inside K' (in the blue
// or green regions).
if (lengthCmV <= disk.radius)
{
// The disk center is in the blue region, in which case
// the disk contains the sector's vertex.
result.intersect = true;
}
else
{
// The disk center is in the green region.
result.intersect = false;
}
return result;
}
// To reach here, we know that the disk overlaps the sector's disk
// and the sector's cone. The disk center is in the orange region
// or in the red region (not including the segments that separate
// the red and blue regions).
// Test whether the ray of the right boundary of the sector
// overlaps the disk. The ray direction U0 is a clockwise
// rotation of the cone axis by the cone angle.
Vector2<Real> U0
{
+sector.cosAngle * sector.direction[0] + sector.sinAngle * sector.direction[1],
-sector.sinAngle * sector.direction[0] + sector.cosAngle * sector.direction[1]
};
Real dp0 = Dot(U0, CmV);
Real discr0 = disk.radius * disk.radius + dp0 * dp0 - sqrLengthCmV;
if (discr0 >= (Real)0)
{
// The ray intersects the disk. Now test whether the sector
// boundary segment contained by the ray overlaps the disk.
// The quadratic root tmin generates the ray-disk point of
// intersection closest to the sector vertex.
Real tmin = dp0 - std::sqrt(discr0);
if (sector.radius >= tmin)
{
// The segment overlaps the disk.
result.intersect = true;
return result;
}
else
{
// The segment does not overlap the disk. We know the
// disks overlap, so if the disk center is outside the
// sector cone or on the right-boundary ray, the overlap
// occurs outside the cone, which implies the disk and
// sector do not intersect.
if (dotDirCmV <= lengthCmV * sector.cosAngle)
{
// The disk center is not inside the sector cone.
result.intersect = false;
return result;
}
}
}
// Test whether the ray of the left boundary of the sector
// overlaps the disk. The ray direction U1 is a counterclockwise
// rotation of the cone axis by the cone angle.
Vector2<Real> U1
{
+sector.cosAngle * sector.direction[0] - sector.sinAngle * sector.direction[1],
+sector.sinAngle * sector.direction[0] + sector.cosAngle * sector.direction[1]
};
Real dp1 = Dot(U1, CmV);
Real discr1 = disk.radius * disk.radius + dp1 * dp1 - sqrLengthCmV;
if (discr1 >= (Real)0)
{
// The ray intersects the disk. Now test whether the sector
// boundary segment contained by the ray overlaps the disk.
// The quadratic root tmin generates the ray-disk point of
// intersection closest to the sector vertex.
Real tmin = dp1 - std::sqrt(discr1);
if (sector.radius >= tmin)
{
result.intersect = true;
return result;
}
else
{
// The segment does not overlap the disk. We know the
// disks overlap, so if the disk center is outside the
// sector cone or on the right-boundary ray, the overlap
// occurs outside the cone, which implies the disk and
// sector do not intersect.
if (dotDirCmV <= lengthCmV * sector.cosAngle)
{
// The disk center is not inside the sector cone.
result.intersect = false;
return result;
}
}
}
// To reach here, a strict subset of the sector's arc boundary
// must intersect the disk.
result.intersect = true;
return result;
}
};
}