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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/Vector3.h>
#include <Mathematics/Cone.h>
#include <Mathematics/Line.h>
#include <Mathematics/QFNumber.h>
#include <Mathematics/IntrIntervals.h>
// The queries consider the cone to be single sided and solid. The
// cone height range is [hmin,hmax]. The cone can be infinite where
// hmin = 0 and hmax = +infinity, infinite truncated where hmin > 0
// and hmax = +infinity, finite where hmin = 0 and hmax < +infinity,
// or a cone frustum where hmin > 0 and hmax < +infinity. The
// algorithm details are found in
// https://www.geometrictools.com/Documentation/IntersectionLineCone.pdf
namespace gte
{
template <typename Real>
class FIQuery<Real, Line3<Real>, Cone3<Real>>
{
public:
// The rational quadratic field type with elements x + y * sqrt(d).
// This type supports error-free computation.
using QFN1 = QFNumber<Real, 1>;
// Convenient naming for interval find-intersection queries.
using IIQuery = FIIntervalInterval<QFN1>;
struct Result
{
// Because the intersection of line and cone with infinite height
// can be a ray or a line, we use a 'type' value that allows you
// to decide how to interpret the t[] and P[] values.
// No interesection.
static int const isEmpty = 0;
// t[0] is finite, t[1] is set to t[0], P[0] is the point of
// intersection, P[1] is set to P[0].
static int const isPoint = 1;
// t[0] and t[1] are finite with t[0] < t[1], P[0] and P[1] are
// the endpoints of the segment of intersection.
static int const isSegment = 2;
// Dot(line.direction, cone.ray.direction) > 0:
// t[0] is finite, t[1] is +infinity (set to +1), P[0] is the ray
// origin, P[1] is the ray direction (set to line.direction).
// NOTE: The ray starts at P[0] and you walk away from it in the
// line direction.
static int const isRayPositive = 3;
// Dot(line.direction, cone.ray.direction) < 0:
// t[0] is -infinity (set to -1), t[1] is finite, P[0] is the ray
// endpoint, P[1] is the ray direction (set to line.direction).
// NOTE: The ray ends at P[1] and you walk towards it in the line
// direction.
static int const isRayNegative = 4;
Result()
:
intersect(false),
type(Result::isEmpty)
{
// t[], h[] and P[] are initialized to zero via QFN1 constructors
}
void ComputePoints(Vector3<Real> const& origin, Vector3<Real> const& direction)
{
switch (type)
{
case Result::isEmpty:
for (int i = 0; i < 3; ++i)
{
P[0][i] = QFN1();
P[1][i] = P[0][i];
}
break;
case Result::isPoint:
for (int i = 0; i < 3; ++i)
{
P[0][i] = origin[i] + direction[i] * t[0];
P[1][i] = P[0][i];
}
break;
case Result::isSegment:
for (int i = 0; i < 3; ++i)
{
P[0][i] = origin[i] + direction[i] * t[0];
P[1][i] = origin[i] + direction[i] * t[1];
}
break;
case Result::isRayPositive:
for (int i = 0; i < 3; ++i)
{
P[0][i] = origin[i] + direction[i] * t[0];
P[1][i] = QFN1(direction[i], 0, t[0].d);
}
break;
case Result::isRayNegative:
for (int i = 0; i < 3; ++i)
{
P[0][i] = origin[i] + direction[i] * t[1];
P[1][i] = QFN1(direction[i], 0, t[1].d);
}
break;
default:
LogError("Invalid case.");
break;
}
}
template <typename OutputType>
static void Convert(QFN1 const& input, OutputType& output)
{
output = static_cast<Real>(input);
}
template <typename OutputType>
static void Convert(Vector3<QFN1> const& input, Vector3<OutputType>& output)
{
for (int i = 0; i < 3; ++i)
{
output[i] = static_cast<Real>(input[i]);
}
}
bool intersect;
int type;
std::array<QFN1, 2> t;
std::array<Vector3<QFN1>, 2> P;
};
Result operator()(Line3<Real> const& line, Cone3<Real> const& cone)
{
Result result;
DoQuery(line.origin, line.direction, cone, result);
result.ComputePoints(line.origin, line.direction);
result.intersect = (result.type != Result::isEmpty);
return result;
}
protected:
// The result.type and result.t[] values are computed by DoQuery. The
// result.P[] and result.intersect values are computed from them in
// the operator()(...) function.
void DoQuery(Vector3<Real> const& lineOrigin, Vector3<Real> const& lineDirection,
Cone3<Real> const& cone, Result& result)
{
// The algorithm implemented in DoQuery avoids extra branches if
// we choose a line whose direction forms an acute angle with the
// cone direction.
if (Dot(lineDirection, cone.ray.direction) >= (Real)0)
{
DoQuerySpecial(lineOrigin, lineDirection, cone, result);
}
else
{
DoQuerySpecial(lineOrigin, -lineDirection, cone, result);
result.t[0] = -result.t[0];
result.t[1] = -result.t[1];
std::swap(result.t[0], result.t[1]);
if (result.type == Result::isRayPositive)
{
result.type = Result::isRayNegative;
}
}
}
void DoQuerySpecial(Vector3<Real> const& lineOrigin, Vector3<Real> const& lineDirection,
Cone3<Real> const& cone, Result& result)
{
// Compute the number of real-valued roots and represent them
// using rational quadratic field elements to support when Real
// is an exact rational arithmetic type. TODO: Adjust by noting
// that we should use D/|D| because a normalized floating-point
// D still might not have |D| = 1 (although it is close to 1).
Vector3<Real> PmV = lineOrigin - cone.ray.origin;
Real UdU = Dot(lineDirection, lineDirection);
Real DdU = Dot(cone.ray.direction, lineDirection); // >= 0
Real DdPmV = Dot(cone.ray.direction, PmV);
Real UdPmV = Dot(lineDirection, PmV);
Real PmVdPmV = Dot(PmV, PmV);
Real c2 = DdU * DdU - cone.cosAngleSqr * UdU;
Real c1 = DdU * DdPmV - cone.cosAngleSqr * UdPmV;
Real c0 = DdPmV * DdPmV - cone.cosAngleSqr * PmVdPmV;
if (c2 != (Real)0)
{
Real discr = c1 * c1 - c0 * c2;
if (discr < (Real)0)
{
CaseC2NotZeroDiscrNeg(result);
}
else if (discr > (Real)0)
{
CaseC2NotZeroDiscrPos(c1, c2, discr, DdU, DdPmV, cone, result);
}
else // discr == 0
{
CaseC2NotZeroDiscrZero(c1, c2, UdU, UdPmV, DdU, DdPmV, cone, result);
}
}
else if (c1 != (Real)0)
{
CaseC2ZeroC1NotZero(c0, c1, DdU, DdPmV, cone, result);
}
else
{
CaseC2ZeroC1Zero(c0, UdU, UdPmV, DdU, DdPmV, cone, result);
}
}
void CaseC2NotZeroDiscrNeg(Result& result)
{
// Block 0. The quadratic has no real-valued roots. The line does
// not intersect the double-sided cone.
SetEmpty(result);
}
void CaseC2NotZeroDiscrPos(Real const& c1, Real const& c2, Real const& discr,
Real const& DdU, Real const& DdPmV, Cone3<Real> const& cone, Result& result)
{
// The quadratic has two distinct real-valued roots, t[0] and t[1]
// with t[0] < t[1].
Real x = -c1 / c2;
Real y = (c2 > (Real)0 ? (Real)1 / c2 : (Real)-1 / c2);
std::array<QFN1, 2> t = { QFN1(x, -y, discr), QFN1(x, y, discr) };
// Compute the signed heights at the intersection points, h[0] and
// h[1] with h[0] <= h[1]. The ordering is guaranteed because we
// have arranged for the input line to satisfy Dot(D,U) >= 0.
std::array<QFN1, 2> h = { t[0] * DdU + DdPmV, t[1] * DdU + DdPmV };
QFN1 zero(0, 0, discr);
if (h[0] >= zero)
{
// Block 1. The line intersects the positive cone in two
// points.
SetSegmentClamp(t, h, DdU, DdPmV, cone, result);
}
else if (h[1] <= zero)
{
// Block 2. The line intersects the negative cone in two
// points.
SetEmpty(result);
}
else // h[0] < 0 < h[1]
{
// Block 3. The line intersects the positive cone in a single
// point and the negative cone in a single point.
SetRayClamp(h[1], DdU, DdPmV, cone, result);
}
}
void CaseC2NotZeroDiscrZero(Real const& c1, Real const& c2,
Real const& UdU, Real const& UdPmV, Real const& DdU, Real const& DdPmV,
Cone3<Real> const& cone, Result& result)
{
Real t = -c1 / c2;
if (t * UdU + UdPmV == (Real)0)
{
// To get here, it must be that V = P + (-c1/c2) * U, where
// U is not necessarily a unit-length vector. The line
// intersects the cone vertex.
if (c2 < (Real)0)
{
// Block 4. The line is outside the double-sided cone and
// intersects it only at V.
SetPointClamp(QFN1(t, 0, 0), QFN1(0, 0, 0), cone, result);
}
else
{
// Block 5. The line is inside the double-sided cone, so
// the intersection is a ray with origin V.
SetRayClamp(QFN1(0, 0, 0), DdU, DdPmV, cone, result);
}
}
else
{
// The line is tangent to the cone at a point different from
// the vertex.
Real h = t * DdU + DdPmV;
if (h >= (Real)0)
{
// Block 6. The line is tangent to the positive cone.
SetPointClamp(QFN1(t, 0, 0), QFN1(h, 0, 0), cone, result);
}
else
{
// Block 7. The line is tangent to the negative cone.
SetEmpty(result);
}
}
}
void CaseC2ZeroC1NotZero(Real const& c0, Real const& c1, Real const& DdU,
Real const& DdPmV, Cone3<Real> const& cone, Result& result)
{
// U is a direction vector on the cone boundary. Compute the
// t-value for the intersection point and compute the
// corresponding height h to determine whether that point is on
// the positive cone or negative cone.
Real t = (Real)-0.5 * c0 / c1;
Real h = t * DdU + DdPmV;
if (h > (Real)0)
{
// Block 8. The line intersects the positive cone and the ray
// of intersection is interior to the positive cone. The
// intersection is a ray or segment.
SetRayClamp(QFN1(h, 0, 0), DdU, DdPmV, cone, result);
}
else
{
// Block 9. The line intersects the negative cone and the ray
// of intersection is interior to the negative cone.
SetEmpty(result);
}
}
void CaseC2ZeroC1Zero(Real const& c0, Real const& UdU, Real const& UdPmV,
Real const& DdU, Real const& DdPmV, Cone3<Real> const& cone, Result& result)
{
if (c0 != (Real)0)
{
// Block 10. The line does not intersect the double-sided
// cone.
SetEmpty(result);
}
else
{
// Block 11. The line is on the cone boundary. The
// intersection with the positive cone is a ray that contains
// the cone vertex. The intersection is either a ray or
// segment.
Real t = -UdPmV / UdU;
Real h = t * DdU + DdPmV;
SetRayClamp(QFN1(h, 0, 0), DdU, DdPmV, cone, result);
}
}
void SetEmpty(Result& result)
{
result.type = Result::isEmpty;
result.t[0] = QFN1();
result.t[1] = QFN1();
}
void SetPoint(QFN1 const& t, Result& result)
{
result.type = Result::isPoint;
result.t[0] = t;
result.t[1] = result.t[0];
}
void SetSegment(QFN1 const& t0, QFN1 const& t1, Result& result)
{
result.type = Result::isSegment;
result.t[0] = t0;
result.t[1] = t1;
}
void SetRayPositive(QFN1 const& t, Result& result)
{
result.type = Result::isRayPositive;
result.t[0] = t;
result.t[1] = QFN1(+1, 0, t.d); // +infinity
}
void SetRayNegative(QFN1 const& t, Result& result)
{
result.type = Result::isRayNegative;
result.t[0] = QFN1(-1, 0, t.d); // +infinity
result.t[1] = t;
}
void SetPointClamp(QFN1 const& t, QFN1 const& h,
Cone3<Real> const& cone, Result& result)
{
if (cone.HeightInRange(h.x[0]))
{
// P0.
SetPoint(t, result);
}
else
{
// P1.
SetEmpty(result);
}
}
void SetSegmentClamp(std::array<QFN1, 2> const& t, std::array<QFN1, 2> const& h,
Real const& DdU, Real const& DdPmV, Cone3<Real> const& cone, Result& result)
{
std::array<QFN1, 2> hrange =
{
QFN1(cone.GetMinHeight(), 0, h[0].d),
QFN1(cone.GetMaxHeight(), 0, h[0].d)
};
if (h[1] > h[0])
{
auto iir = (cone.IsFinite() ? IIQuery()(h, hrange) : IIQuery()(h, hrange[0], true));
if (iir.numIntersections == 2)
{
// S0.
SetSegment((iir.overlap[0] - DdPmV) / DdU, (iir.overlap[1] - DdPmV) / DdU, result);
}
else if (iir.numIntersections == 1)
{
// S1.
SetPoint((iir.overlap[0] - DdPmV) / DdU, result);
}
else // iir.numIntersections == 0
{
// S2.
SetEmpty(result);
}
}
else // h[1] == h[0]
{
if (hrange[0] <= h[0] && (cone.IsFinite() ? h[0] <= hrange[1] : true))
{
// S3. DdU > 0 and the line is not perpendicular to the
// cone axis.
SetSegment(t[0], t[1], result);
}
else
{
// S4. DdU == 0 and the line is perpendicular to the
// cone axis.
SetEmpty(result);
}
}
}
void SetRayClamp(QFN1 const& h, Real const& DdU, Real const& DdPmV,
Cone3<Real> const& cone, Result& result)
{
std::array<QFN1, 2> hrange =
{
QFN1(cone.GetMinHeight(), 0, h.d),
QFN1(cone.GetMaxHeight(), 0, h.d)
};
if (cone.IsFinite())
{
auto iir = IIQuery()(hrange, h, true);
if (iir.numIntersections == 2)
{
// R0.
SetSegment((iir.overlap[0] - DdPmV) / DdU, (iir.overlap[1] - DdPmV) / DdU, result);
}
else if (iir.numIntersections == 1)
{
// R1.
SetPoint((iir.overlap[0] - DdPmV) / DdU, result);
}
else // iir.numIntersections == 0
{
// R2.
SetEmpty(result);
}
}
else
{
// R3.
SetRayPositive((std::max(hrange[0], h) - DdPmV) / DdU, result);
}
}
};
}