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Port of some functions from 'Real Time Collision Detection' book by Christer Ericson to Odin
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// Port of some collision functions to Odin by Jakub Tomšů. | |
// | |
// from Real-Time Collision Detection by Christer Ericson, published by Morgan Kaufmann Publishers, © 2005 Elsevier Inc | |
// | |
// This should serve as an reference implementation for common collision queries for games. | |
// The goal is good numerical robustness, handling edge cases and optimized math equations. | |
// The code isn't necessarily very optimized. | |
// | |
// There are a few cases you don't want to use the procedures below directly, but instead manually inline the math and adapt it to your needs. | |
// In my experience this method is clearer when writing complex level queries where I need to handle edge cases differently etc. | |
package realtime_collision_detection | |
import "core:math" | |
import "core:math/linalg" | |
Vec3 :: [3]f32 | |
sqrt :: math.sqrt | |
dot :: linalg.dot | |
cross :: linalg.cross | |
length2 :: linalg.vector_length2 | |
Aabb :: struct { | |
min: Vec3, | |
max: Vec3, | |
} | |
// Infinitely small | |
AABB_INVALID :: Aabb { | |
min = 1e20, | |
max = -1e20, | |
} | |
Sphere :: struct { | |
pos: Vec3, | |
rad: f32, | |
} | |
// Radius is the half size | |
Box :: struct { | |
pos: Vec3, | |
rad: Vec3, | |
} | |
Plane :: struct { | |
normal: Vec3, | |
dist: f32, | |
} | |
Capsule :: struct { | |
a: Vec3, | |
b: Vec3, | |
rad: f32, | |
} | |
// Same layout, slightly different meaning | |
Cylinder :: distinct Capsule | |
aabb_center :: proc(a: Aabb) -> Vec3 { | |
return (a.min + a.max) * 0.5 | |
} | |
aabb_half_size :: proc(a: Aabb) -> Vec3 { | |
return (a.max - a.min) * 0.5 | |
} | |
aabb_to_box :: proc(a: Aabb) -> Box { | |
center := aabb_center(a) | |
return {pos = center, rad = a.max - center} | |
} | |
box_to_aabb :: proc(a: Box) -> Aabb { | |
return {min = a.pos - a.rad, max = a.pos + a.rad} | |
} | |
plane_from_point_normal :: proc(point: Vec3, normal: Vec3) -> Plane { | |
return {normal = normal, dist = dot(point, normal)} | |
} | |
////////////////////////////////////////////////////////////////////////////////// | |
// Distance to closest point | |
// | |
signed_distance_plane :: proc(point: Vec3, plane: Plane) -> f32 { | |
// If plane equation normalized (||p.n||==1) | |
return dot(point, plane.normal) - plane.dist | |
// If not normalized | |
// return (dot(plane.normal, point) - plane.dist) / Ddt(plane.normal, plane.normal); | |
} | |
squared_distance_aabb :: proc(point: Vec3, aabb: Aabb) -> (dist: f32) { | |
for i in 0 ..< 3 { | |
// For each axis count any excess distance outside box extents | |
if point[i] < aabb.min[i] do dist += (aabb.min[i] - point[i]) * (aabb.min[i] - point[i]) | |
if point[i] > aabb.max[i] do dist += (point[i] - aabb.max[i]) * (point[i] - aabb.max[i]) | |
} | |
return dist | |
} | |
// Returns the squared distance between point and segment ab | |
squared_distance_segment :: proc(point, a, b: Vec3) -> f32 { | |
ab := b - a | |
ac := point - a | |
bc := point - b | |
e := dot(ac, ab) | |
// Handle cases where c projects outside ab | |
if e <= 0.0 { | |
return dot(ac, ac) | |
} | |
f := dot(ab, ab) | |
if e >= f { | |
return dot(bc, bc) | |
} | |
// Handle cases where c projects onto ab | |
return dot(ac, ac) - e * e / f | |
} | |
////////////////////////////////////////////////////////////////////////////////// | |
// Closest point | |
// | |
closest_point_plane :: proc(point: Vec3, plane: Plane) -> Vec3 { | |
t := dot(plane.normal, point) - plane.dist | |
return point - t * plane.normal | |
} | |
closest_point_aabb :: proc(point: Vec3, aabb: Aabb) -> Vec3 { | |
return { | |
clamp(point.x, aabb.min.x, aabb.max.x), | |
clamp(point.y, aabb.min.y, aabb.max.y), | |
clamp(point.z, aabb.min.z, aabb.max.z), | |
} | |
} | |
// Given segment ab and point c, computes closest point d on ab. | |
// Also returns t for the position of d, d(t)=a+ t*(b - a) | |
closest_point_segment :: proc(pos, a, b: Vec3) -> (t: f32, point: Vec3) { | |
ab := b - a | |
// Project pos onto ab, computing parameterized position d(t)=a+ t*(b – a) | |
t = dot(pos - a, ab) / dot(ab, ab) | |
t = clamp(t, 0, 1) | |
// Compute projected position from the clamped t | |
point = a + t * ab | |
return t, point | |
} | |
// Computes closest points C1 and C2 of S1(s)=P1+s*(Q1-P1) and | |
// S2(t)=P2+t*(Q2-P2), returning s and t. Function result is squared | |
// distance between between S1(s) and S2(t) | |
// TODO: [2]Vec3 | |
closest_point_between_segments :: proc(p1, q1, p2, q2: Vec3) -> (t: [2]f32, points: [2]Vec3) { | |
d1 := q1 - p1 // Direction vector of segment S1 | |
d2 := q2 - p2 // Direction vector of segment S2 | |
r := p1 - p2 | |
a := dot(d1, d1) // Squared length of segment S1, always nonnegative | |
e := dot(d2, d2) // Squared length of segment S2, always nonnegative | |
f := dot(d2, r) | |
EPS :: 1e-6 | |
// Check if either or both segments degenerate into points | |
if a <= EPS && e <= EPS { | |
// Both segments degenerate into points | |
t = 0 | |
points = {p1, p2} | |
return t, points | |
} | |
if a <= EPS { | |
// First segment degenerates into a point | |
t[0] = 0 | |
t[1] = clamp(f / e, 0, 1) // s = 0 => t = (b*s + f) / e = f / e | |
} else { | |
c := dot(d1, r) | |
if e <= EPS { | |
// Second segment degenerates into a point | |
t[1] = 0 | |
t[0] = clamp(-c / a, 0, 1) // t = 0 => s = (b*t - c) / a = -c / a | |
} else { | |
// The general nondegenerate case starts here | |
b := dot(d1, d2) | |
denom := a * e - b * b // Always nonnegative | |
// If segments not parallel, compute closest point on L1 to L2 and | |
// clamp to segment S1. Else pick arbitrary s (here 0) | |
if denom != 0.0 { | |
t[0] = clamp((b * f - c * e) / denom, 0, 1) | |
} else { | |
t[0] = 0 | |
} | |
// Compute point on L2 closest to S1(s) using | |
// t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e | |
tnom := (b * t[0] + f) | |
// If t in [0,1] done. Else clamp t, recompute s for the new value | |
// of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a | |
// and clamp s to [0, 1] | |
if tnom < 0 { | |
t[1] = 0 | |
t[0] = clamp(-c / a, 0, 1) | |
} else if tnom > 1 { | |
t[1] = 1 | |
t[0] = clamp((b - c) / a, 0, 1) | |
} else { | |
t[1] = tnom / e | |
} | |
} | |
} | |
points[0] = p1 + d1 * t[0] | |
points[1] = p2 + d2 * t[1] | |
return t, points | |
} | |
closest_point_triangle :: proc(point, a, b, c: Vec3) -> Vec3 { | |
ab := b - a | |
ac := c - a | |
ap := point - a | |
d1 := dot(ab, ap) | |
d2 := dot(ac, ap) | |
if d1 <= 0 && d2 <= 0 do return a // barycentric coordinates (1,0,0) | |
// Check if P in vertex region outside B | |
bp := point - b | |
d3 := dot(ab, bp) | |
d4 := dot(ac, bp) | |
if d3 >= 0 && d4 <= d3 do return b // barycentric coordinates (0,1,0) | |
// Check if P in edge region of AB, if so return projection of P onto AB | |
vc := d1 * d4 - d3 * d2 | |
if vc < 0 && d1 >= 0 && d3 <= 0 { | |
v := d1 / (d1 - d3) | |
return a + v * ab // barycentric coordinates (1-v,v,0) | |
} | |
// Check if P in vertex region outside C | |
cp := point - c | |
d5 := dot(ab, cp) | |
d6 := dot(ac, cp) | |
if d6 >= 0 && d5 <= d6 do return c // barycentric coordinates (0,0,1) | |
// Check if P in edge region of AC, if so return projection of P onto AC | |
vb := d5 * d2 - d1 * d6 | |
if vb <= 0 && d2 >= 0 && d6 <= 0 { | |
w := d2 / (d2 - d6) | |
return a + w * ac // barycentric coordinates (1-w,0,w) | |
} | |
// Check if P in edge region of BC, if so return projection of P onto BC | |
va := d3 * d6 - d5 * d4 | |
if va <= 0 && (d4 - d3) >= 0 && (d5 - d6) >= 0 { | |
w := (d4 - d3) / ((d4 - d3) + (d5 - d6)) | |
return b + w * (c - b) // barycentric coordinates (0,1-w,w) | |
} | |
// P inside face region. Compute Q through its barycentric coordinates (u,v,w) | |
denom := 1.0 / (va + vb + vc) | |
v := vb * denom | |
w := vc * denom | |
return a + ab * v + ac * w // = u*a + v*b + w*c, u = va * denom = 1.0f-v-w | |
} | |
////////////////////////////////////////////////////////////////////////////////// | |
// Tests | |
// | |
test_aabb_vs_aabb :: proc(a, b: Aabb) -> bool { | |
// Exit with no intersection if separated along an axis | |
if a.max[0] < b.min[0] || a.min[0] > b.max[0] do return false | |
if a.max[1] < b.min[1] || a.min[1] > b.max[1] do return false | |
if a.max[2] < b.min[2] || a.min[2] > b.max[2] do return false | |
// Overlapping on all axes means AABBs are intersecting | |
return true | |
} | |
test_sphere_vs_aabb :: proc(sphere: Sphere, aabb: Aabb) -> bool { | |
s := squared_distance_aabb(sphere.pos, aabb) | |
return s <= sphere.rad * sphere.rad | |
} | |
test_sphere_vs_plane :: proc(sphere: Sphere, plane: Plane) -> bool { | |
dist := signed_distance_plane(sphere.pos, plane) | |
return abs(dist) <= sphere.rad | |
} | |
test_point_vs_halfspace :: proc(pos: Vec3, plane: Plane) -> bool { | |
return signed_distance_plane(pos, plane) <= 0.0 | |
} | |
test_sphere_vs_halfspace :: proc(sphere: Sphere, plane: Plane) -> bool { | |
dist := signed_distance_plane(sphere.pos, plane) | |
return dist <= sphere.rad | |
} | |
test_box_vs_plane :: proc(box: Box, plane: Plane) -> bool { | |
// Compute the projection interval radius of b onto L(t) = b.c + t * p.n | |
r := box.rad.x * abs(plane.normal.x) + box.rad.y * abs(plane.normal.y) + box.rad.z * abs(plane.normal.z) | |
s := signed_distance_plane(box.pos, plane) | |
return abs(s) <= r | |
} | |
test_capsule_vs_capsule :: proc(a, b: Capsule) -> bool { | |
// Compute (squared) distance between the inner structures of the capsules | |
_, points := closest_point_between_segments(a.a, a.b, b.a, b.b) | |
squared_dist := length2(points[1] - points[0]) | |
// If (squared) distance smaller than (squared) sum of radii, they collide | |
rad := a.rad + b.rad | |
return squared_dist <= rad * rad | |
} | |
test_sphere_vs_capsule :: proc(sphere: Sphere, capsule: Capsule) -> bool { | |
// Compute (squared) distance between sphere center and capsule line segment | |
dist2 := squared_distance_segment(point = sphere.pos, a = capsule.a, b = capsule.b) | |
// If (squared) distance smaller than (squared) sum of radii, they collide | |
rad := sphere.rad + capsule.rad | |
return dist2 <= rad * rad | |
} | |
test_capsule_vs_plane :: proc(capsule: Capsule, plane: Plane) -> bool { | |
adist := dot(capsule.a, plane.normal) - plane.dist | |
bdist := dot(capsule.b, plane.normal) - plane.dist | |
// Intersects if on different sides of plane (distances have different signs) | |
if adist * bdist < 0.0 do return true | |
// Intersects if start or end position within radius from plane | |
if abs(adist) <= capsule.rad || abs(bdist) <= capsule.rad do return true | |
return false | |
} | |
test_capsule_vs_halfspace :: proc(capsule: Capsule, plane: Plane) -> bool { | |
adist := dot(capsule.a, plane.normal) - plane.dist | |
bdist := dot(capsule.b, plane.normal) - plane.dist | |
return min(adist, bdist) <= capsule.rad | |
} | |
test_ray_sphere :: proc(pos, dir: Vec3, sphere: Sphere) -> bool { | |
m := pos - sphere.pos | |
c := dot(m, m) - sphere.rad * sphere.rad | |
// If there is definitely at least one real root, there must be an intersection | |
if c <= 0 do return true | |
b := dot(m, dir) | |
// Early exit if ray origin outside sphere and ray pointing away from sphere | |
if b > 0 do return false | |
discr := b * b - c | |
// A negative discriminant corresponds to ray missing sphere | |
return discr >= 0 | |
} | |
test_point_polyhedron :: proc(pos: Vec3, planes: []Plane) -> bool { | |
for plane in planes { | |
if signed_distance_plane(pos, plane) > 0.0 { | |
return false | |
} | |
} | |
return true | |
} | |
////////////////////////////////////////////////////////////////////////////////// | |
// Intersections | |
// | |
// Given planes a and b, compute line L = p+t*d of their intersection. | |
intersect_planes :: proc(a, b: Plane) -> (point, dir: Vec3, ok: bool) { | |
// Compute direction of intersection line | |
dir = cross(a.normal, b.normal) | |
// If d is (near) zero, the planes are parallel (and separated) | |
// or coincident, so they’re not considered intersecting | |
denom := dot(dir, dir) | |
EPS :: 1e-6 | |
if denom < EPS do return {}, dir, false | |
// Compute point on intersection line | |
point = cross(a.dist * b.normal - b.dist * a.normal, dir) / denom | |
return point, dir, true | |
} | |
// TODO: moving vs static | |
intersect_moving_spheres :: proc(a, b: Sphere, vel_a, vel_b: Vec3) -> (t: f32, ok: bool) { | |
s := b.pos - a.pos | |
v := vel_b - vel_a // Relative motion of s1 with respect to stationary s0 | |
r := a.rad + b.rad | |
c := dot(s, s) - r * r | |
if c < 0 { | |
// Spheres initially overlapping so exit directly | |
return 0, true | |
} | |
a := dot(v, v) | |
EPS :: 1e-6 | |
if a < EPS { | |
return 1, false // Spheres not moving relative each other | |
} | |
b := dot(v, s) | |
if b >= 0 { | |
return 1, false // Spheres not moving towards each other | |
} | |
d := b * b - a * c | |
if d < 0 { | |
return 1, false // No real-valued root, spheres do not intersect | |
} | |
t = (-b - sqrt(d)) / a | |
return t, true | |
} | |
intersect_moving_aabbs :: proc(a, b: Aabb, vel_a, vel_b: Vec3) -> (t: [2]f32, ok: bool) { | |
// Use relative velocity; effectively treating ’a’ as stationary | |
return intersect_static_aabb_vs_moving_aabb(a, b, vel_relative = vel_b - vel_a) | |
} | |
// 'a' is static, 'b' is moving | |
intersect_static_aabb_vs_moving_aabb :: proc(a, b: Aabb, vel_relative: Vec3) -> (t: [2]f32, ok: bool) { | |
// Exit early if ‘a’ and ‘b’ initially overlapping | |
if test_aabb_vs_aabb(a, b) { | |
return 0, true | |
} | |
// Initialize ts of first and last contact | |
t = {0, 1} | |
// For each axis, determine ts of first and last contact, if any | |
for i in 0 ..< 3 { | |
if vel_relative[i] < 0.0 { | |
if b.max[i] < a.min[i] do return 1, false // Nonintersecting and moving apart | |
if a.max[i] < b.min[i] do t[0] = max(t[0], (a.max[i] - b.min[i]) / vel_relative[i]) | |
if b.max[i] > a.min[i] do t[1] = min(t[1], (a.min[i] - b.max[i]) / vel_relative[i]) | |
} | |
if vel_relative[i] > 0.0 { | |
if b.min[i] > a.max[i] do return 1, false // Nonintersecting and moving apart | |
if b.max[i] < a.min[i] do t[0] = max(t[0], (a.min[i] - b.max[i]) / vel_relative[i]) | |
if a.max[i] > b.min[i] do t[1] = min(t[1], (a.max[i] - b.min[i]) / vel_relative[i]) | |
} | |
// No overlap possible if t of first contact occurs after t of last contact | |
if t[0] > t[1] do return 1, false | |
} | |
return t, true | |
} | |
// Intersect sphere s with movement vector v with plane p. If intersecting | |
// return t t of collision and point at which sphere hits plane | |
intersect_moving_sphere_vs_plane :: proc(sphere: Sphere, vel: Vec3, plane: Plane) -> (t: f32, point: Vec3, ok: bool) { | |
// Compute distance of sphere center to plane | |
dist := dot(plane.normal, sphere.pos) - plane.dist | |
if abs(dist) <= sphere.rad { | |
// The sphere is already overlapping the plane. Set t of | |
// intersection to zero and q to sphere center | |
return 0.0, sphere.pos, true | |
} | |
denom := dot(plane.normal, vel) | |
if (denom * dist >= 0.0) { | |
// No intersection as sphere moving parallel to or away from plane | |
return 1.0, sphere.pos, false | |
} | |
// Sphere is moving towards the plane | |
// Use +r in computations if sphere in front of plane, else -r | |
r := dist > 0.0 ? sphere.rad : -sphere.rad | |
t = (r - dist) / denom | |
point = sphere.pos + vel * t - r * plane.normal | |
return t, point, t <= 1.0 | |
} | |
intersect_ray_sphere :: proc(pos: Vec3, dir: Vec3, sphere: Sphere) -> (t: f32, ok: bool) { | |
m := pos - sphere.pos | |
b := dot(m, dir) | |
c := dot(m, m) - sphere.rad * sphere.rad | |
// Exit if r’s origin outside s (c > 0) and r pointing away from s (b > 0) | |
if c > 0 && b > 0 { | |
return 0, false | |
} | |
discr := b * b - c | |
// A negative discriminant corresponds to ray missing sphere | |
if discr < 0 do return 0, false | |
// Ray now found to intersect sphere, compute smallest t value of intersection | |
t = -b - sqrt(discr) | |
// If t is negative, ray started inside sphere so clamp t to zero | |
t = max(0, t) | |
return t, true | |
} | |
intersect_ray_aabb :: proc(pos: Vec3, dir: Vec3, aabb: Aabb, range: f32 = max(f32)) -> (t: [2]f32, ok: bool) { | |
// https://tavianator.com/cgit/dimension.git/tree/libdimension/bvh/bvh.c#n196 | |
// This is actually correct, even though it appears not to handle edge cases | |
// (dir.{x,y,z} == 0). It works because the infinities that result from | |
// dividing by zero will still behave correctly in the comparisons. Rays | |
// which are parallel to an axis and outside the box will have tmin == inf | |
// or tmax == -inf, while rays inside the box will have tmin and tmax | |
// unchanged. | |
inv_dir := 1.0 / dir | |
t1 := (aabb.min - pos) * inv_dir | |
t2 := (aabb.max - pos) * inv_dir | |
t = {max(min(t1.x, t2.x), min(t1.y, t2.y), min(t1.z, t2.z)), min(max(t1.x, t2.x), max(t1.y, t2.y), max(t1.z, t2.z))} | |
return t, t[1] >= max(0.0, t[0]) && t[0] < range | |
} | |
intersect_ray_polyhedron :: proc(pos, dir: Vec3, planes: []Plane, segment: [2]f32 = {0.0, max(f32)}) -> (t: [2]f32, ok: bool) { | |
t = segment | |
for plane in planes { | |
denom := dot(plane.normal, dir) | |
dist := plane.dist - dot(plane.normal, pos) | |
// Test if segment runs parallel to the plane | |
if denom == 0.0 { | |
// If so, return “no intersection” if segment lies outside plane | |
if dist > 0.0 { | |
return 0, false | |
} | |
} else { | |
// Compute parameterized t value for intersection with current plane | |
tplane := dist / denom | |
if denom < 0.0 { | |
// When entering halfspace, update tfirst if t is larger | |
t[0] = max(t[0], tplane) | |
} else { | |
// When exiting halfspace, update tlast if t is smaller | |
t[1] = min(t[1], tplane) | |
} | |
if t[0] > t[1] { | |
return 0, false | |
} | |
} | |
} | |
return t, true | |
} | |
intersect_segment_triangle :: proc( | |
segment: [2]Vec3, | |
triangle: [3]Vec3, | |
) -> ( | |
t: f32, | |
normal: Vec3, | |
barycentric: [3]f32, | |
ok: bool, | |
) { | |
ab := triangle[1] - triangle[0] | |
ac := triangle[2] - triangle[0] | |
qp := segment[0] - segment[1] | |
normal = cross(ab, ac) | |
denom := dot(qp, normal) | |
// If denom <= 0, segment is parallel to or points away from triangle | |
if denom <= 0 { | |
return 0, normal, 0, false | |
} | |
// Compute intersection t value of pq with plane of triangle. A ray | |
// intersects if 0 <= t. Segment intersects iff 0 <= t <= 1. Delay | |
// dividing by d until intersection has been found to pierce triangle | |
ap := segment[0] - triangle[0] | |
t = dot(ap, normal) | |
if t < 0 { | |
return | |
} | |
if t > denom { | |
// For segment; exclude this code line for a ray test | |
return | |
} | |
// Compute barycentric coordinate components and test if within bounds | |
e := cross(qp, ap) | |
barycentric.y = dot(ac, e) | |
if barycentric.y < 0 || barycentric.y > denom { | |
return | |
} | |
barycentric.z = -dot(ab, e) | |
if barycentric.z < 0 || barycentric.y + barycentric.z > denom { | |
return | |
} | |
// Segment/ray intersects triangle. Perform delayed division and | |
// compute the last barycentric coordinate component | |
ood := 1.0 / denom | |
t *= ood | |
barycentric.yz *= ood | |
barycentric.x = 1.0 - barycentric.y - barycentric.z | |
return t, normal, barycentric, true | |
} | |
intersect_segment_plane :: proc(segment: [2]Vec3, plane: Plane) -> (t: f32, point: Vec3, ok: bool) { | |
ab := segment[1] - segment[0] | |
t = (plane.dist - dot(plane.normal, segment[0])) / dot(plane.normal, ab) | |
if t >= 0 && t <= 1 { | |
point = segment[0] + t * ab | |
return t, point, true | |
} | |
return t, segment[0], false | |
} | |
// TODO: alternative with capsule endcaps | |
intersect_segment_cylinder :: proc(segment: [2]Vec3, cylinder: Cylinder) -> (t: f32, ok: bool) { | |
d := cylinder.b - cylinder.a | |
m := segment[0] - cylinder.a | |
n := segment[1] - segment[0] | |
md := dot(m, d) | |
nd := dot(n, d) | |
dd := dot(d, d) | |
// Test if segment fully outside either endcap of cylinder | |
if md < 0 && md + nd < 0 { | |
return 0, false // Segment outside ’a’ side of cylinder | |
} | |
if md > dd && md + nd > dd { | |
return 0, false // Segment outside ’b’ side of cylinder | |
} | |
nn := dot(n, n) | |
mn := dot(m, n) | |
a := dd * nn - nd * nd | |
k := dot(m, m) - cylinder.rad * cylinder.rad | |
c := dd * k - md * md | |
EPS :: 1e-6 | |
if abs(a) < EPS { | |
// Segment runs parallel to cylinder axis | |
if c > 0 { | |
return 0, false | |
} | |
// Now known that segment intersects cylinder; figure out how it intersects | |
if md < 0 { | |
// Intersect segment against ’a’ endcap | |
t = -mn / nn | |
} else if md > dd { | |
// Intersect segment against ’b’ endcap | |
t = (nd - mn) / nn | |
} else { | |
// ’a’ lies inside cylinder | |
t = 0 | |
} | |
return t, true | |
} | |
b := dd * mn - nd * md | |
discr := b * b - a * c | |
if discr < 0 { | |
return 0, false // no real roots | |
} | |
t = (-b - sqrt(discr)) / a | |
if t < 0 || t > 1 { | |
return 0, false // intersection outside segment | |
} | |
if md + t * nd < 0 { | |
// Intersection outside cylinder on ’a’ side | |
if nd <= 0 { | |
// Segment pointing away from endcap | |
return 0, false | |
} | |
t = -md / nd | |
ok = k + 2 * t * (mn + t * nn) <= 0 | |
return t, ok | |
} else if md + t * nd > dd { | |
// Intersection outside cylinder on ’b’ side | |
if nd >= 0 { | |
// Segment pointing away from endcap | |
return 0, false | |
} | |
t = (dd - md) / nd | |
ok = k + dd - 2 * md + t * (2 * (mn - nd) + t * nn) <= 0 | |
return t, ok | |
} | |
return t, true | |
} |
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also on line 206, you are checking between
[0,1]
, not between[0,e]
, it seems you wanted to avoid the division on line 198 for that, so this should do it