Created
March 13, 2016 00:48
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approximate distance ray <-> aabb
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// See [this tutorial](http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_4_Spatial_Subdivisions.shtml) and linked materials | |
// | |
// return distance to nearest corner of rectangle, | |
// or return Infinity if no intersection with ray | |
// | |
// origin = {_x, _y} | |
// direction = {x, y} | |
function approximateDistanceFromRay(origin, direction) { | |
var epsilon = 0.00000001; //maximum error allowed | |
var originX = origin._x, | |
originY = origin._y, | |
directionX = direction.x, | |
directionY = direction.y; | |
// rectangle bounds | |
var rect = this._cbr || this._mbr || this, // bounding box | |
minX = rect._x, | |
minY = rect._y, | |
maxX = rect._x + rect._w, | |
maxY = rect._y + rect._h; | |
var distances = [minX - originX, minY - originY, maxX - originX, maxY - originY], // distances from origin to each extremum of rectangle | |
minDistances = [Infinity, Infinity]; // minDistance in x and y axis | |
var axis, | |
norm, | |
normedDistances = [Infinity, Infinity, Infinity, Infinity], // distances from origin to each extremum of rectangle (scaled to the directional vector) | |
normedDistance, | |
minNormedDistances = [Infinity, Infinity], // // minDistance in x and y axis (scaled to directional vector) | |
scaledRayX, // the x-coordinate of the ray scaled to the above distance | |
scaledRayY; // the y-coordinate of the ray scaled to the above distance | |
if (directionX !== 0) { | |
norm = 1.0 / directionX; | |
normedDistances[0] = distances[0] * norm; | |
normedDistances[2] = distances[2] * norm; | |
} | |
if (directionY !== 0) { | |
norm = 1.0 / directionY; | |
normedDistances[1] = distances[1] * norm; | |
normedDistances[3] = distances[3] * norm; | |
} | |
for (var i = 0; i < 4; ++i) { | |
normedDistance = normedDistances[i]; | |
if (normedDistance > 0) { | |
scaledRayX = originX + normedDistance * directionX; | |
scaledRayY = originY + normedDistance * directionY; | |
if ((minX - epsilon <= scaledRayX) && (scaledRayX <= maxX + epsilon) && | |
(minY - epsilon <= scaledRayY) && (scaledRayY <= maxY + epsilon)) { | |
axis = i % 2; | |
if (normedDistance < minNormedDistances[axis]) { | |
minNormedDistances[axis] = normedDistance; | |
minDistances[axis] = distances[i]; | |
} | |
} | |
} | |
} | |
return ( | |
(minDistances[0] !== Infinity ? minDistances[0] : 0) * directionX + | |
(minDistances[1] !== Infinity ? minDistances[1] : 0) * directionY | |
) || Infinity; | |
} |
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// See [this tutorial](http://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_4_Spatial_Subdivisions.shtml) and linked materials | |
// | |
// return distance to nearest corner of rectangle on smallest axis, | |
// or return Infinity if no intersection with ray | |
// | |
// origin = {_x, _y} | |
// direction = {x, y} | |
function approximateDistanceFromRay (origin, direction) { | |
var rect = this._cbr || this._mbr || this; // bounding box | |
var minDistance = Infinity, | |
minIndex = -Infinity; | |
var epsilon = 0.00000001; //maximum error allowed | |
var originX = origin._x, | |
originY = origin._y, | |
dirX = direction.x, | |
dirY = direction.y; | |
// rectangle bounds | |
var minX = rect._x, | |
minY = rect._y, | |
maxX = rect._x + rect._w, | |
maxY = rect._y + rect._h; | |
var norm, | |
distances = [minX - originX, minY - originY, maxX - originX, maxY - originY], // distances from origin to each point of rectangle | |
normedDistances = [Infinity, Infinity, Infinity, Infinity], // distances from origin to each point of rectangle (scaled to the directional vector) | |
normedDistance, | |
scaledRayX, // the x-coordinate of the ray scaled to the above distance | |
scaledRayY; // the y-coordinate of the ray scaled to the above distance | |
if (dirX !== 0) { | |
norm = 1.0 / dirX; | |
normedDistances[0] = distances[0] * norm; // (minX - originX) * norm | |
normedDistances[2] = distances[2] * norm; // (maxX - originX) * norm | |
} | |
if (dirY !== 0) { | |
norm = 1.0 / dirY; | |
normedDistances[1] = distances[1] * norm; // (minY - originY) * norm | |
normedDistances[3] = distances[3] * norm; // (maxY - originY) * norm | |
} | |
for (var i = 0; i < 4; ++i) { | |
normedDistance = normedDistances[i]; | |
if (normedDistance > 0) { | |
scaledRayX = originX + normedDistance * dirX; | |
scaledRayY = originY + normedDistance * dirY; | |
if ((normedDistance < minDistance) && | |
(minX - epsilon <= scaledRayX) && (scaledRayX <= maxX + epsilon) && | |
(minY - epsilon <= scaledRayY) && (scaledRayY <= maxY + epsilon)) { | |
minDistance = normedDistance; | |
minIndex = i; | |
} | |
} | |
} | |
// return minDistance; //scaled to directional vector | |
return distances[minIndex] || Infinity; | |
} |
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