godot-module-template/engine/thirdparty/jolt_physics/Jolt/Geometry/RaySphere.h

97 lines
3.6 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Math/FindRoot.h>
JPH_NAMESPACE_BEGIN
/// Tests a ray starting at inRayOrigin and extending infinitely in inRayDirection against a sphere,
/// @return FLT_MAX if there is no intersection, otherwise the fraction along the ray.
/// @param inRayOrigin Ray origin. If the ray starts inside the sphere, the returned fraction will be 0.
/// @param inRayDirection Ray direction. Does not need to be normalized.
/// @param inSphereCenter Position of the center of the sphere
/// @param inSphereRadius Radius of the sphere
JPH_INLINE float RaySphere(Vec3Arg inRayOrigin, Vec3Arg inRayDirection, Vec3Arg inSphereCenter, float inSphereRadius)
{
// Solve: |RayOrigin + fraction * RayDirection - SphereCenter|^2 = SphereRadius^2 for fraction
Vec3 center_origin = inRayOrigin - inSphereCenter;
float a = inRayDirection.LengthSq();
float b = 2.0f * inRayDirection.Dot(center_origin);
float c = center_origin.LengthSq() - inSphereRadius * inSphereRadius;
float fraction1, fraction2;
if (FindRoot(a, b, c, fraction1, fraction2) == 0)
return c <= 0.0f? 0.0f : FLT_MAX; // Return if origin is inside the sphere
// Sort so that the smallest is first
if (fraction1 > fraction2)
std::swap(fraction1, fraction2);
// Test solution with lowest fraction, this will be the ray entering the sphere
if (fraction1 >= 0.0f)
return fraction1; // Sphere is before the ray start
// Test solution with highest fraction, this will be the ray leaving the sphere
if (fraction2 >= 0.0f)
return 0.0f; // We start inside the sphere
// No solution
return FLT_MAX;
}
/// Tests a ray starting at inRayOrigin and extending infinitely in inRayDirection against a sphere.
/// Outputs entry and exit points (outMinFraction and outMaxFraction) along the ray (which could be negative if the hit point is before the start of the ray).
/// @param inRayOrigin Ray origin. If the ray starts inside the sphere, the returned fraction will be 0.
/// @param inRayDirection Ray direction. Does not need to be normalized.
/// @param inSphereCenter Position of the center of the sphere.
/// @param inSphereRadius Radius of the sphere.
/// @param outMinFraction Returned lowest intersection fraction
/// @param outMaxFraction Returned highest intersection fraction
/// @return The amount of intersections with the sphere.
/// If 1 intersection is returned outMinFraction will be equal to outMaxFraction
JPH_INLINE int RaySphere(Vec3Arg inRayOrigin, Vec3Arg inRayDirection, Vec3Arg inSphereCenter, float inSphereRadius, float &outMinFraction, float &outMaxFraction)
{
// Solve: |RayOrigin + fraction * RayDirection - SphereCenter|^2 = SphereRadius^2 for fraction
Vec3 center_origin = inRayOrigin - inSphereCenter;
float a = inRayDirection.LengthSq();
float b = 2.0f * inRayDirection.Dot(center_origin);
float c = center_origin.LengthSq() - inSphereRadius * inSphereRadius;
float fraction1, fraction2;
switch (FindRoot(a, b, c, fraction1, fraction2))
{
case 0:
if (c <= 0.0f)
{
// Origin inside sphere
outMinFraction = outMaxFraction = 0.0f;
return 1;
}
else
{
// Origin outside of the sphere
return 0;
}
break;
case 1:
// Ray is touching the sphere
outMinFraction = outMaxFraction = fraction1;
return 1;
default:
// Ray enters and exits the sphere
// Sort so that the smallest is first
if (fraction1 > fraction2)
std::swap(fraction1, fraction2);
outMinFraction = fraction1;
outMaxFraction = fraction2;
return 2;
}
}
JPH_NAMESPACE_END