/// A generic line. #[derive(Debug)] pubstruct Line { /// Arbitrary point on the line. pub origin: Point3D<f64>, /// Normalized direction of the line. pub dir: Vector3D<f64>,
}
impl Line { /// Check if the line has consistent parameters. pub fn is_valid(&self) -> bool {
is_zero(self.dir.dot(self.dir) - 1.0)
} /// Check if two lines match each other. pub fn matches(&self, other: &Self) -> bool { let diff = self.origin - other.origin;
is_zero_vec(self.dir.cross(other.dir)) && is_zero_vec(self.dir.cross(diff))
}
/// Intersect an edge given by the end points. /// Returns the fraction of the edge where the intersection occurs.
fn intersect_edge(&self, edge: ops::Range<Point3D<f64>>) -> Option<f64> { let edge_vec = edge.end - edge.start; let origin_vec = self.origin - edge.start; // edge.start + edge_vec * t = r + k * d // (edge.start, d) + t * (edge_vec, d) - (r, d) = k // edge.start + t * edge_vec = r + t * (edge_vec, d) * d + (start-r, d) * d // t * (edge_vec - (edge_vec, d)*d) = origin_vec - (origin_vec, d) * d let pr = origin_vec - self.dir * self.dir.dot(origin_vec); let pb = edge_vec - self.dir * self.dir.dot(edge_vec); let denom = pb.dot(pb); if denom.approx_eq(&0.0) {
None
} else {
Some(pr.dot(pb) / denom)
}
}
}
/// An infinite plane in 3D space, defined by equation: /// dot(v, normal) + offset = 0 /// When used for plane splitting, it's defining a hemisphere /// with equation "dot(v, normal) + offset > 0". #[derive(Debug, PartialEq)] pubstruct Plane { /// Normalized vector perpendicular to the plane. pub normal: Vector3D<f64>, /// Constant offset from the normal plane, specified in the /// direction opposite to the normal. pub offset: f64,
}
/// An error returned when everything would end up projected /// to the negative hemisphere (W <= 0.0); #[derive(Clone, Debug, Hash, PartialEq, PartialOrd)] pubstruct NegativeHemisphereError;
impl Plane { /// Construct a new plane from unnormalized equation. pub fn from_unnormalized(
normal: Vector3D<f64>,
offset: f64,
) -> Result<Option<Self>, NegativeHemisphereError> { let square_len = normal.square_length(); if square_len < f64::approx_epsilon() * f64::approx_epsilon() { if offset > 0.0 {
Ok(None)
} else {
Err(NegativeHemisphereError)
}
} else { let kf = 1.0 / square_len.sqrt();
Ok(Some(Plane {
normal: normal * Scale::new(kf),
offset: offset * kf,
}))
}
}
/// Check if this plane contains another one. pub fn contains(&self, other: &Self) -> bool { //TODO: actually check for inside/outside self.normal == other.normal && self.offset == other.offset
}
/// Return the signed distance from this plane to a point. /// The distance is negative if the point is on the other side of the plane /// from the direction of the normal. pub fn signed_distance_to(&self, point: &Point3D<f64>) -> f64 {
point.to_vector().dot(self.normal) + self.offset
}
/// Compute the distance across the line to the plane plane, /// starting from the line origin. pub fn distance_to_line(&self, line: &Line) -> f64 { self.signed_distance_to(&line.origin) / -self.normal.dot(line.dir)
}
/// Compute the sum of signed distances to each of the points /// of another plane. Useful to know the relation of a plane that /// is a product of a split, and we know it doesn't intersect `self`. pub fn signed_distance_sum_to<A>(&self, poly: &Polygon<A>) -> f64 {
poly.points
.iter()
.fold(0.0, |u, p| u + self.signed_distance_to(p))
}
/// Check if a convex shape defined by a set of points is completely /// outside of this plane. Merely touching the surface is not /// considered an intersection. pub fn are_outside(&self, points: &[Point3D<f64>]) -> bool { let d0 = self.signed_distance_to(&points[0]);
points[1..]
.iter()
.all(|p| self.signed_distance_to(p) * d0 > 0.0)
}
//TODO(breaking): turn this into Result<Line, DotProduct> /// Compute the line of intersection with another plane. pub fn intersect(&self, other: &Self) -> Option<Line> { // compute any point on the intersection between planes // (n1, v) + d1 = 0 // (n2, v) + d2 = 0 // v = a*n1/w + b*n2/w; w = (n1, n2) // v = (d2*w - d1) / (1 - w*w) * n1 - (d2 - d1*w) / (1 - w*w) * n2 let w = self.normal.dot(other.normal); let divisor = 1.0 - w * w; if divisor < f64::approx_epsilon() * f64::approx_epsilon() { return None;
} let origin = Point3D::origin() + self.normal * ((other.offset * w - self.offset) / divisor)
- other.normal * ((other.offset - self.offset * w) / divisor);
let cross_dir = self.normal.cross(other.normal); // note: the cross product isn't too close to zero // due to the previous check
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