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use {Ray2, Ray3, Plane, Line2};
use cgmath::{BaseFloat, Zero, EuclideanSpace};
use cgmath::{Point2, Point3};
use cgmath::{InnerSpace, Vector2};
pub trait Continuous<RHS, Result> {
fn intersection(&self, &RHS) -> Option<Result>;
}
pub trait Discrete<RHS> {
fn intersects(&self, &RHS) -> bool;
}
impl<S: BaseFloat> Continuous<Ray3<S>, Point3<S>> for Plane<S> {
fn intersection(&self, r: &Ray3<S>) -> Option<Point3<S>> {
let p = self;
let t = -(p.d + r.origin.dot(p.n)) / r.direction.dot(p.n);
if t < Zero::zero() {
None
} else {
Some(r.origin + r.direction * t)
}
}
}
impl<S: BaseFloat> Discrete<Ray3<S>> for Plane<S> {
fn intersects(&self, r: &Ray3<S>) -> bool {
let p = self;
let t = -(p.d + r.origin.dot(p.n)) / r.direction.dot(p.n);
return t >= Zero::zero();
}
}
impl<S: BaseFloat> Continuous<Plane<S>, Ray3<S>> for Plane<S> {
fn intersection(&self, p2: &Plane<S>) -> Option<Ray3<S>> {
let p1 = self;
let d = p1.n.cross(p2.n);
let denom = d.dot(d);
if ulps_eq!(denom, &S::zero()) {
None
} else {
let p = (p2.n * p1.d - p1.n * p2.d).cross(d) / denom;
Some(Ray3::new(Point3::from_vec(p), d))
}
}
}
impl<S: BaseFloat> Discrete<Plane<S>> for Plane<S> {
fn intersects(&self, p2: &Plane<S>) -> bool {
let p1 = self;
let d = p1.n.cross(p2.n);
let denom = d.dot(d);
return !ulps_eq!(denom, &S::zero());
}
}
impl<S: BaseFloat> Continuous<(Plane<S>, Plane<S>), Point3<S>> for Plane<S> {
fn intersection(&self, planes: &(Plane<S>, Plane<S>)) -> Option<Point3<S>> {
let (p1, p2, p3) = (self, planes.0, planes.1);
let u = p2.n.cross(p3.n);
let denom = p1.n.dot(u);
if ulps_eq!(denom.abs(), &S::zero()) {
None
} else {
let p = (u * p1.d + p1.n.cross(p2.n * p3.d - p3.n * p2.d)) / denom;
Some(Point3::from_vec(p))
}
}
}
impl<S: BaseFloat> Discrete<(Plane<S>, Plane<S>)> for Plane<S> {
fn intersects(&self, planes: &(Plane<S>, Plane<S>)) -> bool {
let (p1, p2, p3) = (self, planes.0, planes.1);
let u = p2.n.cross(p3.n);
let denom = p1.n.dot(u);
return !ulps_eq!(denom.abs(), &S::zero());
}
}
impl<S: BaseFloat> Continuous<Line2<S>, Point2<S>> for Ray2<S> {
fn intersection(&self, line: &Line2<S>) -> Option<Point2<S>> {
let ray = self;
let p = ray.origin;
let q = line.origin;
let r = ray.direction;
let s = Vector2::new(line.dest.x - line.origin.x, line.dest.y - line.origin.y);
let cross_1 = r.perp_dot(s);
let qmp = Vector2::new(q.x - p.x, q.y - p.y);
let cross_2 = qmp.perp_dot(r);
if cross_1 == S::zero() {
if cross_2 != S::zero() {
return None;
}
let q2mp = Vector2::new(line.dest.x - p.x, line.dest.y - p.y);
let dot_1 = qmp.dot(r);
let dot_2 = q2mp.dot(r);
if (dot_1 <= S::zero() && dot_2 >= S::zero()) ||
(dot_1 >= S::zero() && dot_2 <= S::zero())
{
return Some(p);
} else if dot_1 >= S::zero() && dot_2 >= S::zero() {
if dot_1 <= dot_2 {
return Some(q);
} else {
return Some(line.dest);
}
}
return None;
}
let t = qmp.perp_dot(s) / cross_1;
let u = cross_2 / cross_1;
if S::zero() <= t && u >= S::zero() && u <= S::one() {
return Some(Point2::new(p.x + t * r.x, p.y + t * r.y));
}
None
}
}