nsys-math-utils 1.0.0

Math types and traits
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
//! Nearest point and distance routines

use crate::*;
use super::*;

#[derive(Clone, Copy, Debug, Eq, PartialEq)]
#[expect(clippy::module_name_repetitions)]
pub struct Distance3 <S> {
  distance_squared : NonNegative <S>,
  distance         : Option <NonNegative <S>>,
  nearest_a        : Point3 <S>,
  nearest_b        : Point3 <S>
}

//
//  2D
//

/// Returns the nearest 2D point on 2D triangle together with barycentric coordinates in
/// relation to the triangle edges $ab$ and $ac$
pub fn nearest_triangle2_point2 <S : OrderedField> (
  _triangle : Triangle2 <S>, _point : Point2 <S>
) -> Triangle2Point <S> {
  unimplemented!("TODO: nearest triangle2 point2")
}

/// Nearest 2D point on a 2D line defined by a line segment
pub fn nearest_line2_point2 <S> (line : frame::Line2 <S>, point : Point2 <S>)
  -> Line2Point <S>
where S : OrderedRing {
  let ab        = line.basis;
  let av        = point - line.origin;
  let ab2       = ab.self_dot();
  let ab_dot_av = ab.dot (av);
  let t         = ab_dot_av / *ab2;
  let tab       = *ab * t;
  let at        = line.origin + tab;
  (t, at)
}

/// Returns the nearest point on a 2D segment
pub fn nearest_segment2_point2 <S> (segment : Segment2 <S>, point : Point2 <S>)
  -> Segment2Point <S>
where S : OrderedField {
  use num::One;
  let (t, point) = nearest_line2_point2 (segment.into(), point);
  if t < S::zero() {
    (Normalized::zero(), segment.point_a())
  } else if t > S::one() {
    (Normalized::one(), segment.point_b())
  } else {
    (Normalized::unchecked (t), point)
  }
}

//
//  3D
//

/// Returns the nearest 3D points two 3D triangles together with barycentric coordinates
/// in relation to the triangle edges $ab$ and $ac$
pub fn nearest_triangle3_triangle3 <S> (
  _triangle_a : Triangle3 <S>, _triangle_b : Triangle3 <S>
) -> (Triangle3Point <S>, Triangle3Point <S>) {
  unimplemented!("TODO: nearest triangle3 triangle3")
}

/// Returns the nearest 3D point on 3D triangle together with barycentric coordinates in
/// relation to the triangle edges $ab$ and $ac$, and the nearest point in the 3D line
/// defined by the segment endpoints together with parameter
pub fn nearest_triangle3_line3 <S> (triangle : Triangle3 <S>, line : Segment3 <S>)
  -> (Triangle3Point <S>, Line3Point <S>)
where S : Real + approx::RelativeEq <Epsilon=S> {
  // method from Eberly GeometricTools:
  // <https://github.com/davideberly/GeometricTools/blob/a9a2b149485857273ea1f1cfa5416b392f495882/GTE/Mathematics/DistLine3Triangle3.h>
  let edge1     = triangle.point_b() - triangle.point_a();
  let edge2     = triangle.point_c() - triangle.point_a();
  let n         = edge1.cross (edge2);
  let dir       = line.vector();
  let n_dot_dir = n.dot (*dir);
  if n_dot_dir.abs() > S::zero() {
    // line and triangle are not parallel
    let diff             = line.point_a() - triangle.point_a();
    let n_dot_diff       = n.dot (diff);
    let intersect        = -n_dot_diff / n_dot_dir;
    let y                = line.point_a() + *dir * intersect;
    let tri0_to_y        = y - triangle.point_a();
    let e1_dot_e1        = edge1.dot (edge1);
    let e1_dot_e2        = edge1.dot (edge2);
    let e2_dot_e2        = edge2.dot (edge2);
    let e1_dot_tri0_to_y = edge1.dot (tri0_to_y);
    let e2_dot_tri0_to_y = edge2.dot (tri0_to_y);
    let det = e1_dot_e1 * e2_dot_e2 - e1_dot_e2 * e1_dot_e2;
    let b1  = (e2_dot_e2 * e1_dot_tri0_to_y - e1_dot_e2 * e2_dot_tri0_to_y) / det;
    let b2  = (e1_dot_e1 * e2_dot_tri0_to_y - e1_dot_e2 * e1_dot_tri0_to_y) / det;
    let b0  = S::one() - b1 - b2;
    if b0 >= S::zero() && b1 >= S::zero() && b2 >= S::zero() {
      // line and triangle intersect
      if cfg!(debug_assertions) {
        approx::assert_relative_eq!(triangle.point_a() + edge1 * b1 + edge2 * b2, y,
          epsilon = S::default_epsilon() * S::two().powi (36),
          max_relative = S::default_max_relative() * S::two().powi (36));
      }
      return (
        ([b1, b2].map (Normalized::unchecked), y),
        (intersect, y) )
    }
  }
  // either parallel or intersection outside triangle: nearest point is on an edge
  let mut i0 = 2;
  let mut i1 = 0;
  let mut i2 = 1;
  let mut lowest_dist_sq = None;
  let mut p0 = S::zero();
  let mut barycentric = [Normalized::zero(), Normalized::zero(), Normalized::zero()];
  let triangle_points = triangle.points();
  while i1 < 3 {
    let segment = Segment3::noisy (triangle_points[i0], triangle_points[i1]);
    let ((s0, p_line), (s1, p_seg)) = nearest_line3_segment3 (line, segment);
    let dist_sq = (p_seg - p_line).self_dot();
    if lowest_dist_sq.is_none_or (|lowest| dist_sq < lowest) {
      lowest_dist_sq  = Some (dist_sq);
      p0 = s0;
      // NOTE: in the reference implementation these indices are in a different order,
      // but the following gives the correct results in tests
      barycentric[i0] = s1;
      barycentric[i1] = Normalized::zero();
      barycentric[i2] = Normalized::unchecked (S::one() - *s1);
    }
    i2 = i0;
    i0 = i1;
    i1 += 1;
  }
  let point_tri = triangle.point_a() + edge1 * *barycentric[0] + edge2 * *barycentric[1];
  let point_line = line.point_a() + *dir * p0;
  ( ([barycentric[0], barycentric[1]], point_tri),
    (p0, point_line))
}

/// Returns the nearest 3D point on 3D triangle together with barycentric coordinates in
/// relation to the triangle edges $ab$ and $ac$, and the nearest point in the 3D
/// segment
pub fn nearest_triangle3_segment3 <S> (triangle : Triangle3 <S>, segment : Segment3 <S>)
  -> (Triangle3Point <S>, Segment3Point <S>)
where S : Real + approx::RelativeEq <Epsilon=S> {
  use num::One;
  let (out_tri, (r, near_line)) = nearest_triangle3_line3 (triangle, segment);
  if r < S::zero() {
    let point_a = segment.point_a();
    let out_tri = nearest_triangle3_point3 (triangle, point_a);
    (out_tri, (Normalized::zero(), point_a))
  } else if r > S::one() {
    let point_b = segment.point_b();
    let out_tri = nearest_triangle3_point3 (triangle, point_b);
    (out_tri, (Normalized::one(), point_b))
  } else {
    (out_tri, (Normalized::unchecked (r), near_line))
  }
}

/// Returns the nearest 3D point on 3D triangle together with barycentric coordinates in
/// relation to the triangle edges $ab$ and $ac$
pub fn nearest_triangle3_point3 <S> (triangle : Triangle3 <S>, point : Point3 <S>)
  -> Triangle3Point <S>
where S : OrderedField {
  // method from Eberly GeometricTools:
  // <https://github.com/davideberly/GeometricTools/blob/87e5d3924200515fd49812844812acf232da26aa/GTE/Mathematics/DistPointTriangle.h>
  let d = triangle.point_a() - point;
  let edge0 = triangle.point_b() - triangle.point_a();
  let edge1 = triangle.point_c() - triangle.point_a();
  let e00 = edge0.magnitude_squared();
  let e01 = edge1.dot (edge0);
  let e11 = edge1.magnitude_squared();
  let de0 = d.dot (edge0);
  let de1 = d.dot (edge1);
  let det = (e00 * e11 - e01 * e01).abs();
  let mut s = e01 * de1 - e11 * de0;
  let mut t = e01 * de0 - e00 * de1;
  // NOTE: in a previous version of this function this was a strict inequality
  if s + t <= det {
    if s < S::zero() {
      if t < S::zero() {
        // region 4
        if de0 < S::zero() {
          t = S::zero();
          if -de0 > e00 {
            s = S::one()
          } else {
            s = -de0 / e00
          }
        } else {
          s = S::zero();
          if de1 > S::zero() {
            t = S::zero()
          } else if -de1 >= e11 {
            t = S::one()
          } else {
            t = -de1 / e11
          }
        }
      } else {
        // region 3
        s = S::zero();
        if de1 > S::zero() {
          t = S::zero()
        } else if -de1 >= e11 {
          t = S::one()
        } else {
          t = -de1 / e11
        }
      }
    } else if t < S::zero() {
      // region 5
      t = S::zero();
      if de0 >= S::zero() {
        s = S::zero()
      } else if -de0 >= e00 {
        s = S::one()
      } else {
        s = -de0 / e00
      }
    } else {
      // region 0
      // minimum at interior point
      let idet = S::one() / det;
      s *= idet;
      t *= idet;
    }
  } else if s < S::zero() {
    // region 2
    let tmp0 = e01 + de0;
    let tmp1 = e11 + de1;
    if tmp1 > tmp0 {
      let numer = tmp1 - tmp0;
      let denom = e00 - S::two() * e01 + e11;
      if numer >= denom {
        s = S::one();
        t = S::zero();
      } else {
        s = numer / denom;
        t = S::one() - s;
      }
    } else {
      s = S::zero();
      if tmp1 <= S::zero() {
        t = S::one()
      } else if de1 >= S::zero() {
        t = S::zero()
      } else {
        t = -de1 / e11
      }
    }
  } else if t < S::zero() {
    // region 6
    let tmp0 = e01 + de1;
    let tmp1 = e00 + de0;
    if tmp1 > tmp0 {
      let numer = tmp1 - tmp0;
      let denom = e00 - S::two() * e01 + e11;
      if numer >= denom {
        t = S::one();
        s = S::zero();
      } else {
        t = numer / denom;
        s = S::one() - t;
      }
    } else {
      t = S::zero();
      if tmp1 <= S::zero() {
        s = S::one()
      } else if de0 >= S::zero() {
        s = S::zero()
      } else {
        s = -de0 / e00
      }
    }
  } else {
    // region 1
    let numer = e11 + de1 - e01 - de0;
    if numer <= S::zero() {
      s = S::zero();
      t = S::one();
    } else {
      let denom = e00 - S::two() * e01 + e11;
      if numer >= denom {
        s = S::one();
        t = S::zero();
      } else {
        s = numer / denom;
        t = S::one() - s;
      }
    }
  }
  let nearest = triangle.point_a() + edge0 * s + edge1 * t;
  ([s, t].map (Normalized::unchecked), nearest)
}

/// Returns the nearest points on given 3D lines
pub fn nearest_line3_line3 <S> (line_a : Segment3 <S>, line_b : Segment3 <S>)
  -> (Line3Point <S>, Line3Point <S>)
where S : OrderedField {
  // method from Eberly GeometricTools:
  // <https://github.com/davideberly/GeometricTools/blob/e095b84018766274f1546a7baa12c257fd18f7d8/GTE/Mathematics/DistLineLine.h>
  let line_a_vec = line_a.vector();
  let line_b_vec = line_b.vector();
  let diff       = line_a.point_a() - line_b.point_a();
  let a00        = line_a_vec.magnitude_squared();
  let a01        = -line_a_vec.dot (*line_b_vec);
  let a11        = line_b_vec.magnitude_squared();
  let b0         = line_a_vec.dot (diff);
  let det        = S::max (a00 * a11 - a01 * a01, S::zero());
  let s0;
  let s1;
  if det > S::zero() {
    let b1 = -line_b_vec.dot (diff);
    s0 = (a01 * b1 - a11 * b0) / det;
    s1 = (a01 * b0 - a00 * b1) / det;
  } else {
    s0 = -b0 / a00;
    s1 = S::zero();
  }
  let nearest_a = line_a.point_a() + *line_a_vec * s0;
  let nearest_b = line_b.point_a() + *line_b_vec * s1;
  ((s0, nearest_a), (s1, nearest_b))
}

/// Returns the nearest points in given 3D line and segment
pub fn nearest_line3_segment3 <S> (line : Segment3 <S>, segment : Segment3 <S>)
  -> (Line3Point <S>, Segment3Point <S>)
where S : OrderedField {
  // method from Eberly GeometricTools:
  // <https://github.com/davideberly/GeometricTools/blob/2339413089df7c2b21c2ec403729d9d72f75f2de/GTE/Mathematics/DistLineSegment.h>
  let line_dir = line.vector();
  let seg_dir  = segment.vector();
  let diff     = line.point_a() - segment.point_a();
  let a00      = line_dir.magnitude_squared();
  let a01      = -line_dir.dot (*seg_dir);
  let a11      = seg_dir.magnitude_squared();
  let b0       = line_dir.dot (diff);
  let det      = S::max (a00 * a11 - a01 * a01, S::zero());
  let s0;
  let mut s1;
  if det > S::zero() {
    // line and segment are not parallel
    let b1 = -seg_dir.dot (diff);
    s1 = a01 * b0 - a00 * b1;
    if s1 >= S::zero() {
      if s1 <= det {
        s0 = (a01 * b1 - a11 * b0) / det;
        s1 /= det;
      } else {
        s0 = -(a01 + b0) / a00;
        s1 = S::one();
      }
    } else {
      s0 = -b0 / a00;
      s1 = S::zero();
    }
  } else {
    // line and segment are parallel
    s0 = -b0 / a00;
    s1 = S::zero();
  }
  let p_line = line.point_a() + *line_dir * s0;
  let p_seg  = segment.point_a() + *seg_dir * s1;
  ((s0, p_line), (Normalized::unchecked (s1), p_seg))
}

/// Nearest 3D point on a 3D line defined by a line segment
pub fn nearest_line3_point3 <S> (line : Segment3 <S>, point : Point3 <S>)
  -> Line3Point <S>
where S : OrderedRing {
  let ab = line.vector();
  let av = point.0 - line.point_a().0;
  let ab2 = ab.magnitude_squared();
  let ab_dot_av = ab.dot (av);
  let t = ab_dot_av / ab2;
  let tab = *ab * t;
  let at = line.point_a() + tab;
  (t, at)
}

/// Returns the nearest points on given 3D segments
pub fn nearest_segment3_segment3 <S : Real> (
  _segment_a : Segment3 <S>, _segment_b : Segment3 <S>
) -> (Segment3Point <S>, Segment3Point <S>) {
  unimplemented!("TODO: nearest segment3 segment3")
}

/// Returns the nearest point on a 3D segment
pub fn nearest_segment3_point3 <S> (segment : Segment3 <S>, point : Point3 <S>)
  -> Segment3Point <S>
where S : OrderedField {
  use num::One;
  let (t, point) = nearest_line3_point3 (segment, point);
  if t < S::zero() {
    (Normalized::zero(), segment.point_a())
  } else if t > S::one() {
    (Normalized::one(), segment.point_b())
  } else {
    (Normalized::unchecked (t), point)
  }
}

impl <S : Ring> Distance3 <S> {
  pub const fn nearest_a (&self) -> Point3 <S> {
    self.nearest_a
  }
  pub const fn nearest_b (&self) -> Point3 <S> {
    self.nearest_b
  }
  pub const fn distance_squared (&self) -> NonNegative <S> {
    self.distance_squared
  }
  pub fn distance (&mut self) -> NonNegative <S> where S : Sqrt {
    self.distance.unwrap_or_else (|| {
      let distance = self.distance_squared.sqrt();
      self.distance = Some (distance);
      distance
    })
  }

  pub fn triangle_point (triangle : Triangle3 <S>, point : Point3 <S>) -> Self
    where S : OrderedField
  {
    let (_, nearest_a) = nearest_triangle3_point3 (triangle, point);
    let distance_squared = (point - nearest_a).norm_squared();
    Distance3 { distance_squared, distance: None, nearest_a, nearest_b: point }
  }
}

#[cfg(test)]
mod tests {
  use super::*;

  #[test]
  fn nearest_3d_line_segment() {
    let line = Segment3::noisy (
      [0.0, 0.0, 0.0].into(),
      [1.0, 1.0, 0.0].into());
    let segment = Segment3::noisy (
      [0.0, -1.0, 0.0].into(),
      [1.0, -1.0, 0.0].into());
    let ((s0, p_line), (s1, p_seg)) = nearest_line3_segment3 (line, segment);
    assert_eq!(s0, -0.5);
    assert_eq!(*s1, 0.0);
    assert_eq!(p_line, [-0.5, -0.5, 0.0].into());
    assert_eq!(p_seg, [0.0, -1.0, 0.0].into());
    let segment = Segment3::noisy (
      [0.0, -1.0, 0.0].into(),
      [1.0,  0.0, 0.0].into());
    let ((s0, p_line), (s1, p_seg)) = nearest_line3_segment3 (line, segment);
    assert_eq!(s0, -0.5);
    assert_eq!(*s1, 0.0);
    assert_eq!(p_line, [-0.5, -0.5, 0.0].into());
    assert_eq!(p_seg, [0.0, -1.0, 0.0].into());
  }

  #[test]
  fn nearest_3d_triangle_line() {
    let triangle = Triangle3::noisy (
      [-1.0, -1.0, 0.0].into(),
      [ 1.0, -1.0, 0.0].into(),
      [ 0.0,  1.0, 0.0].into());
    let line = Segment3::noisy (
      [-2.0, -2.0, 0.0].into(),
      [-2.0, -2.0, 1.0].into());
    let (([t0, t1], p_tri), (s0, p_line)) =
      nearest_triangle3_line3 (triangle, line);
    assert_eq!((*t0, *t1), (0.0, 0.0));
    assert_eq!(p_tri, [-1.0, -1.0, 0.0].into());
    assert_eq!(s0, 0.0);
    assert_eq!(p_line, [-2.0, -2.0, 0.0].into());
    let line = Segment3::noisy (
      [ 2.0, -2.0, 0.0].into(),
      [ 2.0, -2.0, 1.0].into());
    let (([t0, t1], p_tri), (s0, p_line)) =
      nearest_triangle3_line3 (triangle, line);
    assert_eq!((*t0, *t1), (1.0, 0.0));
    assert_eq!(p_tri, [1.0, -1.0, 0.0].into());
    assert_eq!(s0, 0.0);
    assert_eq!(p_line, [2.0, -2.0, 0.0].into());
    let line = Segment3::noisy (
      [0.0, 2.0, 0.0].into(),
      [0.0, 2.0, 1.0].into());
    let (([t0, t1], p_tri), (s0, p_line)) =
      nearest_triangle3_line3 (triangle, line);
    assert_eq!((*t0, *t1), (0.0, 1.0));
    assert_eq!(p_tri, [0.0, 1.0, 0.0].into());
    assert_eq!(s0, 0.0);
    assert_eq!(p_line, [0.0, 2.0, 0.0].into());
    let line = Segment3::noisy (
      [0.0, -2.0, 0.0].into(),
      [0.0, -2.0, 1.0].into());
    let (([t0, t1], p_tri), (s0, p_line)) =
      nearest_triangle3_line3 (triangle, line);
    assert_eq!((*t0, *t1), (0.5, 0.0));
    assert_eq!(p_tri, [0.0, -1.0, 0.0].into());
    assert_eq!(s0, 0.0);
    assert_eq!(p_line, [0.0, -2.0, 0.0].into());
  }
}