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use na;
use query::{Ray, RayCast, RayIntersection};
use shape::Plane;
use math::{Isometry, Point};
#[inline]
pub fn plane_toi_with_ray<P: Point>(
center: &P,
normal: &P::Vector,
ray: &Ray<P>,
) -> Option<P::Real> {
let dpos = *center - ray.origin;
let t = na::dot(normal, &dpos) / na::dot(normal, &ray.dir);
if t >= na::zero() {
Some(t)
} else {
None
}
}
impl<P: Point, M: Isometry<P>> RayCast<P, M> for Plane<P::Vector> {
#[inline]
fn toi_and_normal_with_ray(
&self,
m: &M,
ray: &Ray<P>,
solid: bool,
) -> Option<RayIntersection<P::Vector>> {
let ls_ray = ray.inverse_transform_by(m);
let dpos = -ls_ray.origin;
let dot_normal_dpos = na::dot(self.normal().as_ref(), &dpos.coordinates());
if solid && dot_normal_dpos > na::zero() {
return Some(RayIntersection::new(na::zero(), na::zero()));
}
let t = dot_normal_dpos / na::dot(self.normal().as_ref(), &ls_ray.dir);
if t >= na::zero() {
let n = if dot_normal_dpos > na::zero() {
-*self.normal()
} else {
*self.normal()
};
Some(RayIntersection::new(t, m.rotate_vector(&n)))
} else {
None
}
}
}