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use crate::math::Real;
#[cfg(feature = "dim2")]
use crate::math::Vector;
use crate::query::{Ray, RayCast, RayIntersection};
use crate::shape::{FeatureId, Triangle};
#[cfg(feature = "dim3")]
use {crate::math::Point, na::Vector3};
#[cfg(not(feature = "std"))]
use na::ComplexField;
impl RayCast for Triangle {
#[inline]
#[cfg(feature = "dim2")]
fn cast_local_ray_and_get_normal(
&self,
ray: &Ray,
max_toi: Real,
solid: bool,
) -> Option<RayIntersection> {
let edges = self.edges();
if solid {
let perp_sign1 = edges[0].scaled_direction().perp(&(ray.origin - edges[0].a)) > 0.0;
let perp_sign2 = edges[1].scaled_direction().perp(&(ray.origin - edges[1].a)) > 0.0;
let perp_sign3 = edges[2].scaled_direction().perp(&(ray.origin - edges[2].a)) > 0.0;
if perp_sign1 == perp_sign2 && perp_sign1 == perp_sign3 {
return Some(RayIntersection::new(0.0, Vector::y(), FeatureId::Face(0)));
}
}
let mut best = None;
let mut smallest_toi = Real::MAX;
for i in 0..3 {
if let Some(inter) = edges[i].cast_local_ray_and_get_normal(ray, max_toi, solid) {
if inter.toi < smallest_toi {
smallest_toi = inter.toi;
best = Some(inter);
}
}
}
best
}
#[inline]
#[cfg(feature = "dim3")]
fn cast_local_ray_and_get_normal(
&self,
ray: &Ray,
max_toi: Real,
_: bool,
) -> Option<RayIntersection> {
let inter = local_ray_intersection_with_triangle(&self.a, &self.b, &self.c, &ray)?.0;
if inter.toi <= max_toi {
Some(inter)
} else {
None
}
}
}
#[cfg(feature = "dim3")]
pub fn local_ray_intersection_with_triangle(
a: &Point<Real>,
b: &Point<Real>,
c: &Point<Real>,
ray: &Ray,
) -> Option<(RayIntersection, Vector3<Real>)> {
let ab = *b - *a;
let ac = *c - *a;
let n = ab.cross(&ac);
let d = n.dot(&ray.dir);
if d == 0.0 {
return None;
}
let ap = ray.origin - *a;
let t = ap.dot(&n);
if (t < 0.0 && d < 0.0) || (t > 0.0 && d > 0.0) {
return None;
}
let fid = if d < 0.0 { 0 } else { 1 };
let d = d.abs();
let e = -ray.dir.cross(&ap);
let mut v;
let mut w;
let toi;
let normal;
if t < 0.0 {
v = -ac.dot(&e);
if v < 0.0 || v > d {
return None;
}
w = ab.dot(&e);
if w < 0.0 || v + w > d {
return None;
}
let invd = 1.0 / d;
toi = -t * invd;
normal = -n.normalize();
v = v * invd;
w = w * invd;
} else {
v = ac.dot(&e);
if v < 0.0 || v > d {
return None;
}
w = -ab.dot(&e);
if w < 0.0 || v + w > d {
return None;
}
let invd = 1.0 / d;
toi = t * invd;
normal = n.normalize();
v = v * invd;
w = w * invd;
}
Some((
RayIntersection::new(toi, normal, FeatureId::Face(fid)),
Vector3::new(-v - w + 1.0, v, w),
))
}