mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
174 lines
5.9 KiB
C#
174 lines
5.9 KiB
C#
using System;
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using System.Numerics;
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using Robust.Shared.Maths;
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using Robust.Shared.Utility;
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namespace Robust.Shared.Physics
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{
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/// <summary>
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/// A representation of a 2D ray.
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/// </summary>
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[Serializable]
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public struct Ray : IEquatable<Ray>
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{
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/// <summary>
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/// Specifies the starting point of the ray.
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/// </summary>
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public Vector2 Position;
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/// <summary>
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/// Specifies the direction the ray is pointing.
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/// </summary>
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public Vector2 Direction;
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/// <summary>
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/// Creates a new instance of a Ray.
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/// </summary>
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/// <param name="position">Starting position of the ray.</param>
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/// <param name="direction">Unit direction vector that the ray is pointing.</param>
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public Ray(Vector2 position, Vector2 direction)
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{
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Position = position;
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Direction = direction;
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DebugTools.Assert(MathHelper.CloseToPercent(Direction.LengthSquared(), 1));
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}
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#region Intersect Tests
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public readonly bool Intersects(Box2 box, out float distance, out Vector2 hitPos)
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{
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hitPos = Vector2.Zero;
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distance = 0;
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var tmin = 0.0f; // set to -FLT_MAX to get first hit on line
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var tmax = float.MaxValue; // set to max distance ray can travel (for segment)
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const float epsilon = 1.0E-07f;
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// X axis slab
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{
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if (MathF.Abs(Direction.X) < epsilon)
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{
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// ray is parallel to this slab, it will never hit unless ray is inside box
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if (Position.X < MathF.Min(box.Left, box.Right) || Position.X > MathF.Max(box.Left, box.Right))
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{
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return false;
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}
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}
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// calculate intersection t value of ray with near and far plane of slab
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var ood = 1.0f / Direction.X;
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var t1 = (MathF.Min(box.Left, box.Right) - Position.X) * ood;
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var t2 = (MathF.Max(box.Left, box.Right) - Position.X) * ood;
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// Make t1 be the intersection with near plane, t2 with far plane
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if (t1 > t2)
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MathHelper.Swap(ref t1, ref t2);
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// Compute the intersection of slab intersection intervals
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tmin = MathF.Max(t1, tmin);
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tmax = MathF.Min(t2, tmax); // Is this Min (SE) or Max(Textbook)
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// Exit with no collision as soon as slab intersection becomes empty
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if (tmin > tmax)
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{
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return false;
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}
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}
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// Y axis slab
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{
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if (MathF.Abs(Direction.Y) < epsilon)
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{
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// ray is parallel to this slab, it will never hit unless ray is inside box
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if (Position.Y < MathF.Min(box.Top, box.Bottom) || Position.Y > MathF.Max(box.Top, box.Bottom))
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{
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return false;
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}
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}
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// calculate intersection t value of ray with near and far plane of slab
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var ood = 1.0f / Direction.Y;
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var t1 = (MathF.Min(box.Top, box.Bottom) - Position.Y) * ood;
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var t2 = (MathF.Max(box.Top, box.Bottom) - Position.Y) * ood;
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// Make t1 be the intersection with near plane, t2 with far plane
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if (t1 > t2)
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MathHelper.Swap(ref t1, ref t2);
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// Compute the intersection of slab intersection intervals
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tmin = MathF.Max(t1, tmin);
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tmax = MathF.Min(t2, tmax); // Is this Min (SE) or Max(Textbook)
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// Exit with no collision as soon as slab intersection becomes empty
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if (tmin > tmax)
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{
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return false;
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}
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}
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// Ray intersects all slabs. Return point and intersection t value
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hitPos = Position + Direction * tmin;
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distance = tmin;
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return true;
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}
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#endregion
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#region Equality
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/// <summary>
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/// Determines if this Ray and another Ray are equivalent.
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/// </summary>
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/// <param name="other">Ray to compare to.</param>
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public readonly bool Equals(Ray other)
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{
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return Position.Equals(other.Position) && Direction.Equals(other.Direction);
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}
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/// <summary>
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/// Determines if this ray and another object is equivalent.
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/// </summary>
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/// <param name="obj">Object to compare to.</param>
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public override readonly bool Equals(object? obj)
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{
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if (obj is null) return false;
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return obj is Ray ray && Equals(ray);
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}
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/// <summary>
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/// Calculates the hash code of this Ray.
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/// </summary>
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public override readonly int GetHashCode()
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{
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unchecked
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{
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return (Position.GetHashCode() * 397) ^ Direction.GetHashCode();
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}
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}
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/// <summary>
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/// Determines if two instances of Ray are equal.
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/// </summary>
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/// <param name="a">Ray on the left side of the operator.</param>
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/// <param name="b">Ray on the right side of the operator.</param>
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public static bool operator ==(Ray a, Ray b)
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{
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return a.Equals(b);
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}
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/// <summary>
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/// Determines if two instances of Ray are not equal.
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/// </summary>
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/// <param name="a">Ray on the left side of the operator.</param>
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/// <param name="b">Ray on the right side of the operator.</param>
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public static bool operator !=(Ray a, Ray b)
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{
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return !(a == b);
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}
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#endregion
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}
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}
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