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use alga::general::RealField;
use na;
#[cfg(feature = "dim3")]
use na::Point2;
#[cfg(feature = "dim3")]
use crate::math::Vector;
use crate::math::{Isometry, Point};
use crate::query::{Ray, RayCast, RayIntersection};
use crate::shape::{Ball, FeatureId};
#[cfg(feature = "dim3")]
#[inline]
fn ball_uv<N: RealField>(normal: &Vector<N>) -> Point2<N> {
let two_pi: N = RealField::two_pi();
let pi: N = RealField::pi();
let _0_5: N = na::convert(0.5f64);
let uvx = _0_5 + normal[2].atan2(normal[0]) / two_pi;
let uvy = _0_5 - normal[1].asin() / pi;
Point2::new(uvx, uvy)
}
impl<N: RealField> RayCast<N> for Ball<N> {
#[inline]
fn toi_with_ray(&self, m: &Isometry<N>, ray: &Ray<N>, max_toi: N, solid: bool) -> Option<N> {
ray_toi_with_ball(
&Point::from(m.translation.vector),
self.radius(),
ray,
solid,
)
.1
.filter(|toi| *toi <= max_toi)
}
#[inline]
fn toi_and_normal_with_ray(
&self,
m: &Isometry<N>,
ray: &Ray<N>,
max_toi: N,
solid: bool,
) -> Option<RayIntersection<N>> {
ray_toi_and_normal_with_ball(
&Point::from(m.translation.vector),
self.radius(),
ray,
solid,
)
.1
.filter(|int| int.toi <= max_toi)
}
#[cfg(feature = "dim3")]
#[inline]
fn toi_and_normal_and_uv_with_ray(
&self,
m: &Isometry<N>,
ray: &Ray<N>,
max_toi: N,
solid: bool,
) -> Option<RayIntersection<N>> {
let center = Point::from(m.translation.vector);
let (inside, mut inter) = ray_toi_with_ball(¢er, self.radius(), ray, solid);
inter = inter.filter(|toi| *toi <= max_toi);
inter.map(|n| {
let pos = ray.origin + ray.dir * n - center;
let normal = pos.normalize();
let uv = ball_uv(&normal);
RayIntersection::new_with_uvs(
n,
if inside { -normal } else { normal },
FeatureId::Face(0),
Some(uv),
)
})
}
}
#[inline]
pub fn ray_toi_with_ball<N: RealField>(
center: &Point<N>,
radius: N,
ray: &Ray<N>,
solid: bool,
) -> (bool, Option<N>) {
let dcenter = ray.origin - *center;
let a = ray.dir.norm_squared();
let b = dcenter.dot(&ray.dir);
let c = dcenter.norm_squared() - radius * radius;
if a.is_zero() {
if c > na::zero() {
return (false, None);
} else {
return (true, Some(na::zero()));
}
}
if c > na::zero() && b > na::zero() {
(false, None)
} else {
let delta = b * b - a * c;
if delta < na::zero() {
(false, None)
} else {
let t = (-b - delta.sqrt()) / a;
if t <= na::zero() {
if solid {
(true, Some(na::zero()))
} else {
(true, Some((-b + delta.sqrt()) / a))
}
} else {
(false, Some(t))
}
}
}
}
#[inline]
pub fn ray_toi_and_normal_with_ball<N: RealField>(
center: &Point<N>,
radius: N,
ray: &Ray<N>,
solid: bool,
) -> (bool, Option<RayIntersection<N>>) {
let (inside, inter) = ray_toi_with_ball(¢er, radius, ray, solid);
(
inside,
inter.map(|n| {
let pos = ray.origin + ray.dir * n - center;
let normal = pos.normalize();
RayIntersection::new(n, if inside { -normal } else { normal }, FeatureId::Face(0))
}),
)
}