use na::{self, ComplexField};
use crate::math::{Point, Real};
use crate::query::{Ray, RayCast, RayIntersection};
use crate::shape::{Ball, FeatureId};
use num::Zero;
impl RayCast for Ball {
#[inline]
fn cast_local_ray(&self, ray: &Ray, max_toi: Real, solid: bool) -> Option<Real> {
ray_toi_with_ball(&Point::origin(), self.radius, ray, solid)
.1
.filter(|toi| *toi <= max_toi)
}
#[inline]
fn cast_local_ray_and_get_normal(
&self,
ray: &Ray,
max_toi: Real,
solid: bool,
) -> Option<RayIntersection> {
ray_toi_and_normal_with_ball(&Point::origin(), self.radius, ray, solid)
.1
.filter(|int| int.toi <= max_toi)
}
}
#[inline]
pub fn ray_toi_with_ball(
center: &Point<Real>,
radius: Real,
ray: &Ray,
solid: bool,
) -> (bool, Option<Real>) {
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 > 0.0 {
return (false, None);
} else {
return (true, Some(0.0));
}
}
if c > 0.0 && b > 0.0 {
(false, None)
} else {
let delta = b * b - a * c;
if delta < 0.0 {
(false, None)
} else {
let t = (-b - ComplexField::sqrt(delta)) / a;
if t <= 0.0 {
if solid {
(true, Some(0.0))
} else {
(true, Some((-b + delta.sqrt()) / a))
}
} else {
(false, Some(t))
}
}
}
}
#[inline]
pub fn ray_toi_and_normal_with_ball(
center: &Point<Real>,
radius: Real,
ray: &Ray,
solid: bool,
) -> (bool, Option<RayIntersection>) {
let (inside, inter) = ray_toi_with_ball(center, 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))
}),
)
}