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Merge pull request #31 from Ragzouken/intersectionsRay
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method to return all intersections, not just the first
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vrld committed Jan 24, 2014
2 parents b362ae8 + b101121 commit afc9172
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Showing 2 changed files with 75 additions and 1 deletion.
44 changes: 44 additions & 0 deletions polygon.lua
Expand Up @@ -462,6 +462,50 @@ function Polygon:intersectsRay(x,y, dx,dy)
return tmin ~= math.huge, tmin
end

function Polygon:intersectionsRay(x,y, dx,dy)
--local p = vector(x,y)
--local v = vector(dx,dy)
local nx,ny = vector.perpendicular(dx,dy)
local wx,xy,det

local ts = {}
local q1,q2 = nil, self.vertices[#self.vertices]
for i = 1, #self.vertices do
q1,q2 = q2,self.vertices[i]
wx,wy = q2.x - q1.x, q2.y - q1.y
det = vector.det(dx,dy, wx,wy)

if det ~= 0 then
-- there is an intersection point. check if it lies on both
-- the ray and the segment.
local rx,ry = q2.x - x, q2.y - y
local l = vector.det(rx,ry, wx,wy) / det
local m = vector.det(dx,dy, rx,ry) / det
if m >= 0 and m <= 1 then
-- we cannot jump out early here (i.e. when l > tmin) because
-- the polygon might be concave
table.insert(ts, l)
end
else
-- lines parralel or incident. get distance of line to
-- anchor point. if they are incident, check if an endpoint
-- lies on the ray
local dist = vector.dot(q1.x-x,q1.y-y, nx,ny)
if dist == 0 then
local l = vector.dot(dx,dy, q1.x-x,q1.y-y)
local m = vector.dot(dx,dy, q2.x-x,q2.y-y)
if l >= m then
table.insert(ts, l)
else
table.insert(ts, m)
end
end
end
end

return ts
end

Polygon = common_local.class('Polygon', Polygon)
newPolygon = function(...) return common_local.instance(Polygon, ...) end
return Polygon
32 changes: 31 additions & 1 deletion shapes.lua
Expand Up @@ -213,6 +213,14 @@ function ConvexPolygonShape:intersectsRay(x,y, dx,dy)
return self._polygon:intersectsRay(x,y, dx,dy)
end

function ConcavePolygonShape:intersectionsRay(x,y, dx,dy)
return self._polygon:intersectionsRay(x,y, dx,dy)
end

function ConvexPolygonShape:intersectionsRay(x,y, dx,dy)
return self._polygon:intersectionsRay(x,y, dx,dy)
end

-- circle intersection if distance of ray/center is smaller
-- than radius.
-- with r(s) = p + d*s = (x,y) + (dx,dy) * s defining the ray and
Expand Down Expand Up @@ -240,13 +248,35 @@ function CircleShape:intersectsRay(x,y, dx,dy)
return true, math_min(s1,s2)/(2*a)
end

function CircleShape:intersectionsRay(x,y, dx,dy)
local pcx,pcy = x-self._center.x, y-self._center.y

local a = vector.len2(dx,dy)
local b = 2 * vector.dot(dx,dy, pcx,pcy)
local c = vector.len2(pcx,pcy) - self._radius * self._radius
local discr = b*b - 4*a*c

if discr < 0 then return {} end

discr = math_sqrt(discr)
local s1, s2 = (discr-b)/(2*a), (-discr-b)/(2*a)

return {math.min(s1, s2), math.max(s1, s2)}
end

-- point shape intersects ray if it lies on the ray
function PointShape:intersectsRay(x,y,dx,dy)
function PointShape:intersectsRay(x,y, dx,dy)
local px,py = self._pos.x-x, self._pos.y-y
local t = vector.dot(px,py, dx,dy) / vector.len2(dx,dy)
return t >= 0, t
end

function PointShape:intersectionsRay(x,y, dx,dy)
local px,py = self._pos.x-x, self._pos.y-y
local t = vector.dot(px,py, dx,dy) / vector.len2(dx,dy)
return {t}
end

--
-- auxiliary
--
Expand Down

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