Add new `Rect::intersects_ray_from_center` method (#5415)
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@ -649,6 +649,8 @@ impl Rect {
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///
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/// A ray that starts inside the rect will return `true`.
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pub fn intersects_ray(&self, o: Pos2, d: Vec2) -> bool {
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debug_assert!(d.is_normalized(), "expected normalized direction");
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let mut tmin = -f32::INFINITY;
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let mut tmax = f32::INFINITY;
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@ -670,6 +672,32 @@ impl Rect {
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0.0 <= tmax && tmin <= tmax
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}
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/// Where does a ray from the center intersect the rectangle?
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///
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/// `d` is the direction of the ray and assumed to be normalized.
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pub fn intersects_ray_from_center(&self, d: Vec2) -> Pos2 {
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debug_assert!(d.is_normalized(), "expected normalized direction");
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let mut tmin = f32::NEG_INFINITY;
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let mut tmax = f32::INFINITY;
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for i in 0..2 {
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let inv_d = 1.0 / -d[i];
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let mut t0 = (self.min[i] - self.center()[i]) * inv_d;
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let mut t1 = (self.max[i] - self.center()[i]) * inv_d;
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if inv_d < 0.0 {
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std::mem::swap(&mut t0, &mut t1);
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}
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tmin = tmin.max(t0);
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tmax = tmax.min(t1);
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}
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let t = tmax.min(tmin);
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self.center() + t * -d
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}
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}
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impl fmt::Debug for Rect {
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@ -792,4 +820,57 @@ mod tests {
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println!("Leftward ray from right:");
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assert!(rect.intersects_ray(pos2(4.0, 2.0), Vec2::LEFT));
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}
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#[test]
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fn test_ray_from_center_intersection() {
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let rect = Rect::from_min_max(pos2(1.0, 1.0), pos2(3.0, 3.0));
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assert_eq!(
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rect.intersects_ray_from_center(Vec2::RIGHT),
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pos2(3.0, 2.0),
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"rightward ray"
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);
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assert_eq!(
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rect.intersects_ray_from_center(Vec2::UP),
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pos2(2.0, 1.0),
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"upward ray"
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);
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assert_eq!(
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rect.intersects_ray_from_center(Vec2::LEFT),
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pos2(1.0, 2.0),
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"leftward ray"
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);
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assert_eq!(
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rect.intersects_ray_from_center(Vec2::DOWN),
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pos2(2.0, 3.0),
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"downward ray"
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);
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assert_eq!(
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rect.intersects_ray_from_center((Vec2::LEFT + Vec2::DOWN).normalized()),
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pos2(1.0, 3.0),
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"bottom-left corner ray"
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);
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assert_eq!(
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rect.intersects_ray_from_center((Vec2::LEFT + Vec2::UP).normalized()),
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pos2(1.0, 1.0),
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"top-left corner ray"
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);
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assert_eq!(
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rect.intersects_ray_from_center((Vec2::RIGHT + Vec2::DOWN).normalized()),
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pos2(3.0, 3.0),
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"bottom-right corner ray"
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);
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assert_eq!(
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rect.intersects_ray_from_center((Vec2::RIGHT + Vec2::UP).normalized()),
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pos2(3.0, 1.0),
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"top-right corner ray"
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);
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}
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}
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@ -176,6 +176,12 @@ impl Vec2 {
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}
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}
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/// Checks if `self` has length `1.0` up to a precision of `1e-6`.
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#[inline(always)]
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pub fn is_normalized(self) -> bool {
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(self.length_sq() - 1.0).abs() < 2e-6
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}
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/// Rotates the vector by 90°, i.e positive X to positive Y
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/// (clockwise in egui coordinates).
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#[inline(always)]
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@ -497,8 +503,10 @@ impl fmt::Display for Vec2 {
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}
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}
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#[test]
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fn test_vec2() {
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#[cfg(test)]
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mod test {
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use super::*;
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macro_rules! almost_eq {
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($left: expr, $right: expr) => {
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let left = $left;
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@ -506,32 +514,58 @@ fn test_vec2() {
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assert!((left - right).abs() < 1e-6, "{} != {}", left, right);
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};
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}
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use std::f32::consts::TAU;
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assert_eq!(Vec2::ZERO.angle(), 0.0);
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assert_eq!(Vec2::angled(0.0).angle(), 0.0);
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assert_eq!(Vec2::angled(1.0).angle(), 1.0);
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assert_eq!(Vec2::X.angle(), 0.0);
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assert_eq!(Vec2::Y.angle(), 0.25 * TAU);
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#[test]
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fn test_vec2() {
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use std::f32::consts::TAU;
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assert_eq!(Vec2::RIGHT.angle(), 0.0);
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assert_eq!(Vec2::DOWN.angle(), 0.25 * TAU);
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almost_eq!(Vec2::LEFT.angle(), 0.50 * TAU);
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assert_eq!(Vec2::UP.angle(), -0.25 * TAU);
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assert_eq!(Vec2::ZERO.angle(), 0.0);
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assert_eq!(Vec2::angled(0.0).angle(), 0.0);
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assert_eq!(Vec2::angled(1.0).angle(), 1.0);
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assert_eq!(Vec2::X.angle(), 0.0);
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assert_eq!(Vec2::Y.angle(), 0.25 * TAU);
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let mut assignment = vec2(1.0, 2.0);
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assignment += vec2(3.0, 4.0);
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assert_eq!(assignment, vec2(4.0, 6.0));
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assert_eq!(Vec2::RIGHT.angle(), 0.0);
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assert_eq!(Vec2::DOWN.angle(), 0.25 * TAU);
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almost_eq!(Vec2::LEFT.angle(), 0.50 * TAU);
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assert_eq!(Vec2::UP.angle(), -0.25 * TAU);
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let mut assignment = vec2(4.0, 6.0);
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assignment -= vec2(1.0, 2.0);
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assert_eq!(assignment, vec2(3.0, 4.0));
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let mut assignment = vec2(1.0, 2.0);
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assignment += vec2(3.0, 4.0);
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assert_eq!(assignment, vec2(4.0, 6.0));
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let mut assignment = vec2(1.0, 2.0);
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assignment *= 2.0;
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assert_eq!(assignment, vec2(2.0, 4.0));
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let mut assignment = vec2(4.0, 6.0);
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assignment -= vec2(1.0, 2.0);
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assert_eq!(assignment, vec2(3.0, 4.0));
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let mut assignment = vec2(2.0, 4.0);
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assignment /= 2.0;
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assert_eq!(assignment, vec2(1.0, 2.0));
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let mut assignment = vec2(1.0, 2.0);
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assignment *= 2.0;
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assert_eq!(assignment, vec2(2.0, 4.0));
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let mut assignment = vec2(2.0, 4.0);
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assignment /= 2.0;
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assert_eq!(assignment, vec2(1.0, 2.0));
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}
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#[test]
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fn test_vec2_normalized() {
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fn generate_spiral(n: usize, start: Vec2, end: Vec2) -> impl Iterator<Item = Vec2> {
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let angle_step = 2.0 * std::f32::consts::PI / n as f32;
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let radius_step = (end.length() - start.length()) / n as f32;
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(0..n).map(move |i| {
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let angle = i as f32 * angle_step;
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let radius = start.length() + i as f32 * radius_step;
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let x = radius * angle.cos();
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let y = radius * angle.sin();
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vec2(x, y)
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})
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}
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for v in generate_spiral(40, Vec2::splat(0.1), Vec2::splat(2.0)) {
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let vn = v.normalized();
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almost_eq!(vn.length(), 1.0);
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assert!(vn.is_normalized());
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}
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}
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}
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