Add new `Rect::intersects_ray_from_center` method (#5415)

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This commit is contained in:
Jochen Görtler 2024-12-02 09:20:59 +01:00 committed by GitHub
parent 328422dc62
commit 6833cf56e1
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GPG Key ID: B5690EEEBB952194
2 changed files with 139 additions and 24 deletions

View File

@ -649,6 +649,8 @@ impl Rect {
///
/// A ray that starts inside the rect will return `true`.
pub fn intersects_ray(&self, o: Pos2, d: Vec2) -> bool {
debug_assert!(d.is_normalized(), "expected normalized direction");
let mut tmin = -f32::INFINITY;
let mut tmax = f32::INFINITY;
@ -670,6 +672,32 @@ impl Rect {
0.0 <= tmax && tmin <= tmax
}
/// Where does a ray from the center intersect the rectangle?
///
/// `d` is the direction of the ray and assumed to be normalized.
pub fn intersects_ray_from_center(&self, d: Vec2) -> Pos2 {
debug_assert!(d.is_normalized(), "expected normalized direction");
let mut tmin = f32::NEG_INFINITY;
let mut tmax = f32::INFINITY;
for i in 0..2 {
let inv_d = 1.0 / -d[i];
let mut t0 = (self.min[i] - self.center()[i]) * inv_d;
let mut t1 = (self.max[i] - self.center()[i]) * inv_d;
if inv_d < 0.0 {
std::mem::swap(&mut t0, &mut t1);
}
tmin = tmin.max(t0);
tmax = tmax.min(t1);
}
let t = tmax.min(tmin);
self.center() + t * -d
}
}
impl fmt::Debug for Rect {
@ -792,4 +820,57 @@ mod tests {
println!("Leftward ray from right:");
assert!(rect.intersects_ray(pos2(4.0, 2.0), Vec2::LEFT));
}
#[test]
fn test_ray_from_center_intersection() {
let rect = Rect::from_min_max(pos2(1.0, 1.0), pos2(3.0, 3.0));
assert_eq!(
rect.intersects_ray_from_center(Vec2::RIGHT),
pos2(3.0, 2.0),
"rightward ray"
);
assert_eq!(
rect.intersects_ray_from_center(Vec2::UP),
pos2(2.0, 1.0),
"upward ray"
);
assert_eq!(
rect.intersects_ray_from_center(Vec2::LEFT),
pos2(1.0, 2.0),
"leftward ray"
);
assert_eq!(
rect.intersects_ray_from_center(Vec2::DOWN),
pos2(2.0, 3.0),
"downward ray"
);
assert_eq!(
rect.intersects_ray_from_center((Vec2::LEFT + Vec2::DOWN).normalized()),
pos2(1.0, 3.0),
"bottom-left corner ray"
);
assert_eq!(
rect.intersects_ray_from_center((Vec2::LEFT + Vec2::UP).normalized()),
pos2(1.0, 1.0),
"top-left corner ray"
);
assert_eq!(
rect.intersects_ray_from_center((Vec2::RIGHT + Vec2::DOWN).normalized()),
pos2(3.0, 3.0),
"bottom-right corner ray"
);
assert_eq!(
rect.intersects_ray_from_center((Vec2::RIGHT + Vec2::UP).normalized()),
pos2(3.0, 1.0),
"top-right corner ray"
);
}
}

View File

@ -176,6 +176,12 @@ impl Vec2 {
}
}
/// Checks if `self` has length `1.0` up to a precision of `1e-6`.
#[inline(always)]
pub fn is_normalized(self) -> bool {
(self.length_sq() - 1.0).abs() < 2e-6
}
/// Rotates the vector by 90°, i.e positive X to positive Y
/// (clockwise in egui coordinates).
#[inline(always)]
@ -497,8 +503,10 @@ impl fmt::Display for Vec2 {
}
}
#[test]
fn test_vec2() {
#[cfg(test)]
mod test {
use super::*;
macro_rules! almost_eq {
($left: expr, $right: expr) => {
let left = $left;
@ -506,32 +514,58 @@ fn test_vec2() {
assert!((left - right).abs() < 1e-6, "{} != {}", left, right);
};
}
use std::f32::consts::TAU;
assert_eq!(Vec2::ZERO.angle(), 0.0);
assert_eq!(Vec2::angled(0.0).angle(), 0.0);
assert_eq!(Vec2::angled(1.0).angle(), 1.0);
assert_eq!(Vec2::X.angle(), 0.0);
assert_eq!(Vec2::Y.angle(), 0.25 * TAU);
#[test]
fn test_vec2() {
use std::f32::consts::TAU;
assert_eq!(Vec2::RIGHT.angle(), 0.0);
assert_eq!(Vec2::DOWN.angle(), 0.25 * TAU);
almost_eq!(Vec2::LEFT.angle(), 0.50 * TAU);
assert_eq!(Vec2::UP.angle(), -0.25 * TAU);
assert_eq!(Vec2::ZERO.angle(), 0.0);
assert_eq!(Vec2::angled(0.0).angle(), 0.0);
assert_eq!(Vec2::angled(1.0).angle(), 1.0);
assert_eq!(Vec2::X.angle(), 0.0);
assert_eq!(Vec2::Y.angle(), 0.25 * TAU);
let mut assignment = vec2(1.0, 2.0);
assignment += vec2(3.0, 4.0);
assert_eq!(assignment, vec2(4.0, 6.0));
assert_eq!(Vec2::RIGHT.angle(), 0.0);
assert_eq!(Vec2::DOWN.angle(), 0.25 * TAU);
almost_eq!(Vec2::LEFT.angle(), 0.50 * TAU);
assert_eq!(Vec2::UP.angle(), -0.25 * TAU);
let mut assignment = vec2(4.0, 6.0);
assignment -= vec2(1.0, 2.0);
assert_eq!(assignment, vec2(3.0, 4.0));
let mut assignment = vec2(1.0, 2.0);
assignment += vec2(3.0, 4.0);
assert_eq!(assignment, vec2(4.0, 6.0));
let mut assignment = vec2(1.0, 2.0);
assignment *= 2.0;
assert_eq!(assignment, vec2(2.0, 4.0));
let mut assignment = vec2(4.0, 6.0);
assignment -= vec2(1.0, 2.0);
assert_eq!(assignment, vec2(3.0, 4.0));
let mut assignment = vec2(2.0, 4.0);
assignment /= 2.0;
assert_eq!(assignment, vec2(1.0, 2.0));
let mut assignment = vec2(1.0, 2.0);
assignment *= 2.0;
assert_eq!(assignment, vec2(2.0, 4.0));
let mut assignment = vec2(2.0, 4.0);
assignment /= 2.0;
assert_eq!(assignment, vec2(1.0, 2.0));
}
#[test]
fn test_vec2_normalized() {
fn generate_spiral(n: usize, start: Vec2, end: Vec2) -> impl Iterator<Item = Vec2> {
let angle_step = 2.0 * std::f32::consts::PI / n as f32;
let radius_step = (end.length() - start.length()) / n as f32;
(0..n).map(move |i| {
let angle = i as f32 * angle_step;
let radius = start.length() + i as f32 * radius_step;
let x = radius * angle.cos();
let y = radius * angle.sin();
vec2(x, y)
})
}
for v in generate_spiral(40, Vec2::splat(0.1), Vec2::splat(2.0)) {
let vn = v.normalized();
almost_eq!(vn.length(), 1.0);
assert!(vn.is_normalized());
}
}
}