//-----------------------------------------------------------------------------
// Name: CylTest_CapsFirst
// Orig: Greg James - gjames@NVIDIA.com
// Lisc: Free code - no warranty & no money back. Use it all you want
// Desc:
// This function tests if the 3D point 'testpt' lies within an arbitrarily
// oriented cylinder. The cylinder is defined by an axis from 'pt1' to 'pt2',
// the axis having a length squared of 'lengthsq' (pre-compute for each cylinder
// to avoid repeated work!), and radius squared of 'radius_sq'.
// The function tests against the end caps first, which is cheap -> only
// a single dot product to test against the parallel cylinder caps. If the
// point is within these, more work is done to find the distance of the point
// from the cylinder axis.
// Fancy Math (TM) makes the whole test possible with only two dot-products
// a subtract, and two multiplies. For clarity, the 2nd mult is kept as a
// divide. It might be faster to change this to a mult by also passing in
// 1/lengthsq and using that instead.
// Elminiate the first 3 subtracts by specifying the cylinder as a base
// point on one end cap and a vector to the other end cap (pass in {dx,dy,dz}
// instead of 'pt2' ).
//
// The dot product is constant along a plane perpendicular to a vector.
// The magnitude of the cross product divided by one vector length is
// constant along a cylinder surface defined by the other vector as axis.
//
// Return: -1.0 if point is outside the cylinder
// Return: distance squared from cylinder axis if point is inside.
//
//-----------------------------------------------------------------------------
struct Vec3
{
float x;
float y;
float z;
};
float CylTest_CapsFirst( const Vec3 & pt1, const Vec3 & pt2, float lengthsq, float radius_sq, const Vec3 & testpt )
{
float dx, dy, dz; // vector d from line segment point 1 to point 2
float pdx, pdy, pdz; // vector pd from point 1 to test point
float dot, dsq;
dx = pt2.x - pt1.x; // translate so pt1 is origin. Make vector from
dy = pt2.y - pt1.y; // pt1 to pt2. Need for this is easily eliminated
dz = pt2.z - pt1.z;
pdx = testpt.x - pt1.x; // vector from pt1 to test point.
pdy = testpt.y - pt1.y;
pdz = testpt.z - pt1.z;
// Dot the d and pd vectors to see if point lies behind the
// cylinder cap at pt1.x, pt1.y, pt1.z
dot = pdx * dx + pdy * dy + pdz * dz;
// If dot is less than zero the point is behind the pt1 cap.
// If greater than the cylinder axis line segment length squared
// then the point is outside the other end cap at pt2.
if( dot < 0.0f || dot > lengthsq )
{
return( -1.0f );
}
else
{
// Point lies within the parallel caps, so find
// distance squared from point to line, using the fact that sin^2 + cos^2 = 1
// the dot = cos() * |d||pd|, and cross*cross = sin^2 * |d|^2 * |pd|^2
// Carefull: '*' means mult for scalars and dotproduct for vectors
// In short, where dist is pt distance to cyl axis:
// dist = sin( pd to d ) * |pd|
// distsq = dsq = (1 - cos^2( pd to d)) * |pd|^2
// dsq = ( 1 - (pd * d)^2 / (|pd|^2 * |d|^2) ) * |pd|^2
// dsq = pd * pd - dot * dot / lengthsq
// where lengthsq is d*d or |d|^2 that is passed into this function
// distance squared to the cylinder axis:
dsq = (pdx*pdx + pdy*pdy + pdz*pdz) - dot*dot/lengthsq;
if( dsq > radius_sq )
{
return( -1.0f );
}
else
{
return( dsq ); // return distance squared to axis
}
}
}
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