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nuclear@28
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1 #include <math.h>
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2 #include "geom.h"
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3 #include "vector.h"
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4
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5 plane_t plane_cons(scalar_t nx, scalar_t ny, scalar_t nz, scalar_t d)
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6 {
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7 plane_t p;
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8 p.norm.x = nx;
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9 p.norm.y = ny;
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10 p.norm.z = nz;
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11 p.d = d;
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12 return p;
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13 }
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14
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15 plane_t plane_poly(vec3_t v0, vec3_t v1, vec3_t v2)
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16 {
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17 vec3_t a, b, norm;
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18
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19 a = v3_sub(v1, v0);
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20 b = v3_sub(v2, v0);
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21 norm = v3_cross(a, b);
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22 norm = v3_normalize(norm);
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23
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24 return plane_ptnorm(v0, norm);
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25 }
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26
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27 plane_t plane_ptnorm(vec3_t pt, vec3_t normal)
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28 {
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29 plane_t plane;
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30
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31 plane.norm = normal;
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32 plane.d = v3_dot(pt, normal);
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33
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34 return plane;
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35 }
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36
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37 plane_t plane_invert(plane_t p)
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38 {
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39 p.norm = v3_neg(p.norm);
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40 p.d = -p.d;
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41 return p;
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42 }
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43
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44 scalar_t plane_signed_dist(plane_t plane, vec3_t pt)
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45 {
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46 vec3_t pp = plane_point(plane);
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47 vec3_t pptopt = v3_sub(pt, pp);
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48 return v3_dot(pptopt, plane.norm);
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49 }
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50
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51 scalar_t plane_dist(plane_t plane, vec3_t pt)
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52 {
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53 return fabs(plane_signed_dist(plane, pt));
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54 }
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55
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56 vec3_t plane_point(plane_t plane)
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57 {
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58 return v3_scale(plane.norm, plane.d);
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59 }
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60
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61 int plane_ray_intersect(ray_t ray, plane_t plane, scalar_t *pos)
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62 {
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63 vec3_t pt, orig_to_pt;
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64 scalar_t ndotdir;
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65
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66 pt = plane_point(plane);
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67 ndotdir = v3_dot(plane.norm, ray.dir);
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68
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69 if(fabs(ndotdir) < 1e-7) {
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70 return 0;
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71 }
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72
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73 if(pos) {
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74 orig_to_pt = v3_sub(pt, ray.origin);
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75 *pos = v3_dot(plane.norm, orig_to_pt) / ndotdir;
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76 }
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77 return 1;
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78 }
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79
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80 sphere_t sphere_cons(scalar_t x, scalar_t y, scalar_t z, scalar_t rad)
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81 {
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82 sphere_t sph;
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83 sph.pos.x = x;
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84 sph.pos.y = y;
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85 sph.pos.z = z;
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86 sph.rad = rad;
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87 return sph;
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88 }
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89
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90 int sphere_ray_intersect(ray_t ray, sphere_t sph, scalar_t *pos)
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91 {
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92 scalar_t a, b, c, d, sqrt_d, t1, t2, t;
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93
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94 a = v3_dot(ray.dir, ray.dir);
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95 b = 2.0 * ray.dir.x * (ray.origin.x - sph.pos.x) +
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96 2.0 * ray.dir.y * (ray.origin.y - sph.pos.y) +
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97 2.0 * ray.dir.z * (ray.origin.z - sph.pos.z);
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98 c = v3_dot(sph.pos, sph.pos) + v3_dot(ray.origin, ray.origin) +
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99 2.0 * v3_dot(v3_neg(sph.pos), ray.origin) - sph.rad * sph.rad;
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100
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101 d = b * b - 4.0 * a * c;
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102 if(d < 0.0) {
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103 return 0;
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104 }
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105
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106 sqrt_d = sqrt(d);
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107 t1 = (-b + sqrt_d) / (2.0 * a);
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108 t2 = (-b - sqrt_d) / (2.0 * a);
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109
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110 if(t1 < 1e-7 || t1 > 1.0) {
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111 t1 = t2;
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112 }
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113 if(t2 < 1e-7 || t2 > 1.0) {
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114 t2 = t1;
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115 }
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116 t = t1 < t2 ? t1 : t2;
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117
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118 if(t < 1e-7 || t > 1.0) {
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119 return 0;
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120 }
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121
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122 if(pos) {
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123 *pos = t;
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124 }
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125 return 1;
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126 }
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127
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128 int sphere_sphere_intersect(sphere_t sph1, sphere_t sph2, scalar_t *pos, scalar_t *rad)
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129 {
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130 return -1;
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131 }
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