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s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

254 lines
5.8 KiB
C#

using Sandbox;
using System.Text.Json.Serialization;
/// <summary>
/// Represents a line in 3D space.
/// </summary>
public struct Line : System.IEquatable<Line>
{
Vector3 a;
Vector3 b;
/// <summary>
/// Start position of the line.
/// </summary>
[JsonIgnore]
public readonly Vector3 Start => a;
/// <summary>
/// End position of the line.
/// </summary>
[JsonIgnore]
public readonly Vector3 End => b;
/// <summary>
/// Returns the result of b - a
/// </summary>
[JsonIgnore]
public readonly Vector3 Delta => b - a;
/// <summary>
/// Returns the midpoint between a and b
/// </summary>
[JsonIgnore]
public readonly Vector3 Center => (a + b) * 0.5f;
public Line( Vector3 a, Vector3 b )
{
this.a = a;
this.b = b;
}
public Line( Vector3 origin, Vector3 direction, float length )
{
this.a = origin;
this.b = origin + direction * length;
}
/// <summary>
/// Perform a "trace" between this line and given ray. If the 2 lines intersect, returns true.
/// </summary>
/// <param name="ray">The ray to test against.</param>
/// <param name="radius">Radius of this line, which essentially makes this a capsule, since direct line-to-line intersections are very improbable. Must be above 0.</param>
/// <param name="maxDistance">Maximum allowed distance from the origin of the ray to the intersection.</param>
/// <returns>Whether there was an intersection or not.</returns>
public readonly bool Trace( in Ray ray, float radius, float maxDistance = float.MaxValue )
{
if ( radius <= 0 )
return false;
Vector3 u = b - a;
Vector3 v = ray.Forward;
Vector3 w = a - ray.Position;
float UdotU = Vector3.Dot( u, u ); // >= 0
float UdotV = Vector3.Dot( u, v );
float VdotW = Vector3.Dot( v, w );
float det = UdotU - UdotV * UdotV; // >= 0
float s = 0.0f;
float t = VdotW;
if ( det >= 0.0001f )
{
float UdotW = Vector3.Dot( u, w );
float det_inv = 1.0f / det;
s = det_inv * (UdotV * VdotW - UdotW);
t = det_inv * (UdotU * VdotW - UdotV * UdotW);
s = s.Clamp( 0, 1 );
}
// Intersection is behind us or too far away
if ( t < 0.0f || t > maxDistance ) return false;
Vector3 p1 = a + s * u;
Vector3 p2 = ray.Position + t * v;
Vector3 delta = p2 - p1;
double distance = delta.Length;
// Closest point is out of range
if ( distance > radius ) return false;
// hit.point = p1;
//hit.normal = delta / distance;
//hit.distance = Vector3.Distance( ray.origin, hit.point );
return true;
}
/// <summary>
/// Returns closest point on this line to the given point.
/// </summary>
public readonly Vector3 ClosestPoint( in Vector3 pos )
{
var delta = b - a;
var length = delta.Length;
var direction = delta / length;
return a + Vector3.Dot( pos - a, direction ).Clamp( 0, length ) * direction;
}
/// <summary>
/// Returns closest point on this line to the given ray.
/// </summary>
public readonly bool ClosestPoint( in Ray ray, out Vector3 point_on_line )
{
point_on_line = default;
Vector3 u = a - b;
Vector3 v = ray.Forward;
Vector3 w = b - ray.Position;
float UdotU = Vector3.Dot( u, u ); // >= 0
float UdotV = Vector3.Dot( u, v );
float VdotW = Vector3.Dot( v, w );
float det = UdotU - UdotV * UdotV; // >= 0
float s = 0.0f;
float t = VdotW;
if ( det >= 0.0001 )
{
float UdotW = Vector3.Dot( u, w );
float det_inv = 1.0f / det;
s = det_inv * (UdotV * VdotW - UdotW);
t = det_inv * (UdotU * VdotW - UdotV * UdotW);
s = s.Clamp( 0, 1 );
}
// Intersection is behind us
if ( t < 0.0f ) return false;
point_on_line = b + s * u;
// Vector3 p2 = ray.Origin + t * v;
return true;
}
/// <summary>
/// Returns closest point on this line to the given ray.
/// </summary>
public readonly bool ClosestPoint( in Ray ray, out Vector3 point_on_line, out Vector3 point_on_ray )
{
point_on_line = default;
point_on_ray = default;
Vector3 u = a - b;
Vector3 v = ray.Forward;
Vector3 w = b - ray.Position;
float UdotU = Vector3.Dot( u, u ); // >= 0
float UdotV = Vector3.Dot( u, v );
float VdotW = Vector3.Dot( v, w );
float det = UdotU - UdotV * UdotV; // >= 0
float s = 0.0f;
float t = VdotW;
if ( det >= 0.00001f )
{
float UdotW = Vector3.Dot( u, w );
float det_inv = 1.0f / det;
s = det_inv * (UdotV * VdotW - UdotW);
t = det_inv * (UdotU * VdotW - UdotV * UdotW);
s = s.Clamp( 0, 1 );
}
// Intersection is behind us
if ( t < 0.0f ) return false;
point_on_line = b + s * u;
point_on_ray = ray.Position + t * v;
return true;
}
/// <summary>
/// Returns closest distance from this line to given point.
/// </summary>
public readonly float Distance( Vector3 pos )
{
return (pos - ClosestPoint( pos )).Length;
}
/// <summary>
/// Returns closest distance from this line to given point.
/// </summary>
public readonly float Distance( Vector3 pos, out Vector3 closestPoint )
{
closestPoint = ClosestPoint( pos );
return (pos - closestPoint).Length;
}
/// <summary>
/// Returns this line, clamped on the positive side of a plane. Null if
/// line is fully clipped.
/// </summary>
internal Line? Clip( Plane plane )
{
var startDot = Vector3.Dot( Start, plane.Normal ) - plane.Distance;
var endDot = Vector3.Dot( End, plane.Normal ) - plane.Distance;
// Fully on positive side
if ( startDot >= 0f && endDot >= 0f )
{
return this;
}
// Fully on negative side
if ( startDot < 0f && endDot < 0f )
{
return null;
}
var t = -startDot / (endDot - startDot);
var clipped = Start + (End - Start) * t;
return startDot < 0f
? new Line( clipped, End )
: new Line( Start, clipped );
}
/// <summary>
/// Returns closest squared distance from this line to given point.
/// </summary>
public readonly float SqrDistance( Vector3 pos )
{
return (pos - ClosestPoint( pos )).LengthSquared;
}
public readonly bool Equals( Line other )
{
return other.a == a && other.b == b;
}
}