Detect if a cube and a cone intersect each other?

后端 未结 4 1966
后悔当初
后悔当初 2020-12-14 18:26

Consider two geometrical objects in 3D:

  • a cube aligned with the axes and defined by the position of its center and its extent (edge length)
  • a cone not
4条回答
  •  隐瞒了意图╮
    2020-12-14 18:52

    For the code

    This answer will be slightly more general than your problem (I consider a box instead of a cube for example). Adapting to your case should be really straightforward.

    Some definitions

    /*
        Here is the cone in cone space:
    
                +        ^
               /|\       |
              /*| \      | H
             /  |  \     |
            /       \    |
           +---------+   v
    
        * = alpha (angle from edge to axis)
    */
    struct Cone // In cone space (important)
    {
        double H;
        double alpha;
    };
    
    /*
        A 3d plane
          v
          ^----------+
          |          |
          |          |
          +----------> u
          P
    */
    struct Plane
    {
        double u;
        double v;
        Vector3D P;
    };
    
    // Now, a box.
    // It is assumed that the values are coherent (that's only for this answer).
    // On each plane, the coordinates are between 0 and 1 to be inside the face.
    struct Box
    {
        Plane faces[6];
    };
    

    Line - cone intersection

    Now, let's compute the intersection between a segment and our cone. Note that I will do calculations in cone space. Note also that I take the Z axis to be the vertical one. Changing it to the Y one is left as an exercise to the reader. The line is assumed to be in cone space. The segment direction is not normalized; instead, the segment is of the length of the direction vector, and starts at the point P:

    /*
        The segment is points M where PM = P + t * dir, and 0 <= t <= 1
        For the cone, we have 0 <= Z <= cone.H
    */
    bool intersect(Cone cone, Vector3D dir, Vector3D P)
    {
        // Beware, indigest formulaes !
        double sqTA = tan(cone.alpha) * tan(cone.alpha);
        double A = dir.X * dir.X + dir.Y * dir.Y - dir.Z * dir.Z * sqTA;
        double B = 2 * P.X * dir.X +2 * P.Y * dir.Y - 2 * (cone.H - P.Z) * dir.Z * sqTA;
        double C = P.X * P.X + P.Y * P.Y - (cone.H - P.Z) * (cone.H - P.Z) * sqTA;
    
        // Now, we solve the polynom At² + Bt + C = 0
        double delta = B * B - 4 * A * C;
        if(delta < 0)
            return false; // No intersection between the cone and the line
        else if(A != 0)
        {
            // Check the two solutions (there might be only one, but that does not change a lot of things)
            double t1 = (-B + sqrt(delta)) / (2 * A);
            double z1 = P.Z + t1 * dir.Z;
            bool t1_intersect = (t1 >= 0 && t1 <= 1 && z1 >= 0 && z1 <= cone.H);
    
            double t2 = (-B - sqrt(delta)) / (2 * A);
            double z2 = P.Z + t2 * dir.Z;
            bool t2_intersect = (t2 >= 0 && t2 <= 1 && z2 >= 0 && z2 <= cone.H);
    
            return t1_intersect || t2_intersect;
        }
        else if(B != 0)
        {
            double t = -C / B;
            double z = P.Z + t * dir.Z;
            return t >= 0 && t <= 1 && z >= 0 && z <= cone.H;
        }
        else return C == 0;
    }
    

    Rect - cone intersection

    Now, we can check whether a rectangular part of a plan intersect the cone (this will be used to check whether a face of the cube intersects the cone). Still in cone space. The plan is passed in a way that will help us: 2 vectors and a point. The vectors are not normalized, to simplify the computations.

    /*
        A point M in the plan 'rect' is defined by:
            M = rect.P + a * rect.u + b * rect.v, where (a, b) are in [0;1]²
    */
    bool intersect(Cone cone, Plane rect)
    {
        bool intersection = intersect(cone, rect.u, rect.P)
                         || intersect(cone, rect.u, rect.P + rect.v)
                         || intersect(cone, rect.v, rect.P)
                         || intersect(cone, rect.v, rect.P + rect.u);
    
        if(!intersection)
        {
            // It is possible that either the part of the plan lie
            // entirely in the cone, or the inverse. We need to check.
            Vector3D center = P + (u + v) / 2;
    
            // Is the face inside the cone (<=> center is inside the cone) ?
            if(center.Z >= 0 && center.Z <= cone.H)
            {
                double r = (H - center.Z) * tan(cone.alpha);
                if(center.X * center.X + center.Y * center.Y <= r)
                    intersection = true;
            }
    
            // Is the cone inside the face (this one is more tricky) ?
            // It can be resolved by finding whether the axis of the cone crosses the face.
            // First, find the plane coefficient (descartes equation)
            Vector3D n = rect.u.crossProduct(rect.v);
            double d = -(rect.P.X * n.X + rect.P.Y * n.Y + rect.P.Z * n.Z);
    
            // Now, being in the face (ie, coordinates in (u, v) are between 0 and 1)
            // can be verified through scalar product
            if(n.Z != 0)
            {
                Vector3D M(0, 0, -d/n.Z);
                Vector3D MP = M - rect.P;
                if(MP.scalar(rect.u) >= 0
                   || MP.scalar(rect.u) <= 1
                   || MP.scalar(rect.v) >= 0
                   || MP.scalar(rect.v) <= 1)
                    intersection = true;
            }
        }
        return intersection;
    }
    

    Box - cone intersection

    Now, the final part : the whole cube:

    bool intersect(Cone cone, Box box)
    {
        return intersect(cone, box.faces[0])
            || intersect(cone, box.faces[1])
            || intersect(cone, box.faces[2])
            || intersect(cone, box.faces[3])
            || intersect(cone, box.faces[4])
            || intersect(cone, box.faces[5]);
    }
    

    For the maths

    Still in cone space, the cone equations are:

    // 0 is the base, the vertex is at z = H
    x² + y² = (H - z)² * tan²(alpha)
    0 <= z <= H
    

    Now, the parametric equation of a line in 3D is:

    x = u + at
    y = v + bt
    z = w + ct
    

    The direction vector is (a, b, c), and the point (u, v, w) lie on the line.

    Now, let's put the equations together:

    (u + at)² + (v + bt)² = (H - w - ct)² * tan²(alpha)
    

    Then after developping and re-factorizing this equation, we get the following:

    At² + Bt + C = 0
    

    where A, B and C are shown in the first intersection function. Simply resolve this and check the boundary conditions on z and t.

提交回复
热议问题