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Commit 41284c3

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Removed broken methods.
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src/main/java/math/GeometryUtil.java

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Original file line numberDiff line numberDiff line change
@@ -90,64 +90,6 @@ public static Vector3f calculateCenter(Vector3f a, Vector3f b, Vector3f c,
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return new Vector3f(x, y, z);
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}
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/**
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* Calculates the intersection of a ray and circle.
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*
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* @param r the ray to test
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* @param circle the circle to test
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* @return the nearest intersection to the ray origin in positive direction
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* of the ray, or null if there is no intersection
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*/
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public static Vector2f calculateIntersection(Ray2D ray, Circle2D circle) {
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return calculateIntersection(ray, circle.getCenter(),
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circle.getRadius());
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}
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/**
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* Calculates the intersection of a ray and circle.
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*
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* @param ray the ray to test
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* @param center the center of the circle to test
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* @param radius the radius of the circle to test
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* @return the nearest intersection to the ray origin in positive direction
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* of the ray, or null if there is no intersection
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*/
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public static Vector2f calculateIntersection(Ray2D ray, Vector2f center,
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float radius) {
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// Taken from:
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// https://www.uninformativ.de/bin/RaytracingSchnitttests-76a577a-CC-BY.pdf
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// Which point on the ray is the most nearest to the circle
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float radius2 = radius * radius;
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float alpha = -ray.direction.dot(ray.origin.subtract(center));
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Vector2f q = ray.getPoint(alpha);
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// Distance to the circle center
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q.subtractLocal(center);
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float distToCenter2 = q.lengthSquared();
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if (distToCenter2 > radius2) {
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return null;
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}
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// Using pythagorean theorem to get intersections
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float x = Mathf.sqrt(radius2 - distToCenter2);
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// Which of the intersections is nearer to the ray origin in positive
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// direction
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float dist = 0.0f;
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if (alpha >= x) {
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dist = alpha - x;
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} else if (alpha + x > 0) {
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dist = alpha + x;
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} else {
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return null;
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}
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// The final intersection
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q = ray.getPoint(dist);
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return q;
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}
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/**
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* Calculates the point on a circle.
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*

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