Determine whether a vector intersects the up or down unit vector

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP












3












$begingroup$


I wrote an if statement that checks if an iteratively altered vector "crosses" the up vector (0,1,0) or the down vector (0,-1,0).



if ((lastDiff.x() > 0 && diff.x() < 0 && lastDiff.z() >= 0 && diff.z() <= 0) || 
(lastDiff.x() < 0 && diff.x() > 0 && lastDiff.z() >= 0 && diff.z() <= 0) ||
(lastDiff.x() > 0 && diff.x() < 0 && lastDiff.z() <= 0 && diff.z() >= 0) ||
(lastDiff.x() < 0 && diff.x() > 0 && lastDiff.z() <= 0 && diff.z() >= 0) ||
(lastDiff.z() > 0 && diff.z() < 0 && lastDiff.x() >= 0 && diff.x() <= 0) ||
(lastDiff.z() < 0 && diff.z() > 0 && lastDiff.x() >= 0 && diff.x() <= 0) ||
(lastDiff.z() > 0 && diff.z() < 0 && lastDiff.x() <= 0 && diff.x() >= 0) ||
(lastDiff.z() < 0 && diff.z() > 0 && lastDiff.x() <= 0 && diff.x() >= 0))


I feel like there is a simpler or better way to implement this if guard but I can't find it.










share|improve this question











$endgroup$
















    3












    $begingroup$


    I wrote an if statement that checks if an iteratively altered vector "crosses" the up vector (0,1,0) or the down vector (0,-1,0).



    if ((lastDiff.x() > 0 && diff.x() < 0 && lastDiff.z() >= 0 && diff.z() <= 0) || 
    (lastDiff.x() < 0 && diff.x() > 0 && lastDiff.z() >= 0 && diff.z() <= 0) ||
    (lastDiff.x() > 0 && diff.x() < 0 && lastDiff.z() <= 0 && diff.z() >= 0) ||
    (lastDiff.x() < 0 && diff.x() > 0 && lastDiff.z() <= 0 && diff.z() >= 0) ||
    (lastDiff.z() > 0 && diff.z() < 0 && lastDiff.x() >= 0 && diff.x() <= 0) ||
    (lastDiff.z() < 0 && diff.z() > 0 && lastDiff.x() >= 0 && diff.x() <= 0) ||
    (lastDiff.z() > 0 && diff.z() < 0 && lastDiff.x() <= 0 && diff.x() >= 0) ||
    (lastDiff.z() < 0 && diff.z() > 0 && lastDiff.x() <= 0 && diff.x() >= 0))


    I feel like there is a simpler or better way to implement this if guard but I can't find it.










    share|improve this question











    $endgroup$














      3












      3








      3





      $begingroup$


      I wrote an if statement that checks if an iteratively altered vector "crosses" the up vector (0,1,0) or the down vector (0,-1,0).



      if ((lastDiff.x() > 0 && diff.x() < 0 && lastDiff.z() >= 0 && diff.z() <= 0) || 
      (lastDiff.x() < 0 && diff.x() > 0 && lastDiff.z() >= 0 && diff.z() <= 0) ||
      (lastDiff.x() > 0 && diff.x() < 0 && lastDiff.z() <= 0 && diff.z() >= 0) ||
      (lastDiff.x() < 0 && diff.x() > 0 && lastDiff.z() <= 0 && diff.z() >= 0) ||
      (lastDiff.z() > 0 && diff.z() < 0 && lastDiff.x() >= 0 && diff.x() <= 0) ||
      (lastDiff.z() < 0 && diff.z() > 0 && lastDiff.x() >= 0 && diff.x() <= 0) ||
      (lastDiff.z() > 0 && diff.z() < 0 && lastDiff.x() <= 0 && diff.x() >= 0) ||
      (lastDiff.z() < 0 && diff.z() > 0 && lastDiff.x() <= 0 && diff.x() >= 0))


      I feel like there is a simpler or better way to implement this if guard but I can't find it.










      share|improve this question











      $endgroup$




      I wrote an if statement that checks if an iteratively altered vector "crosses" the up vector (0,1,0) or the down vector (0,-1,0).



      if ((lastDiff.x() > 0 && diff.x() < 0 && lastDiff.z() >= 0 && diff.z() <= 0) || 
      (lastDiff.x() < 0 && diff.x() > 0 && lastDiff.z() >= 0 && diff.z() <= 0) ||
      (lastDiff.x() > 0 && diff.x() < 0 && lastDiff.z() <= 0 && diff.z() >= 0) ||
      (lastDiff.x() < 0 && diff.x() > 0 && lastDiff.z() <= 0 && diff.z() >= 0) ||
      (lastDiff.z() > 0 && diff.z() < 0 && lastDiff.x() >= 0 && diff.x() <= 0) ||
      (lastDiff.z() < 0 && diff.z() > 0 && lastDiff.x() >= 0 && diff.x() <= 0) ||
      (lastDiff.z() > 0 && diff.z() < 0 && lastDiff.x() <= 0 && diff.x() >= 0) ||
      (lastDiff.z() < 0 && diff.z() > 0 && lastDiff.x() <= 0 && diff.x() >= 0))


      I feel like there is a simpler or better way to implement this if guard but I can't find it.







      c++ coordinate-system






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Feb 16 at 13:54









      200_success

      130k17153419




      130k17153419










      asked Feb 16 at 9:34









      TomBombadilTomBombadil

      184




      184




















          2 Answers
          2






          active

          oldest

          votes


















          3












          $begingroup$

          You have four groups of repeating conditions:



          bool crossX = (lastDiff.x() < 0 && diff.x() > 0) || (lastDiff.x() > 0 && diff.x() < 0);
          bool crossZ = (lastDiff.z() < 0 && diff.z() > 0) || (lastDiff.z() > 0 && diff.z() < 0);
          bool crossTouchX = (lastDiff.x() <= 0 && diff.x() >= 0) || (lastDiff.x() >= 0 && diff.x() <= 0);
          bool crossTouchZ = (lastDiff.z() <= 0 && diff.z() >= 0) || (lastDiff.z() >= 0 && diff.z() <= 0);


          Using these the original condition can be simplified to:



          if ((crossX && crossTouchZ) || (crossZ && crossTouchX))

          // do stuff






          share|improve this answer









          $endgroup$




















            2












            $begingroup$

            Code review:



            We're checking if the signs of the x and z components have both changed. So we can simplify quite a lot:



            auto sign = (float f) return (f > 0.f) ? true : false; 
            auto const& a = lastDiff;
            auto const& b = diff;

            if (sign(a.x()) != sign(b.x()) && sign(a.z()) != sign(b.z())) ...


            An alternative:



            Set the y coordinate of both vectors to zero. Normalize them. Take the dot product. If the result (which is the cosine of the angle between them) is < 0 they're on opposite sides. If the result is > 0 they're on the same side.



            (Make sure to check for zero vectors after that first step).






            share|improve this answer









            $endgroup$








            • 1




              $begingroup$
              The if statement in the first approach doesn't behave the same way in some cases where one of the vector components is exactly zero.
              $endgroup$
              – mistertribs
              Feb 16 at 10:38










            • $begingroup$
              @mistertribs is right. This won't work if either x or z stays 0
              $endgroup$
              – TomBombadil
              Feb 16 at 20:39










            Your Answer





            StackExchange.ifUsing("editor", function ()
            return StackExchange.using("mathjaxEditing", function ()
            StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
            StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
            );
            );
            , "mathjax-editing");

            StackExchange.ifUsing("editor", function ()
            StackExchange.using("externalEditor", function ()
            StackExchange.using("snippets", function ()
            StackExchange.snippets.init();
            );
            );
            , "code-snippets");

            StackExchange.ready(function()
            var channelOptions =
            tags: "".split(" "),
            id: "196"
            ;
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function()
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled)
            StackExchange.using("snippets", function()
            createEditor();
            );

            else
            createEditor();

            );

            function createEditor()
            StackExchange.prepareEditor(
            heartbeatType: 'answer',
            autoActivateHeartbeat: false,
            convertImagesToLinks: false,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: null,
            bindNavPrevention: true,
            postfix: "",
            imageUploader:
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            ,
            onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            );



            );













            draft saved

            draft discarded


















            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f213567%2fdetermine-whether-a-vector-intersects-the-up-or-down-unit-vector%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown

























            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            3












            $begingroup$

            You have four groups of repeating conditions:



            bool crossX = (lastDiff.x() < 0 && diff.x() > 0) || (lastDiff.x() > 0 && diff.x() < 0);
            bool crossZ = (lastDiff.z() < 0 && diff.z() > 0) || (lastDiff.z() > 0 && diff.z() < 0);
            bool crossTouchX = (lastDiff.x() <= 0 && diff.x() >= 0) || (lastDiff.x() >= 0 && diff.x() <= 0);
            bool crossTouchZ = (lastDiff.z() <= 0 && diff.z() >= 0) || (lastDiff.z() >= 0 && diff.z() <= 0);


            Using these the original condition can be simplified to:



            if ((crossX && crossTouchZ) || (crossZ && crossTouchX))

            // do stuff






            share|improve this answer









            $endgroup$

















              3












              $begingroup$

              You have four groups of repeating conditions:



              bool crossX = (lastDiff.x() < 0 && diff.x() > 0) || (lastDiff.x() > 0 && diff.x() < 0);
              bool crossZ = (lastDiff.z() < 0 && diff.z() > 0) || (lastDiff.z() > 0 && diff.z() < 0);
              bool crossTouchX = (lastDiff.x() <= 0 && diff.x() >= 0) || (lastDiff.x() >= 0 && diff.x() <= 0);
              bool crossTouchZ = (lastDiff.z() <= 0 && diff.z() >= 0) || (lastDiff.z() >= 0 && diff.z() <= 0);


              Using these the original condition can be simplified to:



              if ((crossX && crossTouchZ) || (crossZ && crossTouchX))

              // do stuff






              share|improve this answer









              $endgroup$















                3












                3








                3





                $begingroup$

                You have four groups of repeating conditions:



                bool crossX = (lastDiff.x() < 0 && diff.x() > 0) || (lastDiff.x() > 0 && diff.x() < 0);
                bool crossZ = (lastDiff.z() < 0 && diff.z() > 0) || (lastDiff.z() > 0 && diff.z() < 0);
                bool crossTouchX = (lastDiff.x() <= 0 && diff.x() >= 0) || (lastDiff.x() >= 0 && diff.x() <= 0);
                bool crossTouchZ = (lastDiff.z() <= 0 && diff.z() >= 0) || (lastDiff.z() >= 0 && diff.z() <= 0);


                Using these the original condition can be simplified to:



                if ((crossX && crossTouchZ) || (crossZ && crossTouchX))

                // do stuff






                share|improve this answer









                $endgroup$



                You have four groups of repeating conditions:



                bool crossX = (lastDiff.x() < 0 && diff.x() > 0) || (lastDiff.x() > 0 && diff.x() < 0);
                bool crossZ = (lastDiff.z() < 0 && diff.z() > 0) || (lastDiff.z() > 0 && diff.z() < 0);
                bool crossTouchX = (lastDiff.x() <= 0 && diff.x() >= 0) || (lastDiff.x() >= 0 && diff.x() <= 0);
                bool crossTouchZ = (lastDiff.z() <= 0 && diff.z() >= 0) || (lastDiff.z() >= 0 && diff.z() <= 0);


                Using these the original condition can be simplified to:



                if ((crossX && crossTouchZ) || (crossZ && crossTouchX))

                // do stuff







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Feb 16 at 10:32









                mistertribsmistertribs

                24616




                24616























                    2












                    $begingroup$

                    Code review:



                    We're checking if the signs of the x and z components have both changed. So we can simplify quite a lot:



                    auto sign = (float f) return (f > 0.f) ? true : false; 
                    auto const& a = lastDiff;
                    auto const& b = diff;

                    if (sign(a.x()) != sign(b.x()) && sign(a.z()) != sign(b.z())) ...


                    An alternative:



                    Set the y coordinate of both vectors to zero. Normalize them. Take the dot product. If the result (which is the cosine of the angle between them) is < 0 they're on opposite sides. If the result is > 0 they're on the same side.



                    (Make sure to check for zero vectors after that first step).






                    share|improve this answer









                    $endgroup$








                    • 1




                      $begingroup$
                      The if statement in the first approach doesn't behave the same way in some cases where one of the vector components is exactly zero.
                      $endgroup$
                      – mistertribs
                      Feb 16 at 10:38










                    • $begingroup$
                      @mistertribs is right. This won't work if either x or z stays 0
                      $endgroup$
                      – TomBombadil
                      Feb 16 at 20:39















                    2












                    $begingroup$

                    Code review:



                    We're checking if the signs of the x and z components have both changed. So we can simplify quite a lot:



                    auto sign = (float f) return (f > 0.f) ? true : false; 
                    auto const& a = lastDiff;
                    auto const& b = diff;

                    if (sign(a.x()) != sign(b.x()) && sign(a.z()) != sign(b.z())) ...


                    An alternative:



                    Set the y coordinate of both vectors to zero. Normalize them. Take the dot product. If the result (which is the cosine of the angle between them) is < 0 they're on opposite sides. If the result is > 0 they're on the same side.



                    (Make sure to check for zero vectors after that first step).






                    share|improve this answer









                    $endgroup$








                    • 1




                      $begingroup$
                      The if statement in the first approach doesn't behave the same way in some cases where one of the vector components is exactly zero.
                      $endgroup$
                      – mistertribs
                      Feb 16 at 10:38










                    • $begingroup$
                      @mistertribs is right. This won't work if either x or z stays 0
                      $endgroup$
                      – TomBombadil
                      Feb 16 at 20:39













                    2












                    2








                    2





                    $begingroup$

                    Code review:



                    We're checking if the signs of the x and z components have both changed. So we can simplify quite a lot:



                    auto sign = (float f) return (f > 0.f) ? true : false; 
                    auto const& a = lastDiff;
                    auto const& b = diff;

                    if (sign(a.x()) != sign(b.x()) && sign(a.z()) != sign(b.z())) ...


                    An alternative:



                    Set the y coordinate of both vectors to zero. Normalize them. Take the dot product. If the result (which is the cosine of the angle between them) is < 0 they're on opposite sides. If the result is > 0 they're on the same side.



                    (Make sure to check for zero vectors after that first step).






                    share|improve this answer









                    $endgroup$



                    Code review:



                    We're checking if the signs of the x and z components have both changed. So we can simplify quite a lot:



                    auto sign = (float f) return (f > 0.f) ? true : false; 
                    auto const& a = lastDiff;
                    auto const& b = diff;

                    if (sign(a.x()) != sign(b.x()) && sign(a.z()) != sign(b.z())) ...


                    An alternative:



                    Set the y coordinate of both vectors to zero. Normalize them. Take the dot product. If the result (which is the cosine of the angle between them) is < 0 they're on opposite sides. If the result is > 0 they're on the same side.



                    (Make sure to check for zero vectors after that first step).







                    share|improve this answer












                    share|improve this answer



                    share|improve this answer










                    answered Feb 16 at 10:02









                    user673679user673679

                    3,31411129




                    3,31411129







                    • 1




                      $begingroup$
                      The if statement in the first approach doesn't behave the same way in some cases where one of the vector components is exactly zero.
                      $endgroup$
                      – mistertribs
                      Feb 16 at 10:38










                    • $begingroup$
                      @mistertribs is right. This won't work if either x or z stays 0
                      $endgroup$
                      – TomBombadil
                      Feb 16 at 20:39












                    • 1




                      $begingroup$
                      The if statement in the first approach doesn't behave the same way in some cases where one of the vector components is exactly zero.
                      $endgroup$
                      – mistertribs
                      Feb 16 at 10:38










                    • $begingroup$
                      @mistertribs is right. This won't work if either x or z stays 0
                      $endgroup$
                      – TomBombadil
                      Feb 16 at 20:39







                    1




                    1




                    $begingroup$
                    The if statement in the first approach doesn't behave the same way in some cases where one of the vector components is exactly zero.
                    $endgroup$
                    – mistertribs
                    Feb 16 at 10:38




                    $begingroup$
                    The if statement in the first approach doesn't behave the same way in some cases where one of the vector components is exactly zero.
                    $endgroup$
                    – mistertribs
                    Feb 16 at 10:38












                    $begingroup$
                    @mistertribs is right. This won't work if either x or z stays 0
                    $endgroup$
                    – TomBombadil
                    Feb 16 at 20:39




                    $begingroup$
                    @mistertribs is right. This won't work if either x or z stays 0
                    $endgroup$
                    – TomBombadil
                    Feb 16 at 20:39

















                    draft saved

                    draft discarded
















































                    Thanks for contributing an answer to Code Review Stack Exchange!


                    • Please be sure to answer the question. Provide details and share your research!

                    But avoid


                    • Asking for help, clarification, or responding to other answers.

                    • Making statements based on opinion; back them up with references or personal experience.

                    Use MathJax to format equations. MathJax reference.


                    To learn more, see our tips on writing great answers.




                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function ()
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcodereview.stackexchange.com%2fquestions%2f213567%2fdetermine-whether-a-vector-intersects-the-up-or-down-unit-vector%23new-answer', 'question_page');

                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown






                    Popular posts from this blog

                    How to check contact read email or not when send email to Individual?

                    Bahrain

                    Postfix configuration issue with fips on centos 7; mailgun relay