Determine whether a vector intersects the up or down unit vector
Clash Royale CLAN TAG#URR8PPP
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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
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add a comment |
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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
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add a comment |
$begingroup$
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.
c++ coordinate-system
$endgroup$
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
c++ coordinate-system
edited Feb 16 at 13:54
200_success
130k17153419
130k17153419
asked Feb 16 at 9:34
TomBombadilTomBombadil
184
184
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2 Answers
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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
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add a comment |
$begingroup$
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).
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1
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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
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@mistertribs is right. This won't work if either x or z stays 0
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– TomBombadil
Feb 16 at 20:39
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
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active
oldest
votes
$begingroup$
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
$endgroup$
add a comment |
$begingroup$
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
$endgroup$
add a comment |
$begingroup$
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
$endgroup$
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
answered Feb 16 at 10:32
mistertribsmistertribs
24616
24616
add a comment |
add a comment |
$begingroup$
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).
$endgroup$
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
add a comment |
$begingroup$
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).
$endgroup$
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
add a comment |
$begingroup$
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).
$endgroup$
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).
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
add a comment |
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
add a comment |
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