Determine whether a vector intersects the up or down unit vector

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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.










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    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




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      edited Feb 16 at 13:54









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      130k17153419










      asked Feb 16 at 9:34









      TomBombadilTomBombadil

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          2 Answers
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          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





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            2 Answers
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            active

            oldest

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            2 Answers
            2






            active

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            active

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            active

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            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

















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