VoxelEngine/src/maths/rays.cpp
2024-05-06 03:38:19 +03:00

259 lines
7.8 KiB
C++

#include "rays.hpp"
#include "aabb.hpp"
#include "glm/glm.hpp"
static const rayvec3 X_AXIS = rayvec3(1,0,0), Y_AXIS = rayvec3(0,1,0), Z_AXIS = rayvec3(0,0,1);
Ray::Ray(const rayvec3& origin, const rayvec3& dir) : origin(origin), dir(dir) {}
//make faces from AABB
AABBFaces::AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox){
rayvec3 pbMin = parentBox.min(), // every face is min-point and opposite corner point
pbMax = parentBox.max(),
pbRealPos = parentBoxPos + pbMin;
rayvec2 yzMax = rayvec2(parentBoxPos.y + pbMax.y, parentBoxPos.z + pbMax.z ),
xzMax = rayvec2(parentBoxPos.x + pbMax.x, parentBoxPos.z + pbMax.z ),
xyMax = rayvec2(parentBoxPos.x + pbMax.x, parentBoxPos.y + pbMax.y );
faces[0] = { parentBoxPos + rayvec3(pbMax.x, pbMin.y, pbMin.z), yzMax };
faces[1] = {pbRealPos, yzMax};
faces[2] = { parentBoxPos + rayvec3(pbMin.x, pbMax.y, pbMin.z), xzMax };
faces[3] = {pbRealPos, xzMax};
faces[4] = { parentBoxPos + rayvec3(pbMin.x, pbMin.y, pbMax.z), xyMax };
faces[5] = {pbRealPos, xyMax};
}
RayRelation Ray::intersectYZFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner, //y and z global coords of opposite corner
glm::ivec3& normal_ret,
scalar_t& distance_ret //sinonym of rayCoef
){
if (fabs(glm::dot(dir, X_AXIS)) < 1.0E-8){ //precision
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.x - origin.x) / (dir.x);// equivalent to distance if dir normalized
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = {faceMin.x,
rayCoef*dir.y + origin.y,
rayCoef*dir.z + origin.z};
if (intersectPoint.y >= faceMin.y
&& intersectPoint.y <= faceOppositeCorner[0]
&& intersectPoint.z >= faceMin.z
&& intersectPoint.z <= faceOppositeCorner[1]){
distance_ret = rayCoef; // believe that dir normalized
if (dir.x > 0) normal_ret = -X_AXIS;
else normal_ret = X_AXIS;
return RayRelation::Intersect;
}
return RayRelation::None;
}
RayRelation Ray::intersectXZFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner, //x and z global coords of opposite corner
glm::ivec3& normal_ret,
scalar_t& distance_ret
){
if (fabs(glm::dot(dir, Y_AXIS)) < 1.0E-8){ //precision
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.y - origin.y) / (dir.y);// equivalent to distance if dir normalized
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { rayCoef *dir.x + origin.x,
faceMin.y,
rayCoef*dir.z + origin.z};
if (intersectPoint.x >= faceMin.x //Face-hit check
&& intersectPoint.x <= faceOppositeCorner[0]
&& intersectPoint.z >= faceMin.z
&& intersectPoint.z <= faceOppositeCorner[1] ){
distance_ret = rayCoef; // believe that dir normalized
if (dir.y > 0) normal_ret = -Y_AXIS;
else normal_ret = Y_AXIS;
return RayRelation::Intersect;
}
return RayRelation::None;
}
RayRelation Ray::intersectXYFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner, //x and y global coords of opposite corner
glm::ivec3& normal_ret,
scalar_t& distance_ret
){
if (fabs(glm::dot(dir, Z_AXIS)) < 1.0E-8){ //precision
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.z - origin.z) / (dir.z); // equivalent to distance if dir normalized
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { rayCoef *dir.x + origin.x,
rayCoef*dir.y + origin.y,
faceMin.z};
if (intersectPoint.x >= faceMin.x //Face-hit check
&& intersectPoint.x <= faceOppositeCorner[0]
&& intersectPoint.y >= faceMin.y
&& intersectPoint.y <= faceOppositeCorner[1] ){
distance_ret = rayCoef; // believe that dir normalized
if (dir.z > 0) normal_ret = -Z_AXIS;
else normal_ret = Z_AXIS;
return RayRelation::Intersect;
}
return RayRelation::None;
}
RayRelation Ray::isIntersectsYZFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
){
if (fabs(glm::dot(dir, X_AXIS)) < 1.0E-8) { //precision of "parallelity"
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.x - origin.x) / (dir.x);
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { faceMin.x,
rayCoef * dir.y + origin.y,
rayCoef * dir.z + origin.z };
if (intersectPoint.y >= faceMin.y
&& intersectPoint.y <= faceOppositeCorner[0]
&& intersectPoint.z >= faceMin.z
&& intersectPoint.z <= faceOppositeCorner[1]) {
return RayRelation::Intersect;
}
return RayRelation::None;
}
RayRelation Ray::isIntersectsXZFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
) {
if (fabs(glm::dot(dir, Y_AXIS)) < 1.0E-8) { //precision of "parallelity"
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.y - origin.y) / (dir.y);
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { rayCoef * dir.x + origin.x,
faceMin.y,
rayCoef * dir.z + origin.z };
if (intersectPoint.x >= faceMin.x //Face-hit check
&& intersectPoint.x <= faceOppositeCorner[0]
&& intersectPoint.z >= faceMin.z
&& intersectPoint.z <= faceOppositeCorner[1]) {
return RayRelation::Intersect;
}
return RayRelation::None;
}
RayRelation Ray::isIntersectsXYFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
) {
if (fabs(glm::dot(dir, Z_AXIS)) < 1.0E-8) { //precision of "parallelity"
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.z - origin.z) / (dir.z);
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { rayCoef * dir.x + origin.x,
rayCoef * dir.y + origin.y,
faceMin.z };
if (intersectPoint.x >= faceMin.x //Face-hit check
&& intersectPoint.x <= faceOppositeCorner[0]
&& intersectPoint.y >= faceMin.y
&& intersectPoint.y <= faceOppositeCorner[1]) {
return RayRelation::Intersect;
}
return RayRelation::None;
}
RayRelation Ray::intersectAABB(
const rayvec3& boxPos,
const AABB& box,
float maxDist,
glm::ivec3& normal_ret,
scalar_t& distance_ret){
const AABBFaces& boxFaces = AABBFaces(boxPos, box);
return intersectAABBFaces(boxFaces, maxDist, normal_ret, distance_ret);
}
RayRelation Ray::intersectAABBFaces(
const AABBFaces& boxFaces,
float maxDist,
glm::ivec3& normal_ret,
scalar_t& distance_ret){
scalar_t faceDist;
distance_ret = maxDist;
glm::ivec3 bufNormal;
//unsigned char intersectedCount = 0; //this code is very uncomfortable, DONT LEARN IT!
bool isIntersect = false;
if (intersectYZFace(
boxFaces.faces[0].first, boxFaces.faces[0].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret){
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (intersectYZFace(
boxFaces.faces[1].first, boxFaces.faces[1].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (intersectXZFace(
boxFaces.faces[2].first, boxFaces.faces[2].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (intersectXZFace(
boxFaces.faces[3].first, boxFaces.faces[3].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (intersectXYFace(
boxFaces.faces[4].first, boxFaces.faces[4].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (intersectXYFace(
boxFaces.faces[5].first, boxFaces.faces[5].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (isIntersect) return RayRelation::Intersect;
return RayRelation::None;
}