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