289 lines
8.8 KiB
C++
289 lines
8.8 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),
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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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}
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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(
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), // every face is min-point and opposite corner point
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pbMax = parentBox.max(), 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&
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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) /
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(dir.x); // equivalent to distance if dir normalized
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if (rayCoef < 0) return RayRelation::None;
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rayvec3 intersectPoint = {
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faceMin.x, rayCoef * dir.y + origin.y, 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)
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normal_ret = -X_AXIS;
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else
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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&
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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) /
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(dir.y); // equivalent to distance if dir normalized
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if (rayCoef < 0) return RayRelation::None;
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rayvec3 intersectPoint = {
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rayCoef * dir.x + origin.x, faceMin.y, 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)
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normal_ret = -Y_AXIS;
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else
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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&
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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) /
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(dir.z); // equivalent to distance if dir normalized
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if (rayCoef < 0) return RayRelation::None;
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rayvec3 intersectPoint = {
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rayCoef * dir.x + origin.x, rayCoef * dir.y + origin.y, 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)
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normal_ret = -Z_AXIS;
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else
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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, 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 = {
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faceMin.x, rayCoef * dir.y + origin.y, 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, 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 = {
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rayCoef * dir.x + origin.x, faceMin.y, 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, 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 = {
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rayCoef * dir.x + origin.x, rayCoef * dir.y + origin.y, 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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) {
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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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) {
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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,
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// DONT LEARN IT!
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bool isIntersect = false;
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if (intersectYZFace(
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boxFaces.faces[0].first,
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boxFaces.faces[0].second,
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bufNormal,
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faceDist
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) > RayRelation::None &&
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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,
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boxFaces.faces[1].second,
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bufNormal,
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faceDist
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) > RayRelation::None &&
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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,
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boxFaces.faces[2].second,
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bufNormal,
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faceDist
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) > RayRelation::None &&
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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,
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boxFaces.faces[3].second,
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bufNormal,
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faceDist
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) > RayRelation::None &&
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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,
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boxFaces.faces[4].second,
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bufNormal,
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faceDist
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) > RayRelation::None &&
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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,
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boxFaces.faces[5].second,
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bufNormal,
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faceDist
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) > RayRelation::None &&
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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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