VoxelEngine/src/maths/rays.cpp
2024-08-10 01:37:48 +03:00

289 lines
8.8 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;
}