raycast impl

(not finished normals and intersection point returning)
This commit is contained in:
Ara
2023-12-09 19:10:02 +06:00
parent 7910c23ae5
commit ed57c0b075
3 changed files with 441 additions and 10 deletions
+333
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#include "rays.h"
#include "aabb.h"
#include "glm/glm.hpp"
constexpr std::array<AAFaceKind,AABBFACES_COUNT> AABBFACES_KINDS_ORDER = {
AAFaceKind::Xperp, AAFaceKind::Xperp,
AAFaceKind::Yperp, AAFaceKind::Yperp,
AAFaceKind::Zperp, AAFaceKind::Zperp};
std::unordered_map<rayvec3, AABBFaces> Rays::raysBoxCache_ = {};
const rayvec3 X_AXIS = rayvec3(1,0,0), Y_AXIS = rayvec3(0,1,0), Z_AXIS = rayvec3(0,0,1);
//make edges from AABB
AABBFaces::AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox){
rayvec3 pbMin = parentBox.min(),
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] = {pbRealPos, yzMax};
faces[1] = {parentBoxPos + rayvec3(pbMax.x, pbMin.y, pbMin.z), yzMax};
faces[2] = {pbRealPos, xzMax};
faces[3] = {parentBoxPos + rayvec3(pbMin.x, pbMax.y, pbMin.z), xzMax};
faces[4] = {pbRealPos, xyMax};
faces[5] = {parentBoxPos + rayvec3(pbMin.x, pbMin.y, pbMax.z), xyMax};
}
template <>
RayRelation Rays::rayIntersectAAFace<AAFaceKind::Xperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner, //y and z global coords of opposite corner
rayvec3& intersectPoint_ret
){
if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision
if (rayOrigin.x == faceMin.x) {
return RayRelation::Embed; // there can be check of hit, but not necessarily
}
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.x - rayOrigin.x) / (rayDir.x);
intersectPoint_ret = {faceMin.x,
rayCoef*rayDir.y + rayOrigin.y,
rayCoef*rayDir.z + rayOrigin.z};
if (rayDir.x > 0){
if (intersectPoint_ret.y >= faceMin.y
&& intersectPoint_ret.y <= faceOppositeCorner[0]
&& intersectPoint_ret.z >= faceMin.z
&& intersectPoint_ret.z <= faceOppositeCorner[1]){
return RayRelation::Intersect;
}
}
else{
if (intersectPoint_ret.y <= faceMin.y
&& intersectPoint_ret.y >= faceOppositeCorner[0]
&& intersectPoint_ret.z <= faceMin.z
&& intersectPoint_ret.z >= faceOppositeCorner[1]){
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
template <>
RayRelation Rays::rayIntersectAAFace<AAFaceKind::Yperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner, //x and z global coords of opposite corner
rayvec3& intersectPoint_ret
){
if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision
if (rayOrigin.y == faceMin.y) {
return RayRelation::Embed; // there can be check of hit, but not necessarily
}
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.y - rayOrigin.y) / (rayDir.y);
intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
faceMin.y,
rayCoef*rayDir.z + rayOrigin.z};
if (rayDir.y > 0){
if (intersectPoint_ret.x >= faceMin.x //Face-hit check
&& intersectPoint_ret.x <= faceOppositeCorner[0]
&& intersectPoint_ret.z >= faceMin.z
&& intersectPoint_ret.z <= faceOppositeCorner[1] ){
return RayRelation::Intersect;
}
}
else{
if (intersectPoint_ret.x <= faceMin.x //Face-hit check for negative dir.
&& intersectPoint_ret.x >= faceOppositeCorner[0]
&& intersectPoint_ret.z <= faceMin.z
&& intersectPoint_ret.z >= faceOppositeCorner[1]){
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
template <>
RayRelation Rays::rayIntersectAAFace<AAFaceKind::Zperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner, //x and y global coords of opposite corner
rayvec3& intersectPoint_ret
){
if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision
if (rayOrigin.z == faceMin.z) {
return RayRelation::Embed; // there can be check of hit, but not necessarily
}
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.z - rayOrigin.z) / (rayDir.z);
intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
rayCoef*rayDir.y + rayOrigin.y,
faceMin.z};
if (rayDir.y > 0){
if (intersectPoint_ret.x >= faceMin.x //Face-hit check
&& intersectPoint_ret.x <= faceOppositeCorner[0]
&& intersectPoint_ret.y >= faceMin.y
&& intersectPoint_ret.y <= faceOppositeCorner[1] ){
return RayRelation::Intersect;
}
}
else{
if (intersectPoint_ret.x <= faceMin.x //Face-hit check
&& intersectPoint_ret.x >= faceOppositeCorner[0]
&& intersectPoint_ret.y <= faceMin.y
&& intersectPoint_ret.y >= faceOppositeCorner[1] ){
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
template <>
RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Xperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
){
if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision of "parallelity"
if (rayOrigin.x == faceMin.x) {
return RayRelation::Embed; // there can be check of hit, but not necessarily
}
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.x - rayOrigin.x);
rayvec3 intersectPointMult = {faceMin.x * rayDir.x,
rayCoef*rayDir.y + rayOrigin.y * rayDir.x,
rayCoef*rayDir.z + rayOrigin.z * rayDir.x};
if (rayDir.x > 0){
if (intersectPointMult.y >= faceMin.y * rayDir.x //Face-hit check
&& intersectPointMult.y <= faceOppositeCorner[0] * rayDir.x
&& intersectPointMult.z >= faceMin.z * rayDir.x
&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.x){
return RayRelation::Intersect;
}
}
else{
if (intersectPointMult.y <= faceMin.y * rayDir.x //Face-hit check for negative dir.
&& intersectPointMult.y >= faceOppositeCorner[0] * rayDir.x
&& intersectPointMult.z <= faceMin.z * rayDir.x
&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.x){
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
template <>
RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Yperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
){
if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision
if (rayOrigin.y == faceMin.y) {
return RayRelation::Embed; // there can be check of hit, but not necessarily
}
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.y - rayOrigin.y);
rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.y,
faceMin.y * rayDir.y,
rayCoef*rayDir.z + rayOrigin.z * rayDir.y};
if (rayDir.y > 0){
if (intersectPointMult.x >= faceMin.x * rayDir.y //Face-hit check
&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.y
&& intersectPointMult.z >= faceMin.z * rayDir.y
&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.y){
return RayRelation::Intersect;
}
}
else{
if (intersectPointMult.x <= faceMin.x * rayDir.y //Face-hit check for negative dir.
&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.y
&& intersectPointMult.z <= faceMin.z * rayDir.y
&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.y){
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
template <>
RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Zperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
){
if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision
if (rayOrigin.z == faceMin.z) {
return RayRelation::Embed; // there can be check of hit, but not necessarily
}
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.z - rayOrigin.z);
rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.z,
rayCoef*rayDir.y + rayOrigin.y * rayDir.z,
faceMin.z * rayDir.z};
if (rayDir.y > 0){
if (intersectPointMult.x >= faceMin.x * rayDir.z //Face-hit check
&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.z
&& intersectPointMult.y >= faceMin.y * rayDir.z
&& intersectPointMult.y <= faceOppositeCorner[1] * rayDir.z){
return RayRelation::Intersect;
}
}
else{
if (intersectPointMult.x <= faceMin.x * rayDir.z //Face-hit check
&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.z
&& intersectPointMult.y <= faceMin.y * rayDir.z
&& intersectPointMult.y >= faceOppositeCorner[1] * rayDir.z){
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
RayRelation Rays::rayIntersectAABB(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& boxPos,
const AABB& box,
rayvec3& pointIn_ret,
rayvec3& pointOut_ret,
glm::ivec3& normal_ret){
if constexpr (IS_RAYS_BOX_CACHE_ON){
if (raysBoxCache_.find(boxPos) != raysBoxCache_.end()){
const AABBFaces& boxFaces = raysBoxCache_[boxPos];
return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, pointIn_ret, pointOut_ret, normal_ret);
} else {
const AABBFaces& boxFaces = AABBFaces(boxPos, box);
raysBoxCache_[boxPos] = boxFaces;
return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, pointIn_ret, pointOut_ret, normal_ret);
}
} else {
const AABBFaces& boxFaces = AABBFaces(boxPos, box);
return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, pointIn_ret, pointOut_ret, normal_ret);
}
}
RayRelation Rays::rayIntersectAABBFaces(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const AABBFaces& boxFaces,
rayvec3& pointIn_ret,
rayvec3& pointOut_ret,
glm::ivec3& normal_ret){//TODO: refs update
RayRelation rel;
unsigned char intersectedCount = 0;
rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[0]>(
rayOrigin, rayDir, boxFaces.faces[0].first, boxFaces.faces[0].second
);
intersectedCount+= (bool)rel;
rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[1]>(
rayOrigin, rayDir, boxFaces.faces[1].first, boxFaces.faces[1].second
);
intersectedCount+= (bool)rel;
rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[2]>(
rayOrigin, rayDir, boxFaces.faces[2].first, boxFaces.faces[2].second
);
intersectedCount+= (bool)rel;
rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[3]>(
rayOrigin, rayDir, boxFaces.faces[3].first, boxFaces.faces[3].second
);
intersectedCount+= (bool)rel;
rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[4]>(
rayOrigin, rayDir, boxFaces.faces[4].first, boxFaces.faces[4].second
);
intersectedCount+= (bool)rel;
rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[5]>(
rayOrigin, rayDir, boxFaces.faces[5].first, boxFaces.faces[5].second
);
intersectedCount+= (bool)rel;
if (intersectedCount > 0) return RayRelation::Intersect;
return RayRelation::None;
}