rays efficiency and readability improve

This commit is contained in:
A-lex-Ra 2023-12-19 09:26:13 +06:00
parent 1d6f4bdce4
commit dd1ff089b9
3 changed files with 80 additions and 99 deletions

View File

@ -4,9 +4,11 @@
#include "glm/glm.hpp"
std::unordered_map<rayvec3, AABBFaces> Rays::raysBoxCache_ = {};
std::unordered_map<rayvec3, AABBFaces> Ray::raysBoxCache_ = {};
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
@ -29,30 +31,28 @@ AABBFaces::AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox){
}
template <>
RayRelation Rays::rayIntersectAAFace<AAFaceKind::Xperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation Ray::intersectAAFace<AAFaceKind::Xperp>(
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(rayDir, X_AXIS)) < 1.0E-8){ //precision
if (fabs(glm::dot(dir, X_AXIS)) < 1.0E-8){ //precision
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.x - rayOrigin.x) / (rayDir.x);// equivalent to distance if raydir normalized
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*rayDir.y + rayOrigin.y,
rayCoef*rayDir.z + rayOrigin.z};
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 raydir normalized
if (rayDir.x > 0) normal_ret = -X_AXIS;
distance_ret = rayCoef; // believe that dir normalized
if (dir.x > 0) normal_ret = -X_AXIS;
else normal_ret = X_AXIS;
return RayRelation::Intersect;
}
@ -60,30 +60,28 @@ RayRelation Rays::rayIntersectAAFace<AAFaceKind::Xperp>(
}
template <>
RayRelation Rays::rayIntersectAAFace<AAFaceKind::Yperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation Ray::intersectAAFace<AAFaceKind::Yperp>(
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(rayDir, Y_AXIS)) < 1.0E-8){ //precision
if (fabs(glm::dot(dir, Y_AXIS)) < 1.0E-8){ //precision
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.y - rayOrigin.y) / (rayDir.y);// equivalent to distance if raydir normalized
scalar_t rayCoef = (faceMin.y - origin.y) / (dir.y);// equivalent to distance if dir normalized
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { rayCoef *rayDir.x + rayOrigin.x,
rayvec3 intersectPoint = { rayCoef *dir.x + origin.x,
faceMin.y,
rayCoef*rayDir.z + rayOrigin.z};
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 raydir normalized
if (rayDir.y > 0) normal_ret = -Y_AXIS;
distance_ret = rayCoef; // believe that dir normalized
if (dir.y > 0) normal_ret = -Y_AXIS;
else normal_ret = Y_AXIS;
return RayRelation::Intersect;
}
@ -91,30 +89,28 @@ RayRelation Rays::rayIntersectAAFace<AAFaceKind::Yperp>(
}
template <>
RayRelation Rays::rayIntersectAAFace<AAFaceKind::Zperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation Ray::intersectAAFace<AAFaceKind::Zperp>(
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(rayDir, Z_AXIS)) < 1.0E-8){ //precision
if (fabs(glm::dot(dir, Z_AXIS)) < 1.0E-8){ //precision
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.z - rayOrigin.z) / (rayDir.z); // equivalent to distance if raydir normalized
scalar_t rayCoef = (faceMin.z - origin.z) / (dir.z); // equivalent to distance if dir normalized
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { rayCoef *rayDir.x + rayOrigin.x,
rayCoef*rayDir.y + rayOrigin.y,
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 raydir normalized
if (rayDir.z > 0) normal_ret = -Z_AXIS;
distance_ret = rayCoef; // believe that dir normalized
if (dir.z > 0) normal_ret = -Z_AXIS;
else normal_ret = Z_AXIS;
return RayRelation::Intersect;
}
@ -122,21 +118,19 @@ RayRelation Rays::rayIntersectAAFace<AAFaceKind::Zperp>(
}
template <>
RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Xperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation Ray::isIntersectsAAFace<AAFaceKind::Xperp>(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
){
if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8) { //precision of "parallelity"
if (fabs(glm::dot(dir, X_AXIS)) < 1.0E-8) { //precision of "parallelity"
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.x - rayOrigin.x) / (rayDir.x);
scalar_t rayCoef = (faceMin.x - origin.x) / (dir.x);
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { faceMin.x,
rayCoef * rayDir.y + rayOrigin.y,
rayCoef * rayDir.z + rayOrigin.z };
rayCoef * dir.y + origin.y,
rayCoef * dir.z + origin.z };
if (intersectPoint.y >= faceMin.y
&& intersectPoint.y <= faceOppositeCorner[0]
@ -148,21 +142,19 @@ RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Xperp>(
}
template <>
RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Yperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation Ray::isIntersectsAAFace<AAFaceKind::Yperp>(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
) {
if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8) { //precision of "parallelity"
if (fabs(glm::dot(dir, Y_AXIS)) < 1.0E-8) { //precision of "parallelity"
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.y - rayOrigin.y) / (rayDir.y);
scalar_t rayCoef = (faceMin.y - origin.y) / (dir.y);
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { rayCoef * rayDir.x + rayOrigin.x,
rayvec3 intersectPoint = { rayCoef * dir.x + origin.x,
faceMin.y,
rayCoef * rayDir.z + rayOrigin.z };
rayCoef * dir.z + origin.z };
if (intersectPoint.x >= faceMin.x //Face-hit check
&& intersectPoint.x <= faceOppositeCorner[0]
@ -174,20 +166,18 @@ RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Yperp>(
}
template <>
RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Zperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation Ray::isIntersectsAAFace<AAFaceKind::Zperp>(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
) {
if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8) { //precision of "parallelity"
if (fabs(glm::dot(dir, Z_AXIS)) < 1.0E-8) { //precision of "parallelity"
return RayRelation::Parallel;
}
scalar_t rayCoef = (faceMin.z - rayOrigin.z) / (rayDir.z);
scalar_t rayCoef = (faceMin.z - origin.z) / (dir.z);
if (rayCoef < 0) return RayRelation::None;
rayvec3 intersectPoint = { rayCoef * rayDir.x + rayOrigin.x,
rayCoef * rayDir.y + rayOrigin.y,
rayvec3 intersectPoint = { rayCoef * dir.x + origin.x,
rayCoef * dir.y + origin.y,
faceMin.z };
if (intersectPoint.x >= faceMin.x //Face-hit check
@ -199,9 +189,7 @@ RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Zperp>(
return RayRelation::None;
}
RayRelation Rays::rayIntersectAABB(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation Ray::intersectAABB(
const rayvec3& boxPos,
const AABB& box,
float maxDist,
@ -211,23 +199,21 @@ RayRelation Rays::rayIntersectAABB(
if (raysBoxCache_.find(boxPos) != raysBoxCache_.end()){
const AABBFaces& boxFaces = raysBoxCache_[boxPos];
return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, normal_ret, distance_ret);
return intersectAABBFaces(boxFaces, maxDist, normal_ret, distance_ret);
} else {
const AABBFaces& boxFaces = AABBFaces(boxPos, box);
raysBoxCache_[boxPos] = boxFaces;
return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, normal_ret, distance_ret);
return intersectAABBFaces(boxFaces, maxDist, normal_ret, distance_ret);
}
} else {
const AABBFaces& boxFaces = AABBFaces(boxPos, box);
return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, normal_ret, distance_ret);
return intersectAABBFaces(boxFaces, maxDist, normal_ret, distance_ret);
}
}
RayRelation Rays::rayIntersectAABBFaces(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation Ray::intersectAABBFaces(
const AABBFaces& boxFaces,
float maxDist,
glm::ivec3& normal_ret,
@ -239,48 +225,48 @@ RayRelation Rays::rayIntersectAABBFaces(
//unsigned char intersectedCount = 0; //this code is very uncomfortable, DONT LEARN IT!
bool isIntersect = false;
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[0]>(
rayOrigin, rayDir, boxFaces.faces[0].first, boxFaces.faces[0].second, bufNormal, faceDist
if (intersectAAFace<AABBFaces::KINDS_ORDER[0]>(
boxFaces.faces[0].first, boxFaces.faces[0].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret){
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[1]>(
rayOrigin, rayDir, boxFaces.faces[1].first, boxFaces.faces[1].second, bufNormal, faceDist
if (intersectAAFace<AABBFaces::KINDS_ORDER[1]>(
boxFaces.faces[1].first, boxFaces.faces[1].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[2]>(
rayOrigin, rayDir, boxFaces.faces[2].first, boxFaces.faces[2].second, bufNormal, faceDist
if (intersectAAFace<AABBFaces::KINDS_ORDER[2]>(
boxFaces.faces[2].first, boxFaces.faces[2].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[3]>(
rayOrigin, rayDir, boxFaces.faces[3].first, boxFaces.faces[3].second, bufNormal, faceDist
if (intersectAAFace<AABBFaces::KINDS_ORDER[3]>(
boxFaces.faces[3].first, boxFaces.faces[3].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[4]>(
rayOrigin, rayDir, boxFaces.faces[4].first, boxFaces.faces[4].second, bufNormal, faceDist
if (intersectAAFace<AABBFaces::KINDS_ORDER[4]>(
boxFaces.faces[4].first, boxFaces.faces[4].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;
distance_ret = faceDist;
}
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[5]>(
rayOrigin, rayDir, boxFaces.faces[5].first, boxFaces.faces[5].second, bufNormal, faceDist
if (intersectAAFace<AABBFaces::KINDS_ORDER[5]>(
boxFaces.faces[5].first, boxFaces.faces[5].second, bufNormal, faceDist
) > RayRelation::None && faceDist < distance_ret) {
isIntersect = true;
normal_ret = bufNormal;

View File

@ -42,67 +42,60 @@ struct std::hash<rayvec3>{
}
};
class Rays{
class Ray{
protected:
static const bool IS_RAYS_BOX_CACHE_ON = false;
static std::unordered_map<rayvec3, AABBFaces> raysBoxCache_; //[boxPos]: faces array
public:
rayvec3 origin;
rayvec3 dir;
Ray(const rayvec3& rayOrigin,
const rayvec3& rayDir);
//optimized, NOT returns intersectPoint coordinates and normal vector
template <AAFaceKind faceKind>
static RayRelation isRayIntersectsAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
template <AAFaceKind faceKind>
RayRelation isIntersectsAAFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
);
);
//returns only normal
template <AAFaceKind faceKind>
static RayRelation rayIntersectAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
template <AAFaceKind faceKind>
RayRelation intersectAAFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret
);
);
//returns normal and distance
template <AAFaceKind faceKind>
static RayRelation rayIntersectAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
template <AAFaceKind faceKind>
RayRelation intersectAAFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret,
scalar_t& distance_ret
);
);
// returns normal, distance and intersection point
template <AAFaceKind faceKind>
static RayRelation rayIntersectAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
template <AAFaceKind faceKind>
RayRelation intersectAAFace(
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret,
scalar_t& distance_ret,
rayvec3& intersectPoint_ret
);
);
static RayRelation rayIntersectAABB(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation intersectAABB(
const rayvec3& boxPos,
const AABB& box,
float maxDist,
glm::ivec3& normal_ret,
scalar_t& distance_ret);
static RayRelation rayIntersectAABBFaces( // calculates only normal and distance
const rayvec3& rayOrigin,
const rayvec3& rayDir,
RayRelation intersectAABBFaces( // calculates only normal and distance
const AABBFaces& boxFaces,
float maxDist,
glm::ivec3& normal_ret,

View File

@ -235,7 +235,8 @@ voxel* Chunks::rayCast(vec3 start,
? def->rt.hitboxes[voxel->rotation()]
: def->hitbox;
scalar_t distance;
if (Rays::rayIntersectAABB(start, dir, iend, box, maxDist, norm, distance) > RayRelation::None){
Ray ray(start, dir);
if (ray.intersectAABB(iend, box, maxDist, norm, distance) > RayRelation::None){
end = start + (dir * vec3(distance));
return voxel;
}
@ -333,8 +334,9 @@ vec3 Chunks::rayCastToObstacle(vec3 start, vec3 dir, float maxDist) {
: def->hitbox;
scalar_t distance;
ivec3 norm;
Ray ray(start, dir);
// norm is dummy now, can be inefficient
if (Rays::rayIntersectAABB(start, dir, ivec3(ix, iy, iz), box, maxDist, norm, distance) > RayRelation::None) {
if (ray.intersectAABB(ivec3(ix, iy, iz), box, maxDist, norm, distance) > RayRelation::None) {
return start + (dir * vec3(distance));
}
}