rays efficiency and readability improve
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1d6f4bdce4
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dd1ff089b9
@ -4,9 +4,11 @@
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#include "glm/glm.hpp"
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std::unordered_map<rayvec3, AABBFaces> Rays::raysBoxCache_ = {};
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std::unordered_map<rayvec3, AABBFaces> Ray::raysBoxCache_ = {};
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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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@ -29,30 +31,28 @@ AABBFaces::AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox){
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}
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template <>
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RayRelation Rays::rayIntersectAAFace<AAFaceKind::Xperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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RayRelation Ray::intersectAAFace<AAFaceKind::Xperp>(
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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(rayDir, X_AXIS)) < 1.0E-8){ //precision
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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 - rayOrigin.x) / (rayDir.x);// equivalent to distance if raydir normalized
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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*rayDir.y + rayOrigin.y,
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rayCoef*rayDir.z + rayOrigin.z};
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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 raydir normalized
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if (rayDir.x > 0) normal_ret = -X_AXIS;
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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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@ -60,30 +60,28 @@ RayRelation Rays::rayIntersectAAFace<AAFaceKind::Xperp>(
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}
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template <>
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RayRelation Rays::rayIntersectAAFace<AAFaceKind::Yperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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RayRelation Ray::intersectAAFace<AAFaceKind::Yperp>(
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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(rayDir, Y_AXIS)) < 1.0E-8){ //precision
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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 - rayOrigin.y) / (rayDir.y);// equivalent to distance if raydir normalized
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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 *rayDir.x + rayOrigin.x,
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rayvec3 intersectPoint = { rayCoef *dir.x + origin.x,
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faceMin.y,
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rayCoef*rayDir.z + rayOrigin.z};
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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 raydir normalized
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if (rayDir.y > 0) normal_ret = -Y_AXIS;
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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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@ -91,30 +89,28 @@ RayRelation Rays::rayIntersectAAFace<AAFaceKind::Yperp>(
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}
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template <>
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RayRelation Rays::rayIntersectAAFace<AAFaceKind::Zperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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RayRelation Ray::intersectAAFace<AAFaceKind::Zperp>(
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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(rayDir, Z_AXIS)) < 1.0E-8){ //precision
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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 - rayOrigin.z) / (rayDir.z); // equivalent to distance if raydir normalized
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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 *rayDir.x + rayOrigin.x,
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rayCoef*rayDir.y + rayOrigin.y,
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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 raydir normalized
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if (rayDir.z > 0) normal_ret = -Z_AXIS;
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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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@ -122,21 +118,19 @@ RayRelation Rays::rayIntersectAAFace<AAFaceKind::Zperp>(
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Xperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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RayRelation Ray::isIntersectsAAFace<AAFaceKind::Xperp>(
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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(rayDir, X_AXIS)) < 1.0E-8) { //precision of "parallelity"
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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 - rayOrigin.x) / (rayDir.x);
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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 * rayDir.y + rayOrigin.y,
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rayCoef * rayDir.z + rayOrigin.z };
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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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@ -148,21 +142,19 @@ RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Xperp>(
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Yperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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RayRelation Ray::isIntersectsAAFace<AAFaceKind::Yperp>(
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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(rayDir, Y_AXIS)) < 1.0E-8) { //precision of "parallelity"
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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 - rayOrigin.y) / (rayDir.y);
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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 * rayDir.x + rayOrigin.x,
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rayvec3 intersectPoint = { rayCoef * dir.x + origin.x,
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faceMin.y,
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rayCoef * rayDir.z + rayOrigin.z };
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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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@ -174,20 +166,18 @@ RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Yperp>(
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Zperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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RayRelation Ray::isIntersectsAAFace<AAFaceKind::Zperp>(
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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(rayDir, Z_AXIS)) < 1.0E-8) { //precision of "parallelity"
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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 - rayOrigin.z) / (rayDir.z);
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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 * rayDir.x + rayOrigin.x,
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rayCoef * rayDir.y + rayOrigin.y,
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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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@ -199,9 +189,7 @@ RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Zperp>(
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return RayRelation::None;
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}
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RayRelation Rays::rayIntersectAABB(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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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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@ -211,23 +199,21 @@ RayRelation Rays::rayIntersectAABB(
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if (raysBoxCache_.find(boxPos) != raysBoxCache_.end()){
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const AABBFaces& boxFaces = raysBoxCache_[boxPos];
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, normal_ret, distance_ret);
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return intersectAABBFaces(boxFaces, maxDist, normal_ret, distance_ret);
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} else {
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const AABBFaces& boxFaces = AABBFaces(boxPos, box);
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raysBoxCache_[boxPos] = boxFaces;
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, normal_ret, distance_ret);
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return intersectAABBFaces(boxFaces, maxDist, normal_ret, distance_ret);
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}
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} else {
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const AABBFaces& boxFaces = AABBFaces(boxPos, box);
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, normal_ret, distance_ret);
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return intersectAABBFaces(boxFaces, maxDist, normal_ret, distance_ret);
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}
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}
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RayRelation Rays::rayIntersectAABBFaces(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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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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@ -239,48 +225,48 @@ RayRelation Rays::rayIntersectAABBFaces(
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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 (rayIntersectAAFace<AABBFaces::KINDS_ORDER[0]>(
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rayOrigin, rayDir, boxFaces.faces[0].first, boxFaces.faces[0].second, bufNormal, faceDist
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if (intersectAAFace<AABBFaces::KINDS_ORDER[0]>(
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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 (rayIntersectAAFace<AABBFaces::KINDS_ORDER[1]>(
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rayOrigin, rayDir, boxFaces.faces[1].first, boxFaces.faces[1].second, bufNormal, faceDist
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if (intersectAAFace<AABBFaces::KINDS_ORDER[1]>(
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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 (rayIntersectAAFace<AABBFaces::KINDS_ORDER[2]>(
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rayOrigin, rayDir, boxFaces.faces[2].first, boxFaces.faces[2].second, bufNormal, faceDist
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if (intersectAAFace<AABBFaces::KINDS_ORDER[2]>(
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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 (rayIntersectAAFace<AABBFaces::KINDS_ORDER[3]>(
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rayOrigin, rayDir, boxFaces.faces[3].first, boxFaces.faces[3].second, bufNormal, faceDist
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if (intersectAAFace<AABBFaces::KINDS_ORDER[3]>(
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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 (rayIntersectAAFace<AABBFaces::KINDS_ORDER[4]>(
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rayOrigin, rayDir, boxFaces.faces[4].first, boxFaces.faces[4].second, bufNormal, faceDist
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if (intersectAAFace<AABBFaces::KINDS_ORDER[4]>(
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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 (rayIntersectAAFace<AABBFaces::KINDS_ORDER[5]>(
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rayOrigin, rayDir, boxFaces.faces[5].first, boxFaces.faces[5].second, bufNormal, faceDist
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if (intersectAAFace<AABBFaces::KINDS_ORDER[5]>(
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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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@ -42,67 +42,60 @@ struct std::hash<rayvec3>{
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}
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};
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class Rays{
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class Ray{
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protected:
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static const bool IS_RAYS_BOX_CACHE_ON = false;
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static std::unordered_map<rayvec3, AABBFaces> raysBoxCache_; //[boxPos]: faces array
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public:
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rayvec3 origin;
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rayvec3 dir;
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Ray(const rayvec3& rayOrigin,
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const rayvec3& rayDir);
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//optimized, NOT returns intersectPoint coordinates and normal vector
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template <AAFaceKind faceKind>
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static RayRelation isRayIntersectsAAFace(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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template <AAFaceKind faceKind>
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RayRelation isIntersectsAAFace(
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner
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);
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);
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//returns only normal
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template <AAFaceKind faceKind>
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static RayRelation rayIntersectAAFace(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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template <AAFaceKind faceKind>
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RayRelation intersectAAFace(
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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glm::ivec3& normal_ret
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);
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);
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//returns normal and distance
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template <AAFaceKind faceKind>
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static RayRelation rayIntersectAAFace(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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template <AAFaceKind faceKind>
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RayRelation intersectAAFace(
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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glm::ivec3& normal_ret,
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scalar_t& distance_ret
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);
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);
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// returns normal, distance and intersection point
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template <AAFaceKind faceKind>
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static RayRelation rayIntersectAAFace(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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template <AAFaceKind faceKind>
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RayRelation intersectAAFace(
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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glm::ivec3& normal_ret,
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scalar_t& distance_ret,
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rayvec3& intersectPoint_ret
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);
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);
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static RayRelation rayIntersectAABB(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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RayRelation 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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static RayRelation rayIntersectAABBFaces( // calculates only normal and distance
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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RayRelation intersectAABBFaces( // calculates only normal and distance
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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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@ -235,7 +235,8 @@ voxel* Chunks::rayCast(vec3 start,
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? def->rt.hitboxes[voxel->rotation()]
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: def->hitbox;
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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));
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user