diff --git a/src/maths/rays.cpp b/src/maths/rays.cpp index 3f9c5cc8..2e358bcf 100644 --- a/src/maths/rays.cpp +++ b/src/maths/rays.cpp @@ -4,9 +4,11 @@ #include "glm/glm.hpp" -std::unordered_map Rays::raysBoxCache_ = {}; +std::unordered_map 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( - const rayvec3& rayOrigin, - const rayvec3& rayDir, +RayRelation Ray::intersectAAFace( 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( } template <> -RayRelation Rays::rayIntersectAAFace( - const rayvec3& rayOrigin, - const rayvec3& rayDir, +RayRelation Ray::intersectAAFace( 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( } template <> -RayRelation Rays::rayIntersectAAFace( - const rayvec3& rayOrigin, - const rayvec3& rayDir, +RayRelation Ray::intersectAAFace( 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( } template <> -RayRelation Rays::isRayIntersectsAAFace( - const rayvec3& rayOrigin, - const rayvec3& rayDir, +RayRelation Ray::isIntersectsAAFace( 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( } template <> -RayRelation Rays::isRayIntersectsAAFace( - const rayvec3& rayOrigin, - const rayvec3& rayDir, +RayRelation Ray::isIntersectsAAFace( 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( } template <> -RayRelation Rays::isRayIntersectsAAFace( - const rayvec3& rayOrigin, - const rayvec3& rayDir, +RayRelation Ray::isIntersectsAAFace( 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( 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( - rayOrigin, rayDir, boxFaces.faces[0].first, boxFaces.faces[0].second, bufNormal, faceDist + if (intersectAAFace( + 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( - rayOrigin, rayDir, boxFaces.faces[1].first, boxFaces.faces[1].second, bufNormal, faceDist + if (intersectAAFace( + 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( - rayOrigin, rayDir, boxFaces.faces[2].first, boxFaces.faces[2].second, bufNormal, faceDist + if (intersectAAFace( + 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( - rayOrigin, rayDir, boxFaces.faces[3].first, boxFaces.faces[3].second, bufNormal, faceDist + if (intersectAAFace( + 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( - rayOrigin, rayDir, boxFaces.faces[4].first, boxFaces.faces[4].second, bufNormal, faceDist + if (intersectAAFace( + 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( - rayOrigin, rayDir, boxFaces.faces[5].first, boxFaces.faces[5].second, bufNormal, faceDist + if (intersectAAFace( + boxFaces.faces[5].first, boxFaces.faces[5].second, bufNormal, faceDist ) > RayRelation::None && faceDist < distance_ret) { isIntersect = true; normal_ret = bufNormal; diff --git a/src/maths/rays.h b/src/maths/rays.h index 2a4699d6..17badfdf 100644 --- a/src/maths/rays.h +++ b/src/maths/rays.h @@ -42,67 +42,60 @@ struct std::hash{ } }; -class Rays{ +class Ray{ protected: static const bool IS_RAYS_BOX_CACHE_ON = false; static std::unordered_map 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 -static RayRelation isRayIntersectsAAFace( - const rayvec3& rayOrigin, - const rayvec3& rayDir, + template + RayRelation isIntersectsAAFace( const rayvec3& faceMin, const rayvec2& faceOppositeCorner - ); + ); //returns only normal -template -static RayRelation rayIntersectAAFace( - const rayvec3& rayOrigin, - const rayvec3& rayDir, + template + RayRelation intersectAAFace( const rayvec3& faceMin, const rayvec2& faceOppositeCorner, glm::ivec3& normal_ret -); + ); //returns normal and distance -template -static RayRelation rayIntersectAAFace( - const rayvec3& rayOrigin, - const rayvec3& rayDir, + template + RayRelation intersectAAFace( const rayvec3& faceMin, const rayvec2& faceOppositeCorner, glm::ivec3& normal_ret, scalar_t& distance_ret - ); + ); // returns normal, distance and intersection point -template -static RayRelation rayIntersectAAFace( - const rayvec3& rayOrigin, - const rayvec3& rayDir, + template + 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, diff --git a/src/voxels/Chunks.cpp b/src/voxels/Chunks.cpp index d5bdd3af..f14c52f6 100644 --- a/src/voxels/Chunks.cpp +++ b/src/voxels/Chunks.cpp @@ -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)); } }