diff --git a/openVulkanoCpp/Math/Math.hpp b/openVulkanoCpp/Math/Math.hpp index 4dc74ec..cfd8cc7 100644 --- a/openVulkanoCpp/Math/Math.hpp +++ b/openVulkanoCpp/Math/Math.hpp @@ -14,6 +14,7 @@ #include #include #include +#include #include #include diff --git a/openVulkanoCpp/Scene/Ray.cpp b/openVulkanoCpp/Scene/Ray.cpp new file mode 100644 index 0000000..155ab74 --- /dev/null +++ b/openVulkanoCpp/Scene/Ray.cpp @@ -0,0 +1,240 @@ +/* + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at https://mozilla.org/MPL/2.0/. + */ + +#include "Ray.hpp" +#include + +namespace +{ + int SolveQuadraticEquation(float a, float b, float c, float& x0, float& x1) + { + float discr = b * b - 4 * a * c; + if (discr < 0) + { + return 0; + } + if (discr == 0) + { + x0 = x1 = (-b) / (2 * a); + return 1; + } + float q = (b > 0) ? -0.5 * (b + std::sqrt(discr)) : -0.5 * (b - std::sqrt(discr)); + x0 = q / a; + x1 = c / q; + if (x0 > x1) + { + std::swap(x0, x1); + } + return 2; + } +}; + +namespace OpenVulkano::Scene +{ + using namespace Math::Utils; + + std::optional Ray::IntersectSphere(const Math::Vector3f& center, float radius) const + { + RayHit hitRes; + if (intersectRaySphere(m_origin, m_dir, center, radius, hitRes.point, hitRes.normal)) + { + hitRes.distance = distance(m_origin, hitRes.point); + return hitRes; + } + return {}; + } + + std::optional Ray::IntersectTriangle(const Math::Vector3f& v0, const Math::Vector3f& v1, + const Math::Vector3f& v2) const + { + RayHit hitRes; + vec2 baryPos; + if (intersectRayTriangle(m_origin, m_dir, v0, v1, v2, baryPos, hitRes.distance) && hitRes.distance >= 0) + { + hitRes.point = (1.f - baryPos.x - baryPos.y) * v0 + baryPos.x * v1 + baryPos.y * v2; + // calculate like cross product or leave empty ? what if current triangle is smoothly shaded ? + hitRes.normal = Math::Vector3f(0); + return hitRes; + } + return {}; + } + + std::optional Ray::IntersectQuad(const Math::Vector3f& v0, const Math::Vector3f& v1, + const Math::Vector3f& v2, const Math::Vector3f& v3) const + { + if (auto hitRes = IntersectTriangle(v0, v1, v2)) + { + return hitRes; + } + if (auto hitRes = IntersectTriangle(v0, v2, v3)) + { + return hitRes; + } + return {}; + } + + std::optional Ray::IntersectAABB(const Math::AABB& bbox) const + { + RayHit h1, h2; + const int intersections = this->IntersectAABB(bbox, h1, h2); + switch (intersections) + { + case 1: + return h1; + case 2: + return (h1.distance < h2.distance) ? h1 : h2; + } + return {}; + } + + int Ray::IntersectAABB(const Math::AABB& bbox, RayHit& p1, RayHit& p2) const + { + const auto bMax = bbox.max; + const auto bMin = bbox.min; + + float tmin = (bMin.x - m_origin.x) / m_dir.x; + float tmax = (bMax.x - m_origin.x) / m_dir.x; + if (tmin > tmax) + { + std::swap(tmin, tmax); + } + + float tymin = (bMin.y - m_origin.y) / m_dir.y; + float tymax = (bMax.y - m_origin.y) / m_dir.y; + if (tymin > tymax) + { + std::swap(tymin, tymax); + } + + if ((tmin > tymax) || (tymin > tmax)) + { + return 0; + } + + if (tymin > tmin) + { + tmin = tymin; + } + if (tymax < tmax) + { + tmax = tymax; + } + + float tzmin = (bMin.z - m_origin.z) / m_dir.z; + float tzmax = (bMax.z - m_origin.z) / m_dir.z; + if (tzmin > tzmax) + { + std::swap(tzmin, tzmax); + } + + if ((tmin > tzmax) || (tzmin > tmax)) + { + return 0; + } + + if (tzmin > tmin) + { + tmin = tzmin; + } + if (tzmax < tmax) + { + tmax = tzmax; + } + + int intersections = 2; + if (tmin < 0) + { + if (tmax < 0) + { + return 0; + } + intersections--; + tmin = tmax; + } + + p1.point = m_origin + tmin * m_dir; + p2.point = m_origin + tmax * m_dir; + p1.distance = distance(m_origin, p1.point); + p2.distance = distance(m_origin, p2.point); + p1.normal = p2.normal = Math::Vector3f(0); + return intersections; + } + + std::optional Ray::IntersectPlane(const Math::Vector3f& pOrigin, const Math::Vector3f& pNorm) const + { + RayHit hit; + Math::Vector3f norm = normalize(pNorm); + if (intersectRayPlane(m_origin, m_dir, pOrigin, pNorm, hit.distance)) + { + hit.point = m_origin + m_dir * hit.distance; + hit.normal = norm; + return hit; + } + return {}; + } + + int Ray::IntersectSphere(const Math::Vector3f& center, float radius, RayHit& p1, RayHit& p2) const + { + const Math::Vector3f L = m_origin - center; + const float a = dot(m_dir, m_dir); // equals to length^2 + const float b = 2 * dot(m_dir, L); + const float c = dot(L, L) - radius * radius; + float x1, x2; + int roots = ::SolveQuadraticEquation(a, b, c, x1, x2); + + if (roots == 0) + { + return 0; + } + if (x1 > x2) + { + std::swap(x1, x2); + } + + if (roots == 1) + { + // ray intersects sphere behind the origin + if (x1 < 0) + { + return 0; + } + p1.point = m_origin + x1 * m_dir; + p1.distance = distance(m_origin, p1.point); + p1.normal = normalize(p1.point - center); + p2 = p1; + } + else if (roots == 2) + { + // ray intersects sphere behind the origin + if (x1 < 0 && x2 < 0) + { + return 0; + } + if (x1 >= 0 && x2 >= 0) + { + p1.point = m_origin + x1 * m_dir; + p1.distance = distance(m_origin, p1.point); + p1.normal = normalize(p1.point - center); + p2.point = m_origin + x2 * m_dir; + p2.distance = distance(m_origin, p2.point); + p2.normal = normalize(p2.point - center); + } + else + { + --roots; + if (x1 < 0) + { + x1 = x2; + } + p1.point = m_origin + x1 * m_dir; + p1.distance = distance(m_origin, p1.point); + p1.normal = normalize(p1.point - center); + p2 = p1; + } + } + return roots; + } +} diff --git a/openVulkanoCpp/Scene/Ray.hpp b/openVulkanoCpp/Scene/Ray.hpp new file mode 100644 index 0000000..889b945 --- /dev/null +++ b/openVulkanoCpp/Scene/Ray.hpp @@ -0,0 +1,55 @@ +/* + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at https://mozilla.org/MPL/2.0/. + */ + +#pragma once + +#include "Math/Math.hpp" +#include "Math/AABB.hpp" +#include + +namespace OpenVulkano::Scene +{ + + struct RayHit + { + Math::Vector3f point; + Math::Vector3f normal; + float distance; + bool operator==(const RayHit& other) const + { + return point == other.point && normal == other.normal && distance == other.distance; + } + bool operator!=(const RayHit& other) const { return !((*this) == other); } + }; + + class Ray + { + public: + Ray() : m_origin(0), m_dir(0) {} + Ray(const Math::Vector3f& origin, const Math::Vector3f& dir) + : m_origin(origin), m_dir(Math::Utils::normalize(dir)) + { + } + void SetPosition(const Math::Vector3f& origin) { m_origin = origin; } + void SetDir(const Math::Vector3f& dir) { m_dir = dir; } + std::optional IntersectSphere(const Math::Vector3f& center, float radius) const; + int IntersectSphere(const Math::Vector3f& center, float radius, RayHit& p1, RayHit& p2) const; + std::optional IntersectTriangle(const Math::Vector3f& v0, const Math::Vector3f& v1, + const Math::Vector3f& v2) const; + std::optional IntersectQuad(const Math::Vector3f& v0, const Math::Vector3f& v1, + const Math::Vector3f& v2, const Math::Vector3f& v3) const; + std::optional IntersectAABB(const Math::AABB& bbox) const; + int IntersectAABB(const Math::AABB& bbox, RayHit& p1, RayHit& p2) const; + std::optional IntersectPlane(const Math::Vector3f& pOrigin, const Math::Vector3f& pNorm) const; + [[nodiscard]] Math::Vector3f& GetOrigin() { return m_origin; } + [[nodiscard]] Math::Vector3f& GetDir() { return m_dir; } + [[nodiscard]] const Math::Vector3f& GetOrigin() const { return m_origin; } + [[nodiscard]] const Math::Vector3f& GetDir() const { return m_dir; } + private: + Math::Vector3f m_origin; + Math::Vector3f m_dir; + }; +} diff --git a/tests/RayTests.cpp b/tests/RayTests.cpp new file mode 100644 index 0000000..11b0060 --- /dev/null +++ b/tests/RayTests.cpp @@ -0,0 +1,216 @@ +/* +* This Source Code Form is subject to the terms of the Mozilla Public +* License, v. 2.0. If a copy of the MPL was not distributed with this +* file, You can obtain one at https://mozilla.org/MPL/2.0/. +*/ + +#include +#include + +#include "Math/Math.hpp" +#include "Scene/Ray.hpp" +#include "Scene/GeometryFactory.hpp" + +using namespace OpenVulkano::Math; +using namespace OpenVulkano::Math::Utils; +using namespace OpenVulkano::Scene; + +namespace +{ + void CompareVec3Approx(const Vector3f& f, const Vector3f& s) + { + REQUIRE_THAT(f.x, Catch::Matchers::WithinRel(s.x)); + REQUIRE_THAT(f.x, Catch::Matchers::WithinRel(s.x)); + REQUIRE_THAT(f.x, Catch::Matchers::WithinRel(s.x)); + } +}; + +TEST_CASE("RaySphereIntersection") +{ + auto sphere = GeometryFactory::MakeSphere(1, 32, 16); + RayHit h1, h2; + // 2 intersections + { + Ray ray(Vector3f(0, 0, -5), Vector3f(0, 0, 1)); + REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 2); + REQUIRE((h1.point == Vector3f(0, 0, -1) && h2.point == Vector3f(0, 0, 1))); + REQUIRE((h1.normal == Vector3f(0, 0, -1) && h2.normal == Vector3f(0, 0, 1))); + REQUIRE(h1.distance < h2.distance); + REQUIRE((h1.distance == distance(ray.GetOrigin(), h1.point) && h2.distance == distance(ray.GetOrigin(), h2.point))); + // this returns just closest point + if (auto opt = ray.IntersectSphere(Vector3f(0), 1)) + { + REQUIRE(opt.value() == h1); + } + } + // 1 intersection + { + Ray ray(Vector3f(1, 0, -1), Vector3f(0, 0, 1)); + REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 1); + REQUIRE(h1 == h2); + REQUIRE(h1.point == Vector3f(1, 0, 0)); + REQUIRE(ray.IntersectSphere(Vector3f(0), 1).value() == h1); + } + // 0 intersections + { + Ray ray(Vector3f(2, 0, -1), Vector3f(0, 0, 1)); + REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 0); + REQUIRE(!ray.IntersectSphere(Vector3f(0), 1).has_value()); + } + // ray is inside sphere + { + Ray ray(Vector3f(0, 0, 0), Vector3f(0.5, 0.5, 1)); + REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 1); + REQUIRE(h1 == h2); + ::CompareVec3Approx(h1.normal, h1.point); + const auto& value = ray.IntersectSphere(Vector3f(0), 1).value(); + REQUIRE(value.distance == h1.distance); + ::CompareVec3Approx(value.normal, h1.normal); + ::CompareVec3Approx(value.point, h1.point); + } + // ray intersects sphere behind the origin + { + Ray ray(Vector3f(0, 0, 3), Vector3f(0, 0, 1)); + REQUIRE(ray.IntersectSphere(Vector3f(0), 1, h1, h2) == 0); + REQUIRE(!ray.IntersectSphere(Vector3f(0), 1).has_value()); + } +} + +TEST_CASE("RayTriangleIntersection") +{ + auto tri = GeometryFactory::MakeTriangle(Vector3f(0), Vector3f(3, 0, 0), Vector3f(1.5, 2, 0)); + std::optional hit; + // intersects + { + Ray ray(Vector3f(1.5, 2, -5), Vector3f(0, 0, 1)); + hit = ray.IntersectTriangle(tri.vertices[0].position, tri.vertices[1].position, tri.vertices[2].position); + REQUIRE(hit.has_value()); + REQUIRE(hit->distance == distance(ray.GetOrigin(), hit->point)); + REQUIRE(hit->point == Vector3f(1.5, 2, 0)); + } + { + Ray ray(Vector3f(1.5, 1, -1), Vector3f(0, 0, 1)); + hit = ray.IntersectTriangle(tri.vertices[0].position, tri.vertices[1].position, tri.vertices[2].position); + REQUIRE(hit.has_value()); + REQUIRE(hit->distance == distance(ray.GetOrigin(), hit->point)); + REQUIRE(hit->point == Vector3f(1.5, 1, 0)); + } + // no intersections + { + Ray ray(Vector3f(5, 0, 0), Vector3f(0, 0, 1)); + hit = ray.IntersectTriangle(tri.vertices[0].position, tri.vertices[1].position, tri.vertices[2].position); + REQUIRE(!hit.has_value()); + } + { + Ray ray(Vector3f(1.5, 1, 0.5), Vector3f(0, 0, 1)); + hit = ray.IntersectTriangle(tri.vertices[0].position, tri.vertices[1].position, tri.vertices[2].position); + REQUIRE(!hit.has_value()); + } +} + +TEST_CASE("RayQuadIntersection") +{ + auto cube = GeometryFactory::MakeCube(); + std::optional hit; + // intersects + { + Ray ray(Vector3f(0), Vector3f(0, 0, 1)); + // front face + hit = ray.IntersectQuad(cube.vertices[0].position, cube.vertices[1].position, cube.vertices[2].position, + cube.vertices[3].position); + REQUIRE(hit.has_value()); + REQUIRE(hit->point == Vector3f(0, 0, 0.5)); + } + // no intersections + { + Ray ray(Vector3f(0), Vector3f(0, 0, -1)); + hit = ray.IntersectQuad(cube.vertices[0].position, cube.vertices[1].position, cube.vertices[2].position, + cube.vertices[3].position); + REQUIRE(!hit.has_value()); + } + { + Ray ray(Vector3f(1, 1, 0), Vector3f(0, 0, 1)); + hit = ray.IntersectQuad(cube.vertices[0].position, cube.vertices[1].position, cube.vertices[2].position, + cube.vertices[3].position); + REQUIRE(!hit.has_value()); + } +} + +TEST_CASE("RayAABBIntersection") +{ + auto sphere = GeometryFactory::MakeSphere(1, 32, 16); + sphere.CalculateAABB(); + std::optional hit; + RayHit h1, h2; + // intersects + { + Ray ray(Vector3f(0, 0, -2), Vector3f(0, 0, 1)); + REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 2); + REQUIRE(h1.distance < h2.distance); + REQUIRE(h1.point == Vector3f(0, 0, -1)); + REQUIRE(h2.point == Vector3f(0, 0, 1)); + auto p = ray.IntersectAABB(sphere.aabb); + REQUIRE(p->point == h1.point); + REQUIRE(p->distance == h1.distance); + } + { + Ray ray(Vector3f(0, 0, 1), Vector3f(0, 0, 1)); + REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 1); + REQUIRE(h1.distance == h2.distance); + CompareVec3Approx(h1.point, h2.point); + REQUIRE(h1.point == Vector3f(0, 0, 1)); + REQUIRE(ray.IntersectAABB(sphere.aabb)->distance == h1.distance); + } + { + // inside sphere + Ray ray(Vector3f(0), Vector3f(0.3)); + REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 1); + REQUIRE(h1 == h2); + auto val = ray.IntersectAABB(sphere.aabb); + REQUIRE(val.has_value()); + REQUIRE_THAT(val->distance, Catch::Matchers::WithinRel(h1.distance)); + CompareVec3Approx(val->point, h1.point); + } + { + Ray ray(Vector3f(2, -0.5, 1.5), Vector3f(-2, 0.5, -1.5)); + REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 2); + REQUIRE(h1.distance < h2.distance); + auto val = ray.IntersectAABB(sphere.aabb); + REQUIRE(val.has_value()); + REQUIRE(val->distance == h1.distance); + CompareVec3Approx(val->point, h1.point); + } + // no intersections + { + Ray ray(Vector3f(3, 0, 1), Vector3f(0, 0, 1)); + REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 0); + REQUIRE(!ray.IntersectAABB(sphere.aabb).has_value()); + } + { + Ray ray(Vector3f(0, 0, 1.1), Vector3f(0, 0, 1)); + REQUIRE(ray.IntersectAABB(sphere.aabb, h1, h2) == 0); + REQUIRE(!ray.IntersectAABB(sphere.aabb).has_value()); + } +} + +TEST_CASE("RayPlaneIntersection") +{ + Vector3f pOrigin = Vector3f(0); + Vector3f pNorm = Vector3f(0, 1, 0); + { + Ray ray(Vector3f(2, -2, 2), Vector3f(0, 1, 0)); + auto hit = ray.IntersectPlane(pOrigin, pNorm); + REQUIRE(hit.has_value()); + REQUIRE(hit->normal == pNorm); + REQUIRE(hit->distance == 2.f); + REQUIRE(hit->point == Vector3f(2, 0, 2)); + } + { + Ray ray(Vector3f(2, -2, 2), Vector3f(1, 0, 0)); + REQUIRE(!ray.IntersectPlane(pOrigin, pNorm)); + } + { + Ray ray(Vector3f(0), Vector3f(1, 0, 0)); + REQUIRE(!ray.IntersectPlane(pOrigin, pNorm)); + } +}