Files
OpenVulkano/openVulkanoCpp/Scene/Ray.cpp
Georg Hagen 46c1d1f18f Bugfix
2025-01-06 15:27:42 +01:00

211 lines
5.5 KiB
C++

/*
* 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 <vector>
namespace
{
int SolveQuadraticEquation(float a, float b, float c, float& x0, float& x1)
{
const 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;
OpenVulkano::Math::Utils::SortPair(x0, x1);
return 2;
}
};
namespace OpenVulkano::Scene
{
using namespace Math::Utils;
std::optional<RayHit> Ray::IntersectSphere(const Math::Vector3f& center, float radius) const
{
RayHit hitRes;
if (intersectRaySphere(m_origin, m_dir, center, radius, hitRes.point, hitRes.normal))
{
hitRes.distance2 = distance2(m_origin, hitRes.point);
return hitRes;
}
return {};
}
std::optional<RayHit> Ray::IntersectTriangle(const Math::Vector3f& v0, const Math::Vector3f& v1,
const Math::Vector3f& v2) const
{
float d;
if (intersectRayTriangle(m_origin, m_dir, v0, v1, v2, m_baryPos, d) && d >= 0)
{
RayHit hitRes;
hitRes.point = (1.f - m_baryPos.x - m_baryPos.y) * v0 + m_baryPos.x * v1 + m_baryPos.y * v2;
Math::Vector3f e = v1 - v0;
Math::Vector3f e2 = v2 - v0;
// triangle normal. won't work if triangle is smoothly shaded. use other overloaded method instead.
hitRes.SetDistance(d);
hitRes.normal = normalize(cross(e, e2));
return hitRes;
}
return {};
}
std::optional<RayHit> Ray::IntersectTriangle(const Math::Vector3f& v0, const Math::Vector3f& v1,
const Math::Vector3f& v2, const Math::Vector3f& n0,
const Math::Vector3f& n1, const Math::Vector3f& n2) const
{
auto hit = IntersectTriangle(v0, v1, v2);
if (hit && (n0 != n1 || n0 != n2 || n1 != n2))
{
// TODO: NEED ACTUAL TESTING
hit->normal = normalize((1.f - m_baryPos.x - m_baryPos.y) * n0 + m_baryPos.x * n1 + m_baryPos.y * n2);
}
return hit;
}
std::optional<RayHit> Ray::IntersectQuad(const Math::Vector3f& v0, const Math::Vector3f& v1,
const Math::Vector3f& v2, const Math::Vector3f& v3) const
{
if (const auto hitRes = IntersectTriangle(v0, v1, v2))
{
return hitRes;
}
if (const auto hitRes = IntersectTriangle(v0, v2, v3))
{
return hitRes;
}
return {};
}
std::optional<RayHit> Ray::IntersectAABB(const Math::AABB2f& bbox) const
{
//TODO impl that skips z checks
return IntersectAABB(Math::AABB({bbox.GetMin(), 0}, {bbox.GetMax(), 0}));
}
std::optional<RayHit> Ray::IntersectAABB(const Math::AABB& bbox) const
{
RayHit h1, h2;
const int intersections = this->IntersectAABB(bbox, h1, h2);
if (intersections == 1) return h1;
if (intersections == 2) return (h1.distance2 < h2.distance2) ? h1 : h2;
return {};
}
int Ray::IntersectAABB(const Math::AABB& bbox, RayHit& p1, RayHit& p2) const
{
auto tmin = (bbox.min - m_origin) / m_dir;
auto tmax = (bbox.max - m_origin) / m_dir;
SortPair(tmin.x, tmax.x);
SortPair(tmin.y, tmax.y);
SortPair(tmin.z, tmax.z);
if ((tmin.x > tmax.y) || (tmin.y > tmax.x)) return 0;
if (tmin.y > tmin.x)
{
tmin.x = tmin.y;
}
if (tmax.y < tmax.x)
{
tmax.x = tmax.y;
}
if ((tmin.x > tmax.z) || (tmin.z > tmax.x)) return 0;
if (tmin.z > tmin.x)
{
tmin.x = tmin.z;
}
if (tmax.z < tmax.x)
{
tmax.x = tmax.z;
}
int intersections = 2;
if (tmin.x < 0)
{
if (tmax.x < 0) return 0;
intersections--;
tmin.x = tmax.x;
}
p1.point = m_origin + tmin.x * m_dir;
p2.point = m_origin + tmax.x * m_dir;
p1.distance2 = distance2(m_origin, p1.point);
p2.distance2 = distance2(m_origin, p2.point);
p1.normal = p2.normal = Math::Vector3f(0);
return intersections;
}
std::optional<RayHit> Ray::IntersectPlane(const Math::Vector3f& pOrigin, const Math::Vector3f& pNorm) const
{
Math::Vector3f norm = normalize(pNorm);
float d;
if (intersectRayPlane(m_origin, m_dir, pOrigin, pNorm, d))
{
return {{ m_origin + m_dir * d, norm, d, d * d }};
}
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 = length2(m_dir);
const float b = 2 * dot(m_dir, L);
const float c = length2(L) - radius * radius;
float x1, x2;
int roots = ::SolveQuadraticEquation(a, b, c, x1, x2);
if (roots == 0) return 0;
SortPair(x1, x2);
bool calcP2 = false;
if (roots == 1)
{
if (x1 < 0) return 0; // ray intersects sphere behind the origin
}
else
{
if (x1 < 0 && x2 < 0) return 0; // ray intersects sphere behind the origin
if (x1 >= 0 && x2 >= 0)
{
calcP2 = true;
}
else
{
--roots;
if (x1 < 0) x1 = x2;
}
}
p1.point = m_origin + x1 * m_dir;
p1.distance2 = distance2(m_origin, p1.point);
p1.normal = normalize(p1.point - center);
if (calcP2)
{
p2.point = m_origin + x2 * m_dir;
p2.distance2 = distance2(m_origin, p2.point);
p2.normal = normalize(p2.point - center);
}
else p2 = p1;
return roots;
}
bool RayHit::operator==(const RayHit& other) const
{
return distance2 == other.distance2 && point == other.point && normal == other.normal;
}
bool RayHit::operator!=(const RayHit& other) const { return !(*this == other); }
}