241 lines
5.1 KiB
C++
241 lines
5.1 KiB
C++
/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include "Ray.hpp"
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#include <vector>
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namespace
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{
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int SolveQuadraticEquation(float a, float b, float c, float& x0, float& x1)
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{
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float discr = b * b - 4 * a * c;
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if (discr < 0)
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{
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return 0;
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}
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if (discr == 0)
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{
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x0 = x1 = (-b) / (2 * a);
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return 1;
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}
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float q = (b > 0) ? -0.5 * (b + std::sqrt(discr)) : -0.5 * (b - std::sqrt(discr));
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x0 = q / a;
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x1 = c / q;
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if (x0 > x1)
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{
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std::swap(x0, x1);
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}
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return 2;
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}
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};
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namespace OpenVulkano::Scene
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{
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using namespace Math::Utils;
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std::optional<RayHit> Ray::IntersectSphere(const Math::Vector3f& center, float radius) const
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{
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RayHit hitRes;
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if (intersectRaySphere(m_origin, m_dir, center, radius, hitRes.point, hitRes.normal))
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{
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hitRes.distance = distance(m_origin, hitRes.point);
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return hitRes;
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}
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return {};
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}
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std::optional<RayHit> Ray::IntersectTriangle(const Math::Vector3f& v0, const Math::Vector3f& v1,
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const Math::Vector3f& v2) const
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{
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RayHit hitRes;
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vec2 baryPos;
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if (intersectRayTriangle(m_origin, m_dir, v0, v1, v2, baryPos, hitRes.distance) && hitRes.distance >= 0)
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{
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hitRes.point = (1.f - baryPos.x - baryPos.y) * v0 + baryPos.x * v1 + baryPos.y * v2;
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// calculate like cross product or leave empty ? what if current triangle is smoothly shaded ?
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hitRes.normal = Math::Vector3f(0);
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return hitRes;
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}
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return {};
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}
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std::optional<RayHit> Ray::IntersectQuad(const Math::Vector3f& v0, const Math::Vector3f& v1,
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const Math::Vector3f& v2, const Math::Vector3f& v3) const
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{
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if (auto hitRes = IntersectTriangle(v0, v1, v2))
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{
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return hitRes;
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}
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if (auto hitRes = IntersectTriangle(v0, v2, v3))
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{
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return hitRes;
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}
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return {};
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}
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std::optional<RayHit> Ray::IntersectAABB(const Math::AABB& bbox) const
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{
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RayHit h1, h2;
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const int intersections = this->IntersectAABB(bbox, h1, h2);
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switch (intersections)
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{
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case 1:
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return h1;
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case 2:
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return (h1.distance < h2.distance) ? h1 : h2;
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}
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return {};
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}
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int Ray::IntersectAABB(const Math::AABB& bbox, RayHit& p1, RayHit& p2) const
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{
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const auto bMax = bbox.max;
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const auto bMin = bbox.min;
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float tmin = (bMin.x - m_origin.x) / m_dir.x;
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float tmax = (bMax.x - m_origin.x) / m_dir.x;
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if (tmin > tmax)
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{
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std::swap(tmin, tmax);
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}
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float tymin = (bMin.y - m_origin.y) / m_dir.y;
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float tymax = (bMax.y - m_origin.y) / m_dir.y;
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if (tymin > tymax)
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{
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std::swap(tymin, tymax);
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}
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if ((tmin > tymax) || (tymin > tmax))
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{
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return 0;
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}
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if (tymin > tmin)
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{
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tmin = tymin;
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}
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if (tymax < tmax)
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{
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tmax = tymax;
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}
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float tzmin = (bMin.z - m_origin.z) / m_dir.z;
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float tzmax = (bMax.z - m_origin.z) / m_dir.z;
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if (tzmin > tzmax)
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{
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std::swap(tzmin, tzmax);
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}
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if ((tmin > tzmax) || (tzmin > tmax))
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{
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return 0;
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}
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if (tzmin > tmin)
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{
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tmin = tzmin;
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}
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if (tzmax < tmax)
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{
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tmax = tzmax;
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}
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int intersections = 2;
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if (tmin < 0)
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{
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if (tmax < 0)
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{
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return 0;
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}
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intersections--;
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tmin = tmax;
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}
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p1.point = m_origin + tmin * m_dir;
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p2.point = m_origin + tmax * m_dir;
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p1.distance = distance(m_origin, p1.point);
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p2.distance = distance(m_origin, p2.point);
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p1.normal = p2.normal = Math::Vector3f(0);
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return intersections;
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}
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std::optional<RayHit> Ray::IntersectPlane(const Math::Vector3f& pOrigin, const Math::Vector3f& pNorm) const
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{
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RayHit hit;
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Math::Vector3f norm = normalize(pNorm);
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if (intersectRayPlane(m_origin, m_dir, pOrigin, pNorm, hit.distance))
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{
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hit.point = m_origin + m_dir * hit.distance;
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hit.normal = norm;
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return hit;
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}
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return {};
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}
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int Ray::IntersectSphere(const Math::Vector3f& center, float radius, RayHit& p1, RayHit& p2) const
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{
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const Math::Vector3f L = m_origin - center;
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const float a = dot(m_dir, m_dir); // equals to length^2
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const float b = 2 * dot(m_dir, L);
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const float c = dot(L, L) - radius * radius;
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float x1, x2;
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int roots = ::SolveQuadraticEquation(a, b, c, x1, x2);
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if (roots == 0)
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{
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return 0;
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}
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if (x1 > x2)
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{
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std::swap(x1, x2);
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}
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if (roots == 1)
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{
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// ray intersects sphere behind the origin
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if (x1 < 0)
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{
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return 0;
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}
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p1.point = m_origin + x1 * m_dir;
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p1.distance = distance(m_origin, p1.point);
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p1.normal = normalize(p1.point - center);
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p2 = p1;
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}
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else if (roots == 2)
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{
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// ray intersects sphere behind the origin
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if (x1 < 0 && x2 < 0)
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{
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return 0;
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}
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if (x1 >= 0 && x2 >= 0)
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{
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p1.point = m_origin + x1 * m_dir;
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p1.distance = distance(m_origin, p1.point);
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p1.normal = normalize(p1.point - center);
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p2.point = m_origin + x2 * m_dir;
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p2.distance = distance(m_origin, p2.point);
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p2.normal = normalize(p2.point - center);
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}
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else
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{
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--roots;
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if (x1 < 0)
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{
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x1 = x2;
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}
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p1.point = m_origin + x1 * m_dir;
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p1.distance = distance(m_origin, p1.point);
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p1.normal = normalize(p1.point - center);
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p2 = p1;
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}
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}
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return roots;
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}
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}
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