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- #include "MathUtils.h"
- #include "Sphere.h"
- USING_NS_BF;
- bool Beefy::RayIntersectsTriangle(const Vector3& rayOrigin, const Vector3& rayVector, const Vector3& vtx0, const Vector3& vtx1, const Vector3& vtx2, Vector3* outIntersectionPoint, float* outDistance)
- {
- const float EPSILON = 0.0000001f;
- Vector3 edge1, edge2, h, s, q;
- float a, f, u, v;
- edge1 = vtx1 - vtx0;
- edge2 = vtx2 - vtx0;
-
- h = Vector3::CrossProduct(rayVector, edge2);//rayVector.crossProduct(edge2);
- a = Vector3::Dot(edge1, h); //edge1.dotProduct(h);
- if (a > -EPSILON && a < EPSILON)
- return false; // This ray is parallel to this triangle.
- f = 1.0f / a;
- s = rayOrigin - vtx0;
- u = f * Vector3::Dot(s, h); //s.dotProduct(h);
- if (u < 0.0 || u > 1.0)
- return false;
- q = Vector3::CrossProduct(s, edge1); //s.crossProduct(edge1);
- v = f * Vector3::Dot(rayVector, q); //rayVector.dotProduct(q);
- if (v < 0.0 || u + v > 1.0)
- return false;
- // At this stage we can compute t to find out where the intersection point is on the line.
- float distance = f * Vector3::Dot(edge2, q); //edge2.dotProduct(q);
- if (distance > EPSILON) // ray intersection
- {
- if (outIntersectionPoint != NULL)
- *outIntersectionPoint = rayOrigin + rayVector * distance;
- if (outDistance != NULL)
- *outDistance = distance;
- return true;
- }
- else // This means that there is a line intersection but not a ray intersection.
- return false;
- }
- bool Beefy::RayIntersectsCircle(const Vector3& rayOrigin, const Vector3& rayVector, const Sphere& sphere, Vector3* outIntersectionPoint, Vector3* outNormal, float* outDistance)
- {
- Vector3 e = sphere.mCenter - rayOrigin;
- float rSq = sphere.mRadius * sphere.mRadius;
- float eSq = e.GetMagnitudeSquare();
- float a = Vector3::Dot(e, rayVector); // ray.direction is assumed to be normalized
- float bSq = /*sqrtf(*/eSq - (a * a)/*)*/;
- float f = sqrtf(fabsf((rSq)- /*(b * b)*/bSq));
- // Assume normal intersection!
- float t = a - f;
- // No collision has happened
- if (rSq - (eSq - a * a) < 0.0f)
- {
- return false;
- }
- // Ray starts inside the sphere
- else if (eSq < rSq)
- {
- // Just reverse direction
- t = a + f;
- }
-
- if (outDistance != NULL)
- *outDistance = t;
- if ((outIntersectionPoint != NULL) || (outNormal != NULL))
- {
- Vector3 intersect = rayOrigin + rayVector * t;
- if (outIntersectionPoint != NULL)
- *outIntersectionPoint = intersect;
- if (outNormal != NULL)
- *outNormal = Vector3::Normalize(intersect - sphere.mCenter);
- }
- return true;
- }
- bool Beefy::RayIntersectsAABB(const Vector3& rayOrigin, const Vector3& rayVector, const AABB& aabb, Vector3* outIntersectionPoint, Vector3* outNormal, float* outDistance)
- {
- const Vector3& min = aabb.mMin;
- const Vector3& max = aabb.mMax;
- // Any component of direction could be 0!
- // Address this by using a small number, close to
- // 0 in case any of directions components are 0
- float t1 = (min.mX - rayOrigin.mX) / ((fabs(rayVector.mX) < 0.00001f) ? 0.00001f : rayVector.mX);
- float t2 = (max.mX - rayOrigin.mX) / ((fabs(rayVector.mX) < 0.00001f) ? 0.00001f : rayVector.mX);
- float t3 = (min.mY - rayOrigin.mY) / ((fabs(rayVector.mY) < 0.00001f) ? 0.00001f : rayVector.mY);
- float t4 = (max.mY - rayOrigin.mY) / ((fabs(rayVector.mY) < 0.00001f) ? 0.00001f : rayVector.mY);
- float t5 = (min.mZ - rayOrigin.mZ) / ((fabs(rayVector.mZ) < 0.00001f) ? 0.00001f : rayVector.mZ);
- float t6 = (max.mZ - rayOrigin.mZ) / ((fabs(rayVector.mZ) < 0.00001f) ? 0.00001f : rayVector.mZ);
- float tmin = fmaxf(fmaxf(fminf(t1, t2), fminf(t3, t4)), fminf(t5, t6));
- float tmax = fminf(fminf(fmaxf(t1, t2), fmaxf(t3, t4)), fmaxf(t5, t6));
- // if tmax < 0, ray is intersecting AABB
- // but entire AABB is being it's origin
- if (tmax < 0) {
- return false;
- }
- // if tmin > tmax, ray doesn't intersect AABB
- if (tmin > tmax) {
- return false;
- }
- float t_result = tmin;
- // If tmin is < 0, tmax is closer
- if (tmin < 0.0f) {
- t_result = tmax;
- }
- if ((outIntersectionPoint != NULL) || (outDistance != NULL))
- {
- Vector3 hitPoint = rayOrigin + rayVector * t_result;
- if (outIntersectionPoint != NULL)
- *outIntersectionPoint = hitPoint;
- if (outDistance != NULL)
- *outDistance = (rayOrigin - hitPoint).GetMagnitude();
- }
-
- if (outNormal != NULL)
- {
- static Vector3 normals[] = {
- Vector3(-1, 0, 0),
- Vector3(1, 0, 0),
- Vector3(0, -1, 0),
- Vector3(0, 1, 0),
- Vector3(0, 0, -1),
- Vector3(0, 0, 1)
- };
- float t[] = { t1, t2, t3, t4, t5, t6 };
- for (int i = 0; i < 6; ++i)
- {
- if (t_result == t[i])
- *outNormal = normals[i];
- }
- }
- return true;
- }
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