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- /*
- * Copyright (c) 2012-2016 Daniele Bartolini and individual contributors.
- * License: https://github.com/taylor001/crown/blob/master/LICENSE
- */
- #include "aabb.h"
- #include "intersection.h"
- #include "plane3.h"
- #include "sphere.h"
- #include "vector3.h"
- namespace crown
- {
- f32 ray_plane_intersection(const Vector3& from, const Vector3& dir, const Plane3& p)
- {
- const f32 num = dot(from, p.n);
- const f32 den = dot(dir, p.n);
- if (fequal(den, 0.0f))
- return -1.0f;
- return (-p.d - num) / den;
- }
- f32 ray_disc_intersection(const Vector3& from, const Vector3& dir, const Vector3& center, f32 radius, const Vector3& normal)
- {
- const Plane3 p = plane3::from_point_and_normal(center, normal);
- const f32 t = ray_plane_intersection(from, dir, p);
- if (t == -1.0f)
- return -1.0f;
- const Vector3 intersection_point = from + dir * t;
- if (distance_squared(intersection_point, center) < radius*radius)
- return t;
- return -1.0f;
- }
- f32 ray_sphere_intersection(const Vector3& from, const Vector3& dir, const Sphere& s)
- {
- const Vector3 v = s.c - from;
- const f32 b = dot(v, dir);
- const f32 rr = s.r * s.r;
- const f32 bb = b * b;
- const f32 det = rr - dot(v, v) + bb;
- if (det < 0.0f || b < s.r)
- return -1.0f;
- return b - sqrtf(det);
- }
- // http://www.opengl-tutorial.org/miscellaneous/clicking-on-objects/picking-with-custom-ray-obb-function/
- f32 ray_obb_intersection(const Vector3& from, const Vector3& dir, const Matrix4x4& tm, const Vector3& half_extents)
- {
- f32 tmin = 0.0f;
- f32 tmax = 999999999.9f;
- const Vector3 obb_pos = vector3(tm.t.x, tm.t.y, tm.t.z);
- const Vector3 delta = obb_pos - from;
- {
- const Vector3 xaxis = vector3(tm.x.x, tm.x.y, tm.x.z);
- const f32 e = dot(xaxis, delta);
- const f32 f = dot(dir, xaxis);
- if (fabs(f) > 0.001f)
- {
- f32 t1 = (e-half_extents.x)/f;
- f32 t2 = (e+half_extents.x)/f;
- if (t1 > t2) { f32 w=t1;t1=t2;t2=w; }
- if (t2 < tmax)
- tmax = t2;
- if (t1 > tmin)
- tmin = t1;
- if (tmax < tmin)
- return -1.0f;
- }
- else
- {
- if (-e-half_extents.x > 0.0f || -e+half_extents.x < 0.0f)
- return -1.0f;
- }
- }
- {
- const Vector3 yaxis = vector3(tm.y.x, tm.y.y, tm.y.z);
- const f32 e = dot(yaxis, delta);
- const f32 f = dot(dir, yaxis);
- if (fabs(f) > 0.001f)
- {
- f32 t1 = (e-half_extents.y)/f;
- f32 t2 = (e+half_extents.y)/f;
- if (t1 > t2) { f32 w=t1;t1=t2;t2=w; }
- if (t2 < tmax)
- tmax = t2;
- if (t1 > tmin)
- tmin = t1;
- if (tmin > tmax)
- return -1.0f;
- }
- else
- {
- if (-e-half_extents.y > 0.0f || -e+half_extents.y < 0.0f)
- return -1.0f;
- }
- }
- {
- const Vector3 zaxis = vector3(tm.z.x, tm.z.y, tm.z.z);
- const f32 e = dot(zaxis, delta);
- const f32 f = dot(dir, zaxis);
- if (fabs(f) > 0.001f)
- {
- f32 t1 = (e-half_extents.z)/f;
- f32 t2 = (e+half_extents.z)/f;
- if (t1 > t2) { f32 w=t1;t1=t2;t2=w; }
- if (t2 < tmax)
- tmax = t2;
- if (t1 > tmin)
- tmin = t1;
- if (tmin > tmax)
- return -1.0f;
- }
- else
- {
- if (-e-half_extents.z > 0.0f || -e+half_extents.z < 0.0f)
- return -1.0f;
- }
- }
- return tmin;
- }
- f32 ray_triangle_intersection(const Vector3& from, const Vector3& dir, const Vector3& v0, const Vector3& v1, const Vector3& v2)
- {
- const Vector3 verts[] = { v0, v1, v2 };
- const u16 inds[] = { 0, 1, 2 };
- return ray_mesh_intersection(from, dir, MATRIX4X4_IDENTITY, verts, sizeof(Vector3), inds, 3);
- }
- f32 ray_mesh_intersection(const Vector3& from, const Vector3& dir, const Matrix4x4& tm, const void* vertices, u32 stride, const u16* indices, u32 num)
- {
- bool hit = false;
- f32 tmin = 999999999.9f;
- for (u32 i = 0; i < num; i += 3)
- {
- const u32 i0 = indices[i + 0];
- const u32 i1 = indices[i + 1];
- const u32 i2 = indices[i + 2];
- const Vector3& v0 = *(const Vector3*)((const char*)vertices + i0*stride) * tm;
- const Vector3& v1 = *(const Vector3*)((const char*)vertices + i1*stride) * tm;
- const Vector3& v2 = *(const Vector3*)((const char*)vertices + i2*stride) * tm;
- // https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
- // Find vectors for two edges sharing v0
- const Vector3 e1 = v1 - v0;
- const Vector3 e2 = v2 - v0;
- // Begin calculating determinant - also used to calculate u parameter
- const Vector3 P = cross(dir, e2);
- // If determinant is near zero, ray lies in plane of triangle
- const f32 det = dot(e1, P);
- if (fequal(det, 0.0f))
- continue;
- const f32 inv_det = 1.0f / det;
- // Distance from v0 to ray origin
- const Vector3 T = from - v0;
- // u parameter and test bound
- const f32 u = dot(T, P) * inv_det;
- // The intersection lies outside of the triangle
- if (u < 0.0f || u > 1.0f)
- continue;
- // Prepare to test v parameter
- const Vector3 Q = cross(T, e1);
- // v parameter and test bound
- const f32 v = dot(dir, Q) * inv_det;
- // The intersection lies outside of the triangle
- if (v < 0.0f || u + v > 1.0f)
- continue;
- const f32 t = dot(e2, Q) * inv_det;
- // Ray intersection
- if (t > FLOAT_EPSILON)
- {
- hit = true;
- tmin = fmin(t, tmin);
- }
- }
- return hit ? tmin : -1.0f;
- }
- bool plane_3_intersection(const Plane3& a, const Plane3& b, const Plane3& c, Vector3& ip)
- {
- const Vector3 na = a.n;
- const Vector3 nb = b.n;
- const Vector3 nc = c.n;
- const f32 den = -dot(cross(na, nb), nc);
- if (fequal(den, 0.0f))
- return false;
- const f32 inv_den = 1.0f / den;
- const Vector3 nbnc = a.d * cross(nb, nc);
- const Vector3 ncna = b.d * cross(nc, na);
- const Vector3 nanb = c.d * cross(na, nb);
- ip = (nbnc + ncna + nanb) * inv_den;
- return true;
- }
- bool frustum_sphere_intersection(const Frustum& f, const Sphere& s)
- {
- if (plane3::distance_to_point(f.left, s.c) < -s.r ||
- plane3::distance_to_point(f.right, s.c) < -s.r)
- {
- return false;
- }
- if (plane3::distance_to_point(f.bottom, s.c) < -s.r ||
- plane3::distance_to_point(f.top, s.c) < -s.r)
- {
- return false;
- }
- if (plane3::distance_to_point(f.near, s.c) < -s.r ||
- plane3::distance_to_point(f.far, s.c) < -s.r)
- {
- return false;
- }
- return true;
- }
- bool frustum_box_intersection(const Frustum& f, const AABB& b)
- {
- const Vector3 v0 = aabb::vertex(b, 0);
- const Vector3 v1 = aabb::vertex(b, 1);
- const Vector3 v2 = aabb::vertex(b, 2);
- const Vector3 v3 = aabb::vertex(b, 3);
- const Vector3 v4 = aabb::vertex(b, 4);
- const Vector3 v5 = aabb::vertex(b, 5);
- const Vector3 v6 = aabb::vertex(b, 6);
- const Vector3 v7 = aabb::vertex(b, 7);
- u8 out = 0;
- out += (plane3::distance_to_point(f.left, v0) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.left, v1) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.left, v2) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.left, v3) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.left, v4) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.left, v5) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.left, v6) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.left, v7) < 0.0f) ? 1 : 0;
- if (out == 8) return false;
- out = 0;
- out += (plane3::distance_to_point(f.right, v0) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.right, v1) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.right, v2) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.right, v3) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.right, v4) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.right, v5) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.right, v6) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.right, v7) < 0.0f) ? 1 : 0;
- if (out == 8) return false;
- out = 0;
- out += (plane3::distance_to_point(f.bottom, v0) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.bottom, v1) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.bottom, v2) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.bottom, v3) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.bottom, v4) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.bottom, v5) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.bottom, v6) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.bottom, v7) < 0.0f) ? 1 : 0;
- if (out == 8) return false;
- out = 0;
- out += (plane3::distance_to_point(f.top, v0) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.top, v1) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.top, v2) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.top, v3) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.top, v4) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.top, v5) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.top, v6) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.top, v7) < 0.0f) ? 1 : 0;
- if (out == 8) return false;
- out = 0;
- out += (plane3::distance_to_point(f.near, v0) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.near, v1) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.near, v2) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.near, v3) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.near, v4) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.near, v5) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.near, v6) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.near, v7) < 0.0f) ? 1 : 0;
- if (out == 8) return false;
- out = 0;
- out += (plane3::distance_to_point(f.far, v0) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.far, v1) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.far, v2) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.far, v3) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.far, v4) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.far, v5) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.far, v6) < 0.0f) ? 1 : 0;
- out += (plane3::distance_to_point(f.far, v7) < 0.0f) ? 1 : 0;
- if (out == 8) return false;
- // If we are here, it is because either the box intersects or it is contained in the frustum
- return true;
- }
- } // namespace crown
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