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- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "intersection.hpp"
- #include <limits>
-
- std::tuple<bool, float> ray_plane_intersection(const ray<float>& ray, const plane<float>& plane)
- {
- float denom = math::dot(ray.direction, plane.normal);
- if (denom != 0.0f)
- {
- float t = -(math::dot(ray.origin, plane.normal) + plane.distance) / denom;
-
- if (t >= 0.0f)
- {
- return std::make_tuple(true, t);
- }
- }
-
- return std::make_tuple(false, std::numeric_limits<float>::infinity());
- }
-
- std::tuple<bool, float, float, float> ray_triangle_intersection(const ray<float>& ray, const float3& a, const float3& b, const float3& c)
- {
- // Find edges
- float3 edge10 = b - a;
- float3 edge20 = c - a;
-
- // Calculate determinant
- float3 pv = math::cross(ray.direction, edge20);
- float det = math::dot(edge10, pv);
-
- if (!det)
- {
- return std::make_tuple(false, std::numeric_limits<float>::infinity(), 0.0f, 0.0f);
- }
-
- float inverse_det = 1.0f / det;
-
- // Calculate u
- float3 tv = ray.origin - a;
- float u = math::dot(tv, pv) * inverse_det;
-
- if (u < 0.0f || u > 1.0f)
- {
- return std::make_tuple(false, std::numeric_limits<float>::infinity(), 0.0f, 0.0f);
- }
-
- // Calculate v
- float3 qv = math::cross(tv, edge10);
- float v = math::dot(ray.direction, qv) * inverse_det;
-
- if (v < 0.0f || u + v > 1.0f)
- {
- return std::make_tuple(false, std::numeric_limits<float>::infinity(), 0.0f, 0.0f);
- }
-
- // Calculate t
- float t = math::dot(edge20, qv) * inverse_det;
-
- if (t > 0.0f)
- {
- return std::make_tuple(true, t, u, v);
- }
-
- return std::make_tuple(false, std::numeric_limits<float>::infinity(), 0.0f, 0.0f);
- }
-
- std::tuple<bool, float, float> ray_aabb_intersection(const ray<float>& ray, const aabb<float>& aabb)
- {
- float t0 = -std::numeric_limits<float>::infinity();
- float t1 = std::numeric_limits<float>::infinity();
-
- for (std::size_t i = 0; i < 3; ++i)
- {
- if (ray.direction[i] == 0.0f)
- {
- if (ray.origin[i] < aabb.min_point[i] || ray.origin[i] > aabb.max_point[i])
- {
- return std::make_tuple(false, std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity());
- }
- }
- else
- {
- float tmin = (aabb.min_point[i] - ray.origin[i]) / ray.direction[i];
- float tmax = (aabb.max_point[i] - ray.origin[i]) / ray.direction[i];
-
- t0 = std::max(t0, std::min(tmin, tmax));
- t1 = std::min(t1, std::max(tmin, tmax));
- }
- }
-
- if (t0 > t1 || t1 < 0.0f)
- {
- return std::make_tuple(false, std::numeric_limits<float>::infinity(), std::numeric_limits<float>::infinity());
- }
-
- return std::make_tuple(true, t0, t1);
- }
-
- std::tuple<bool, float, float, std::size_t, std::size_t> ray_mesh_intersection(const ray<float>& ray, const mesh& mesh)
- {
- const std::vector<mesh::face*>& triangles = mesh.get_faces();
-
- bool intersection = false;
- float t0 = std::numeric_limits<float>::infinity();
- float t1 = -std::numeric_limits<float>::infinity();
- std::size_t index0 = triangles.size();
- std::size_t index1 = triangles.size();
-
- for (std::size_t i = 0; i < triangles.size(); ++i)
- {
- const mesh::face* triangle = triangles[i];
-
- const float3& a = reinterpret_cast<const float3&>(triangle->edge->vertex->position);
- const float3& b = reinterpret_cast<const float3&>(triangle->edge->next->vertex->position);
- const float3& c = reinterpret_cast<const float3&>(triangle->edge->previous->vertex->position);
-
- auto result = ray_triangle_intersection(ray, a, b, c);
-
- if (std::get<0>(result))
- {
- intersection = true;
- float t = std::get<1>(result);
-
- if (t < t0)
- {
- t0 = t;
- index0 = i;
- }
-
- if (t > t1)
- {
- t1 = t;
- index1 = i;
- }
- }
- }
-
- return std::make_tuple(intersection, t0, t1, index0, index1);
- }
-
- bool aabb_aabb_intersection(const aabb<float>& a, const aabb<float>& b)
- {
- if (a.max_point.x < b.min_point.x || a.min_point.x > b.max_point.x)
- return false;
- if (a.max_point.y < b.min_point.y || a.min_point.y > b.max_point.y)
- return false;
- if (a.max_point.z < b.min_point.z || a.min_point.z > b.max_point.z)
- return false;
- return true;
- }
-
- bool aabb_sphere_intersection(const aabb<float>& aabb, const float3& center, float radius)
- {
- float distance_squared = 0.0f;
- for (int i = 0; i < 3; ++i)
- {
- float v = center[i];
- if (v < aabb.min_point[i])
- distance_squared += (aabb.min_point[i] - v) * (aabb.min_point[i] - v);
- if (v > aabb.max_point[i])
- distance_squared += (v - aabb.max_point[i]) * (v - aabb.max_point[i]);
- }
-
- return (distance_squared <= (radius * radius));
- }
-
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