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Merge pull request #198 from ey6es/master
Support for generating pick rays and finding intersections between rays and voxel nodes.
This commit is contained in:
commit
83c8ac6111
6 changed files with 94 additions and 1 deletions
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@ -8,6 +8,8 @@
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// Simple axis aligned box class.
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//
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#include "SharedUtil.h"
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#include "AABox.h"
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@ -66,3 +68,50 @@ glm::vec3 AABox::getVertexN(const glm::vec3 &normal) const {
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return(res);
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}
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// determines whether a value is within the extents
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static bool isWithin(float value, float corner, float size) {
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return value >= corner && value <= corner + size;
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}
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bool AABox::contains(const glm::vec3& point) const {
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return isWithin(point.x, _corner.x, _size.x) &&
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isWithin(point.y, _corner.y, _size.y) &&
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isWithin(point.z, _corner.z, _size.z);
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}
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// finds the intersection between a ray and the facing plane on one axis
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static bool findIntersection(float origin, float direction, float corner, float size, float& distance) {
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if (direction > EPSILON) {
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distance = (corner - origin) / direction;
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return true;
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} else if (direction < -EPSILON) {
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distance = (corner + size - origin) / direction;
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return true;
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}
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return false;
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}
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bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
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// handle the trivial case where the box contains the origin
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if (contains(origin)) {
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distance = 0;
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return true;
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}
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// check each axis
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float axisDistance;
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if (findIntersection(origin.x, direction.x, _corner.x, _size.x, axisDistance) && axisDistance >= 0 &&
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isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
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isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z) ||
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findIntersection(origin.y, direction.y, _corner.y, _size.y, axisDistance) && axisDistance >= 0 &&
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isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x) &&
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isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z) ||
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findIntersection(origin.z, direction.z, _corner.z, _size.z, axisDistance) && axisDistance >= 0 &&
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isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
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isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x)) {
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distance = axisDistance;
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return true;
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}
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return false;
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}
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@ -35,10 +35,13 @@ public:
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const glm::vec3& getCorner() const { return _corner; };
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const glm::vec3& getSize() const { return _size; };
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bool contains(const glm::vec3& point) const;
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
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private:
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glm::vec3 _corner;
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glm::vec3 _size;
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};
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#endif
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#endif
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@ -225,3 +225,7 @@ int ViewFrustum::boxInFrustum(const AABox& box) const {
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return(result);
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}
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void ViewFrustum::computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const {
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origin = _nearTopLeft + x*(_nearTopRight - _nearTopLeft) + y*(_nearBottomLeft - _nearTopLeft);
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direction = glm::normalize(origin - _position);
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}
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@ -98,6 +98,7 @@ public:
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int sphereInFrustum(const glm::vec3& center, float radius) const;
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int boxInFrustum(const AABox& box) const;
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void computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const;
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};
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@ -552,7 +552,41 @@ int VoxelTree::searchForColoredNodes(int maxSearchLevel, VoxelNode* node, const
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return levelReached;
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}
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// combines the ray cast arguments into a single object
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class RayArgs {
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public:
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glm::vec3 origin;
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glm::vec3 direction;
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VoxelNode*& node;
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float& distance;
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bool found;
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};
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bool findRayOperation(VoxelNode* node, void* extraData) {
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RayArgs* args = static_cast<RayArgs*>(extraData);
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AABox box;
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node->getAABox(box);
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float distance;
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if (!box.findRayIntersection(args->origin, args->direction, distance)) {
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return false;
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}
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if (!node->isLeaf()) {
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return true; // recurse on children
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}
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if (!args->found || distance < args->distance) {
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args->node = node;
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args->distance = distance;
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args->found = true;
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}
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return false;
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}
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bool VoxelTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance)
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{
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RayArgs args = { origin / (float)TREE_SCALE, direction, node, distance };
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recurseTreeWithOperation(findRayOperation, &args);
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return args.found;
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}
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int VoxelTree::searchForColoredNodesRecursion(int maxSearchLevel, int& currentSearchLevel,
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VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag) {
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@ -62,6 +62,8 @@ public:
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void clearDirtyBit() { _isDirty = false; };
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unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance);
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// Note: this assumes the fileFormat is the HIO individual voxels code files
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void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);
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