attempt to find exact ray intersection with cubic polyvox -- not working right, yet.

This commit is contained in:
Seth Alves 2015-08-16 11:04:52 -07:00
parent b129c2a933
commit 0230d9397c

View file

@ -418,6 +418,8 @@ bool RenderablePolyVoxEntityItem::findDetailedRayIntersection(const glm::vec3& o
}
glm::mat4 wtvMatrix = worldToVoxelMatrix();
glm::mat4 vtwMatrix = voxelToWorldMatrix();
glm::mat4 vtlMatrix = voxelToLocalMatrix();
glm::vec3 normDirection = glm::normalize(direction);
// the PolyVox ray intersection code requires a near and far point.
@ -440,6 +442,7 @@ bool RenderablePolyVoxEntityItem::findDetailedRayIntersection(const glm::vec3& o
return false;
}
// result is in voxel-space coordinates.
glm::vec4 result = callback._result;
switch (_voxelSurfaceStyle) {
@ -452,18 +455,55 @@ bool RenderablePolyVoxEntityItem::findDetailedRayIntersection(const glm::vec3& o
break;
}
// result -= glm::vec4(0.5f, 0.5f, 0.5f, 0.0f);
glm::vec4 intersectedWorldPosition = voxelToWorldMatrix() * result;
// close-ish, but not right
// glm::vec4 intersectedWorldPosition = vtwMatrix * result;
// distance = glm::distance(glm::vec3(intersectedWorldPosition), origin);
// TODO: use this to find the actual point of intersection rather than using the center of the voxel
// GeometryUtil.h
// bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::quat& rotation,
// const glm::vec3& position, const glm::vec2& dimensions, float& distance);;
glm::vec3 minXPosition = glm::vec3(vtwMatrix * (result + glm::vec4(0.0f, 0.5f, 0.5f, 0.0f)));
glm::vec3 maxXPosition = glm::vec3(vtwMatrix * (result + glm::vec4(1.0f, 0.5f, 0.5f, 0.0f)));
glm::vec3 minYPosition = glm::vec3(vtwMatrix * (result + glm::vec4(0.5f, 0.0f, 0.5f, 0.0f)));
glm::vec3 maxYPosition = glm::vec3(vtwMatrix * (result + glm::vec4(0.5f, 1.0f, 0.5f, 0.0f)));
glm::vec3 minZPosition = glm::vec3(vtwMatrix * (result + glm::vec4(0.5f, 0.5f, 0.0f, 0.0f)));
glm::vec3 maxZPosition = glm::vec3(vtwMatrix * (result + glm::vec4(0.5f, 0.5f, 1.0f, 0.0f)));
face = BoxFace::MIN_X_FACE;
glm::vec4 baseDimensions = glm::vec4(1.0, 1.0, 1.0, 0.0);
glm::vec3 worldDimensions = glm::vec3(vtlMatrix * baseDimensions);
glm::vec2 xDimensions = glm::vec2(worldDimensions.y, worldDimensions.z);
glm::vec2 yDimensions = glm::vec2(worldDimensions.x, worldDimensions.z);
glm::vec2 zDimensions = glm::vec2(worldDimensions.x, worldDimensions.y);
distance = glm::distance(glm::vec3(intersectedWorldPosition), origin);
glm::quat minXRotation = extractRotation(vtwMatrix) * glm::quat(0.0f, 1.0f, 0.0f, PI_OVER_TWO);
glm::quat maxXRotation = extractRotation(vtwMatrix) * glm::quat(0.0f, 1.0f, 0.0f, PI_OVER_TWO);
glm::quat minYRotation = extractRotation(vtwMatrix) * glm::quat(1.0f, 0.0f, 0.0f, PI_OVER_TWO);
glm::quat maxYRotation = extractRotation(vtwMatrix) * glm::quat(1.0f, 0.0f, 0.0f, PI_OVER_TWO);
glm::quat minZRotation = extractRotation(vtwMatrix) * glm::quat(0.0f, 0.0f, 1.0f, 0.0f);
glm::quat maxZRotation = extractRotation(vtwMatrix) * glm::quat(0.0f, 0.0f, 1.0f, 0.0f);
float bestDx = FLT_MAX;
bool hit[ 6 ];
float dx[ 6 ] = {FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX};
hit[0] = findRayRectangleIntersection(origin, direction, minXRotation, minXPosition, xDimensions, dx[0]);
hit[1] = findRayRectangleIntersection(origin, direction, maxXRotation, maxXPosition, xDimensions, dx[1]);
hit[2] = findRayRectangleIntersection(origin, direction, minYRotation, minYPosition, yDimensions, dx[2]);
hit[3] = findRayRectangleIntersection(origin, direction, maxYRotation, maxYPosition, yDimensions, dx[3]);
hit[4] = findRayRectangleIntersection(origin, direction, minZRotation, minZPosition, zDimensions, dx[4]);
hit[5] = findRayRectangleIntersection(origin, direction, maxZRotation, maxZPosition, zDimensions, dx[5]);
bool ok = false;
for (int i = 0; i < 6; i ++) {
if (hit[ i ] && dx[ i ] < bestDx) {
face = (BoxFace)i;
distance = dx[ i ];
ok = true;
}
}
if (!ok) {
qWarning() << "RenderablePolyVoxEntityItem::findDetailedRayIntersection -- failed to determine face";
return false;
}
return true;
}