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:
ZappoMan 2013-05-06 10:55:15 -07:00
commit 83c8ac6111
6 changed files with 94 additions and 1 deletions

View file

@ -8,6 +8,8 @@
// Simple axis aligned box class. // Simple axis aligned box class.
// //
#include "SharedUtil.h"
#include "AABox.h" #include "AABox.h"
@ -66,3 +68,50 @@ glm::vec3 AABox::getVertexN(const glm::vec3 &normal) const {
return(res); return(res);
} }
// determines whether a value is within the extents
static bool isWithin(float value, float corner, float size) {
return value >= corner && value <= corner + size;
}
bool AABox::contains(const glm::vec3& point) const {
return isWithin(point.x, _corner.x, _size.x) &&
isWithin(point.y, _corner.y, _size.y) &&
isWithin(point.z, _corner.z, _size.z);
}
// finds the intersection between a ray and the facing plane on one axis
static bool findIntersection(float origin, float direction, float corner, float size, float& distance) {
if (direction > EPSILON) {
distance = (corner - origin) / direction;
return true;
} else if (direction < -EPSILON) {
distance = (corner + size - origin) / direction;
return true;
}
return false;
}
bool AABox::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const {
// handle the trivial case where the box contains the origin
if (contains(origin)) {
distance = 0;
return true;
}
// check each axis
float axisDistance;
if (findIntersection(origin.x, direction.x, _corner.x, _size.x, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z) ||
findIntersection(origin.y, direction.y, _corner.y, _size.y, axisDistance) && axisDistance >= 0 &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x) &&
isWithin(origin.z + axisDistance*direction.z, _corner.z, _size.z) ||
findIntersection(origin.z, direction.z, _corner.z, _size.z, axisDistance) && axisDistance >= 0 &&
isWithin(origin.y + axisDistance*direction.y, _corner.y, _size.y) &&
isWithin(origin.x + axisDistance*direction.x, _corner.x, _size.x)) {
distance = axisDistance;
return true;
}
return false;
}

View file

@ -35,10 +35,13 @@ public:
const glm::vec3& getCorner() const { return _corner; }; const glm::vec3& getCorner() const { return _corner; };
const glm::vec3& getSize() const { return _size; }; const glm::vec3& getSize() const { return _size; };
bool contains(const glm::vec3& point) const;
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, float& distance) const;
private: private:
glm::vec3 _corner; glm::vec3 _corner;
glm::vec3 _size; glm::vec3 _size;
}; };
#endif #endif

View file

@ -225,3 +225,7 @@ int ViewFrustum::boxInFrustum(const AABox& box) const {
return(result); return(result);
} }
void ViewFrustum::computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const {
origin = _nearTopLeft + x*(_nearTopRight - _nearTopLeft) + y*(_nearBottomLeft - _nearTopLeft);
direction = glm::normalize(origin - _position);
}

View file

@ -98,6 +98,7 @@ public:
int sphereInFrustum(const glm::vec3& center, float radius) const; int sphereInFrustum(const glm::vec3& center, float radius) const;
int boxInFrustum(const AABox& box) const; int boxInFrustum(const AABox& box) const;
void computePickRay(float x, float y, glm::vec3& origin, glm::vec3& direction) const;
}; };

View file

@ -552,7 +552,41 @@ int VoxelTree::searchForColoredNodes(int maxSearchLevel, VoxelNode* node, const
return levelReached; return levelReached;
} }
// combines the ray cast arguments into a single object
class RayArgs {
public:
glm::vec3 origin;
glm::vec3 direction;
VoxelNode*& node;
float& distance;
bool found;
};
bool findRayOperation(VoxelNode* node, void* extraData) {
RayArgs* args = static_cast<RayArgs*>(extraData);
AABox box;
node->getAABox(box);
float distance;
if (!box.findRayIntersection(args->origin, args->direction, distance)) {
return false;
}
if (!node->isLeaf()) {
return true; // recurse on children
}
if (!args->found || distance < args->distance) {
args->node = node;
args->distance = distance;
args->found = true;
}
return false;
}
bool VoxelTree::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance)
{
RayArgs args = { origin / (float)TREE_SCALE, direction, node, distance };
recurseTreeWithOperation(findRayOperation, &args);
return args.found;
}
int VoxelTree::searchForColoredNodesRecursion(int maxSearchLevel, int& currentSearchLevel, int VoxelTree::searchForColoredNodesRecursion(int maxSearchLevel, int& currentSearchLevel,
VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag) { VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag) {

View file

@ -62,6 +62,8 @@ public:
void clearDirtyBit() { _isDirty = false; }; void clearDirtyBit() { _isDirty = false; };
unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; }; unsigned long int getNodesChangedFromBitstream() const { return _nodesChangedFromBitstream; };
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, VoxelNode*& node, float& distance);
// Note: this assumes the fileFormat is the HIO individual voxels code files // Note: this assumes the fileFormat is the HIO individual voxels code files
void loadVoxelsFile(const char* fileName, bool wantColorRandomizer); void loadVoxelsFile(const char* fileName, bool wantColorRandomizer);