Improved Ray class

Former-commit-id: 97a9a50440476e962cc850a09859b0784976c242
This commit is contained in:
Lynix 2014-07-10 10:11:17 +02:00
parent 2479588811
commit 3dac383486
2 changed files with 301 additions and 198 deletions

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@ -1,4 +1,4 @@
// Copyright (C) 2014 Rémi Bèges - Jérôme Leclercq
// Copyright (C) 2014 Gawaboumga (https://github.com/Gawaboumga) - Jérôme Leclercq
// This file is part of the "Nazara Engine - Mathematics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
@ -10,51 +10,57 @@
#include <Nazara/Core/String.hpp>
#include <Nazara/Math/Box.hpp>
#include <Nazara/Math/Frustum.hpp>
#include <Nazara/Math/Matrix4.hpp>
#include <Nazara/Math/OrientedBox.hpp>
#include <Nazara/Math/Plane.hpp>
#include <Nazara/Math/Sphere.hpp>
#include <Nazara/Math/Vector3.hpp>
template<typename T> class NzRay
template<typename T>
class NzRay
{
public:
NzRay() = default;
NzRay(T X, T Y, T Z, T directionX, T directionY, T directionZ);
NzRay(const T origin[3], const T direction[3]);
NzRay(const NzVector3<T>& origin, const NzVector3<T>& direction);
NzRay(const NzPlane<T>& planeOne, const NzPlane<T>& planeTwo);
template<typename U> explicit NzRay(const NzVector3<U>& origin, const NzVector3<U>& direction);
NzRay(const NzVector3<T>& origin, const NzVector3<T>& direction);
template<typename U> explicit NzRay(const NzRay<U>& ray);
template<typename U> explicit NzRay(const NzVector3<U>& origin, const NzVector3<U>& direction);
NzRay(const NzRay<T>& ray) = default;
~NzRay() = default;
NzVector3<T> GetClosestPoint(const NzVector3<T>& point) const;
T ClosestPoint(const NzVector3<T>& point) const;
NzVector3<T> GetPoint(T lambda) const;
bool Intersect(const NzBox<T>& box, NzVector3<T> * hitPoint = nullptr, NzVector3<T> * hitSecondPoint = nullptr) const;
bool Intersect(const NzOrientedBox<T>& orientedBox, NzVector3<T> * hitPoint = nullptr, NzVector3<T> * hitSecondPoint = nullptr) const;
bool Intersect(const NzPlane<T>& plane, NzVector3<T> * hitPoint = nullptr) const;
bool Intersect(const NzSphere<T>& sphere, NzVector3<T> * hitPoint = nullptr, NzVector3<T> * hitSecondPoint = nullptr) const;
//bool Intersect(const NzBoundingVolume<T>& volume, T* closestHit = nullptr, T* farthestHit = nullptr) const;
bool Intersect(const NzBox<T>& box, T* closestHit = nullptr, T* farthestHit = nullptr) const;
bool Intersect(const NzBox<T>& box, const NzMatrix4<T>& transform, T* closestHit = nullptr, T* farthestHit = nullptr) const;
//bool Intersect(const NzOrientedBox<T>& orientedBox, T* closestHit = nullptr, T* farthestHit = nullptr) const;
bool Intersect(const NzPlane<T>& plane, T* hit = nullptr) const;
bool Intersect(const NzSphere<T>& sphere, T* closestHit = nullptr, T* farthestHit = nullptr) const;
NzVector3<T> operator*(T lambda) const;
NzRay& MakeAxisX();
NzRay& MakeAxisY();
NzRay& MakeAxisZ();
NzRay& Set(T X, T Y, T Z, T directionX, T directionY, T directionZ);
NzRay& Set(const T origin[3], const T direction[3]);
NzRay& Set(const NzVector3<T>& origin, const NzVector3<T>& direction);
NzRay& Set(const NzPlane<T>& planeOne, const NzPlane<T>& planeTwo);
template<typename U> NzRay& Set(const NzVector3<U>& origin, const NzVector3<U>& direction);
NzRay& Set(const NzRay& ray);
NzRay& Set(const NzVector3<T>& origin, const NzVector3<T>& direction);
template<typename U> NzRay& Set(const NzRay<U>& ray);
NzRay& Set(const NzRay& ray);
NzRay& SetDirection(const NzVector3<T>& direction);
NzRay& SetOrigin(const NzVector3<T>& origin);
template<typename U> NzRay& Set(const NzVector3<U>& origin, const NzVector3<U>& direction);
NzString ToString() const;
NzVector3<T> operator*(T lambda) const;
static NzRay AxisX();
static NzRay AxisY();
static NzRay AxisZ();
static NzRay Lerp(const NzRay& from, const NzRay& to, T interpolation);
static NzRay UnitX();
static NzRay UnitY();
static NzRay UnitZ();
NzVector3<T> direction, origin;
};

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@ -1,8 +1,9 @@
// Copyright (C) 2014 Jérôme Leclercq
// Copyright (C) 2014 Gawaboumga (https://github.com/Gawaboumga) - Jérôme Leclercq
// This file is part of the "Nazara Engine - Mathematics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/StringStream.hpp>
#include <limits>
#include <Nazara/Core/Debug.hpp>
#define F(a) static_cast<T>(a)
@ -10,30 +11,23 @@
template<typename T>
NzRay<T>::NzRay(T X, T Y, T Z, T DirectionX, T DirectionY, T DirectionZ)
{
Set(X, Y, Z, DirectionX, DirectionY, DirectionZ);
Set(X, Y, Z, DirectionX, DirectionY, DirectionZ);
}
template<typename T>
NzRay<T>::NzRay(const T Origin[3], const T Direction[3])
{
Set(Origin, Direction);
}
template<typename T>
NzRay<T>::NzRay(const NzVector3<T>& Origin, const NzVector3<T>& Direction)
{
Set(Origin, Direction);
Set(Origin, Direction);
}
template<typename T>
NzRay<T>::NzRay(const NzPlane<T>& planeOne, const NzPlane<T>& planeTwo)
{
Set(planeOne, planeTwo);
Set(planeOne, planeTwo);
}
template<typename T>
template<typename U>
NzRay<T>::NzRay(const NzVector3<U>& Origin, const NzVector3<U>& Direction)
NzRay<T>::NzRay(const NzVector3<T>& Origin, const NzVector3<T>& Direction)
{
Set(Origin, Direction);
}
@ -46,219 +40,294 @@ NzRay<T>::NzRay(const NzRay<U>& ray)
}
template<typename T>
NzVector3<T> NzRay<T>::GetClosestPoint(const NzVector3<T>& point) const
template<typename U>
NzRay<T>::NzRay(const NzVector3<U>& Origin, const NzVector3<U>& Direction)
{
NzVector3<T> delta = point - origin;
T vsq = direction.GetSquaredLength();
T proj = delta.DotProduct(direction);
Set(Origin, Direction);
}
return GetPoint(proj/vsq);
template<typename T>
T NzRay<T>::ClosestPoint(const NzVector3<T>& point) const
{
NzVector3<T> delta = point - origin;
T vsq = direction.GetSquaredLength();
T proj = delta.DotProduct(direction);
return proj/vsq;
}
template<typename T>
NzVector3<T> NzRay<T>::GetPoint(T lambda) const
{
return NzVector3<T>(origin + direction * lambda);
return origin + lambda*direction;
}
/*
template<typename T>
bool NzRay<T>::Intersect(const NzBox<T>& box, NzVector3<T> * hitPoint, NzVector3<T> * hitSecondPoint) const
bool NzRay<T>::Intersect(const NzBoundingVolume<T>& volume, T* closestHit, T* farthestHit) const
{
// Slab method
#if NAZARA_MATH_SAFE
if (NzNumberEquals(direction.x, F(0.0)) || NzNumberEquals(direction.y, F(0.0)) || NzNumberEquals(direction.z, F(0.0)))
switch (volume.extend)
{
NazaraWarning("Division by zero !"); // The algorithm is still correct.
case nzExtend_Finite:
{
if (Intersect(volume.aabb))
return Intersect(volume.obb, closestHit, farthestHit);
return false;
}
case nzExtend_Infinite:
{
if (closestHit)
*closestHit = F(0.0);
if (farthestHit)
*farthestHit = std::numeric_limits<T>::infinity();
return true;
}
case nzExtend_Null:
return false;
}
#endif
T tx1 = (box.x - origin.x) / direction.x;
T tx2 = (box.x + box.width - origin.x) / direction.x;
NazaraError("Invalid extend type (0x" + NzString::Number(volume.extend, 16) + ')');
return false;
}
*/
template<typename T>
bool NzRay<T>::Intersect(const NzBox<T>& box, T* closestHit, T* farthestHit) const
{
// http://www.gamedev.net/topic/429443-obb-ray-and-obb-plane-intersection/
T tfirst = F(0.0);
T tlast = std::numeric_limits<T>::infinity();
T tmin = std::min(tx1, tx2);
T tmax = std::max(tx1, tx2);
NzVector3<T> boxMin = box.GetMinimum();
NzVector3<T> boxMax = box.GetMaximum();
T ty1 = (box.y - origin.y) / direction.y;
T ty2 = (box.y + box.height - origin.y) / direction.y;
for (unsigned int i = 0; i < 3; ++i)
{
T dir = direction[i];
T ori = origin[i];
T max = boxMax[i];
T min = boxMin[i];
tmin = std::max(tmin, std::min(ty1, ty2));
tmax = std::min(tmax, std::max(ty1, ty2));
if (NzNumberEquals(dir, F(0.0)))
{
if (ori < max && ori > min)
continue;
T tz1 = (box.z - origin.z) / direction.z;
T tz2 = (box.z + box.depth - origin.z) / direction.z;
return false;
}
tmin = std::max(tmin, std::min(tz1, tz2));
tmax = std::min(tmax, std::max(tz1, tz2));
T tmin = (min - ori) / dir;
T tmax = (max - ori) / dir;
if (tmin > tmax)
std::swap(tmin, tmax);
if (hitPoint)
hitPoint->Set(GetPoint(tmin));
if (hitSecondPoint)
hitSecondPoint->Set(GetPoint(tmax));
if (tmax < tfirst || tmin > tlast)
return false;
return tmax >= std::max(F(0.0), tmin) && tmin < INFINITY;
tfirst = std::max(tfirst, tmin);
tlast = std::min(tlast, tmax);
}
if (closestHit)
*closestHit = tfirst;
if (farthestHit)
*farthestHit = tlast;
return true;
}
template<typename T>
bool NzRay<T>::Intersect(const NzOrientedBox<T>& orientedBox, NzVector3<T> * hitPoint, NzVector3<T> * hitSecondPoint) const
bool NzRay<T>::Intersect(const NzBox<T>& box, const NzMatrix4<T>& transform, T* closestHit, T* farthestHit) const
{
// http://www.opengl-tutorial.org/miscellaneous/clicking-on-objects/picking-with-custom-ray-obb-function/
// Intersection method from Real-Time Rendering and Essential Mathematics for Games
T tMin = F(0.0);
T tMax = std::numeric_limits<T>::infinity();
NzVector3<T> boxMin = box.GetMinimum();
NzVector3<T> boxMax = box.GetMaximum();
NzVector3<T> delta = transform.GetTranslation() - origin;
// Test intersection with the 2 planes perpendicular to the OBB's X axis
for (unsigned int i = 0; i < 3; ++i)
{
NzVector3<T> axis(transform(0, i), transform(1, i), transform(2, i));
T e = axis.DotProduct(delta);
T f = direction.DotProduct(axis);
if (!NzNumberEquals(f, F(0.0)))
{
T t1 = (e + boxMin[i]) / f; // Intersection with the "left" plane
T t2 = (e + boxMax[i]) / f; // Intersection with the "right" plane
// t1 and t2 now contain distances betwen ray origin and ray-plane intersections
// We want t1 to represent the nearest intersection,
// so if it's not the case, invert t1 and t2
if (t1 > t2)
std::swap(t1, t2);
// tMax is the nearest "far" intersection (amongst the X,Y and Z planes pairs)
if (t2 < tMax)
tMax = t2;
// tMin is the farthest "near" intersection (amongst the X,Y and Z planes pairs)
if (t1 > tMin)
tMin = t1;
// And here's the trick :
// If "far" is closer than "near", then there is NO intersection.
if (tMax < tMin)
return false;
}
else
// Rare case : the ray is almost parallel to the planes, so they don't have any "intersection"
if (-e + boxMin[i] > F(0.0) || -e + boxMax[i] < F(0.0))
return false;
}
if (closestHit)
*closestHit = tMin;
if (farthestHit)
*farthestHit = tMax;
return true;
}
///FIXME: Le test ci-dessous est beaucoup trop approximatif pour être vraiment utile
/// Mais le vrai problème vient certainement des OrientedBox en elles-mêmes, peut-être faut-il envisager de les refaire ?
/*
template<typename T>
bool NzRay<T>::Intersect(const NzOrientedBox<T>& orientedBox, T* closestHit, T* farthestHit) const
{
NzVector3<T> width = (orientedBox.GetCorner(nzCorner_NearLeftBottom) - orientedBox.GetCorner(nzCorner_FarLeftBottom)).Normalize();
NzVector3<T> height = (orientedBox.GetCorner(nzCorner_FarLeftTop) - orientedBox.GetCorner(nzCorner_FarLeftBottom)).Normalize();
NzVector3<T> depth = (orientedBox.GetCorner(nzCorner_FarRightBottom) - orientedBox.GetCorner(nzCorner_FarLeftBottom)).Normalize();
// Construction of the inverse of the matrix who did the rotation -> orthogonal matrix.
NzMatrix4<T> transformation(width.x, height.x, depth.x, F(0.0),
width.y, height.y, depth.y, F(0.0),
width.z, height.z, depth.z, F(0.0),
F(0.0), F(0.0), F(0.0), F(1.0));
// Construction de la matrice de transformation de l'OBB
NzMatrix4<T> matrix(width.x, height.x, depth.x, F(0.0),
width.y, height.y, depth.y, F(0.0),
width.z, height.z, depth.z, F(0.0),
F(0.0), F(0.0), F(0.0), F(1.0));
matrix.Transpose();
// Reduction to aabb problem
NzVector3<T> newOrigin = transformation.Transform(origin);
NzVector3<T> newDirection = transformation.Transform(direction);
// Test en tant qu'AABB avec une matrice de rotation
return Intersect(orientedBox.localBox, matrix, closestHit, farthestHit);
}
*/
template<typename T>
bool NzRay<T>::Intersect(const NzPlane<T>& plane, T* hit) const
{
T divisor = plane.normal.DotProduct(direction);
if (NzNumberEquals(divisor, F(0.0)))
return false; // perpendicular
NzVector3<T> tmp, tmp2;
if (NzRay<T>(newOrigin, newDirection).Intersect(NzBox<T>(orientedBox.GetCorner(nzCorner_NearRightTop), orientedBox.GetCorner(nzCorner_FarLeftBottom)), &tmp, &tmp2))
{
if (hitPoint)
{
transformation.Transpose();
hitPoint->Set(transformation.Transform(tmp));
if (hitSecondPoint)
hitSecondPoint->Set(transformation.Transform(tmp2));
}
T lambda = -(plane.normal.DotProduct(origin) - plane.distance) / divisor; // The plane is ax+by+cz=d
if (lambda < F(0.0))
return false; // Le plan est derrière le rayon
return true;
}
if (hit)
*hit = lambda;
return false;
return true;
}
template<typename T>
bool NzRay<T>::Intersect(const NzPlane<T>& plane, NzVector3<T> * hitPoint) const
bool NzRay<T>::Intersect(const NzSphere<T>& sphere, T* closestHit, T* farthestHit) const
{
T divisor = plane.normal.DotProduct(direction);
NzVector3<T> sphereRay = sphere.GetPosition() - origin;
T length = sphereRay.DotProduct(direction);
if (NzNumberEquals(divisor, F(0.0)))
return false; // perpendicular
if (length < F(0.0))
return false; // ray is perpendicular to the vector origin - center
if (!hitPoint)
return true;
T squaredDistance = sphereRay.GetSquaredLength() - length*length;
T squaredRadius = sphere.radius*sphere.radius;
T lambda = - (plane.normal.DotProduct(origin) - plane.distance) / divisor; // The plane is ax+by+cz=d
hitPoint->Set(GetPoint(lambda));
if (squaredDistance > squaredRadius)
return false; // if the ray is further than the radius
return true;
// Calcul des points d'intersection si besoin
if (closestHit || farthestHit)
{
T deltaLambda = std::sqrt(squaredRadius - squaredDistance);
if (closestHit)
*closestHit = length - deltaLambda;
if (farthestHit)
*farthestHit = length + deltaLambda;
}
return true;
}
template<typename T>
bool NzRay<T>::Intersect(const NzSphere<T>& sphere, NzVector3<T> * hitPoint, NzVector3<T> * hitSecondPoint) const
NzRay<T>& NzRay<T>::MakeAxisX()
{
NzVector3<T> distanceCenterOrigin = sphere.GetPosition() - origin;
T length = distanceCenterOrigin.DotProduct(direction);
if (length < F(0.0))
return false; // ray is perpendicular to the vector origin - center
T squaredDistance = distanceCenterOrigin.GetSquaredLength() - length * length;
T squaredRadius = sphere.GetRadius() * sphere.GetRadius();
if (squaredDistance > squaredRadius)
return false; // if the ray is further than the radius
if (!hitPoint)
return true;
T deltaLambda = std::sqrt(squaredRadius - squaredDistance);
if (hitPoint)
hitPoint->Set(GetPoint(length - deltaLambda));
if (hitSecondPoint)
hitSecondPoint->Set(GetPoint(length + deltaLambda));
return true;
return Set(NzVector3<T>::Zero(), NzVector3<T>::UnitX());
}
template<typename T>
NzVector3<T> NzRay<T>::operator*(T lambda) const
NzRay<T>& NzRay<T>::MakeAxisY()
{
return GetPoint(lambda);
return Set(NzVector3<T>::Zero(), NzVector3<T>::UnitY());
}
template<typename T>
NzRay<T>& NzRay<T>::MakeAxisZ()
{
return Set(NzVector3<T>::Zero(), NzVector3<T>::UnitZ());
}
template<typename T>
NzRay<T>& NzRay<T>::Set(T X, T Y, T Z, T directionX, T directionY, T directionZ)
{
direction = NzVector3<T>(directionX, directionY, directionZ);
origin = NzVector3<T>(X, Y, Z);
direction.Set(directionX, directionY, directionZ);
origin.Set(X, Y, Z);
return *this;
return *this;
}
template<typename T>
NzRay<T>& NzRay<T>::Set(const T Origin[3], const T Direction[3])
{
direction = NzVector3<T>(Direction);
origin = NzVector3<T>(Origin);
direction.Set(Direction);
origin.Set(Origin);
return *this;
}
template<typename T>
NzRay<T>& NzRay<T>::Set(const NzVector3<T>& Origin, const NzVector3<T>& Direction)
{
direction = Direction;
origin = Origin;
return *this;
return *this;
}
template<typename T>
NzRay<T>& NzRay<T>::Set(const NzPlane<T>& planeOne, const NzPlane<T>& planeTwo)
{
T termOne = planeOne.normal.GetLength();
T termTwo = planeOne.normal.DotProduct(planeTwo.normal);
T termFour = planeTwo.normal.GetLength();
T det = termOne * termFour - termTwo * termTwo;
T termOne = planeOne.normal.GetLength();
T termTwo = planeOne.normal.DotProduct(planeTwo.normal);
T termFour = planeTwo.normal.GetLength();
T det = termOne * termFour - termTwo * termTwo;
#if NAZARA_MATH_SAFE
if (NzNumberEquals(det, F(0.0)))
{
#if NAZARA_MATH_SAFE
if (NzNumberEquals(det, F(0.0)))
{
NzString error("Planes are parallel.");
NzString error("Planes are parallel.");
NazaraError(error);
throw std::domain_error(error);
}
#endif
NazaraError(error);
throw std::domain_error(error);
}
#endif
T invdet = F(1.0) / det;
T fc0 = (termFour * -planeOne.distance + termTwo * planeTwo.distance) * invdet;
T fc1 = (termOne * -planeTwo.distance + termTwo * planeOne.distance) * invdet;
T invdet = F(1.0) / det;
T fc0 = (termFour * -planeOne.distance + termTwo * planeTwo.distance) * invdet;
T fc1 = (termOne * -planeTwo.distance + termTwo * planeOne.distance) * invdet;
direction = planeOne.normal.CrossProduct(planeTwo.normal);
origin = planeOne.normal * fc0 + planeTwo.normal * fc1;
direction = planeOne.normal.CrossProduct(planeTwo.normal);
origin = planeOne.normal * fc0 + planeTwo.normal * fc1;
return *this;
}
template<typename T>
template<typename U>
NzRay<T>& NzRay<T>::Set(const NzVector3<U>& Origin, const NzVector3<U>& Direction)
{
direction = NzVector3<T>(Direction);
origin = NzVector3<T>(Origin);
return *this;
}
template<typename T>
template<typename U>
NzRay<T>& NzRay<T>::Set(const NzRay<U>& ray)
{
direction = NzVector3<T>(ray.direction);
origin = NzVector3<T>(ray.origin);
return *this;
return *this;
}
template<typename T>
@ -270,19 +339,32 @@ NzRay<T>& NzRay<T>::Set(const NzRay& ray)
}
template<typename T>
NzRay<T>& NzRay<T>::SetDirection(const NzVector3<T>& Direction)
NzRay<T>& NzRay<T>::Set(const NzVector3<T>& Origin, const NzVector3<T>& Direction)
{
direction = Direction;
direction = Direction;
origin = Origin;
return *this;
return *this;
}
template<typename T>
NzRay<T>& NzRay<T>::SetOrigin(const NzVector3<T>& Origin)
template<typename U>
NzRay<T>& NzRay<T>::Set(const NzRay<U>& ray)
{
origin = Origin;
direction.Set(ray.direction);
origin.Set(ray.origin);
return *this;
return *this;
}
template<typename T>
template<typename U>
NzRay<T>& NzRay<T>::Set(const NzVector3<U>& Origin, const NzVector3<U>& Direction)
{
direction.Set(Direction);
origin.Set(Origin);
return *this;
}
template<typename T>
@ -293,30 +375,45 @@ NzString NzRay<T>::ToString() const
return ss << "Ray(origin: " << origin.ToString() << ", direction: " << direction.ToString() << ")";
}
template<typename T>
NzVector3<T> NzRay<T>::operator*(T lambda) const
{
return GetPoint(lambda);
}
template<typename T>
NzRay<T> NzRay<T>::AxisX()
{
NzRay axis;
axis.MakeAxisX();
return axis;
}
template<typename T>
NzRay<T> NzRay<T>::AxisY()
{
NzRay axis;
axis.MakeAxisY();
return axis;
}
template<typename T>
NzRay<T> NzRay<T>::AxisZ()
{
NzRay axis;
axis.MakeAxisZ();
return axis;
}
template<typename T>
NzRay<T> NzRay<T>::Lerp(const NzRay& from, const NzRay& to, T interpolation)
{
return NzRay<T>(from.origin.Lerp(to.origin, interpolation), from.direction.Lerp(to.direction, interpolation));
}
template<typename T>
NzRay<T> NzRay<T>::UnitX()
{
return NzRay(NzVector3<T>::Zero(), NzVector3<T>::UnitX());
}
template<typename T>
NzRay<T> NzRay<T>::UnitY()
{
return NzRay(NzVector3<T>::Zero(), NzVector3<T>::UnitY());
}
template<typename T>
NzRay<T> NzRay<T>::UnitZ()
{
return NzRay(NzVector3<T>::Zero(), NzVector3<T>::UnitZ());
}
template<typename T>
std::ostream& operator<<(std::ostream& out, const NzRay<T>& ray)
{