GetRayBoxCells.
This commit is contained in:
118
src/models.c
118
src/models.c
@@ -2531,3 +2531,121 @@ int lmodelsGetRayCollisionQuad( lua_State* L ) {
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return 1;
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}
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static inline Vector3 Vector3Floor( Vector3 v ) {
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return (Vector3){ (float)floor( v.x ), (float)floor( v.y ), (float)floor( v.z ) };
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}
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static inline Vector3 Vector3Ceil( Vector3 v ) {
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return (Vector3){ (float)ceil( v.x ), (float)ceil( v.y ), (float)ceil( v.z ) };
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}
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static inline bool isInsideBox( Vector3 position, BoundingBox box ) {
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return box.min.x <= position.x && position.x <= box.max.x
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&& box.min.y <= position.y && position.y <= box.max.y
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&& box.min.z <= position.z && position.z <= box.max.z;
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}
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/*
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> cells = RL.GetRayBoxCells( Ray ray, BoundingBox box, Vector3 cellSize )
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Get cell positions inside box that intersect with the ray. Returns empty table if ray misses the box
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- Success return Vector3{}
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*/
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int lmodelsGetRayBoxCells( lua_State* L ) {
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Ray ray = uluaGetRay( L, 1 );
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BoundingBox box = uluaGetBoundingBox( L, 2 );
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Vector3 cellSize = uluaGetVector3( L, 3 );
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/* To avoid possible div by 0 later. */
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ray.direction.x == 0.0f ? EPSILON : ray.direction.x;
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ray.direction.y == 0.0f ? EPSILON : ray.direction.y;
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ray.direction.z == 0.0f ? EPSILON : ray.direction.z;
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Vector3 boxSize = Vector3Subtract( box.max, box.min );
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Vector3 boxSizeCells = Vector3Ceil( Vector3Divide( boxSize, cellSize ) );
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Vector3 cellPos = { -1, -1, -1 };
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Vector3 localRayPos = { 0, 0, 0 };
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/* If camera is inside the box. */
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if ( isInsideBox( ray.position, box ) ) {
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localRayPos = Vector3Subtract( ray.position, box.min );
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/* Nudge position a bit to try to get if away from {0, 0, 0}. */
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localRayPos = Vector3Add( localRayPos, Vector3Scale( ray.direction, 0.0001f ) );
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cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) );
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}
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/* Else check ray to box to see where we start. */
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else {
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RayCollision rayCol = GetRayCollisionBox( ray, box );
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if ( rayCol.hit ) {
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localRayPos = Vector3Subtract( rayCol.point, box.min );
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/* Nudge inside the box. */
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localRayPos = Vector3Add( localRayPos, Vector3Scale( Vector3Negate( rayCol.normal ), 0.0001f ) );
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cellPos = Vector3Floor( Vector3Divide( localRayPos, cellSize ) );
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}
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}
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lua_newtable( L );
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/* Find cells along the ray. */
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if ( 0 <= cellPos.x ) {
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uluaPushVector3( L, cellPos );
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lua_rawseti( L, -2, 1 );
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Vector3 signs = {
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0.0f <= ray.direction.x ? 1.0f : -1.0f,
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0.0f <= ray.direction.y ? 1.0f : -1.0f,
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0.0f <= ray.direction.z ? 1.0f : -1.0f
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};
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/* We transform everything to absolute space to make this simpler. */
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Vector3 absBounds = {
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0.0f < signs.x ? boxSizeCells.x - cellPos.x : cellPos.x + 1.0f,
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0.0f < signs.y ? boxSizeCells.y - cellPos.y : cellPos.y + 1.0f,
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0.0f < signs.z ? boxSizeCells.z - cellPos.z : cellPos.z + 1.0f
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};
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Vector3 absDir = {
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fabsf( ray.direction.x ),
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fabsf( ray.direction.y ),
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fabsf( ray.direction.z )
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};
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Vector3 absPos = {
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0.0f < signs.x ? localRayPos.x - cellPos.x * cellSize.x : cellSize.x - ( localRayPos.x - cellPos.x * cellSize.x ),
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0.0f < signs.y ? localRayPos.y - cellPos.y * cellSize.y : cellSize.y - ( localRayPos.y - cellPos.y * cellSize.y ),
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0.0f < signs.z ? localRayPos.z - cellPos.z * cellSize.z : cellSize.z - ( localRayPos.z - cellPos.z * cellSize.z )
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};
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Vector3 absCell = { 0, 0, 0 };
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int cellId = 2; /* We already added first so we will start at 2. */
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while ( true ) {
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/* Distance to adjacent cell. */
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Vector3 cellDis = {
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( cellSize.x - ( absPos.x - absCell.x * cellSize.x ) ) / absDir.x,
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( cellSize.y - ( absPos.y - absCell.y * cellSize.y ) ) / absDir.y,
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( cellSize.z - ( absPos.z - absCell.z * cellSize.z ) ) / absDir.z,
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};
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Vector3 move = {
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cellDis.x <= cellDis.y && cellDis.x <= cellDis.z ? 1 : 0,
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cellDis.y <= cellDis.x && cellDis.y <= cellDis.z ? 1 : 0,
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cellDis.z <= cellDis.x && cellDis.z <= cellDis.y ? 1 : 0
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};
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/* Both relative and real cell pos needs to be moved. */
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absCell = Vector3Add( absCell, move );
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cellPos = Vector3Add( cellPos, Vector3Multiply( move, signs ) );
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if ( absCell.x < absBounds.x && absCell.y < absBounds.y && absCell.z < absBounds.z ) {
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absPos = Vector3Add( absPos, Vector3Scale( absDir, fmin( fmin( cellDis.x, cellDis.y ), cellDis.z ) ) );
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uluaPushVector3( L, (Vector3){ round( cellPos.x ), round( cellPos.y ), round( cellPos.z ) } );
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lua_rawseti( L, -2, cellId );
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cellId++;
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}
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else {
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break;
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}
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}
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}
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return 1;
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}
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