GetRayBoxCells.

This commit is contained in:
jussi
2024-07-19 22:57:31 +03:00
parent c7b7975482
commit 03e9226b5f
10 changed files with 359 additions and 5 deletions

View File

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