#include "voxel_raycast.h" #include const float g_infinite = 9999999; bool voxel_raycast( Vector3 ray_origin, Vector3 ray_direction, VoxelPredicate predicate, void * predicate_context, real_t max_distance, Vector3i & out_hit_pos, Vector3i & out_prev_pos ){ // Equation : p + v*t // p : ray start position (ray.pos) // v : ray orientation vector (ray.dir) // t : parametric variable = a distance if v is normalized // This raycasting technique is described here : // http://www.cse.yorku.ca/~amana/research/grid.pdf // Note : the grid is assumed to have 1-unit square cells. ERR_FAIL_COND_V(predicate == 0, false); ERR_FAIL_COND_V(ray_direction.is_normalized() == false, false); // Must be normalized /* Initialisation */ // Voxel position Vector3i hit_pos( Math::floor(ray_origin.x), Math::floor(ray_origin.y), Math::floor(ray_origin.z) ); Vector3i hit_prev_pos = hit_pos; // Voxel step const int xi_step = ray_direction.x > 0 ? 1 : ray_direction.x < 0 ? -1 : 0; const int yi_step = ray_direction.y > 0 ? 1 : ray_direction.y < 0 ? -1 : 0; const int zi_step = ray_direction.z > 0 ? 1 : ray_direction.z < 0 ? -1 : 0; // Parametric voxel step const real_t tdelta_x = xi_step != 0 ? 1.f / Math::abs(ray_direction.x) : g_infinite; const real_t tdelta_y = yi_step != 0 ? 1.f / Math::abs(ray_direction.y) : g_infinite; const real_t tdelta_z = zi_step != 0 ? 1.f / Math::abs(ray_direction.z) : g_infinite; // Parametric grid-cross real_t tcross_x; // At which value of T we will cross a vertical line? real_t tcross_y; // At which value of T we will cross a horizontal line? real_t tcross_z; // At which value of T we will cross a depth line? // X initialization if(xi_step != 0) { if(xi_step == 1) tcross_x = (Math::ceil(ray_origin.x) - ray_origin.x) * tdelta_x; else tcross_x = (ray_origin.x - Math::floor(ray_origin.x)) * tdelta_x; } else tcross_x = g_infinite; // Will never cross on X // Y initialization if(yi_step != 0) { if(yi_step == 1) tcross_y = (Math::ceil(ray_origin.y) - ray_origin.y) * tdelta_y; else tcross_y = (ray_origin.y - Math::floor(ray_origin.y)) * tdelta_y; } else tcross_y = g_infinite; // Will never cross on X // Z initialization if(zi_step != 0) { if(zi_step == 1) tcross_z = (Math::ceil(ray_origin.z) - ray_origin.z) * tdelta_z; else tcross_z = (ray_origin.z - Math::floor(ray_origin.z)) * tdelta_z; } else tcross_z = g_infinite; // Will never cross on X /* Iteration */ do { hit_prev_pos = hit_pos; if(tcross_x < tcross_y) { if(tcross_x < tcross_z) { // X collision //hit.prevPos.x = hit.pos.x; hit_pos.x += xi_step; if(tcross_x > max_distance) return false; tcross_x += tdelta_x; } else { // Z collision (duplicate code) //hit.prevPos.z = hit.pos.z; hit_pos.z += zi_step; if(tcross_z > max_distance) return false; tcross_z += tdelta_z; } } else { if(tcross_y < tcross_z) { // Y collision //hit.prevPos.y = hit.pos.y; hit_pos.y += yi_step; if(tcross_y > max_distance) return false; tcross_y += tdelta_y; } else { // Z collision (duplicate code) //hit.prevPos.z = hit.pos.z; hit_pos.z += zi_step; if(tcross_z > max_distance) return false; tcross_z += tdelta_z; } } } while(!predicate(hit_pos, predicate_context)); out_hit_pos = hit_pos; out_prev_pos = hit_prev_pos; return true; }