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