/******************************************************************************* * The MIT License (MIT) * * Copyright (c) 2015 David Williams and Matthew Williams * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. *******************************************************************************/ #ifndef __PolyVox_Raycast_H__ #define __PolyVox_Raycast_H__ #include "Vector.h" namespace PolyVox { namespace RaycastResults { /** * The results of a raycast */ enum RaycastResult { Completed, ///< If the ray passed through the volume without being interupted Interupted ///< If the ray was interupted while travelling }; } typedef RaycastResults::RaycastResult RaycastResult; /// OUT OF DATE SINCE UNCLASSING //////////////////////////////////////////////////////////////////////////////// /// \file Raycast.h /// /// The principle behind raycasting is to fire a 'ray' through the volume and determine /// what (if anything) that ray hits. This simple test can be used for the purpose of /// picking, visibility checks, lighting calculations, or numerous other applications. /// /// A ray is a stright line in space define by a start point and a direction vector. /// The length of the direction vector represents the length of the ray. When you call a /// Raycast object's execute() method it will iterate over each voxel which lies on the ray, /// starting from the defined start point. It will examine each voxel and terminate /// either when it encounters a solid voxel or when it reaches the end of the ray. If a /// solid voxel is encountered then its position is stored in the intersectionVoxel field /// of the RaycastResult structure and the intersectionFound flag is set to true, otherwise /// the intersectionFound flag is set to false. /// /// **Important Note:** These has been confusion in the past with people not realising /// that the length of the direction vector is important. Most graphics API can provide /// a camera position and view direction for picking purposes, but the view direction is /// usually normalised (i.e. of length one). If you use this view direction directly you /// will only iterate over a single voxel and won't find what you are looking for. Instead /// you must scale the direction vector so that it's length represents the maximum distance /// over which you want the ray to be cast. /// /// The following code snippet shows how the class is used: /// \code /// Vector3DFloat start(rayOrigin.x(), rayOrigin.y(), rayOrigin.z()); /// Vector3DFloat direction(rayDir.x(), rayDir.y(), rayDir.z()); /// direction.normalise(); /// direction *= 1000.0f; //Casts ray of length 1000 /// /// RaycastResult raycastResult; /// Raycast raycast(m_pPolyVoxVolume, start, direction, raycastResult); /// raycast.execute(); /// /// if(raycastResult.foundIntersection) /// { /// //... /// } /// \endcode /// /// Some further notes, the Raycast uses full 26-connectivity, which basically means it /// will examine every voxel the ray touches, even if it just passes through the corner. /// Also, it peforms a simple binary test against a voxel's threshold, rather than making /// use of it's density. Therefore it will work best in conjunction with one of the 'cubic' /// surace extractors. It's behaviour with the Marching Cubes surface extractor has not /// been tested yet. //////////////////////////////////////////////////////////////////////////////// template RaycastResult raycastWithEndpoints(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dEnd, Callback& callback); template RaycastResult raycastWithDirection(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, Callback& callback); } #include "Raycast.inl" #endif //__PolyVox_Raycast_H__