224 lines
8.4 KiB
C++
224 lines
8.4 KiB
C++
/*******************************************************************************
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Copyright (c) 2005-2009 David Williams
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*******************************************************************************/
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#ifndef __PolyVox_Raycast_H__
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#define __PolyVox_Raycast_H__
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#include "PolyVoxCore/Vector.h"
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namespace PolyVox
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{
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/// Stores the result of a raycast operation.
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////////////////////////////////////////////////////////////////////////////////
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/// A instance of this structure is passed to a Raycast object, and is filled in
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/// as the ray traverses the volume. The 'foundIntersection' field indicates whether
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/// the ray hit any solid voxels, and if so the 'intersectionVoxel' field indicates
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///the voxel's position
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////////////////////////////////////////////////////////////////////////////////
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struct RaycastResult
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{
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///Indicates whether an intersection was found
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bool foundIntersection;
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///If an intersection was found then this field holds the intersecting voxel, otherwise it is undefined.
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Vector3DInt32 intersectionVoxel;
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Vector3DInt32 previousVoxel;
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};
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/// The Raycast class can be used to find the fist filled voxel along a given path.
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////////////////////////////////////////////////////////////////////////////////
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/// The principle behind raycasting is to fire a 'ray' through the volume and determine
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/// what (if anything) that ray hits. This simple test can be used for the purpose of
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/// picking, visibility checks, lighting calculations, or numerous other applications.
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///
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/// A ray is a stright line in space define by a start point and a direction vector.
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/// The length of the direction vector represents the length of the ray. When you call a
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/// Raycast object's execute() method it will iterate over each voxel which lies on the ray,
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/// starting from the defined start point. It will examine each voxel and terminate
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/// either when it encounters a solid voxel or when it reaches the end of the ray. If a
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/// solid voxel is encountered then its position is stored in the intersectionVoxel field
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/// of the RaycastResult structure and the intersectionFound flag is set to true, otherwise
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/// the intersectionFound flag is set to false.
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///
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/// **Important Note:** These has been confusion in the past with people not realising
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/// that the length of the direction vector is important. Most graphics API can provide
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/// a camera position and view direction for picking purposes, but the view direction is
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/// usually normalised (i.e. of length one). If you use this view direction directly you
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/// will only iterate over a single voxel and won't find what you are looking for. Instead
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/// you must scale the direction vector so that it's length represents the maximum distance
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/// over which you want the ray to be cast.
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///
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/// The following code snippet shows how the class is used:
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/// \code
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/// Vector3DFloat start(rayOrigin.x(), rayOrigin.y(), rayOrigin.z());
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/// Vector3DFloat direction(rayDir.x(), rayDir.y(), rayDir.z());
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/// direction.normalise();
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/// direction *= 1000.0f; //Casts ray of length 1000
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///
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/// RaycastResult raycastResult;
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/// Raycast<Material8> raycast(m_pPolyVoxVolume, start, direction, raycastResult);
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/// raycast.execute();
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///
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/// if(raycastResult.foundIntersection)
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/// {
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/// //...
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/// }
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/// \endcode
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///
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/// Some further notes, the Raycast uses full 26-connectivity, which basically means it
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/// will examine every voxel the ray touches, even if it just passes through the corner.
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/// Also, it peforms a simple binary test against a voxel's threshold, rather than making
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/// use of it's density. Therefore it will work best in conjunction with one of the 'cubic'
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/// surace extractors. It's behaviour with the Marching Cubes surface extractor has not
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/// been tested yet.
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////////////////////////////////////////////////////////////////////////////////
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template<typename VolumeType>
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class Raycast
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{
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public:
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///Constructor
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Raycast(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, RaycastResult& result, polyvox_function<bool(const typename VolumeType::Sampler& sampler)> funcIsPassable);
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///Sets the start position for the ray.
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void setStart(const Vector3DFloat& v3dStart);
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///Set the direction for the ray.
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void setDirection(const Vector3DFloat& v3dDirectionAndLength);
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///Performs the raycast.
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void execute();
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private:
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RaycastResult& m_result;
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polyvox_function<bool(const typename VolumeType::Sampler& position)> m_funcIsPassable;
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void doRaycast(float x1, float y1, float z1, float x2, float y2, float z2);
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VolumeType* m_volData;
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typename VolumeType::Sampler m_sampVolume;
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Vector3DFloat m_v3dStart;
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Vector3DFloat m_v3dDirectionAndLength;
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float m_fMaxDistance;
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};
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namespace MyRaycastResults
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{
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enum MyRaycastResult
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{
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Completed,
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Interupted
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};
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}
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typedef MyRaycastResults::MyRaycastResult MyRaycastResult;
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template<typename VolumeType, typename Callback>
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MyRaycastResult raycast(VolumeType* volData, /*const*/ Vector3DFloat/*&*/ v3dStart, const Vector3DFloat& v3dDirectionAndLength, Callback& callback)
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{
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VolumeType::Sampler sampler(volData);
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//The doRaycast function is assuming that it is iterating over the areas defined between
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//voxels. We actually want to define the areas as being centered on voxels (as this is
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//what the CubicSurfaceExtractor generates). We add (0.5,0.5,0.5) here to adjust for this.
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v3dStart = v3dStart + Vector3DFloat(0.5f, 0.5f, 0.5f);
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//Compute the end point
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Vector3DFloat v3dEnd = v3dStart + v3dDirectionAndLength;
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float x1 = v3dStart.getX();
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float y1 = v3dStart.getY();
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float z1 = v3dStart.getZ();
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float x2 = v3dEnd.getX();
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float y2 = v3dEnd.getY();
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float z2 = v3dEnd.getZ();
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int i = (int)floorf(x1);
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int j = (int)floorf(y1);
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int k = (int)floorf(z1);
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int iend = (int)floorf(x2);
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int jend = (int)floorf(y2);
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int kend = (int)floorf(z2);
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int di = ((x1 < x2) ? 1 : ((x1 > x2) ? -1 : 0));
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int dj = ((y1 < y2) ? 1 : ((y1 > y2) ? -1 : 0));
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int dk = ((z1 < z2) ? 1 : ((z1 > z2) ? -1 : 0));
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float deltatx = 1.0f / std::abs(x2 - x1);
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float deltaty = 1.0f / std::abs(y2 - y1);
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float deltatz = 1.0f / std::abs(z2 - z1);
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float minx = floorf(x1), maxx = minx + 1.0f;
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float tx = ((x1 > x2) ? (x1 - minx) : (maxx - x1)) * deltatx;
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float miny = floorf(y1), maxy = miny + 1.0f;
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float ty = ((y1 > y2) ? (y1 - miny) : (maxy - y1)) * deltaty;
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float minz = floorf(z1), maxz = minz + 1.0f;
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float tz = ((z1 > z2) ? (z1 - minz) : (maxz - z1)) * deltatz;
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sampler.setPosition(i,j,k);
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//m_result.previousVoxel = Vector3DInt32(i,j,k);
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for(;;)
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{
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if(!callback(sampler))
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{
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//m_result.foundIntersection = true;
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//m_result.intersectionVoxel = Vector3DInt32(i,j,k);
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return MyRaycastResults::Interupted;
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}
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//m_result.previousVoxel = Vector3DInt32(i,j,k);
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if(tx <= ty && tx <= tz)
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{
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if(i == iend) break;
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tx += deltatx;
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i += di;
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if(di == 1) sampler.movePositiveX();
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if(di == -1) sampler.moveNegativeX();
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} else if (ty <= tz)
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{
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if(j == jend) break;
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ty += deltaty;
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j += dj;
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if(dj == 1) sampler.movePositiveY();
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if(dj == -1) sampler.moveNegativeY();
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} else
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{
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if(k == kend) break;
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tz += deltatz;
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k += dk;
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if(dk == 1) sampler.movePositiveZ();
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if(dk == -1) sampler.moveNegativeZ();
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}
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}
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return MyRaycastResults::Completed;
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}
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}
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#include "PolyVoxCore/Raycast.inl"
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#endif //__PolyVox_Raycast_H__
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