polyvox/include/PolyVox/Raycast.h
2015-12-26 21:45:41 +00:00

105 lines
4.8 KiB
C++

/*******************************************************************************
* 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/// OUT OF DATE SINCE UNCLASSING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<Material8> 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<typename VolumeType, typename Callback>
RaycastResult raycastWithEndpoints(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dEnd, Callback& callback);
template<typename VolumeType, typename Callback>
RaycastResult raycastWithDirection(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, Callback& callback);
}
#include "Raycast.inl"
#endif //__PolyVox_Raycast_H__