I didn't apply the changes to a few macro-heavy files as Visual Studio removes all indentation from macros, whereas the indentation can be handy to see nesting.
182 lines
7.5 KiB
C++
182 lines
7.5 KiB
C++
/*******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015 David Williams and Matthew Williams
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*******************************************************************************/
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namespace PolyVox
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{
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// This function is based on Christer Ericson's code and description of the 'Uniform Grid Intersection Test' in
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// 'Real Time Collision Detection'. The following information from the errata on the book website is also relevent:
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//
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// pages 326-327. In the function VisitCellsOverlapped() the two lines calculating tx and ty are incorrect.
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// The less-than sign in each line should be a greater-than sign. That is, the two lines should read:
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//
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// float tx = ((x1 > x2) ? (x1 - minx) : (maxx - x1)) / Abs(x2 - x1);
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// float ty = ((y1 > y2) ? (y1 - miny) : (maxy - y1)) / Abs(y2 - y1);
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//
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// Thanks to Jetro Lauha of Fathammer in Helsinki, Finland for reporting this error.
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//
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// Jetro also points out that the computations of i, j, iend, and jend are incorrectly rounded if the line
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// coordinates are allowed to go negative. While that was not really the intent of the code -- that is, I
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// assumed grids to be numbered from (0, 0) to (m, n) -- I'm at fault for not making my assumption clear.
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// Where it is important to handle negative line coordinates the computation of these variables should be
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// changed to something like this:
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//
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// // Determine start grid cell coordinates (i, j)
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// int i = (int)floorf(x1 / CELL_SIDE);
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// int j = (int)floorf(y1 / CELL_SIDE);
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//
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// // Determine end grid cell coordinates (iend, jend)
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// int iend = (int)floorf(x2 / CELL_SIDE);
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// int jend = (int)floorf(y2 / CELL_SIDE);
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//
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// page 328. The if-statement that reads "if (ty <= tx && ty <= tz)" has a superfluous condition.
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// It should simply read "if (ty <= tz)".
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//
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// This error was reported by Joey Hammer (PixelActive).
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/**
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* Cast a ray through a volume by specifying the start and end positions
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*
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* The ray will move from \a v3dStart to \a v3dEnd, calling \a callback for each
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* voxel it passes through until \a callback returns \a false. In this case it
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* returns a RaycastResults::Interupted. If it passes from start to end
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* without \a callback returning \a false, it returns RaycastResults::Completed.
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*
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* \param volData The volume to pass the ray though
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* \param v3dStart The start position in the volume
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* \param v3dEnd The end position in the volume
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* \param callback The callback to call for each voxel
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*
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* \return A RaycastResults designating whether the ray hit anything or not
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*/
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template<typename VolumeType, typename Callback>
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RaycastResult raycastWithEndpoints(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dEnd, Callback& callback)
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{
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typename 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 here to adjust for this.
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const float x1 = v3dStart.getX() + 0.5f;
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const float y1 = v3dStart.getY() + 0.5f;
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const float z1 = v3dStart.getZ() + 0.5f;
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const float x2 = v3dEnd.getX() + 0.5f;
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const float y2 = v3dEnd.getY() + 0.5f;
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const float z2 = v3dEnd.getZ() + 0.5f;
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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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const int iend = (int)floorf(x2);
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const int jend = (int)floorf(y2);
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const int kend = (int)floorf(z2);
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const int di = ((x1 < x2) ? 1 : ((x1 > x2) ? -1 : 0));
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const int dj = ((y1 < y2) ? 1 : ((y1 > y2) ? -1 : 0));
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const int dk = ((z1 < z2) ? 1 : ((z1 > z2) ? -1 : 0));
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const float deltatx = 1.0f / std::abs(x2 - x1);
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const float deltaty = 1.0f / std::abs(y2 - y1);
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const float deltatz = 1.0f / std::abs(z2 - z1);
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const 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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const 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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const 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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for (;;)
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{
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if (!callback(sampler))
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{
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return RaycastResults::Interupted;
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}
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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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}
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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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}
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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 RaycastResults::Completed;
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}
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/**
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* Cast a ray through a volume by specifying the start and a direction
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*
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* The ray will move from \a v3dStart along \a v3dDirectionAndLength, calling
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* \a callback for each voxel it passes through until \a callback returns
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* \a false. In this case it returns a RaycastResults::Interupted. If it
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* passes from start to end without \a callback returning \a false, it
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* returns RaycastResults::Completed.
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*
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* \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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* \param volData The volume to pass the ray though
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* \param v3dStart The start position in the volume
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* \param v3dDirectionAndLength The direction and length of the ray
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* \param callback The callback to call for each voxel
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*
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* \return A RaycastResults designating whether the ray hit anything or not
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*/
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template<typename VolumeType, typename Callback>
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RaycastResult raycastWithDirection(VolumeType* volData, const Vector3DFloat& v3dStart, const Vector3DFloat& v3dDirectionAndLength, Callback& callback)
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{
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Vector3DFloat v3dEnd = v3dStart + v3dDirectionAndLength;
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return raycastWithEndpoints<VolumeType, Callback>(volData, v3dStart, v3dEnd, callback);
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}
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}
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