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/*
=======================================================================
This file is part of Redman's RT.

Redman's RT is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Redman's RT is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Redman's RT.  If not, see <http://www.gnu.org/licenses/>.
=======================================================================
*/

#include "common.h"

void U_BuildRay( const vec3_t org, const vec3_t dir, vec_t limit, ray_t *ray, rtres_t *rt )
{
  size_t i;
  
  if( org )
    V3Copy( ray->org, org );
  if( dir )
    V3Copy( ray->dir, dir );
            
  for( i = 0; i < 3; i++ )
    ray->dinv[ i ] = 1.0 / ray->dir[ i ];
                
  for( i = 0; i < 3; i++ )
    ray->dinvsign[ i ] = ( ray->dinv[ i ] < 0 );
  
  for( i = 0; i < 3; i++ )
    ray->dsign[ i ] = ( ray->dir[ i ] >= 0.0 ? 1 : 0 );
  
  for( i = 0; i < 3; i++ )
    ray->dsign2[ i ] = ( ray->dir[ i ] <= 0.0 ? 1 : -1 );

  #define ORDER( a, b, c, d, e, f, g, h ) \
    ray->otorder[ 0 ] = a; \
    ray->otorder[ 1 ] = b; \
    ray->otorder[ 2 ] = c; \
    ray->otorder[ 3 ] = d; \
    ray->otorder[ 4 ] = e; \
    ray->otorder[ 5 ] = f; \
    ray->otorder[ 6 ] = g; \
    ray->otorder[ 7 ] = h;

  switch( ray->dsign[ 0 ] |
          ray->dsign[ 1 ] << 1 |
          ray->dsign[ 2 ] << 2 )
  {
    case 0: // nnn
      ORDER( 7, 5, 6, 3, 4, 1, 2, 0 );
      break;
      
    case 1: // pnn
      ORDER( 6, 4, 7, 2, 5, 0, 3, 1 );
      break;
    
    case 2: // npn
      ORDER( 5, 4, 7, 1, 6, 0, 3, 2 );
      break;
      
    case 3: // ppn
      ORDER( 4, 5, 6, 0, 7, 1, 2, 3 );
      break;
      
    case 4: // nnp
      ORDER( 3, 1, 2, 7, 5, 0, 6, 4 );
      break;
      
    case 5: // pnp
      ORDER( 2, 0, 3, 6, 4, 7, 1, 5 );
      break;
    
    case 6: // npp
      ORDER( 1, 0, 3, 5, 4, 7, 2, 6 );
      break;
    
    case 7: // ppp
      ORDER( 0, 1, 2, 4, 5, 6, 3, 7 );
      break;
  }
  
  ray->limit = limit;
  
  V3Copy( ray->aabb[ 0 ], ray->org );
  V3MA( ray->aabb[ 1 ], ray->org, limit, ray->dir );
  
  for( i = 0; i < 3; i++ ) 
    if( ray->aabb[ 0 ][ i ] > ray->aabb[ 1 ][ i ] )
      Swap( vec_t, ray->aabb[ 0 ][ i ], ray->aabb[ 1 ][ i ] );
  
  if( rt )
    memset( rt, 0, sizeof( rtres_t ) );
}

bool_t U_PointInAABB2( const vec3_t point, const vec3_t *aabb )
{
  return ( point[ 0 ] > aabb[ 0 ][ 0 ] &&
           point[ 1 ] > aabb[ 0 ][ 1 ] &&
           point[ 2 ] > aabb[ 0 ][ 2 ] &&
           point[ 0 ] < aabb[ 1 ][ 0 ] &&
           point[ 1 ] < aabb[ 1 ][ 1 ] &&
           point[ 2 ] < aabb[ 1 ][ 2 ] );
}

bool_t U_PointInAABB( const vec3_t point, const vec3_t *aabb )
{
  return ( point[ 0 ] >= aabb[ 0 ][ 0 ] &&
           point[ 1 ] >= aabb[ 0 ][ 1 ] &&
           point[ 2 ] >= aabb[ 0 ][ 2 ] &&
           point[ 0 ] <= aabb[ 1 ][ 0 ] &&
           point[ 1 ] <= aabb[ 1 ][ 1 ] &&
           point[ 2 ] <= aabb[ 1 ][ 2 ] );
}

//based upon ioquake3's BoundsIntersect
bool_t U_AABBIntersect( const vec3_t a[ 2 ], const vec3_t b[ 2 ] )
{
  if( a[ 1 ][ 0 ] < b[ 0 ][ 0 ] ||
      a[ 1 ][ 1 ] < b[ 0 ][ 1 ] ||
      a[ 1 ][ 2 ] < b[ 0 ][ 2 ] ||
      a[ 0 ][ 0 ] > b[ 1 ][ 0 ] ||
      a[ 0 ][ 1 ] > b[ 1 ][ 1 ] ||
      a[ 0 ][ 2 ] > b[ 1 ][ 2 ] )
    return false;
  return true;
}

bool_t U_RT_Zplane(
  vec_t z,
  const ray_t *ray,
  rtres_t *rt
  )
{
  vec_t dz;
  
  if( ray->dinvsign[ 2 ] ||
      ray->org[ 2 ] > z )
    return false;

  dz = z - ray->org[ 2 ];
  
  rt->hit[ 0 ] = ray->org[ 0 ] + ray->dir[ 0 ] * ray->dinv[ 2 ] * dz;
  rt->hit[ 1 ] = ray->org[ 1 ] + ray->dir[ 1 ] * ray->dinv[ 2 ] * dz;
  rt->hit[ 2 ] = z;
  
  V3Set( rt->normal, 0, 0, -1 );

  return true;  
}

//all the ray-box intersection code is based upon the paper:
//  Amy Williams, Steve Barrus, R. Keith Morley, and Peter Shirley
//  "An Efficient and Robust Ray-Box Intersection Algorithm"
//  Journal of graphics tools, 10(1):49-54, 2005
bool_t U_RT_AABB_Fast(
  const vec3_t const *aabb,
  const ray_t *ray,
  rtres_t *rt
  )
{
  vec_t tn, tp, tyn, typ, tzn, tzp;

  //if( !U_AABBIntersect( ray->aabb, aabb ) )
   // return false;

  if( U_PointInAABB( ray->org, aabb ) )
    return true;

  tn = ( aabb[ ray->dinvsign[ 0 ] ][ 0 ] - ray->org[ 0 ] ) * ray->dinv[ 0 ];
  tp = ( aabb[ 1 - ray->dinvsign[ 0 ] ][ 0 ] - ray->org[ 0 ] ) * ray->dinv[ 0 ];
  
  tyn = ( aabb[ ray->dinvsign[ 1 ] ][ 1 ] - ray->org[ 1 ] ) * ray->dinv[ 1 ];
  typ = ( aabb[ 1 - ray->dinvsign[ 1 ] ][ 1 ] - ray->org[ 1 ] ) * ray->dinv[ 1 ];
  
  if( ( tn > typ ) || ( tyn > tp ) )
    return false;

  if( tyn > tn )
    tn = tyn;
  
  if( typ < tp )
    tp = typ;
  
  tzn = ( aabb[ ray->dinvsign[ 2 ] ][ 2 ] - ray->org[ 2 ] ) * ray->dinv[ 2 ];
  tzp = ( aabb[ 1 - ray->dinvsign[ 2 ] ][ 2 ] - ray->org[ 2 ] ) * ray->dinv[ 2 ]; 

  if( ( tn > tzp ) || ( tzn > tp ) )
    return false;
  
  if( tzn > tn )
    tn = tzn;
  
  if( tzp < tp )
    tp = tzp;

  rt->dist = tn;

  return tn > 0;
}

bool_t U_RT_AABB( 
  const vec3_t const *aabb, 
  const ray_t *ray,
  rtres_t *rt
  )
{
  vec_t tn, tp, tyn, typ, tzn, tzp;

  if( !U_AABBIntersect( ray->aabb, aabb ) )
    return false;

  if( U_PointInAABB( ray->org, aabb ) )
    return true;

  tn = ( aabb[ ray->dinvsign[ 0 ] ][ 0 ] - ray->org[ 0 ] ) * ray->dinv[ 0 ];
  tp = ( aabb[ 1 - ray->dinvsign[ 0 ] ][ 0 ] - ray->org[ 0 ] ) * ray->dinv[ 0 ];
  
  tyn = ( aabb[ ray->dinvsign[ 1 ] ][ 1 ] - ray->org[ 1 ] ) * ray->dinv[ 1 ];
  typ = ( aabb[ 1 - ray->dinvsign[ 1 ] ][ 1 ] - ray->org[ 1 ] ) * ray->dinv[ 1 ];
  
  V3Set( rt->normal, ray->dsign2[ 0 ], 0, 0 );
  
  if( ( tn > typ ) || ( tyn > tp ) )
    return false;

  if( tyn > tn )
    tn = tyn,
    V3Set( rt->normal, 0, ray->dsign2[ 1 ], 0 );
  
  if( typ < tp )
    tp = typ;
  
  tzn = ( aabb[ ray->dinvsign[ 2 ] ][ 2 ] - ray->org[ 2 ] ) * ray->dinv[ 2 ];
  tzp = ( aabb[ 1 - ray->dinvsign[ 2 ] ][ 2 ] - ray->org[ 2 ] ) * ray->dinv[ 2 ]; 

  if( ( tn > tzp ) || ( tzn > tp ) )
    return false;
  
  if( tzn > tn )
    tn = tzn,
    V3Set( rt->normal, 0, 0, ray->dsign2[ 2 ] );
  
  if( tzp < tp )
    tp = tzp;

  rt->dist = tn; 

  return tn > 0;
}