Ejemplo n.º 1
0
 Vector Vector::clamp(const Vector& vec, const Vector& min, const Vector& max)
 {
     return Vector(XMVectorClamp(vec.getXMVector(), min.getXMVector(), max.getXMVector()));
 }
Ejemplo n.º 2
0
	bool RayTraceDataGenerator::CalcIntersect(const XMVECTOR& p1, const XMVECTOR& n, XMVECTOR* nResult, XMVECTOR* intersectLocation, float* depth)
	{
		/*
		// grid space
		vec3 grid = floor( pos ); //向下取整将坐标在网格中使用
		vec3 grid_step = sign( dir ); //获取dir(方向)的正负符号<-意思就是说获取网格的步进方向,虽然只是正负
		vec3 corner = max( grid_step, vec3( 0.0 ) );//负号->0 //应该是最后在步进方向上产生的偏差值,但是原因不明

		// ray space
		vec3 inv = vec3( 1.0 ) / dir; //取倒数使得各个方向的比值倒过来
		vec3 ratio = ( grid + corner - pos ) * inv;//corn+pos的小数部分
		vec3 ratio_step = grid_step * inv;//不懂
		//于是这个rayspace只是提供一个比值,来决定grid的步进么

		// dda <-数值微分法
		float hit = -1.0;
		for ( int i = 0; i < 128; i++ ) {
		if ( voxel( grid ) > 0.5 ) {

		hit = 1.0;
		break;   //这里应该是可以直接退出循环的,感觉没什么区别
		continue;
		}

		vec3 cp = step( ratio, ratio.yzx );//二维情况的搞清楚了,问题还有就是在三维空间上的扩展

		mask = cp * ( vec3( 1.0 ) - cp.zxy );

		grid  += grid_step  * mask;
		ratio += ratio_step * mask;
		}

		center = grid + vec3( 0.5 );//中心形式表示(跟grid应该没区别吧0 0)
		return dot(ratio - ratio_step,vec3(1.0)) * hit;//dot( ratio - ratio_step, mask ) * hit;
		//这里关心的是hit的深度好像
		*/
		//p1是起点
		XMVECTOR start = p1;
		XMVECTOR dir = n;
		XMVECTOR zero = XMVectorSetBinaryConstant(0, 0, 0, 0);
		XMVECTOR one = XMVectorSetBinaryConstant(1, 1, 1, 1);


		XMVECTOR grid;
		XMVECTOR grid_step;
		XMVECTOR grid_corner;
		grid = XMVectorFloor(start);//实际上w分量为0应该就不影响了吧(
		//好像DirectXMath没有提供Sign的函数(于是用了一个挺别扭的方法- -
		//grid_step 就是 sign_dir
		grid_step = DirectX::XMVectorOrInt(DirectX::XMVectorAndInt(dir, DirectX::XMVectorSplatSignMask()), DirectX::XMVectorSplatOne());
		grid_corner = XMVectorClamp(grid_step, zero, one);

		XMVECTOR inv;
		XMVECTOR ratio;
		XMVECTOR ratio_step;
		inv = XMVectorReciprocal(dir);
		ratio = XMVectorMultiply(XMVectorSubtract(XMVectorAdd(grid, grid_corner), start), inv);
		ratio_step = XMVectorMultiply(grid_step, inv);

		bool hit = false;
		XMVECTOR cp;
		XMVECTOR mask;
		XMVECTOR ratioyzx;
		XMVECTOR cpzxy;
		XMFLOAT4 tmp1;
		XMFLOAT4 tmp2;
		int i;
		for (i = 0; i < 128; ++i)//最大深度为128
		{
			XMStoreFloat4(&tmp1, grid);
			/*
			__try{
			if (map->At(tmp1.x, tmp1.y, tmp1.z).TexType != -1)
			{
			hit = true;
			break;
			}
			}
			__except ((GetExceptionCode() == EXCEPTION_ARRAY_BOUNDS_EXCEEDED)?EXCEPTION_EXECUTE_HANDLER:EXCEPTION_CONTINUE_SEARCH)
			{
			//捕获越界错误作为跳出条件,看看有没有问题...
			break;
			}
			*/
			//理论上来说异常的话处理代价太大,还是判断一下range吧= =
			if ((RangeCheck(tmp1.x, tmp1.y, tmp1.z)))
			{
				if (GetLocInfo(tmp1.x, tmp1.y, tmp1.z) != -1)
				{
					hit = true;
					break;
				}
			}
			/*
			修正:发生越界的时候并不一定就要终止,需要考虑到从值域外射出的射线.....
			不过就算不break效率应该也比原先的算法要高...(除了要限制一下最大遍历深度这方面
			*/


			XMStoreFloat4(&tmp1, ratio);
			tmp2.x = tmp1.y; tmp2.y = tmp1.z; tmp2.z = tmp1.x;
			ratioyzx = XMLoadFloat4(&tmp2);

			cp = XMVectorAndInt(XMVectorGreaterOrEqual(ratioyzx, ratio), XMVectorSplatOne());//1 or 0
			XMStoreFloat4(&tmp1, cp);
			tmp2.x = tmp1.z; tmp2.y = tmp1.x; tmp2.z = tmp1.y;
			cpzxy = XMLoadFloat4(&tmp2);
			mask = XMVectorMultiply(cp, XMVectorSubtract(one, cpzxy));

			grid += XMVectorMultiply(grid_step, mask);
			ratio += XMVectorMultiply(ratio_step, mask);
		}
		if (hit)
		{

			XMFLOAT4 result;
			result = tmp1; //所在方块
			if (i == 0)
			{
				//这是在方块内部的情况
				result.w = -1;
				return false;
			}
			XMVECTOR ftmp;
			ftmp = XMVectorSubtract(ratio, ratio_step);//因为取的只是mask方向的值,所以step在这里没必要乘mask
			*depth = XMVectorGetX(DirectX::XMVector3Dot(ftmp, mask));
			ftmp = XMVectorAdd(XMVectorScale(dir,*depth) , p1);
			XMStoreFloat4(&tmp1, ftmp);
			//需要全部反过来,因为上面的式子没有取反
			*intersectLocation = ftmp;
			result = tmp1;
			result.w = 0;

			XMVECTOR normal;
			normal = XMVectorMultiply(mask, grid_step);
			XMStoreFloat4(&tmp1, normal);
			//需要全部反过来,因为上面的式子没有取反
			if (tmp1.x > 0.5)
			{
				//法向量为1,0,0,后方
				*nResult = XMVectorSetBinaryConstant(1, 0, 0, 0);
			}
			else if (tmp1.x < -0.5)
			{
				//法向量为-1,0,0,前方
				*nResult = XMVectorSetBinaryConstant(-1, 0, 0, 0);
			}
			else if (tmp1.y < -0.5)
			{
				//法向量为0,-1,0,右方
				*nResult = XMVectorSetBinaryConstant(0, -1, 0, 0);
			}
			else if (tmp1.y > 0.5)
			{
				//法向量为0,1,0,左方
				*nResult = XMVectorSetBinaryConstant(0, 1, 0, 0);
			}
			else if (tmp1.z < -0.5)
			{
				//法向量为0,0,-1,上方
				*nResult = XMVectorSetBinaryConstant(0, 0, -1, 0);
			}
			else if (tmp1.z > 0.5)
			{
				//法向量为0,0,1,下方
				*nResult = XMVectorSetBinaryConstant(0, 0, 1, 0);
			}
			return true;
			//return result;
		}
		else
		{
			return false;
		}
		//上面成功的进行了判断,可以得出grid编号了,不过还要算一下相交面(
		return false;
	}
Ejemplo n.º 3
0
 Vector& Vector::clamp(const Vector& min, const Vector& max)
 {
     m_vector = XMVectorClamp(m_vector, min.getXMVector(), max.getXMVector());
     return *this;
 }