Exemple #1
0
bool intersectRay( const Box3f& box,
    const Vector3f& rayOrigin, const Vector3f& rayDirection,
    float& tIntersect, float tMin )
{
    assert( box.isStandard() );
    assert( !box.isEmpty() );

    float tNear;
    float tFar;
    bool intersect = intersectLine( box, rayOrigin, rayDirection,
        tNear, tFar );
    if( intersect )
    {
        if( tNear >= tMin )
        {
            tIntersect = tNear;
        }
        else if( tFar >= tMin )
        {
            tIntersect = tFar;
        }
        else
        {
            intersect = false;
        }
    }
    return intersect;
}
Exemple #2
0
bool intersectLine( const Box3f& box,
    const Vector3f& rayOrigin, const Vector3f& rayDirection,
    float& tNear, float& tFar )
{
    assert( box.isStandard() );
    assert( !box.isEmpty() );

    // Compute t to each face.
    Vector3f rcpDir = 1.0f / rayDirection;

    // Three "bottom" faces (min of the box).
    Vector3f tBottom = rcpDir * ( box.origin - rayOrigin );
    // three "top" faces (max of the box)
    Vector3f tTop = rcpDir * ( box.rightTopFront() - rayOrigin );

    // find the smallest and largest distances along each axis
    Vector3f tMin = libcgt::core::math::minimum( tBottom, tTop );
    Vector3f tMax = libcgt::core::math::maximum( tBottom, tTop );

    // tNear is the largest tMin
    tNear = libcgt::core::math::maximum( tMin );

    // tFar is the smallest tMax
    tFar = libcgt::core::math::minimum( tMax );

    return tFar > tNear;
}
Exemple #3
0
bool carefulIntersectBoxRay( const Box3f& box,
    const Vector3f& rayOrigin, const Vector3f& rayDirection,
    float& t0, float& t1, int& t0Face, int& t1Face,
    float rayTMin, float rayTMax )
{
    assert( box.isStandard() );
    assert( !box.isEmpty() );

    t0 = rayTMin;
    t1 = rayTMax;
    t0Face = -1;
    t1Face = -1;

    // Compute t to each face.
    Vector3f rcpDir = 1.0f / rayDirection;

    Vector3f boxMax = box.rightTopFront();

    for( int i = 0; i < 3; ++i )
    {
        // Compute the intersection between the line and the slabs along the
        // i-th axis, parameterized as [tNear, tFar].
        float rcpDir = 1.0f / rayDirection[ i ];
        float tNear = rcpDir * ( box.origin[ i ] - rayOrigin[ i ] );
        float tFar = rcpDir * ( boxMax[ i ] - rayOrigin[ i ] );

        // Which face we're testing against.
        int nearFace = 2 * i;
        int farFace = 2 * i + 1;

        // Swap such that tNear < tFAr.
        if( tNear > tFar )
        {
            std::swap( tNear, tFar );
            std::swap( nearFace, farFace );
        }

        // Compute the set intersection between [tNear, tFar] and [t0, t1].
        if( tNear > t0 )
        {
            t0 = tNear;
            t0Face = nearFace;
        }
        if( tFar < t1 )
        {
            t1 = tFar;
            t1Face = farFace;
        }

        // Early abort if the range is empty.
        if( t0 > t1 )
        {
            return false;
        }
    }

    return true;
}
Exemple #4
0
Vector3f clamp( const Vector3f& v, const Box3f& box )
{
    assert( box.isStandard() );
    return
    {
        clampToRangeInclusive( v.x, box.left(), box.right() ),
        clampToRangeInclusive( v.y, box.bottom(), box.top() ),
        clampToRangeInclusive( v.z, box.back(), box.front() )
    };
}