Files
LibCommon/Source/Common/Math/MathUtil.cpp
T
2026-01-16 22:22:46 -05:00

367 lines
10 KiB
C++

#include "MathUtil.h"
#include "CAABox.h"
#include "CMatrix4f.h"
#include "CRay.h"
#include "CPlane.h"
#include <cfloat>
#include <cmath>
namespace Math
{
std::pair<bool,float> RayPlaneIntersection(const CRay& rkRay, const CPlane& rkPlane)
{
// Code based on ray/plane intersect code from Ogre
// https://bitbucket.org/sinbad/ogre/src/197116fd2ac62c57cdeed1666f9866c3dddd4289/OgreMain/src/OgreMath.cpp?at=default#OgreMath.cpp-350
// Are ray and plane parallel?
float Denom = rkPlane.Normal().Dot(rkRay.Direction());
if (std::abs(Denom) < FLT_EPSILON)
return {false, 0.f};
// Not parallel
float Nom = rkPlane.Normal().Dot(rkRay.Origin()) + rkPlane.Dist();
float t = -(Nom / Denom);
return {t >= 0.f, t};
}
std::pair<bool,float> RayBoxIntersection(const CRay& rkRay, const CAABox& rkBox)
{
// Code slightly modified from Ogre
// https://github.com/ehsan/ogre/blob/master/OgreMain/src/OgreMath.cpp
if (rkBox.IsNull())
return {false, 0.f};
if (rkBox.IsInfinite())
return {true, 0.f};
float lowt = 0.0f;
float t;
bool Hit = false;
CVector3f HitPoint;
const CVector3f& RayOrig = rkRay.Origin();
const CVector3f& RayDir = rkRay.Direction();
const CVector3f& Min = rkBox.Min();
const CVector3f& Max = rkBox.Max();
// Check origin inside first
if (RayOrig > Min && RayOrig < Max)
{
return {true, 0.f};
}
// Check each face in turn, only check closest 3
// Min x
if (RayOrig.X <= Min.X && RayDir.X > 0)
{
t = (Min.X - RayOrig.X) / RayDir.X;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
HitPoint = RayOrig + RayDir * t;
if (HitPoint.Y >= Min.Y && HitPoint.Y <= Max.Y &&
HitPoint.Z >= Min.Z && HitPoint.Z <= Max.Z &&
(!Hit || t < lowt))
{
Hit = true;
lowt = t;
}
}
}
// Max x
if (RayOrig.X >= Max.X && RayDir.X < 0)
{
t = (Max.X - RayOrig.X) / RayDir.X;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
HitPoint = RayOrig + RayDir * t;
if (HitPoint.Y >= Min.Y && HitPoint.Y <= Max.Y &&
HitPoint.Z >= Min.Z && HitPoint.Z <= Max.Z &&
(!Hit || t < lowt))
{
Hit = true;
lowt = t;
}
}
}
// Min y
if (RayOrig.Y <= Min.Y && RayDir.Y > 0)
{
t = (Min.Y - RayOrig.Y) / RayDir.Y;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
HitPoint = RayOrig + RayDir * t;
if (HitPoint.X >= Min.X && HitPoint.X <= Max.X &&
HitPoint.Z >= Min.Z && HitPoint.Z <= Max.Z &&
(!Hit || t < lowt))
{
Hit = true;
lowt = t;
}
}
}
// Max y
if (RayOrig.Y >= Max.Y && RayDir.Y < 0)
{
t = (Max.Y - RayOrig.Y) / RayDir.Y;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
HitPoint = RayOrig + RayDir * t;
if (HitPoint.X >= Min.X && HitPoint.X <= Max.X &&
HitPoint.Z >= Min.Z && HitPoint.Z <= Max.Z &&
(!Hit || t < lowt))
{
Hit = true;
lowt = t;
}
}
}
// Min z
if (RayOrig.Z <= Min.Z && RayDir.Z > 0)
{
t = (Min.Z - RayOrig.Z) / RayDir.Z;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
HitPoint = RayOrig + RayDir * t;
if (HitPoint.X >= Min.X && HitPoint.X <= Max.X &&
HitPoint.Y >= Min.Y && HitPoint.Y <= Max.Y &&
(!Hit || t < lowt))
{
Hit = true;
lowt = t;
}
}
}
// Max z
if (RayOrig.Z >= Max.Z && RayDir.Z < 0)
{
t = (Max.Z - RayOrig.Z) / RayDir.Z;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
HitPoint = RayOrig + RayDir * t;
if (HitPoint.X >= Min.X && HitPoint.X <= Max.X &&
HitPoint.Y >= Min.Y && HitPoint.Y <= Max.Y &&
(!Hit || t < lowt))
{
Hit = true;
lowt = t;
}
}
}
return {Hit, lowt};
}
std::pair<bool,float> RayLineIntersection(const CRay& rkRay, const CVector3f& rkPointA,
const CVector3f& rkPointB, float Threshold)
{
// http://geomalgorithms.com/a07-_distance.html
// http://www.gamedev.net/topic/589705-rayline-intersection-in-3d/
const CVector3f& u = rkRay.Direction();
CVector3f v = rkPointB - rkPointA;
CVector3f w = rkRay.Origin() - rkPointA;
float a = u.Dot(u);
float b = u.Dot(v);
float c = v.Dot(v);
float d = u.Dot(w);
float e = v.Dot(w);
float D = a * c - b * b;
float sc, sN, sD = D;
float tc, tN, tD = D;
if (D < FLT_EPSILON) {
sN = 0.f;
sD = 1.f;
tN = e;
tD = c;
}
else {
sN = b * e - c * d;
tN = a * e - b * d;
if (sN < 0.f) {
sN = 0.f;
tN = e;
tD = c;
}
}
if (tN < 0.f) {
tN = 0.f;
if (-d < 0.f)
sN = 0.f;
else {
sN = -d;
sD = a;
}
}
else if (tN > tD) {
tN = tD;
if (-d + b < 0.f)
sN = 0.f;
else {
sN = -d + b;
sD = a;
}
}
sc = (fabs(sN) < FLT_EPSILON ? 0.f : sN / sD);
tc = (fabs(tN) < FLT_EPSILON ? 0.f : tN / tD);
CVector3f dP = w + (u * sc) - (v * tc);
bool hit = (dP.Magnitude() <= Threshold);
return {hit, sc};
}
std::pair<bool,float> RaySphereIntersection(const CRay& rkRay, const CVector3f& rkSpherePos, float SphereRadius, bool AllowBackfaces /*= false*/)
{
std::pair Out(false, 0.f);
float SquaredRadius = (SphereRadius * SphereRadius);
// Test for ray origin inside sphere
if (!AllowBackfaces && rkRay.Origin().SquaredDistance(rkSpherePos) <= SquaredRadius)
return Out;
CVector3f RayToSphere = rkSpherePos - rkRay.Origin();
float CenterDist = RayToSphere.Dot(rkRay.Direction());
if (CenterDist >= 0.f)
{
float RayToSphereDistSquared = RayToSphere.SquaredMagnitude();
float DSquared = RayToSphereDistSquared - (CenterDist * CenterDist);
if (DSquared >= 0.f && DSquared <= SquaredRadius)
{
Out.first = true;
Out.second = CenterDist - std::sqrt(SquaredRadius - DSquared);
}
}
return Out;
}
std::pair<bool,float> RayTriangleIntersection(const CRay& rkRay,
const CVector3f& rkVtxA, const CVector3f& rkVtxB,
const CVector3f& rkVtxC, bool AllowBackfaces)
{
// Ogre code cuz I'm lazy and bad at math
// https://github.com/ehsan/ogre/blob/master/OgreMain/src/OgreMath.cpp#L709
CVector3f FaceNormal = (rkVtxB - rkVtxA).Cross(rkVtxC - rkVtxA);
//
// Calculate intersection with plane.
//
float t;
{
float denom = FaceNormal.Dot(rkRay.Direction());
// Check intersect side
if (denom > + std::numeric_limits<float>::epsilon())
{
if (!AllowBackfaces)
return {false, 0.f};
}
else if (denom >= - std::numeric_limits<float>::epsilon())
{
// Parallel or triangle area is close to zero when
// the plane normal not normalised.
return {false, 0.f};
}
t = FaceNormal.Dot(rkVtxA - rkRay.Origin()) / denom;
if (t < 0)
{
// Intersection is behind origin
return {false, 0.f};
}
}
//
// Calculate the largest area projection plane in X, Y or Z.
//
size_t i0, i1;
{
float n0 = fabs(FaceNormal[0]);
float n1 = fabs(FaceNormal[1]);
float n2 = fabs(FaceNormal[2]);
i0 = 1; i1 = 2;
if (n1 > n2)
{
if (n1 > n0)
i0 = 0;
}
else
{
if (n2 > n0)
i1 = 0;
}
}
//
// Check the intersection point is inside the triangle.
//
{
float u1 = rkVtxB[i0] - rkVtxA[i0];
float v1 = rkVtxB[i1] - rkVtxA[i1];
float u2 = rkVtxC[i0] - rkVtxA[i0];
float v2 = rkVtxC[i1] - rkVtxA[i1];
float u0 = t * rkRay.Direction()[i0] + rkRay.Origin()[i0] - rkVtxA[i0];
float v0 = t * rkRay.Direction()[i1] + rkRay.Origin()[i1] - rkVtxA[i1];
float alpha = u0 * v2 - u2 * v0;
float beta = u1 * v0 - u0 * v1;
float area = u1 * v2 - u2 * v1;
// epsilon to avoid float precision error
const float EPSILON = 1e-6f;
float tolerance = - EPSILON * area;
if (area > 0)
{
if (alpha < tolerance || beta < tolerance || alpha+beta > area-tolerance)
return {false, 0.f};
}
else
{
if (alpha > tolerance || beta > tolerance || alpha+beta < area-tolerance)
return {false, 0.f};
}
}
return {true, t};
}
CMatrix4f PerspectiveMatrix(float FOV, float Aspect, float Near, float Far)
{
float TanHalfFOV = tanf( DegreesToRadians(FOV) / 2.f );
return CMatrix4f(
1.f / (Aspect * TanHalfFOV), 0, 0, 0,
0, 1.f / TanHalfFOV, 0, 0,
0, 0, -(Far+Near)/(Far-Near), (-2.f*Far*Near)/(Far-Near),
0, 0, -1, 0
);
}
CMatrix4f OrthographicMatrix(float Left, float Right, float Bottom, float Top, float Near, float Far)
{
return CMatrix4f (
2/(Right-Left), 0, 0, -(Right+Left)/(Right-Left),
0, 2/(Top-Bottom), 0, -(Top+Bottom)/(Top-Bottom),
0, 0, -2/(Far-Near), -(Far+Near)/(Far-Near),
0, 0, 0, 1);
}
} // End namespace