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author | unknown <paulx161@umn.edu> | 2021-02-03 14:22:28 -0600 |
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committer | unknown <paulx161@umn.edu> | 2021-02-03 14:22:28 -0600 |
commit | 9b83919815f6a6ce5d73da1c28483970d0ca5589 (patch) | |
tree | 4558864445dccc1605e5315e0bb11c46d2018da1 /dev/MinGfx/src/ray.h | |
parent | Added worksheet and support code for assignment 2 (diff) | |
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added dev/MinGfx/
Diffstat (limited to '')
-rw-r--r-- | dev/MinGfx/src/ray.h | 167 |
1 files changed, 167 insertions, 0 deletions
diff --git a/dev/MinGfx/src/ray.h b/dev/MinGfx/src/ray.h new file mode 100644 index 0000000..8e84546 --- /dev/null +++ b/dev/MinGfx/src/ray.h @@ -0,0 +1,167 @@ +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +#ifndef SRC_RAY_H_ +#define SRC_RAY_H_ + +#include <iostream> + +#include "aabb.h" +#include "point3.h" +#include "vector3.h" +#include "mesh.h" + + +namespace mingfx { + + +/** Stores the mathematical object of a ray that begins at an origin (a 3D + point) and points in a direction (a unit 3D vector). Rays can intersect + a variety of other computer graphics objects, such as planes, triangles, + spheres, 3D meshes, etc. These intersections can be tested with the + Intersect...() methods. The Ray can also be transformed by a Matrix4. + Example: + ~~~ + // Create a pick ray from the mouse position + void MyGraphicsApp::OnLeftMouseDown(const Point2 &pos) { + Point2 mouse_xy = PixelsToNormalizedDeviceCoords(pos); + float mouse_z = ReadZValueAtPixel(pos); + Point3 mouse_3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, mouse_xy, mouse_z); + Matrix4 camera_matrix = view_matrix.Inverse(); + Point3 eye = camera_matrix.ColumnToPoint3(3); + + Ray pick_ray(eye, mouse_3d - eye); + + // check to see if the ray intersects a sphere + float t; + Point3 p; + if (pick_ray.IntersectSphere(Point3(0,0,0), 2.0, &t, &p)) { + std::cout << "Mouse pointing at sphere! Intersection point = " << p << std::endl; + } + } + ~~~ + */ +class Ray { +public: + + /// Defaults to a ray at the origin and pointing in the -Z direction + Ray(); + + /// Creates a ray from a 3D origin and direction + Ray(const Point3 &origin, const Vector3 &direction); + + /// Ray destructor + virtual ~Ray(); + + /// Check for "equality", taking floating point imprecision into account + bool operator==(const Ray& other) const; + + /// Check for "inequality", taking floating point imprecision into account + bool operator!=(const Ray& other) const; + + /// Returns the length of the direction vector + float Length() const; + + /** Checks to see if the ray intersects a plane defined by a point and a normal. + If there was an intersection, true is returned, iTime is set to the intersection + time, and iPoint is set to the intersection point. The plane is considered + to be 1-sided. That is the intersection will only occur if the ray hits the + plane from its front side as determined by the plane's normal. + */ + bool IntersectPlane(const Point3 &planePt, const Vector3 &planeNormal, + float *iTime, Point3 *iPoint) const; + + /** Checks to see if the ray intersects a triangle defined by the vertices v1, v2, and v3. + The vertices must be provided in counter-clockwise order so that the normal of the + triangle can be determined via the right-hand rule. The intersection will only happen + if the ray hits the front side of the triangle. If there was an intersection, + true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point. + */ + bool IntersectTriangle(const Point3 &v1, const Point3 &v2, const Point3 &v3, + float *iTime, Point3 *iPoint) const; + + /** Checks to see if the ray intersects a quad defined by the vertices v1, v2, v3, and v4. + The vertices must be provided in counter-clockwise order so that the normal of the + triangle can be determined via the right-hand rule. The intersection will only happen + if the ray hits the front side of the triangle. If there was an intersection, + true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point. + */ + bool IntersectQuad(const Point3 &v1, const Point3 &v2, const Point3 &v3, const Point3 &v4, + float *iTime, Point3 *iPoint) const; + + /** Checks to see if the ray intersects a sphere defined by a center point and a radius. + If there was an intersection, true is returned, iTime is set to the intersection time, + and iPoint is set to the intersection point. + */ + bool IntersectSphere(const Point3 ¢er, float radius, + float *iTime, Point3 *iPoint) const; + + /** Checks to see if the ray intersects a triangle mesh. This is a brute-force + check over each triangle in the mesh. If there was an intersection, true is returned, + iTime is set to the intersection time, iPoint is set to the intersection point, + and iTriangleID is set to the ID of the closest intersected triangle along the ray. + */ + bool IntersectMesh(const Mesh &mesh, float *iTime, + Point3 *iPoint, int *iTriangleID) const; + + /** Checks to see if the ray intersects a triangle mesh. This uses a BVH + (Bounding Volume Hierarchy) to accelerate the ray-triangle intersection tests. + Each mesh can optionally store a BVH. If a BVH has already been calculated + for the mesh (done with Mesh::CalculateBVH()), then this function will be + much faster than the brute-force IntersectMesh() function. If a BVH has + not already been calculated for the mesh, the first call to FastIntersectMesh() + will trigger the mesh to create a BVH (not a fast operation) but then + subsequent calls to FastIntersectMesh() will be fast. + */ + bool FastIntersectMesh(Mesh *mesh, float *iTime, + Point3 *iPoint, int *iTriangleID) const; + + /** Checks to see if the ray intersects an AABB (Axis-Aligned Bounding Box). + Typically, this is the first step of a more detailed intersection test and + we don't care about the actual point of intersection, just whether it + intersects or not. So, we don't bother calculating the iPoint. We get the + iTime for free though, so we do return that. You can calc the iPoint if + you want using: + ~~~ + float t; + if (ray.IntersectAABB(box, &t)) { + Point3 iPoint = ray.origin() + t*ray.direction(); + } + ~~~ + */ + bool IntersectAABB(const AABB &box, float *iTime) const; + + /// Returns the origin + Point3 origin() const; + + /// Returns the direction + Vector3 direction() const; + + /// Sets a new origin and direction + void set(Point3 newOrigin, Vector3 newDir); + +private: + Point3 p_; + Vector3 d_; +}; + + +// --- Stream operators --- + +std::ostream & operator<< ( std::ostream &os, const Ray &r); +std::istream & operator>> ( std::istream &is, Ray &r); + + +} // end namespace + +#endif |