use bevy::{math::Vec3A, render::primitives::Aabb}; use crate::prelude::*; /// Hit data for 3d objects in Global (not Local) space and the distance from the Camera #[derive(Debug, Clone)] pub(crate) struct Hit3d { pub distance: f32, } /// A 3D Triangle used for ray-intersection tests #[derive(Debug)] struct Triangle { v0: Vec3, v1: Vec3, v2: Vec3, } /// Helper functions for ray-intersect testing impl Triangle { fn normal(&self) -> Vec3 { (self.edge_a()).cross(self.edge_b()) } fn normal_plane(&self) -> Plane3d { // HACK: This should just be `try_from_points` or `try_new` match Direction3d::new((self.v1 - self.v0).cross(self.v2 - self.v0)) { Ok(normal) => Plane3d { normal }, Err(_) => Plane3d::default(), } } fn edge_a(&self) -> Vec3 { self.v1 - self.v0 } fn edge_b(&self) -> Vec3 { self.v2 - self.v0 } fn edge0(&self) -> Vec3 { self.v1 - self.v0 } fn edge1(&self) -> Vec3 { self.v2 - self.v1 } fn edge2(&self) -> Vec3 { self.v0 - self.v2 } } pub(crate) fn intersects_aabb_3d(ray: &Ray3d, aabb: &Aabb, gt: &GlobalTransform) -> Option { let world_to_model = gt.compute_matrix().inverse(); let ray_dir: Vec3A = world_to_model.transform_vector3(*ray.direction).into(); let ray_origin: Vec3A = world_to_model.transform_point3(ray.origin).into(); let t0 = (aabb.min() - ray_origin) / ray_dir; let t1 = (aabb.max() - ray_origin) / ray_dir; let t_min = t0.min(t1); let t_max = t0.max(t1); let mut hit_near = t_min.x; let mut hit_far = t_max.x; if hit_near > t_max.y || t_min.y > hit_far { return None; } if t_min.y > hit_near { hit_near = t_min.y; } if t_max.y < hit_far { hit_far = t_max.y; } if (hit_near > t_max.z) || (t_min.z > hit_far) { return None; } if t_min.z > hit_near { hit_near = t_min.z; } if t_max.z < hit_far { hit_far = t_max.z; } Some(Hit3d { distance: (hit_near + hit_far) / 2.0 }) } /// Heavily synthesized from these two resources: /// * Textbook: https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/ray-triangle-intersection-geometric-solution.html /// * Example: https://github.com/aevyrie/bevy_mod_raycast/blob/435d8ef100738797161ac3a9b910ea346a4ed6e6/src/raycast.rs#L43 pub(crate) fn intersects3d(ray: &Ray3d, mesh: &Mesh, gt: &GlobalTransform) -> Option { // First do an Aabb intersection test if let Some(aabb) = mesh.compute_aabb() { // Do the Aabb test if let Some(_) = intersects_aabb_3d(ray, &aabb, gt) { // If it passes that do the real intersection test let attr = MeshVertexAttribute::new("Vertex_Position", 0, VertexFormat::Float32x3); if let Some(verts) = mesh.attribute(attr) { if let Some(idxs) = mesh.indices() { match verts { VertexAttributeValues::Float32x3(vals) => { idxs.iter() .array_chunks::<3>() // Convert arrays to vec3 .map(|[x, y, z]| { [ Vec3::from_array(vals[x]), Vec3::from_array(vals[y]), Vec3::from_array(vals[z]), ] }) // Transform each point by the global transform .map(|[a, b, c]| { [ gt.transform_point(a), gt.transform_point(b), gt.transform_point(c), ] }) // Collect everything into a triangle for easy operations .map(|[v0, v1, v2]| Triangle { v0, v1, v2 }) .filter_map(|triangle| { // Calculate the distance this ray hits the plane normal to the tri if let Some(d) = ray.intersect_plane(triangle.v0, triangle.normal_plane()) { // Calculate the point on that plane which intersects let p = ray.get_point(d); // Inside out test let hit = { // Determine if p is w/in edge0 let c0 = triangle.edge0().cross(p - triangle.v0); // Determine if p is w/in edge1 let c1 = triangle.edge1().cross(p - triangle.v1); // Determine if p is w/in edge2 let c2 = triangle.edge2().cross(p - triangle.v2); // Check all three at once triangle.normal().dot(c0) > 0.0 && triangle.normal().dot(c1) > 0.0 && triangle.normal().dot(c2) > 0.0 }; hit.then_some(Hit3d { distance: d }) } else { None } }) .min_by(|a, b| a.distance.total_cmp(&b.distance)) } _ => None, } } else { None } } else { None } } else { None } } else { None } }