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martian-chess/src/hit.rs

120 lines
4.3 KiB
Rust

use crate::prelude::*;
/// Hit data for 3d objects in Global (not Local) space and the distance from the Camera
#[derive(Debug)]
pub(crate) struct Hit3d {
distance: f32,
_point: Vec3,
}
/// 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 {
Plane3d {
normal: Direction3d::new(self.normal()).expect("Valid normal direction"),
}
}
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
}
}
/// 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<Hit3d> {
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,
_point: p,
})
} else {
None
}
})
.min_by(|a, b| a.distance.total_cmp(&b.distance))
}
_ => None,
}
} else {
None
}
} else {
None
}
}