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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
360 lines
11 KiB
C++
360 lines
11 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Determine intersection of rays with a heightfield.
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*/
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#include "precompiled.h"
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#include "HFTracer.h"
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#include "graphics/Patch.h"
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#include "graphics/Terrain.h"
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#include "maths/BoundingBoxAligned.h"
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#include "maths/MathUtil.h"
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#include "maths/Vector3D.h"
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#include <cfloat>
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// To cope well with points that are slightly off the edge of the map,
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// we act as if there's an N-tile margin around the edges of the heightfield.
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// (N shouldn't be too huge else it'll hurt performance a little when
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// RayIntersect loops through it all.)
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// CTerrain::CalcPosition implements clamp-to-edge behaviour so the tracer
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// will have that behaviour.
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static const int MARGIN_SIZE = 64;
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///////////////////////////////////////////////////////////////////////////////
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// CHFTracer constructor
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CHFTracer::CHFTracer(CTerrain *pTerrain):
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m_pTerrain(pTerrain),
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m_Heightfield(m_pTerrain->GetHeightMap()),
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m_MapSize(m_pTerrain->GetVerticesPerSide()),
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m_CellSize((float)TERRAIN_TILE_SIZE),
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m_HeightScale(HEIGHT_SCALE)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// RayTriIntersect: intersect a ray with triangle defined by vertices
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// v0,v1,v2; return true if ray hits triangle at distance less than dist,
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// or false otherwise
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static bool RayTriIntersect(const CVector3D& v0, const CVector3D& v1, const CVector3D& v2,
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const CVector3D& origin, const CVector3D& dir, float& dist)
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{
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const float EPSILON=0.00001f;
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// calculate edge vectors
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CVector3D edge0=v1-v0;
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CVector3D edge1=v2-v0;
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// begin calculating determinant - also used to calculate U parameter
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CVector3D pvec=dir.Cross(edge1);
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// if determinant is near zero, ray lies in plane of triangle
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float det = edge0.Dot(pvec);
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if (fabs(det)<EPSILON)
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return false;
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float inv_det = 1.0f/det;
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// calculate vector from vert0 to ray origin
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CVector3D tvec=origin-v0;
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// calculate U parameter, test bounds
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float u=tvec.Dot(pvec)*inv_det;
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if (u<-0.01f || u>1.01f)
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return false;
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// prepare to test V parameter
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CVector3D qvec=tvec.Cross(edge0);
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// calculate V parameter and test bounds
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float v=dir.Dot(qvec)*inv_det;
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if (v<0.0f || u+v>1.0f)
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return false;
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// calculate distance to intersection point from ray origin
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float d=edge1.Dot(qvec)*inv_det;
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if (d>=0 && d<dist) {
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dist=d;
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return true;
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}
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return false;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CellIntersect: test if ray intersects either of the triangles in the given
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// cell - return hit result, and distance to hit, if hit occurred
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bool CHFTracer::CellIntersect(int cx, int cz, const CVector3D& origin, const CVector3D& dir, float& dist) const
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{
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bool res=false;
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// get vertices for this cell
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CVector3D vpos[4];
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m_pTerrain->CalcPosition(cx,cz,vpos[0]);
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m_pTerrain->CalcPosition(cx+1,cz,vpos[1]);
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m_pTerrain->CalcPosition(cx+1,cz+1,vpos[2]);
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m_pTerrain->CalcPosition(cx,cz+1,vpos[3]);
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dist=1.0e30f;
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if (RayTriIntersect(vpos[0],vpos[1],vpos[2],origin,dir,dist)) {
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res=true;
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}
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if (RayTriIntersect(vpos[0],vpos[2],vpos[3],origin,dir,dist)) {
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res=true;
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}
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return res;
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}
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///////////////////////////////////////////////////////////////////////////////
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// RayIntersect: intersect ray with this heightfield; return true if
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// intersection occurs (and fill in grid coordinates of intersection), or false
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// otherwise
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bool CHFTracer::RayIntersect(const CVector3D& origin, const CVector3D& dir, int& x, int& z, CVector3D& ipt) const
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{
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// If the map is empty (which should never happen),
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// return early before we crash when reading zero-sized heightmaps
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if (!m_MapSize)
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{
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debug_warn(L"CHFTracer::RayIntersect called with zero-size map");
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return false;
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}
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// intersect first against bounding box
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CBoundingBoxAligned bound;
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bound[0] = CVector3D(-MARGIN_SIZE * m_CellSize, 0, -MARGIN_SIZE * m_CellSize);
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bound[1] = CVector3D((m_MapSize + MARGIN_SIZE) * m_CellSize, 65535 * m_HeightScale, (m_MapSize + MARGIN_SIZE) * m_CellSize);
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float tmin,tmax;
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if (!bound.RayIntersect(origin,dir,tmin,tmax)) {
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// ray missed world bounds; no intersection
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return false;
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}
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// project origin onto grid, if necessary, to get starting point for traversal
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CVector3D traversalPt;
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if (tmin>0) {
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traversalPt=origin+dir*tmin;
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} else {
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traversalPt=origin;
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}
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// setup traversal variables
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int sx=dir.X<0 ? -1 : 1;
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int sz=dir.Z<0 ? -1 : 1;
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float invCellSize=1.0f/float(m_CellSize);
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float fcx=traversalPt.X*invCellSize;
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int cx=(int)floor(fcx);
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float fcz=traversalPt.Z*invCellSize;
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int cz=(int)floor(fcz);
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float invdx = 1.0e20f;
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float invdz = 1.0e20f;
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if (fabs(dir.X) > 1.0e-20)
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invdx = float(1.0/fabs(dir.X));
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if (fabs(dir.Z) > 1.0e-20)
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invdz = float(1.0/fabs(dir.Z));
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do {
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// test current cell
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if (cx >= -MARGIN_SIZE && cx < int(m_MapSize + MARGIN_SIZE - 1) && cz >= -MARGIN_SIZE && cz < int(m_MapSize + MARGIN_SIZE - 1))
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{
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float dist;
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if (CellIntersect(cx,cz,origin,dir,dist)) {
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x=cx;
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z=cz;
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ipt=origin+dir*dist;
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return true;
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}
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}
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else
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{
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// Degenerate case: y close to zero
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// catch travelling off the map
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if ((cx < -MARGIN_SIZE) && (sx < 0))
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return false;
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if ((cx >= (int)(m_MapSize + MARGIN_SIZE - 1)) && (sx > 0))
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return false;
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if ((cz < -MARGIN_SIZE) && (sz < 0))
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return false;
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if ((cz >= (int)(m_MapSize + MARGIN_SIZE - 1)) && (sz > 0))
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return false;
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}
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// get coords of current cell
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fcx=traversalPt.X*invCellSize;
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fcz=traversalPt.Z*invCellSize;
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// get distance to next cell in x,z
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float dx=(sx==-1) ? fcx-float(cx) : 1-(fcx-float(cx));
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dx*=invdx;
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float dz=(sz==-1) ? fcz-float(cz) : 1-(fcz-float(cz));
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dz*=invdz;
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// advance ..
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float dist;
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if (dx<dz) {
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cx+=sx;
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dist=dx;
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} else {
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cz+=sz;
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dist=dz;
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}
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traversalPt+=dir*dist;
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} while (traversalPt.Y>=0);
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// fell off end of heightmap with no intersection; return a miss
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return false;
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}
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static bool TestTile(u16* heightmap, int stride, int i, int j, const CVector3D& pos, const CVector3D& dir, CVector3D& isct)
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{
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u16 y00 = heightmap[i + j*stride];
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u16 y10 = heightmap[i+1 + j*stride];
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u16 y01 = heightmap[i + (j+1)*stride];
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u16 y11 = heightmap[i+1 + (j+1)*stride];
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CVector3D p00( i * TERRAIN_TILE_SIZE, y00 * HEIGHT_SCALE, j * TERRAIN_TILE_SIZE);
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CVector3D p10((i+1) * TERRAIN_TILE_SIZE, y10 * HEIGHT_SCALE, j * TERRAIN_TILE_SIZE);
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CVector3D p01( i * TERRAIN_TILE_SIZE, y01 * HEIGHT_SCALE, (j+1) * TERRAIN_TILE_SIZE);
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CVector3D p11((i+1) * TERRAIN_TILE_SIZE, y11 * HEIGHT_SCALE, (j+1) * TERRAIN_TILE_SIZE);
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int mid1 = y00+y11;
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int mid2 = y01+y10;
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int triDir = (mid1 < mid2);
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float dist = FLT_MAX;
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if (triDir)
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{
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if (RayTriIntersect(p00, p10, p01, pos, dir, dist) || // lower-left triangle
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RayTriIntersect(p11, p01, p10, pos, dir, dist)) // upper-right triangle
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{
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isct = pos + dir * dist;
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return true;
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}
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}
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else
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{
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if (RayTriIntersect(p00, p11, p01, pos, dir, dist) || // upper-left triangle
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RayTriIntersect(p00, p10, p11, pos, dir, dist)) // lower-right triangle
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{
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isct = pos + dir * dist;
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return true;
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}
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}
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return false;
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}
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bool CHFTracer::PatchRayIntersect(CPatch* patch, const CVector3D& origin, const CVector3D& dir, CVector3D* out)
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{
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// (TODO: This largely duplicates RayIntersect - some refactoring might be
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// nice in the future.)
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// General approach:
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// Given the ray defined by origin + dir * t, we increase t until it
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// enters the patch's bounding box. The x,z coordinates identify which
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// tile it is currently above/below. Do an intersection test vs the tile's
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// two triangles. If it doesn't hit, do a 2D line rasterisation to find
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// the next tiles the ray will pass through, and test each of them.
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// Start by jumping to the point where the ray enters the bounding box
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CBoundingBoxAligned bound = patch->GetWorldBounds();
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float tmin, tmax;
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if (!bound.RayIntersect(origin, dir, tmin, tmax))
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{
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// Ray missed patch; no intersection
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return false;
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}
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int heightmapStride = patch->m_Parent->GetVerticesPerSide();
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// Get heightmap, offset to start at this patch
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u16* heightmap = patch->m_Parent->GetHeightMap() +
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patch->m_X * PATCH_SIZE +
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patch->m_Z * PATCH_SIZE * heightmapStride;
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// Get patch-space position of ray origin and bbox entry point
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CVector3D patchPos(
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patch->m_X * PATCH_SIZE * TERRAIN_TILE_SIZE,
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0.0f,
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patch->m_Z * PATCH_SIZE * TERRAIN_TILE_SIZE);
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CVector3D originPatch = origin - patchPos;
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CVector3D entryPatch = originPatch + dir * tmin;
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// We want to do a simple 2D line rasterisation (with the 3D ray projected
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// down onto the Y plane). That will tell us which cells are intersected
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// in 2D dimensions, then we can do a more precise 3D intersection test.
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//
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// WLOG, assume the ray has direction dir.x > 0, dir.z > 0, and starts in
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// cell (i,j). The next cell intersecting the line must be either (i+1,j)
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// or (i,j+1). To tell which, just check whether the point (i+1,j+1) is
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// above or below the ray. Advance into that cell and repeat.
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//
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// (If the ray passes precisely through (i+1,j+1), we can pick either.
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// If the ray is parallel to Y, only the first cell matters, then we can
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// carry on rasterising in any direction (a bit of a waste of time but
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// should be extremely rare, and it's safe and simple).)
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// Work out which tile we're starting in
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int i = Clamp<int>(entryPatch.X / TERRAIN_TILE_SIZE, 0, PATCH_SIZE - 1);
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int j = Clamp<int>(entryPatch.Z / TERRAIN_TILE_SIZE, 0, PATCH_SIZE - 1);
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// Work out which direction the ray is going in
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int di = (dir.X >= 0 ? 1 : 0);
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int dj = (dir.Z >= 0 ? 1 : 0);
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do
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{
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CVector3D isct;
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if (TestTile(heightmap, heightmapStride, i, j, originPatch, dir, isct))
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{
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if (out)
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*out = isct + patchPos;
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return true;
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}
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// Get the vertex between the two possible next cells
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float nx = (i + di) * (int)TERRAIN_TILE_SIZE;
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float nz = (j + dj) * (int)TERRAIN_TILE_SIZE;
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// Test which side of the ray the vertex is on, and advance into the
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// appropriate cell, using a test that works for all 4 combinations
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// of di,dj
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float dot = dir.Z * (nx - originPatch.X) - dir.X * (nz - originPatch.Z);
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if ((di == dj) == (dot > 0.0f))
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j += dj*2-1;
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else
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i += di*2-1;
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}
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while (i >= 0 && j >= 0 && i < PATCH_SIZE && j < PATCH_SIZE);
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// Ran off the edge of the patch, so no intersection
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return false;
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}
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