Fix AABB Ray intersection - return inside

* Separates find_intersects from test_intersects for rays, and wraps the former.
* Changes parameter name to "r_intersection_point".
* Fixes broken old version which returned per axis t.
* Returns whether the ray origin is within the AABB.
* Returns intersection point when origin outside.
* Returns "backtracking" intersection point when inside.
* Returns sensible normal when inside.
* Returns valid results on borders.
* Returns robust results dealing with floating point error.

Co-authored-by: Claire Blackshaw <evilkimau@gmail.com>
This commit is contained in:
lawnjelly 2024-01-03 13:24:40 +00:00
parent c4279fe3e0
commit b35264ad95
3 changed files with 116 additions and 22 deletions

View file

@ -117,55 +117,75 @@ AABB AABB::intersection(const AABB &p_aabb) const {
return AABB(min, max - min);
}
bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const {
// Note that this routine returns the BACKTRACKED (i.e. behind the ray origin)
// intersection point + normal if INSIDE the AABB.
// The caller can therefore decide when INSIDE whether to use the
// backtracked intersection, or use p_from as the intersection, and
// carry on progressing without e.g. reflecting against the normal.
bool AABB::find_intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, bool &r_inside, Vector3 *r_intersection_point, Vector3 *r_normal) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
Vector3 c1, c2;
Vector3 end = position + size;
real_t depth_near = -1e20;
real_t depth_far = 1e20;
real_t tmin = -1e20;
real_t tmax = 1e20;
int axis = 0;
// Make sure r_inside is always initialized,
// to prevent reading uninitialized data in the client code.
r_inside = false;
for (int i = 0; i < 3; i++) {
if (p_dir[i] == 0) {
if ((p_from[i] < position[i]) || (p_from[i] > end[i])) {
return false;
}
} else { // ray not parallel to planes in this direction
c1[i] = (position[i] - p_from[i]) / p_dir[i];
c2[i] = (end[i] - p_from[i]) / p_dir[i];
real_t t1 = (position[i] - p_from[i]) / p_dir[i];
real_t t2 = (end[i] - p_from[i]) / p_dir[i];
if (c1[i] > c2[i]) {
SWAP(c1, c2);
if (t1 > t2) {
SWAP(t1, t2);
}
if (c1[i] > depth_near) {
depth_near = c1[i];
if (t1 >= tmin) {
tmin = t1;
axis = i;
}
if (c2[i] < depth_far) {
depth_far = c2[i];
if (t2 < tmax) {
if (t2 < 0) {
return false;
}
tmax = t2;
}
if ((depth_near > depth_far) || (depth_far < 0)) {
if (tmin > tmax) {
return false;
}
}
}
if (r_clip) {
*r_clip = c1;
// Did the ray start from inside the box?
// In which case the intersection returned is the point of entry
// (behind the ray start) or the calling routine can use the ray origin as intersection point.
r_inside = tmin < 0;
if (r_intersection_point) {
*r_intersection_point = p_from + p_dir * tmin;
// Prevent float error by making sure the point is exactly
// on the AABB border on the relevant axis.
r_intersection_point->coord[axis] = (p_dir[axis] >= 0) ? position.coord[axis] : end.coord[axis];
}
if (r_normal) {
*r_normal = Vector3();
(*r_normal)[axis] = p_dir[axis] ? -1 : 1;
(*r_normal)[axis] = (p_dir[axis] >= 0) ? -1 : 1;
}
return true;
}
bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const {
bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_intersection_point, Vector3 *r_normal) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
@ -223,8 +243,8 @@ bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector
*r_normal = normal;
}
if (r_clip) {
*r_clip = p_from + rel * min;
if (r_intersection_point) {
*r_intersection_point = p_from + rel * min;
}
return true;
@ -410,7 +430,15 @@ Variant AABB::intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to
Variant AABB::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {
Vector3 inters;
if (intersects_ray(p_from, p_dir, &inters)) {
bool inside = false;
if (find_intersects_ray(p_from, p_dir, inside, &inters)) {
// When inside the intersection point may be BEHIND the ray,
// so for general use we return the ray origin.
if (inside) {
return p_from;
}
return inters;
}
return Variant();