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forked from 0ad/0ad
0ad/source/graphics/HFTracer.cpp
2021-04-15 13:01:24 +00:00

361 lines
11 KiB
C++

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