beevee: ray: add Ray implementation

This commit is contained in:
Bruno BELANYI 2020-03-24 02:25:05 +01:00
parent 0ce49bb3a3
commit eddad707eb
2 changed files with 239 additions and 2 deletions

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@ -24,5 +24,5 @@ pub mod bvh;
/// Module defining a [`Ray`] structure to intersect with the [`BVH`]
///
/// [`BVH`]: ../bvh/struct.BVH.html
/// [`Ray`]: struct.Ray.html
/// [`Ray`]: ray/struct.Ray.html
pub mod ray;

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@ -1,5 +1,242 @@
use crate::aabb::AABB;
use crate::{Point, Vector};
use nalgebra::Unit;
use std::fmt::{Display, Formatter, Result};
/// The [`Ray`] to intersect with the [`BVH`].
///
/// [`BVH`]: ../bvh/struct.BVH.html
/// [`Ray`]: struct.Ray.html
pub struct Ray {}
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct Ray {
/// The point of origin of the ray.
origin: Point,
/// A unit vector representing the direction of the ray.
direction: Unit<Vector>,
/// The inverse of each coefficient of the ray's direction.
inv_direction: Vector,
}
impl Ray {
/// Create a new [`Ray`] with the given origin and direction
///
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// use beevee::{Point, Vector};
/// use beevee::ray::Ray;
///
/// let ray = Ray::new(Point::origin(), Vector::x_axis());
/// ```
#[must_use]
pub fn new(origin: Point, direction: Unit<Vector>) -> Self {
let inv_direction = Vector::new(1. / direction.x, 1. / direction.y, 1. / direction.z);
Ray {
origin,
direction,
inv_direction,
}
}
/// Change the [`Point`] of origin a the [`Ray`] and return the new value.
///
/// [`Point`]: ../type.Point.html
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// # use beevee::{Point, Vector};
/// # use beevee::ray::Ray;
///
/// let ray = Ray::new(Point::origin(), Vector::x_axis());
/// let new_origin = Point::new(0., 1., 2.);
/// let new_ray = ray.with_origin(new_origin);
///
/// assert_eq!(new_ray, Ray::new(new_origin, Vector::x_axis()));
/// ```
#[must_use]
pub fn with_origin(&self, origin: Point) -> Self {
let mut ans = *self;
ans.with_origin_mut(origin);
ans
}
/// Mutably change the [`Point`] of origin a the [`Ray`].
///
/// [`Point`]: ../type.Point.html
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// # use beevee::{Point, Vector};
/// # use beevee::ray::Ray;
///
/// let mut ray = Ray::new(Point::origin(), Vector::x_axis());
/// let new_origin = Point::new(0., 1., 2.);
///
/// ray.with_origin_mut(new_origin);
///
/// assert_eq!(ray, Ray::new(new_origin, Vector::x_axis()));
/// ```
pub fn with_origin_mut(&mut self, origin: Point) -> &mut Self {
self.origin = origin;
self
}
/// Change the [`Vector`] of direction a the [`Ray`] and return the new value.
///
/// [`Vector`]: ../type.Vector.html
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// # use beevee::{Point, Vector};
/// # use beevee::ray::Ray;
///
/// let ray = Ray::new(Point::origin(), Vector::x_axis());
/// let new_direction = Vector::y_axis();
/// let new_ray = ray.with_direction(new_direction);
///
/// assert_eq!(new_ray, Ray::new(Point::origin(), new_direction));
/// ```
#[must_use]
pub fn with_direction(&self, direction: Unit<Vector>) -> Self {
let mut ans = *self;
ans.with_direction_mut(direction);
ans
}
/// Mutable change the [`Vector`] of direction a the [`Ray`].
///
/// [`Vector`]: ../type.Vector.html
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// # use beevee::{Point, Vector};
/// # use beevee::ray::Ray;
///
/// let mut ray = Ray::new(Point::origin(), Vector::x_axis());
/// let new_direction = Vector::y_axis();
/// ray.with_direction_mut(new_direction);
///
/// assert_eq!(ray, Ray::new(Point::origin(), new_direction));
/// ```
pub fn with_direction_mut(&mut self, direction: Unit<Vector>) -> &mut Self {
self.direction = direction;
self.inv_direction = Vector::new(1. / direction.x, 1. / direction.y, 1. / direction.z);
self
}
/// Return the distance to intersect with an [`AABB`], or [`None`] if there's no intersection.
///
/// [`AABB`]: ../aabb/struct.AABB.html
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// use beevee::{Point, Vector};
/// use beevee::aabb::AABB;
/// use beevee::ray::Ray;
///
/// let aabb = AABB::with_bounds(Point::new(1., -1., -1.), Point::new(3., 1., 1.));
/// let ray = Ray::new(Point::origin(), Vector::x_axis());
///
/// assert_eq!(ray.aabb_intersection(&aabb), Some(1.));
/// ```
///
/// ```
/// use beevee::{Point, Vector};
/// use beevee::aabb::AABB;
/// use beevee::ray::Ray;
///
/// let aabb = AABB::with_bounds(Point::new(-1., -1., -1.), Point::new(1., 1., 1.));
/// let ray = Ray::new(Point::origin(), Vector::x_axis());
///
/// // Also works from inside the AABB.
/// assert_eq!(ray.aabb_intersection(&aabb), Some(1.));
/// ```
///
/// ```
/// use beevee::{Point, Vector};
/// use beevee::aabb::AABB;
/// use beevee::ray::Ray;
///
/// let aabb = AABB::with_bounds(Point::new(1., -1., -1.), Point::new(3., 1., 1.));
/// let ray = Ray::new(Point::origin(), Vector::y_axis());
///
/// assert_eq!(ray.aabb_intersection(&aabb), None);
/// ```
pub fn aabb_intersection(&self, aabb: &AABB) -> Option<f32> {
use crate::Axis;
let min_max = |axis: Axis| {
let a = (aabb.high[axis] - self.origin[axis]) * self.inv_direction[axis];
let b = (aabb.low[axis] - self.origin[axis]) * self.inv_direction[axis];
if self.direction[axis] < 0. {
(a, b)
} else {
(b, a)
}
};
let (mut t_min, mut t_max) = min_max(Axis::X);
let (y_min, y_max) = min_max(Axis::Y);
if y_min > t_max || y_max < t_min {
return None;
}
if y_min > t_min {
t_min = y_min;
}
if y_max < t_max {
t_max = y_max;
}
let (z_min, z_max) = min_max(Axis::Z);
if z_min > t_max || z_max < t_min {
return None;
}
if z_min > t_min {
t_min = z_min;
}
if z_max < t_max {
t_max = z_max;
}
if t_max < 0. {
return None;
}
if t_min < 0. {
Some(t_max)
} else {
Some(t_min)
}
}
}
/// Display implementation for [`Ray`].
///
/// [`Ray`]: struct.Ray.html
///
/// # Examples
/// ```
/// # use beevee::{Point, Vector};
/// # use beevee::ray::Ray;
/// let ray = Ray::new(Point::origin(), Vector::x_axis());
///
/// assert_eq!(format!("{}", ray), "origin: {0, 0, 0}, direction: {1, 0, 0}")
/// ```
impl Display for Ray {
fn fmt(&self, f: &mut Formatter) -> Result {
write!(
f,
"origin: {}, direction: {{{}, {}, {}}}",
self.origin, self.direction.x, self.direction.y, self.direction.z,
)
}
}