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-rw-r--r--core/math/aabb.cpp68
-rw-r--r--core/math/aabb.h9
-rw-r--r--tests/core/math/test_aabb.h61
3 files changed, 116 insertions, 22 deletions
diff --git a/core/math/aabb.cpp b/core/math/aabb.cpp
index 76e9e74dea..7d1d7c5648 100644
--- a/core/math/aabb.cpp
+++ b/core/math/aabb.cpp
@@ -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();
diff --git a/core/math/aabb.h b/core/math/aabb.h
index c2945a3ef1..9a74266ff7 100644
--- a/core/math/aabb.h
+++ b/core/math/aabb.h
@@ -71,10 +71,15 @@ struct _NO_DISCARD_ AABB {
AABB merge(const AABB &p_with) const;
void merge_with(const AABB &p_aabb); ///merge with another AABB
AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
- bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
- bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
_FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t p_t0, real_t p_t1) const;
+ bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_intersection_point = nullptr, Vector3 *r_normal = nullptr) const;
+ bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir) const {
+ bool inside;
+ return find_intersects_ray(p_from, p_dir, inside);
+ }
+ bool find_intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, bool &r_inside, Vector3 *r_intersection_point = nullptr, Vector3 *r_normal = nullptr) const;
+
_FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
_FORCE_INLINE_ bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
bool intersects_plane(const Plane &p_plane) const;
diff --git a/tests/core/math/test_aabb.h b/tests/core/math/test_aabb.h
index b9f84cca24..dbc62bc248 100644
--- a/tests/core/math/test_aabb.h
+++ b/tests/core/math/test_aabb.h
@@ -204,6 +204,67 @@ TEST_CASE("[AABB] Intersection") {
CHECK_MESSAGE(
!aabb_big.intersects_segment(Vector3(0, 300, 0), Vector3(0, 300, 0)),
"intersects_segment() should return the expected result with segment of length 0.");
+ CHECK_MESSAGE( // Simple ray intersection test.
+ aabb_big.intersects_ray(Vector3(-100, 3, 0), Vector3(1, 0, 0)),
+ "intersects_ray() should return true when ray points directly to AABB from outside.");
+ CHECK_MESSAGE( // Ray parallel to an edge.
+ !aabb_big.intersects_ray(Vector3(10, 10, 0), Vector3(0, 1, 0)),
+ "intersects_ray() should return false for ray parallel and outside of AABB.");
+ CHECK_MESSAGE( // Ray origin inside aabb.
+ aabb_big.intersects_ray(Vector3(1, 1, 1), Vector3(0, 1, 0)),
+ "intersects_ray() should return true for rays originating inside the AABB.");
+ CHECK_MESSAGE( // Ray pointing away from aabb.
+ !aabb_big.intersects_ray(Vector3(-10, 0, 0), Vector3(-1, 0, 0)),
+ "intersects_ray() should return false when ray points away from AABB.");
+ CHECK_MESSAGE( // Ray along a diagonal of aabb.
+ aabb_big.intersects_ray(Vector3(0, 0, 0), Vector3(1, 1, 1)),
+ "intersects_ray() should return true for rays along the AABB diagonal.");
+ CHECK_MESSAGE( // Ray originating at aabb edge.
+ aabb_big.intersects_ray(aabb_big.position, Vector3(-1, 0, 0)),
+ "intersects_ray() should return true for rays starting on AABB's edge.");
+ CHECK_MESSAGE( // Ray with zero direction inside.
+ aabb_big.intersects_ray(Vector3(-1, 3, -2), Vector3(0, 0, 0)),
+ "intersects_ray() should return true because its inside.");
+ CHECK_MESSAGE( // Ray with zero direction outside.
+ !aabb_big.intersects_ray(Vector3(-1000, 3, -2), Vector3(0, 0, 0)),
+ "intersects_ray() should return false for being outside.");
+
+ // Finding ray intersections.
+ const AABB aabb_simple = AABB(Vector3(), Vector3(1, 1, 1));
+ bool inside = false;
+ Vector3 intersection_point;
+ Vector3 intersection_normal;
+
+ // Borders.
+ aabb_simple.find_intersects_ray(Vector3(0.5, 0, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() border intersection normal incorrect.");
+ aabb_simple.find_intersects_ray(Vector3(0.5, 1, 0.5), Vector3(0, -1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 1, 0.5)), "find_intersects_ray() border intersection point incorrect.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, 1, 0)), "find_intersects_ray() border intersection normal incorrect.");
+
+ // Inside.
+ aabb_simple.find_intersects_ray(Vector3(0.5, 0.1, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == true, "find_intersects_ray() should return inside when inside.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() inside backtracking intersection point incorrect.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() inside intersection normal incorrect.");
+
+ // Zero sized AABB.
+ const AABB aabb_zero = AABB(Vector3(), Vector3(1, 0, 1));
+ aabb_zero.find_intersects_ray(Vector3(0.5, 0, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders of zero sized AABB.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect for zero sized AABB.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() border intersection normal incorrect for zero sized AABB.");
+ aabb_zero.find_intersects_ray(Vector3(0.5, 0, 0.5), Vector3(0, -1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders of zero sized AABB.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect for zero sized AABB.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, 1, 0)), "find_intersects_ray() border intersection normal incorrect for zero sized AABB.");
+ aabb_zero.find_intersects_ray(Vector3(0.5, -1, 0.5), Vector3(0, 1, 0), inside, &intersection_point, &intersection_normal);
+ CHECK_MESSAGE(inside == false, "find_intersects_ray() should return outside on borders of zero sized AABB.");
+ CHECK_MESSAGE(intersection_point.is_equal_approx(Vector3(0.5, 0, 0.5)), "find_intersects_ray() border intersection point incorrect for zero sized AABB.");
+ CHECK_MESSAGE(intersection_normal.is_equal_approx(Vector3(0, -1, 0)), "find_intersects_ray() border intersection normal incorrect for zero sized AABB.");
}
TEST_CASE("[AABB] Merging") {