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#ifndef UNITY_GEOMETRICTOOLS_INCLUDED
#define UNITY_GEOMETRICTOOLS_INCLUDED
#include "Common.hlsl"
//-----------------------------------------------------------------------------
// Intersection functions
//-----------------------------------------------------------------------------
// return furthest near intersection in x and closest far intersection in y
// if (intersections.y > intersections.x) the ray hit the box, else it miss it
// Assume dir is normalize
float2 BoxRayIntersect(float3 start, float3 dir, float3 boxMin, float3 boxMax)
{
float3 invDir = 1.0 / dir;
// Find the ray intersection with box plane
float3 firstPlaneIntersect = (boxMin - start) * invDir;
float3 secondPlaneIntersect = (boxMax - start) * invDir;
// Get the closest/furthest of these intersections along the ray (Ok because x/0 give +inf and -x/0 give �inf )
float3 closestPlane = min(firstPlaneIntersect, secondPlaneIntersect);
float3 furthestPlane = max(firstPlaneIntersect, secondPlaneIntersect);
float2 intersections;
// Find the furthest near intersection
intersections.x = max(closestPlane.x, max(closestPlane.y, closestPlane.z));
// Find the closest far intersection
intersections.y = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
return intersections;
}
// TODO: Describe difference with above
// AND compare with intersections.y
// Assume dir is normalize
float BoxRayIntersectSimple(float3 start, float3 dir, float3 boxMin, float3 boxMax)
{
float3 invDir = 1.0 / dir;
// Find the ray intersection with box plane
float3 rbmin = (boxMin - start) * invDir;
float3 rbmax = (boxMax - start) * invDir;
float3 rbminmax = (dir > 0.0) ? rbmax : rbmin;
return min(min(rbminmax.x, rbminmax.y), rbminmax.z);
}
// Sphere is at the origin
bool SphereRayIntersect(out float2 intersections, float3 start, float3 dir, float radius)
{
float a = dot(dir, dir);
float b = dot(dir, start) * 2.0;
float c = dot(start, start) - radius * radius;
float discriminant = b * b - 4.0 * a * c;
bool intersect = false;
if (discriminant < 0.0 || a == 0.0)
{
intersections.x = 0.0;
intersections.y = 0.0;
}
else
{
float sqrtDiscriminant = sqrt(discriminant);
intersections.x = (-b - sqrtDiscriminant) / (2.0 * a);
intersections.y = (-b + sqrtDiscriminant) / (2.0 * a);
intersect = true;
}
return intersect;
}
float3 RayPlaneIntersect(in float3 rayOrigin, in float3 rayDirection, in float3 planeOrigin, in float3 planeNormal)
{
float dist = dot(planeNormal, planeOrigin - rayOrigin) / dot(planeNormal, rayDirection);
return rayOrigin + rayDirection * dist;
}
//-----------------------------------------------------------------------------
// Distance functions
//-----------------------------------------------------------------------------
/*
// Ref: real time detection collision page 131
float DistancePointBox(float3 pos, float3 boxMin, float3 boxMax)
{
// Clamp to find closest point then calc distance
float3 distanceToMin = pos < boxMin ? (boxMin - pos) * (boxMin - pos) : 0.0;
float3 distancesToMax = pos > boxMax ? (pos - boxMax) * (pos - boxMax) : 0.0;
float distanceSquare = dot(distanceToMin, float3(1.0, 1.0, 1.0)) + dot(distancesToMax, float3(1.0, 1.0, 1.0));
return sqrt(distanceSquare);
}
*/
// TODO: check that this code is effectively equivalent to code above (it should)
// Box is AABB
float DistancePointBox(float3 pos, float3 boxMin, float3 boxMax)
{
return length(max(max(pos - boxMax, boxMin - pos), float3(0.0, 0.0, 0.0)));
}
#endif // UNITY_GEOMETRICTOOLS_INCLUDED