X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=laserbrain_demo;a=blobdiff_plain;f=src%2Fgeom.cc;h=5fc3dce208cc6385f02f4b5cd20ee183fa1a48e7;hp=890d9754bbc5677028ab2c426ce00eeaf58eea19;hb=03085a16aa2fef785083fa3921be83015e08b290;hpb=ca5d732eb2b76da1e01428193effeb205ae951e9 diff --git a/src/geom.cc b/src/geom.cc index 890d975..5fc3dce 100644 --- a/src/geom.cc +++ b/src/geom.cc @@ -1,6 +1,7 @@ #include #include #include "geom.h" +#include "app.h" #define SPHERE(ptr) ((Sphere*)ptr) #define AABOX(ptr) ((AABox*)ptr) @@ -16,6 +17,15 @@ GeomObject::~GeomObject() { } +bool GeomObject::valid() const +{ + return true; +} + +void GeomObject::invalidate() +{ +} + Sphere::Sphere() { @@ -30,6 +40,17 @@ Sphere::Sphere(const Vec3 ¢, float radius) this->radius = radius; } +bool Sphere::valid() const +{ + return radius >= 0.0f; +} + +void Sphere::invalidate() +{ + center = Vec3(0, 0, 0); + radius = -1; +} + bool Sphere::intersect(const Ray &ray, HitPoint *hit) const { float a = dot(ray.dir, ray.dir); @@ -94,19 +115,41 @@ AABox::AABox(const Vec3 &vmin, const Vec3 &vmax) type = GOBJ_AABOX; } +bool AABox::valid() const +{ + return min.x <= max.x && min.y <= max.y && min.z <= max.z; +} + +void AABox::invalidate() +{ + min = Vec3(FLT_MAX, FLT_MAX, FLT_MAX); + max = Vec3(-FLT_MAX, -FLT_MAX, -FLT_MAX); +} + Vec3 AABox::get_corner(int idx) const { - static const Vec3 v[] = { - Vec3(-0.5, -0.5, -0.5), Vec3(0.5, -0.5, -0.5), Vec3(0.5, -0.5, 0.5), Vec3(-0.5, -0.5, 0.5), - Vec3(-0.5, 0.5, -0.5), Vec3(0.5, 0.5, -0.5), Vec3(0.5, 0.5, 0.5), Vec3(-0.5, 0.5, 0.5) - }; - return v[idx] * Vec3(max - min); + Vec3 v[] = {min, max}; + static const int xidx[] = {0, 1, 1, 0, 0, 1, 1, 0}; + static const int yidx[] = {0, 0, 0, 0, 1, 1, 1, 1}; + static const int zidx[] = {0, 0, 1, 1, 0, 0, 1, 1}; + return Vec3(v[xidx[idx]].x, v[yidx[idx]].y, v[zidx[idx]].z); } bool AABox::intersect(const Ray &ray, HitPoint *hit) const { Vec3 param[2] = {min, max}; +#ifndef NDEBUG + Vec3 inv_dir; + if(fpexcept_enabled) { + inv_dir.x = ray.dir.x == 0.0f ? 1.0f : 1.0f / ray.dir.x; + inv_dir.y = ray.dir.y == 0.0f ? 1.0f : 1.0f / ray.dir.y; + inv_dir.z = ray.dir.z == 0.0f ? 1.0f : 1.0f / ray.dir.z; + } else { + inv_dir = Vec3(1.0 / ray.dir.x, 1.0 / ray.dir.y, 1.0 / ray.dir.z); + } +#else Vec3 inv_dir(1.0 / ray.dir.x, 1.0 / ray.dir.y, 1.0 / ray.dir.z); +#endif int sign[3] = {inv_dir.x < 0, inv_dir.y < 0, inv_dir.z < 0}; float tmin = (param[sign[0]].x - ray.origin.x) * inv_dir.x; @@ -186,16 +229,39 @@ float AABox::signed_distance(const Vec3 &v) const Box::Box() { + type = GOBJ_BOX; +} + +Box::Box(const AABox &aabox, const Mat4 &xform) + : xform(xform) +{ + type = GOBJ_BOX; + min = aabox.min; + max = aabox.max; +} + +void Box::invalidate() +{ + AABox::invalidate(); + xform = Mat4::identity; } Box::Box(const Vec3 &min, const Vec3 &max) : AABox(min, max) { + type = GOBJ_BOX; +} + +Box::Box(const Vec3 &min, const Vec3 &max, const Mat4 &xform) + : AABox(min, max), xform(xform) +{ + type = GOBJ_BOX; } // XXX all this shit is completely untested Box::Box(const Vec3 &pos, const Vec3 &vi, const Vec3 &vj, const Vec3 &vk) { + type = GOBJ_BOX; float ilen = length(vi); float jlen = length(vj); float klen = length(vk); @@ -213,17 +279,13 @@ Box::Box(const Vec3 &pos, const Vec3 &vi, const Vec3 &vj, const Vec3 &vk) Box::Box(const Vec3 *varr, int vcount) { + type = GOBJ_BOX; calc_bounding_aabox(this, varr, vcount); } Vec3 Box::get_corner(int idx) const { - static const Vec3 v[] = { - Vec3(-0.5, -0.5, -0.5), Vec3(0.5, -0.5, -0.5), Vec3(0.5, -0.5, 0.5), Vec3(-0.5, -0.5, 0.5), - Vec3(-0.5, 0.5, -0.5), Vec3(0.5, 0.5, -0.5), Vec3(0.5, 0.5, 0.5), Vec3(-0.5, 0.5, 0.5) - }; - - return xform * (v[idx] * Vec3(max - min)); + return xform * AABox::get_corner(idx); } bool Box::intersect(const Ray &ray, HitPoint *hit) const @@ -262,22 +324,26 @@ float Box::signed_distance(const Vec3 &v) const Plane::Plane() : normal(0.0, 1.0, 0.0) { + type = GOBJ_PLANE; } Plane::Plane(const Vec3 &p, const Vec3 &norm) : pt(p) { + type = GOBJ_PLANE; normal = normalize(norm); } Plane::Plane(const Vec3 &p1, const Vec3 &p2, const Vec3 &p3) : pt(p1) { + type = GOBJ_PLANE; normal = normalize(cross(p2 - p1, p3 - p1)); } Plane::Plane(const Vec3 &normal, float dist) { + type = GOBJ_PLANE; this->normal = normalize(normal); pt = this->normal * dist; } @@ -319,21 +385,34 @@ float Plane::signed_distance(const Vec3 &v) const Disc::Disc() { + type = GOBJ_DISC; radius = 1.0; } Disc::Disc(const Vec3 &pt, const Vec3 &normal, float rad) : Plane(pt, normal) { + type = GOBJ_DISC; radius = rad; } Disc::Disc(const Vec3 &normal, float dist, float rad) : Plane(normal, dist) { + type = GOBJ_DISC; radius = rad; } +bool Disc::valid() const +{ + return radius >= 0.0f; +} + +void Disc::invalidate() +{ + radius = -1; +} + bool Disc::intersect(const Ray &ray, HitPoint *hit) const { HitPoint phit; @@ -373,6 +452,11 @@ Vec3 proj_point_plane(const Vec3 &pt, const Plane &plane) bool calc_bounding_sphere(Sphere *sph, const GeomObject *obj) { + if(!obj->valid()) { + sph->invalidate(); + return true; + } + switch(obj->type) { case GOBJ_SPHERE: *sph = *(Sphere*)obj; @@ -454,6 +538,11 @@ bool calc_bounding_sphere(Sphere *sph, const Vec3 *v, int num, const Mat4 &xform bool calc_bounding_aabox(AABox *box, const GeomObject *obj) { + if(!obj->valid()) { + box->invalidate(); + return true; + } + switch(obj->type) { case GOBJ_AABOX: *box = *(AABox*)obj; @@ -531,6 +620,40 @@ bool calc_bounding_aabox(AABox *box, const Vec3 *v, int num, const Mat4 &xform) return true; } +bool calc_bounding_box(Box *box, const GeomObject *obj) +{ + if(!obj->valid()) { + box->invalidate(); + return true; + } + + switch(obj->type) { + case GOBJ_BOX: + *box = *(Box*)obj; + break; + + case GOBJ_AABOX: + box->min = BOX(obj)->min; + box->max = BOX(obj)->max; + box->xform = Mat4::identity; + break; + + case GOBJ_SPHERE: + { + float r = SPHERE(obj)->radius; + box->min = SPHERE(obj)->center - Vec3(r, r, r); + box->max = SPHERE(obj)->center + Vec3(r, r, r); + box->xform = Mat4::identity; + } + break; + + case GOBJ_PLANE: + default: + return false; + } + return true; +} + bool intersect_sphere_sphere(Disc *result, const Sphere &a, const Sphere &b) { Vec3 dir = b.center - a.center;