Library of Assembled Shared Sources
aabb_3d_ray_3d.h
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1/** @file
2 * @author Bram de Greve (bram@cocamware.com)
3 * @author Tom De Muer (tom@cocamware.com)
4 *
5 * *** BEGIN LICENSE INFORMATION ***
6 *
7 * The contents of this file are subject to the Common Public Attribution License
8 * Version 1.0 (the "License"); you may not use this file except in compliance with
9 * the License. You may obtain a copy of the License at
10 * http://lass.sourceforge.net/cpal-license. The License is based on the
11 * Mozilla Public License Version 1.1 but Sections 14 and 15 have been added to cover
12 * use of software over a computer network and provide for limited attribution for
13 * the Original Developer. In addition, Exhibit A has been modified to be consistent
14 * with Exhibit B.
15 *
16 * Software distributed under the License is distributed on an "AS IS" basis, WITHOUT
17 * WARRANTY OF ANY KIND, either express or implied. See the License for the specific
18 * language governing rights and limitations under the License.
19 *
20 * The Original Code is LASS - Library of Assembled Shared Sources.
21 *
22 * The Initial Developer of the Original Code is Bram de Greve and Tom De Muer.
23 * The Original Developer is the Initial Developer.
24 *
25 * All portions of the code written by the Initial Developer are:
26 * Copyright (C) 2004-2011 the Initial Developer.
27 * All Rights Reserved.
28 *
29 * Contributor(s):
30 *
31 * Alternatively, the contents of this file may be used under the terms of the
32 * GNU General Public License Version 2 or later (the GPL), in which case the
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36 * deleting the provisions above and replace them with the notice and other
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38 * a recipient may use your version of this file under either the CPAL or the GPL.
39 *
40 * *** END LICENSE INFORMATION ***
41 */
42
43
44
45#ifndef LASS_GUARDIAN_OF_INCLUSION_PRIM_AABB_3D_RAY_3D_H
46#define LASS_GUARDIAN_OF_INCLUSION_PRIM_AABB_3D_RAY_3D_H
47
48#include "prim_common.h"
49#include "aabb_3d.h"
50#include "ray_3d.h"
51#include "impl/aabb_slab.h"
52
53namespace lass
54{
55namespace prim
56{
57
58/** Find the intersection of an AABB and ray by their parameter t on the ray.
59 * @relates lass::prim::Aabb3D
60 * @relates lass::prim::Ray3D
61 *
62 * @param aabb [in] the AABB
63 * @param ray [in] the ray
64 * @param tMin [in] the minimum t that may be returned as valid intersection.
65 * @param t [out] the parameter of the intersection point > @a tMin.
66 * @return @arg rNone no intersections with @a t > @a tMin found
67 * @a t is not assigned.
68 * @arg rOne a intersection with @a t > @a tMin is found
69 * @a t is assigned.
70 */
71template<typename T, typename MMPAabb, typename NPRay, typename PPRay>
73 const Aabb3D<T, MMPAabb>& aabb, const Ray3D<T, NPRay, PPRay>& ray,
74 T& t, const T& tMin = T())
75{
76 //if (aabb.isEmpty())
77 //{
78 // return rNone;
79 //}
80
81 typedef num::NumTraits<T> TNumTraits;
82 typedef Point3D<T> TPoint;
83 typedef Vector3D<T> TVector;
84
85 const TPoint& min = aabb.min();
86 const TPoint& max = aabb.max();
87 const TPoint& support = ray.support();
88 const TVector& direction = ray.direction();
89
90 T tNear = tMin;
91 T tFar = TNumTraits::infinity;
92 if (!impl::intersectSlab(min[0], max[0], support[0], direction[0], tNear, tFar)) return rNone;
93 if (!impl::intersectSlab(min[1], max[1], support[1], direction[1], tNear, tFar)) return rNone;
94 if (!impl::intersectSlab(min[2], max[2], support[2], direction[2], tNear, tFar)) return rNone;
95
96 if (tNear > tMin)
97 {
98 t = tNear;
99 return rOne;
100 }
101 if (tFar > tMin)
102 {
103 t = tFar;
104 return rOne;
105 }
106 return rNone;
107}
108
109
110
111/** Find the intersection of an AABB and ray by their parameter t on the ray.
112 * @relates lass::prim::Aabb3D
113 * @relates lass::prim::Ray3D
114 *
115 * This version accepts a precomputed reciprocal of the ray direction
116 * (1/x, 1/y, 1/z). This is useful when you do many intersections
117 * with the same ray, so the reciprocal needs only to be computed
118 * once.
119
120 * @param aabb [in] the AABB
121 * @param ray [in] the ray
122 * @param invDirection [in] the reciprocal of the ray direction
123 * @param tMin [in] the minimum t that may be returned as valid intersection.
124 * @param t [out] the parameter of the intersection point > @a tMin.
125 * @return @arg rNone no intersections with @a t > @a tMin found
126 * @a t is not assigned.
127 * @arg rOne a intersection with @a t > @a tMin is found
128 * @a t is assigned.
129 */
130template<typename T, typename MMPAabb, typename NPRay, typename PPRay>
132 const Aabb3D<T, MMPAabb>& aabb, const Ray3D<T, NPRay, PPRay>& ray,
133 const Vector3D<T>& invDirection,
134 T& t, const T& tMin = T())
135{
136 //if (aabb.isEmpty())
137 //{
138 // return rNone;
139 //}
140
141 typedef num::NumTraits<T> TNumTraits;
142 typedef Point3D<T> TPoint;
143 typedef Vector3D<T> TVector;
144
145 const TPoint& min = aabb.min();
146 const TPoint& max = aabb.max();
147 const TPoint& support = ray.support();
148 const TVector& direction = ray.direction();
149
150 T tNear = tMin;
151 T tFar = TNumTraits::infinity;
152 if (!impl::intersectSlab(min[0], max[0], support[0], direction[0], invDirection[0], tNear, tFar)) return rNone;
153 if (!impl::intersectSlab(min[1], max[1], support[1], direction[1], invDirection[1], tNear, tFar)) return rNone;
154 if (!impl::intersectSlab(min[2], max[2], support[2], direction[2], invDirection[2], tNear, tFar)) return rNone;
155
156 if (tNear > tMin)
157 {
158 t = tNear;
159 return rOne;
160 }
161 if (tFar > tMin)
162 {
163 t = tFar;
164 return rOne;
165 }
166 return rNone;
167}
168
169}
170}
171
172#endif
173
174// EOF
your momma's axis aligned bounding box.
Definition aabb_3d.h:89
Result intersect(const Aabb3D< T, MMPAabb > &aabb, const Ray3D< T, NPRay, PPRay > &ray, const Vector3D< T > &invDirection, T &t, const T &tMin=T())
Find the intersection of an AABB and ray by their parameter t on the ray.
const TValue t(const TPoint &iPoint) const
Result intersect(const Aabb3D< T, MMPAabb > &aabb, const Ray3D< T, NPRay, PPRay > &ray, T &t, const T &tMin=T())
Find the intersection of an AABB and ray by their parameter t on the ray.
set of geometrical primitives
Definition aabb_2d.h:81
Result
meta information on the result you have from an operation like an intersection ...
Definition result.h:74
@ rNone
operation has no answer, output arguments are meaningless
Definition result.h:76
@ rOne
there's exactly one answer, 1 output argument contains the answer
Definition result.h:77
Library for Assembled Shared Sources.
Definition config.h:53