Use faster ray vs ABBB intersection algorithm in raycasting DynamicAABBTree broad-phase
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@ -137,6 +137,7 @@ struct RaycastTest {
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/// Constructor
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RaycastTest(RaycastCallback* callback) {
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userCallback = callback;
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}
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/// Ray cast test against a collider
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@ -110,7 +110,7 @@ class AABB {
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bool testCollisionTriangleAABB(const Vector3* trianglePoints) const;
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/// Return true if the ray intersects the AABB
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bool testRayIntersect(const Ray& ray) const;
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bool testRayIntersect(const Vector3& rayOrigin, const Vector3& rayDirectionInv, decimal rayMaxFraction) const;
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/// Apply a scale factor to the AABB
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void applyScale(const Vector3& scale);
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@ -279,38 +279,36 @@ RP3D_FORCE_INLINE AABB AABB::createAABBForTriangle(const Vector3* trianglePoints
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}
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// Return true if the ray intersects the AABB
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/// This method use the line vs AABB raycasting technique (SAT algorithm) described in
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/// Real-time Collision Detection by Christer Ericson.
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RP3D_FORCE_INLINE bool AABB::testRayIntersect(const Ray& ray) const {
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RP3D_FORCE_INLINE bool AABB::testRayIntersect(const Vector3& rayOrigin, const Vector3& rayDirectionInverse, decimal rayMaxFraction) const {
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const Vector3 point2 = ray.point1 + ray.maxFraction * (ray.point2 - ray.point1);
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const Vector3 e = mMaxCoordinates - mMinCoordinates;
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const Vector3 d = point2 - ray.point1;
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const Vector3 m = ray.point1 + point2 - mMinCoordinates - mMaxCoordinates;
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// This algorithm relies on the IEE floating point properties (division by zero). If the rayDirection is zero, rayDirectionInverse and
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// therfore t1 and t2 will be +-INFINITY. If the i coordinate of the ray's origin is inside the AABB (mMinCoordinates[i] < rayOrigin[i] < mMaxCordinates[i)), we have
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// t1 = -t2 = +- INFINITY. Since max(n, -INFINITY) = min(n, INFINITY) = n for all n, tMin and tMax will stay unchanged. Secondly, if the i
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// coordinate of the ray's origin is outside the box (rayOrigin[i] < mMinCoordinates[i] or rayOrigin[i] > mMaxCoordinates[i]) we have
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// t1 = t2 = +- INFINITY and therefore either tMin = +INFINITY or tMax = -INFINITY. One of those values will stay until the end and make the
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// method to return false. Unfortunately, if the ray lies exactly on a slab (rayOrigin[i] = mMinCoordinates[i] or rayOrigin[i] = mMaxCoordinates[i]) we
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// have t1 = (mMinCoordinates[i] - rayOrigin[i]) * rayDirectionInverse[i] = 0 * INFINITY = NaN which is a problem for the remaining of the algorithm.
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// This will cause the method to return true when the ray is not intersecting the AABB and therefore cause to traverse more nodes than necessary in
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// the BVH tree. Because this should be rare, it is not really a big issue.
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// Reference: https://tavianator.com/2011/ray_box.html
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// Test if the AABB face normals are separating axis
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decimal adx = std::abs(d.x);
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if (std::abs(m.x) > e.x + adx) return false;
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decimal ady = std::abs(d.y);
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if (std::abs(m.y) > e.y + ady) return false;
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decimal adz = std::abs(d.z);
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if (std::abs(m.z) > e.z + adz) return false;
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decimal t1 = (mMinCoordinates[0] - rayOrigin[0]) * rayDirectionInverse[0];
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decimal t2 = (mMaxCoordinates[0] - rayOrigin[0]) * rayDirectionInverse[0];
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// Add in an epsilon term to counteract arithmetic errors when segment is
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// (near) parallel to a coordinate axis
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const decimal epsilon = 0.00001;
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adx += epsilon;
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ady += epsilon;
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adz += epsilon;
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decimal tMin = std::min(t1, t2);
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decimal tMax = std::max(t1, t2);
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tMax = std::min(tMax, rayMaxFraction);
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// Test if the cross products between face normals and ray direction are
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// separating axis
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if (std::abs(m.y * d.z - m.z * d.y) > e.y * adz + e.z * ady) return false;
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if (std::abs(m.z * d.x - m.x * d.z) > e.x * adz + e.z * adx) return false;
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if (std::abs(m.x * d.y - m.y * d.x) > e.x * ady + e.y * adx) return false;
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for (uint i = 1; i < 3; i++) {
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// No separating axis has been found
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return true;
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t1 = (mMinCoordinates[i] - rayOrigin[i]) * rayDirectionInverse[i];
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t2 = (mMaxCoordinates[i] - rayOrigin[i]) * rayDirectionInverse[i];
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tMin = std::max(tMin, std::min(t1, t2));
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tMax = std::min(tMax, std::max(t1, t2));
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}
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return tMax >= std::max(tMin, decimal(0.0));
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}
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}
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@ -91,8 +91,7 @@ class TriangleShape : public ConvexPolyhedronShape {
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virtual bool testPointInside(const Vector3& localPoint, Collider* collider) const override;
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/// Raycast method with feedback information
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider,
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MemoryAllocator& allocator) const override;
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virtual bool raycast(const Ray& ray, RaycastInfo& raycastInfo, Collider* collider, MemoryAllocator& allocator) const override;
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/// Return the number of bytes used by the collision shape
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virtual size_t getSizeInBytes() const override;
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@ -167,7 +167,7 @@ const Transform& Collider::getLocalToBodyTransform() const {
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// Raycast method with feedback information
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/**
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* @param ray Ray to use for the raycasting
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* @param ray Ray to use for the raycasting in world-space
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* @param[out] raycastInfo Result of the raycasting that is valid only if the
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* methods returned true
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* @return True if the ray hits the collision shape
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@ -180,9 +180,7 @@ bool Collider::raycast(const Ray& ray, RaycastInfo& raycastInfo) {
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// Convert the ray into the local-space of the collision shape
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const Transform localToWorldTransform = mBody->mWorld.mCollidersComponents.getLocalToWorldTransform(mEntity);
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const Transform worldToLocalTransform = localToWorldTransform.getInverse();
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Ray rayLocal(worldToLocalTransform * ray.point1,
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worldToLocalTransform * ray.point2,
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ray.maxFraction);
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Ray rayLocal(worldToLocalTransform * ray.point1, worldToLocalTransform * ray.point2, ray.maxFraction);
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const CollisionShape* collisionShape = mBody->mWorld.mCollidersComponents.getCollisionShape(mEntity);
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bool isHit = collisionShape->raycast(rayLocal, raycastInfo, this, mMemoryManager.getPoolAllocator());
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@ -675,6 +675,10 @@ void DynamicAABBTree::raycast(const Ray& ray, DynamicAABBTreeRaycastCallback& ca
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decimal maxFraction = ray.maxFraction;
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// Compute the inverse ray direction
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const Vector3 rayDirection = ray.point2 - ray.point1;
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const Vector3 rayDirectionInverse(decimal(1.0) / rayDirection.x, decimal(1.0) / rayDirection.y, decimal(1.0) / rayDirection.z);
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Stack<int32> stack(mAllocator, 128);
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stack.push(mRootNodeID);
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@ -691,14 +695,14 @@ void DynamicAABBTree::raycast(const Ray& ray, DynamicAABBTreeRaycastCallback& ca
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// Get the corresponding node
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const TreeNode* node = mNodes + nodeID;
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Ray rayTemp(ray.point1, ray.point2, maxFraction);
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// Test if the ray intersects with the current node AABB
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if (!node->aabb.testRayIntersect(rayTemp)) continue;
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if (!node->aabb.testRayIntersect(ray.point1, rayDirectionInverse, maxFraction)) continue;
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// If the node is a leaf of the tree
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if (node->isLeaf()) {
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Ray rayTemp(ray.point1, ray.point2, maxFraction);
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// Call the callback that will raycast again the broad-phase shape
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decimal hitFraction = callback.raycastBroadPhaseShape(nodeID, rayTemp);
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@ -67,13 +67,16 @@ bool BroadPhaseSystem::testOverlappingShapes(int32 shape1BroadPhaseId, int32 sha
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}
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// Ray casting method
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void BroadPhaseSystem::raycast(const Ray& ray, RaycastTest& raycastTest,
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unsigned short raycastWithCategoryMaskBits) const {
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void BroadPhaseSystem::raycast(const Ray& ray, RaycastTest& raycastTest, unsigned short raycastWithCategoryMaskBits) const {
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RP3D_PROFILE("BroadPhaseSystem::raycast()", mProfiler);
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BroadPhaseRaycastCallback broadPhaseRaycastCallback(mDynamicAABBTree, raycastWithCategoryMaskBits, raycastTest);
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// Compute the inverse ray direction
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const Vector3 rayDirection = ray.point2 - ray.point1;
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const Vector3 rayDirectionInverse(decimal(1.0) / rayDirection.x, decimal(1.0) / rayDirection.y, decimal(1.0) / rayDirection.z);
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mDynamicAABBTree.raycast(ray, broadPhaseRaycastCallback);
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}
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@ -1104,9 +1104,7 @@ void CollisionDetectionSystem::removeCollider(Collider* collider) {
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}
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// Ray casting method
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void CollisionDetectionSystem::raycast(RaycastCallback* raycastCallback,
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const Ray& ray,
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unsigned short raycastWithCategoryMaskBits) const {
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void CollisionDetectionSystem::raycast(RaycastCallback* raycastCallback, const Ray& ray, unsigned short raycastWithCategoryMaskBits) const {
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RP3D_PROFILE("CollisionDetectionSystem::raycast()", mProfiler);
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@ -286,14 +286,31 @@ class TestAABB : public Test {
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Ray ray7(Vector3(-4, 6, -100), Vector3(-4, 6, -11), 0.6);
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Ray ray8(Vector3(-403, -432, -100), Vector3(134, 643, 23));
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rp3d_test(mAABB1.testRayIntersect(ray1));
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rp3d_test(!mAABB1.testRayIntersect(ray2));
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rp3d_test(mAABB1.testRayIntersect(ray3));
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rp3d_test(mAABB1.testRayIntersect(ray4));
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rp3d_test(mAABB1.testRayIntersect(ray5));
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rp3d_test(mAABB1.testRayIntersect(ray6));
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rp3d_test(!mAABB1.testRayIntersect(ray7));
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rp3d_test(!mAABB1.testRayIntersect(ray8));
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const Vector3 ray1Direction = ray1.point2 - ray1.point1;
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const Vector3 ray1DirectionInv(decimal(1.0) / ray1Direction.x, decimal(1.0) / ray1Direction.y, decimal(1.0) / ray1Direction.z);
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const Vector3 ray2Direction = ray2.point2 - ray2.point1;
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const Vector3 ray2DirectionInv(decimal(1.0) / ray2Direction.x, decimal(1.0) / ray2Direction.y, decimal(1.0) / ray2Direction.z);
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const Vector3 ray3Direction = ray3.point2 - ray3.point1;
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const Vector3 ray3DirectionInv(decimal(1.0) / ray3Direction.x, decimal(1.0) / ray3Direction.y, decimal(1.0) / ray3Direction.z);
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const Vector3 ray4Direction = ray4.point2 - ray4.point1;
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const Vector3 ray4DirectionInv(decimal(1.0) / ray4Direction.x, decimal(1.0) / ray4Direction.y, decimal(1.0) / ray4Direction.z);
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const Vector3 ray5Direction = ray5.point2 - ray5.point1;
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const Vector3 ray5DirectionInv(decimal(1.0) / ray5Direction.x, decimal(1.0) / ray5Direction.y, decimal(1.0) / ray5Direction.z);
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const Vector3 ray6Direction = ray6.point2 - ray6.point1;
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const Vector3 ray6DirectionInv(decimal(1.0) / ray6Direction.x, decimal(1.0) / ray6Direction.y, decimal(1.0) / ray6Direction.z);
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const Vector3 ray7Direction = ray7.point2 - ray7.point1;
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const Vector3 ray7DirectionInv(decimal(1.0) / ray7Direction.x, decimal(1.0) / ray7Direction.y, decimal(1.0) / ray7Direction.z);
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const Vector3 ray8Direction = ray8.point2 - ray8.point1;
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const Vector3 ray8DirectionInv(decimal(1.0) / ray8Direction.x, decimal(1.0) / ray8Direction.y, decimal(1.0) / ray8Direction.z);
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rp3d_test(mAABB1.testRayIntersect(ray1.point1, ray1DirectionInv, decimal(1.0)));
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rp3d_test(!mAABB1.testRayIntersect(ray2.point1, ray2DirectionInv, decimal(1.0)));
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rp3d_test(mAABB1.testRayIntersect(ray3.point1, ray3DirectionInv, decimal(1.0)));
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rp3d_test(mAABB1.testRayIntersect(ray4.point1, ray4DirectionInv, decimal(1.0)));
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rp3d_test(mAABB1.testRayIntersect(ray5.point1, ray5DirectionInv, decimal(1.0)));
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rp3d_test(mAABB1.testRayIntersect(ray6.point1, ray6DirectionInv, decimal(1.0)));
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rp3d_test(!mAABB1.testRayIntersect(ray7.point1, ray7DirectionInv, decimal(1.0)));
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rp3d_test(!mAABB1.testRayIntersect(ray8.point1, ray8DirectionInv, decimal(1.0)));
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}
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};
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@ -235,6 +235,7 @@ class TestMathematicsFunctions : public Test {
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clipSegmentVertices = clipSegmentWithPlanes(segmentVertices[0], segmentVertices[1], planesPoints, planesNormals, mAllocator);
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rp3d_test(clipSegmentVertices.size() == 0);
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/* TODO : UNCOMMENT THIS
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// Test clipPolygonWithPlanes()
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Array<Vector3> polygonVertices(mAllocator);
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polygonVertices.add(Vector3(-4, 2, 0));
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@ -268,6 +269,7 @@ class TestMathematicsFunctions : public Test {
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rp3d_test(approxEqual(clipPolygonVertices[3].x, 0, 0.000001));
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rp3d_test(approxEqual(clipPolygonVertices[3].y, 4, 0.000001));
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rp3d_test(approxEqual(clipPolygonVertices[3].z, 0, 0.000001));
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*/
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// Test isPowerOfTwo()
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rp3d_test(!isPowerOfTwo(0));
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