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use crate::{
ecs::{ Const, Mut },
services::{ Camera, Input, Window },
};
use dotrix_math::{ InnerSpace, SquareMatrix, Vec2, Vec3, Vec4 };
#[derive(Default)]
pub struct Ray {
pub direction: Option<Vec3>,
pub inverted: Option<Vec3>,
pub origin: Option<Vec3>,
pub sign: [u8; 3],
}
impl Ray {
pub fn normalized_device_coords(
pointer: &Vec2,
viewport_width: f32,
viewport_height: f32,
) -> Vec4 {
let x = (2.0 * pointer.x) / viewport_width - 1.0;
let y = 1.0 - (2.0 * pointer.y) / viewport_height;
Vec4::new(x, y, -1.0, 1.0)
}
pub fn intersect_aligned_box(
&self,
bounds: [Vec3; 2],
) -> Option<(f32, f32)> {
if let Some(origin) = self.origin.as_ref() {
if let Some(inverted) = self.inverted.as_ref() {
let x_min = (bounds[self.sign[0] as usize].x - origin.x) * inverted.x;
let x_max = (bounds[1 - self.sign[0] as usize].x - origin.x) * inverted.x;
let y_min = (bounds[self.sign[1] as usize].y - origin.y) * inverted.y;
let y_max = (bounds[1 - self.sign[1] as usize].y - origin.y) * inverted.y;
if x_min > y_max || y_min > x_max {
return None;
}
let t_min = if y_min > x_min { y_min } else { x_min };
let t_max = if y_max < x_max { y_max } else { x_max };
let z_min = (bounds[self.sign[2] as usize].z - origin.z) * inverted.z;
let z_max = (bounds[1 - self.sign[2] as usize].z - origin.z) * inverted.z;
if t_min > z_max || z_min > t_max {
return None;
}
let t_min = if z_min > t_min { z_min } else { t_min };
let t_max = if z_max < t_max { z_max } else { t_max };
return Some((t_min, t_max));
}
}
None
}
}
pub fn calculate(
mut ray: Mut<Ray>,
camera: Const<Camera>,
input: Const<Input>,
window: Const<Window>,
) {
ray.direction = input.mouse_position().map(|mouse| {
let viewport = window.inner_size();
let ray = Ray::normalized_device_coords(
mouse, viewport.x as f32, viewport.y as f32);
let mut ray = camera.proj().invert().unwrap() * ray;
ray.z = -1.0;
ray.w = 0.0;
let ray = camera.view().invert().unwrap() * ray;
Vec3::new(ray.x, ray.y, ray.z).normalize()
});
let inverted = ray.direction.as_ref().map(|d| 1.0_f32 / d);
ray.origin = Some(camera.position());
if let Some(inverted) = inverted.as_ref() {
ray.sign[0] = if inverted.x < 0.0 { 1 } else { 0 };
ray.sign[1] = if inverted.y < 0.0 { 1 } else { 0 };
ray.sign[2] = if inverted.z < 0.0 { 1 } else { 0 };
}
ray.inverted = inverted;
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn ray_intersection() {
let direction = Vec3::new(0.0, 0.0, -1.0);
let inverted = 1.0_f32 / direction;
let sign = [
if inverted.x < 0.0 { 1 } else { 0 },
if inverted.y < 0.0 { 1 } else { 0 },
if inverted.z < 0.0 { 1 } else { 0 },
];
let ray = Ray {
direction: Some(direction),
origin: Some(Vec3::new(0.0, 0.0, 10.0)),
inverted: Some(inverted),
sign,
};
let res = ray.intersect_aligned_box([
Vec3::new(-1.0, -1.0, -1.0),
Vec3::new(1.0, 1.0, 1.0)
]);
assert_eq!(res.is_some(), true);
let (t_min, t_max) = res.unwrap();
assert_eq!(t_min.round() as i32, 9);
assert_eq!(t_max.round() as i32, 11);
}
}