raytracers/rtiow/src/aabb.rs
Bill Thiede aa26c79f6d Add some faster AABB hit implementations.
Switch e?println to info/trace logging.
2018-09-18 17:48:27 -07:00

148 lines
4.0 KiB
Rust

use std::fmt;
use ray::Ray;
use vec3::Vec3;
#[derive(Debug, Clone, PartialEq)]
pub struct AABB {
bounds: [Vec3; 2],
}
impl fmt::Display for AABB {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "({})-({})", self.bounds[0], self.bounds[1])
}
}
fn min(x: f32, y: f32) -> f32 {
if x < y {
x
} else {
y
}
}
fn max(x: f32, y: f32) -> f32 {
if x > y {
x
} else {
y
}
}
impl AABB {
pub fn new(min: Vec3, max: Vec3) -> AABB {
AABB { bounds: [min, max] }
}
pub fn min(&self) -> Vec3 {
self.bounds[0]
}
pub fn max(&self) -> Vec3 {
self.bounds[1]
}
pub fn hit2(&self, r: Ray, t_min: f32, t_max: f32) -> bool {
let mut t_min = t_min;
let mut t_max = t_max;
for axis in 0..3 {
let d_inv = 1.0 / r.direction[axis];
let t0 = min(
(self.min()[axis] - r.origin[axis]) * d_inv,
(self.max()[axis] - r.origin[axis]) * d_inv,
);
let t1 = max(
(self.min()[axis] - r.origin[axis]) * d_inv,
(self.max()[axis] - r.origin[axis]) * d_inv,
);
t_min = max(t0, t_min);
t_max = min(t1, t_max);
if t_max <= t_min {
return false;
}
}
true
}
pub fn hit(&self, r: Ray, t0: f32, t1: f32) -> bool {
let mut t_min = (self.bounds[r.sign[0]].x - r.origin.x) * r.inv_direction.x;
let mut t_max = (self.bounds[1 - r.sign[0]].x - r.origin.x) * r.inv_direction.x;
let t_y_min = (self.bounds[r.sign[0]].y - r.origin.y) * r.inv_direction.y;
let t_y_max = (self.bounds[1 - r.sign[0]].y - r.origin.y) * r.inv_direction.y;
if t_min > t_y_max || t_y_min > t_max {
return false;
}
if t_y_min > t_min {
t_min = t_y_min;
}
if t_y_max < t_max {
t_max = t_y_max;
}
let t_z_min = (self.bounds[r.sign[2]].z - r.origin.z) * r.inv_direction.z;
let t_z_max = (self.bounds[1 - r.sign[2]].z - r.origin.z) * r.inv_direction.z;
if t_min > t_z_max || t_z_min > t_max {
return false;
}
if t_z_min > t_min {
t_min = t_z_min;
}
if t_z_max < t_max {
t_max = t_z_max;
}
t_min < t1 && t_max > t0
}
pub fn hit_original(&self, r: Ray, t_min: f32, t_max: f32) -> bool {
let mut t_min = t_min;
let mut t_max = t_max;
for axis in 0..3 {
let t0 = ((self.min()[axis] - r.origin[axis]) * r.inv_direction[axis])
.min((self.max()[axis] - r.origin[axis]) * r.inv_direction[axis]);
let t1 = ((self.min()[axis] - r.origin[axis]) * r.inv_direction[axis])
.max((self.max()[axis] - r.origin[axis]) * r.inv_direction[axis]);
t_min = t0.max(t_min);
t_max = t1.min(t_max);
if t_max <= t_min {
return false;
}
}
true
}
pub fn hit_fast(&self, r: Ray, _t_min: f32, _t_max: f32) -> bool {
let b = self;
let mut t1 = (b.min()[0] - r.origin[0]) * 1. / r.direction[0];
let mut t2 = (b.max()[0] - r.origin[0]) * 1. / r.direction[0];
let mut tmin = t1.min(t2);
let mut tmax = t1.max(t2);
for i in 1..3 {
t1 = (b.min()[i] - r.origin[i]) * 1. / r.direction[i];
t2 = (b.max()[i] - r.origin[i]) * 1. / r.direction[i];
tmin = tmin.max(t1.min(t2));
tmax = tmax.min(t1.max(t2));
}
return tmax > tmin.max(0.0);
}
}
pub fn surrounding_box(box0: &AABB, box1: &AABB) -> AABB {
let min = Vec3::new(
box0.min().x.min(box1.min().x),
box0.min().y.min(box1.min().y),
box0.min().z.min(box1.min().z),
);
let max = Vec3::new(
box0.max().x.max(box1.max().x),
box0.max().y.max(box1.max().y),
box0.max().z.max(box1.max().z),
);
AABB::new(min, max)
}