Revision control
Copy as Markdown
// Copyright (C) 2008-2012 NVIDIA Corporation.
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
// Qt-Security score:significant reason:default
#include "qssgrenderray_p.h"
#include <QtQuick3DUtils/private/qssgplane_p.h>
#include <QtQuick3DUtils/private/qssgutils_p.h>
#include <QtQuick3DUtils/private/qssgmeshbvh_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
#include <optional>
QT_BEGIN_NAMESPACE
std::optional<QVector3D> QSSGRenderRay::intersect(const QSSGPlane &inPlane, const QSSGRenderRay &ray)
{
float Vd = QVector3D::dotProduct(inPlane.n, ray.direction);
if (std::abs(Vd) < .0001f)
return std::nullopt;
float V0 = -1.0f * (QVector3D::dotProduct(inPlane.n, ray.origin) + inPlane.d);
float t = V0 / Vd;
return ray.origin + (ray.direction * t);
}
QSSGRenderRay::RayData QSSGRenderRay::createRayData(const QMatrix4x4 &globalTransform,
const QSSGRenderRay &ray)
{
using DirectionOp = RayData::DirectionOp;
QMatrix4x4 originTransform = globalTransform.inverted();
QVector3D transformedOrigin = QSSGUtils::mat44::transform(originTransform, ray.origin);
float *outOriginTransformPtr(originTransform.data());
outOriginTransformPtr[12] = outOriginTransformPtr[13] = outOriginTransformPtr[14] = 0.0f;
const QVector3D &transformedDirection = QSSGUtils::mat44::rotate(originTransform, ray.direction).normalized();
static auto getInverseAndDirOp = [](const QVector3D &dir, QVector3D &invDir, DirectionOp (&dirOp)[3]) {
for (int i = 0; i != 3; ++i) {
const float axisDir = dir[i];
dirOp[i] = qFuzzyIsNull(axisDir) ? DirectionOp::Zero : ((axisDir < -std::numeric_limits<float>::epsilon())
? DirectionOp::Swap
: DirectionOp::Normal);
invDir[i] = qFuzzyIsNull(axisDir) ? 0.0f : (1.0f / axisDir);
}
};
DirectionOp dirOp[3];
QVector3D transformedDirectionInvers;
getInverseAndDirOp(transformedDirection, transformedDirectionInvers, dirOp);
return RayData{ globalTransform, ray, transformedOrigin, transformedDirectionInvers,
transformedDirection, { dirOp[0], dirOp[1], dirOp[2] } };
}
QSSGRenderRay::IntersectionResult QSSGRenderRay::createIntersectionResult(const QSSGRenderRay::RayData &data,
const HitResult &hit)
{
Q_ASSERT(hit.intersects());
Q_ASSERT(hit.bounds != nullptr);
const QSSGBounds3 &bounds = *hit.bounds;
// Local postion
const QVector3D &scaledDir = data.direction * hit.min;
const QVector3D &localPosition = scaledDir + data.origin;
// ray length squared
const QVector3D &globalPosition = QSSGUtils::mat44::transform(data.globalTransform, localPosition);
const QVector3D &cameraToLocal = data.ray.origin - globalPosition;
const float rayLenSquared = QSSGUtils::vec3::magnitudeSquared(cameraToLocal);
// UV coordinates
const auto &boundsMin = bounds.minimum;
const auto &boundsMax = bounds.maximum;
const float xRange = boundsMax.x() - boundsMin.x();
const float yRange = boundsMax.y() - boundsMin.y();
const QVector2D uvCoords{((localPosition[0] - boundsMin.x()) / xRange), ((localPosition[1] - boundsMin.y()) / yRange)};
// Since we just intersected with a bounding box, there is no face normal
return IntersectionResult(rayLenSquared, uvCoords, globalPosition, localPosition, QVector3D(), QVector3D());
}
QSSGRenderRay::HitResult QSSGRenderRay::intersectWithAABBv2(const QSSGRenderRay::RayData &data,
const QSSGBounds3 &bounds)
{
// Intersect the origin with the AABB described by bounds.
// Scan each axis separately. This code basically finds the distance
// from the origin to the near and far bbox planes for a given
// axis. It then divides this distance by the direction for that axis to
// get a range of t [near,far] that the ray intersects assuming the ray is
// described via origin + t*(direction). Running through all three axis means
// that you need to min/max those ranges together to find a global min/max
// that the pick could possibly be in.
float tmax = std::numeric_limits<float>::max();
float tmin = std::numeric_limits<float>::min();
float origin;
const QVector3D *const barray[] { &bounds.minimum, &bounds.maximum };
for (int axis = 0; axis != 3; ++axis) {
origin = data.origin[axis];
const bool zeroDir = (data.dirOp[axis] == RayData::DirectionOp::Zero);
if (zeroDir && (origin < bounds.minimum[axis] || origin > bounds.maximum[axis])) {
// Pickray is roughly parallel to the plane of the slab
// so, if the origin is not in the range, we have no intersection
return { -1.0f, -1.0f, nullptr };
}
if (!zeroDir) {
// Shrink the intersections to find the closest hit
tmax = std::min(((*barray[1-quint8(data.dirOp[axis])])[axis] - origin) * data.directionInvers[axis], tmax);
tmin = std::max(((*barray[quint8(data.dirOp[axis])])[axis] - origin) * data.directionInvers[axis], tmin);
}
}
return { tmin, tmax, &bounds };
}
// Möller-Trumbore ray-triangle intersection
bool QSSGRenderRay::triangleIntersect(const QSSGRenderRay &ray,
const QVector3D &v0,
const QVector3D &v1,
const QVector3D &v2,
float &u,
float &v,
QVector3D &normal,
QSSGCullFaceMode cullMode)
{
const float epsilon = std::numeric_limits<float>::epsilon();
// Compute the Triangle's Edges
const QVector3D edge1 = v1 - v0;
const QVector3D edge2 = v2 - v0;
// Compute the vector P as the cross product of the ray direction and edge2
const QVector3D P = QVector3D::crossProduct(ray.direction, edge2);
// Compute the determinant
const float determinant = QVector3D::dotProduct(edge1, P);
// If the determinant is near zero the ray lies in the plane of the triangle.
if (std::abs(determinant) < epsilon)
return false;
// A positive determinant means the ray hit the front face
const bool frontFacing = determinant > 0.0f;
switch (cullMode) {
case QSSGCullFaceMode::Unknown:
case QSSGCullFaceMode::Back:
if (!frontFacing)
return false;
break;
case QSSGCullFaceMode::Front:
if (frontFacing)
return false;
break;
case QSSGCullFaceMode::FrontAndBack:
return false;
case QSSGCullFaceMode::Disabled:
break;
}
const float invDeterminant = 1.0f / determinant;
// Compute the vector T from the ray origin to the first vertex of the triangle
const QVector3D T = ray.origin - v0;
// Calculate coordinate u and test bounds
u = QVector3D::dotProduct(T, P) * invDeterminant;
if (u < 0.0f || u > 1.0f)
return false;
// Compute the vector Q as the cross product of vector T and edge1
const QVector3D Q = QVector3D::crossProduct(T, edge1);
// Calculate coordinate v and test bounds
v = QVector3D::dotProduct(ray.direction, Q) * invDeterminant;
if (v < 0.0f || ((u + v) > 1.0f))
return false;
// Calculate the value of t, the parameter of the intersection point along the ray
const float t = QVector3D::dotProduct(edge2, Q) * invDeterminant;
if (t > epsilon) {
normal = QVector3D::crossProduct(edge1, edge2).normalized();
return true;
}
return false;
}
void QSSGRenderRay::intersectWithBVH(const RayData &data,
const QSSGMeshBVHNode *bvh,
const QSSGRenderMesh *mesh,
QVector<IntersectionResult> &intersections,
QSSGCullFaceMode cullMode,
int depth)
{
if (!bvh || !mesh || !mesh->bvh)
return;
// If this is a leaf node, process it's triangles
if (bvh->count != 0) {
// If there is an intersection on a leaf node, then test against geometry
auto results = intersectWithBVHTriangles(data, mesh->bvh->triangles(), bvh->offset, bvh->count, cullMode);
if (!results.isEmpty())
intersections.append(results);
return;
}
auto hit = QSSGRenderRay::intersectWithAABBv2(data, bvh->left->boundingData);
if (hit.intersects())
intersectWithBVH(data, static_cast<const QSSGMeshBVHNode *>(bvh->left), mesh, intersections, cullMode, depth + 1);
hit = QSSGRenderRay::intersectWithAABBv2(data, bvh->right->boundingData);
if (hit.intersects())
intersectWithBVH(data, static_cast<const QSSGMeshBVHNode *>(bvh->right), mesh, intersections, cullMode, depth + 1);
}
QVector<QSSGRenderRay::IntersectionResult> QSSGRenderRay::intersectWithBVHTriangles(const RayData &data,
const QSSGMeshBVHTriangles &bvhTriangles,
int triangleOffset,
int triangleCount,
QSSGCullFaceMode cullMode)
{
Q_ASSERT(bvhTriangles.size() >= size_t(triangleOffset + triangleCount));
QVector<QSSGRenderRay::IntersectionResult> results;
for (int i = triangleOffset; i < triangleCount + triangleOffset; ++i) {
const auto &triangle = bvhTriangles[i];
QSSGRenderRay relativeRay(data.origin, data.direction);
// Use Barycentric Coordinates to get the intersection values
float u = 0.f;
float v = 0.f;
QVector3D normal;
const bool intersects = triangleIntersect(relativeRay,
triangle.vertex1,
triangle.vertex2,
triangle.vertex3,
u,
v,
normal,
cullMode);
if (intersects) {
const float w = 1.0f - u - v;
const QVector3D localIntersectionPoint = w * triangle.vertex1 +
u * triangle.vertex2 +
v * triangle.vertex3;
const QVector2D uvCoordinate = w * triangle.uvCoord1 +
u * triangle.uvCoord2 +
v * triangle.uvCoord3;
// Get the intersection point in scene coordinates
const QVector3D sceneIntersectionPos = QSSGUtils::mat44::transform(data.globalTransform,
localIntersectionPoint);
const QVector3D hitVector = data.ray.origin - sceneIntersectionPos;
// Get the magnitude of the hit vector
const float rayLengthSquared = QSSGUtils::vec3::magnitudeSquared(hitVector);
// Get the normal vector in scene coordinates
const QMatrix3x3 normalMatrix = data.globalTransform.normalMatrix();
const QVector3D sceneNormal = QSSGUtils::mat33::transform(normalMatrix, normal);
results.append(IntersectionResult(rayLengthSquared,
uvCoordinate,
sceneIntersectionPos,
localIntersectionPoint,
normal,
sceneNormal));
}
}
// Does not intersect with any of the triangles
return results;
}
std::optional<QVector2D> QSSGRenderRay::relative(const QMatrix4x4 &inGlobalTransform,
const QSSGBounds3 &inBounds,
QSSGRenderBasisPlanes inPlane) const
{
QMatrix4x4 theOriginTransform = inGlobalTransform.inverted();
QVector3D theTransformedOrigin = QSSGUtils::mat44::transform(theOriginTransform, origin);
float *outOriginTransformPtr(theOriginTransform.data());
outOriginTransformPtr[12] = outOriginTransformPtr[13] = outOriginTransformPtr[14] = 0.0f;
QVector3D theTransformedDirection = QSSGUtils::mat44::rotate(theOriginTransform, direction);
// The XY plane is going to be a plane with either positive or negative Z direction that runs
// through
QVector3D theDirection(0, 0, 1);
QVector3D theRight(1, 0, 0);
QVector3D theUp(0, 1, 0);
switch (inPlane) {
case QSSGRenderBasisPlanes::XY:
break;
case QSSGRenderBasisPlanes::XZ:
theDirection = QVector3D(0, 1, 0);
theUp = QVector3D(0, 0, 1);
break;
case QSSGRenderBasisPlanes::YZ:
theDirection = QVector3D(1, 0, 0);
theRight = QVector3D(0, 0, 1);
break;
}
QSSGPlane thePlane(theDirection,
QVector3D::dotProduct(theDirection, theTransformedDirection) > 0.0f
? QVector3D::dotProduct(theDirection, inBounds.maximum)
: QVector3D::dotProduct(theDirection, inBounds.minimum));
const QSSGRenderRay relativeRay(theTransformedOrigin, theTransformedDirection);
std::optional<QVector3D> localIsect = QSSGRenderRay::intersect(thePlane, relativeRay);
if (localIsect.has_value()) {
float xRange = QVector3D::dotProduct(theRight, inBounds.maximum) - QVector3D::dotProduct(theRight, inBounds.minimum);
float yRange = QVector3D::dotProduct(theUp, inBounds.maximum) - QVector3D::dotProduct(theUp, inBounds.minimum);
float xOrigin = xRange / 2.0f + QVector3D::dotProduct(theRight, inBounds.minimum);
float yOrigin = yRange / 2.0f + QVector3D::dotProduct(theUp, inBounds.minimum);
return QVector2D((QVector3D::dotProduct(theRight, *localIsect) - xOrigin) / xRange,
(QVector3D::dotProduct(theUp, *localIsect) - yOrigin) / yRange);
}
return std::nullopt;
}
QT_END_NAMESPACE