Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

147 lines
6.4 KiB
GLSL

// See IntersectionUtils.glsl for the definitions of Ray, NO_HIT, Intersections,
// RayShapeIntersection, setSurfaceIntersection, setShapeIntersection,
// intersectIntersections
// See IntersectLongitude.glsl for the definitions of intersectHalfPlane,
// intersectFlippedWedge, intersectRegularWedge
/* Cylinder defines (set in Scene/VoxelCylinderShape.js)
#define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN
#define CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT
#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE
#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF
#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF
#define CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO
#define CYLINDER_INTERSECTION_INDEX_RADIUS_MAX
#define CYLINDER_INTERSECTION_INDEX_RADIUS_MIN
#define CYLINDER_INTERSECTION_INDEX_ANGLE
*/
// Cylinder uniforms
uniform vec2 u_cylinderRenderRadiusMinMax;
uniform vec2 u_cylinderRenderHeightMinMax;
#if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE)
uniform vec2 u_cylinderRenderAngleMinMax;
#endif
/**
* Find the intersection of a ray with the volume defined by two planes of constant z
*/
RayShapeIntersection intersectHeightBounds(in Ray ray, in vec2 minMaxHeight, in bool convex)
{
float zPosition = ray.pos.z;
float zDirection = ray.dir.z;
float tmin = (minMaxHeight.x - zPosition) / zDirection;
float tmax = (minMaxHeight.y - zPosition) / zDirection;
// Normals point outside the volume
float signFlip = convex ? 1.0 : -1.0;
vec4 intersectMin = vec4(0.0, 0.0, -1.0 * signFlip, tmin);
vec4 intersectMax = vec4(0.0, 0.0, 1.0 * signFlip, tmax);
bool topEntry = zDirection < 0.0;
vec4 entry = topEntry ? intersectMax : intersectMin;
vec4 exit = topEntry ? intersectMin : intersectMax;
return RayShapeIntersection(entry, exit);
}
/**
* Find the intersection of a ray with a right cylindrical surface of a given radius
* about the z-axis.
*/
RayShapeIntersection intersectCylinder(in Ray ray, in float radius, in bool convex)
{
vec2 position = ray.pos.xy;
vec2 direction = ray.dir.xy;
float a = dot(direction, direction);
float b = dot(position, direction);
float c = dot(position, position) - radius * radius;
float determinant = b * b - a * c;
if (determinant < 0.0) {
vec4 miss = vec4(normalize(ray.dir), NO_HIT);
return RayShapeIntersection(miss, miss);
}
determinant = sqrt(determinant);
float t1 = (-b - determinant) / a;
float t2 = (-b + determinant) / a;
float signFlip = convex ? 1.0 : -1.0;
vec4 intersect1 = vec4(normalize(position + t1 * direction) * signFlip, 0.0, t1);
vec4 intersect2 = vec4(normalize(position + t2 * direction) * signFlip, 0.0, t2);
return RayShapeIntersection(intersect1, intersect2);
}
/**
* Find the intersection of a ray with a right cylindrical solid of given
* radius and height bounds. NOTE: The shape is assumed to be convex.
*/
RayShapeIntersection intersectBoundedCylinder(in Ray ray, in float radius, in vec2 minMaxHeight)
{
RayShapeIntersection cylinderIntersection = intersectCylinder(ray, radius, true);
RayShapeIntersection heightBoundsIntersection = intersectHeightBounds(ray, minMaxHeight, true);
return intersectIntersections(ray, cylinderIntersection, heightBoundsIntersection);
}
void intersectShape(Ray ray, inout Intersections ix)
{
// Position is converted from [0,1] to [-1,+1] because shape intersections assume unit space is [-1,+1].
// Direction is scaled as well to be in sync with position.
ray.pos = ray.pos * 2.0 - 1.0;
ray.dir *= 2.0;
RayShapeIntersection outerIntersect = intersectBoundedCylinder(ray, u_cylinderRenderRadiusMinMax.y, u_cylinderRenderHeightMinMax);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MAX, outerIntersect);
if (outerIntersect.entry.w == NO_HIT) {
return;
}
#if defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_FLAT)
// When the cylinder is perfectly thin it's necessary to sandwich the
// inner cylinder intersection inside the outer cylinder intersection.
// Without this special case,
// [outerMin, outerMax, innerMin, innerMax] will bubble sort to
// [outerMin, innerMin, outerMax, innerMax] which will cause the back
// side of the cylinder to be invisible because it will think the ray
// is still inside the inner (negative) cylinder after exiting the
// outer (positive) cylinder.
// With this special case,
// [outerMin, innerMin, innerMax, outerMax] will bubble sort to
// [outerMin, innerMin, innerMax, outerMax] which will work correctly.
// Note: If initializeIntersections() changes its sorting function
// from bubble sort to something else, this code may need to change.
RayShapeIntersection innerIntersect = intersectCylinder(ray, 1.0, false);
setSurfaceIntersection(ix, 0, outerIntersect.entry, true, true); // positive, enter
setSurfaceIntersection(ix, 1, innerIntersect.entry, false, true); // negative, enter
setSurfaceIntersection(ix, 2, innerIntersect.exit, false, false); // negative, exit
setSurfaceIntersection(ix, 3, outerIntersect.exit, true, false); // positive, exit
#elif defined(CYLINDER_HAS_RENDER_BOUNDS_RADIUS_MIN)
RayShapeIntersection innerIntersect = intersectCylinder(ray, u_cylinderRenderRadiusMinMax.x, false);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_RADIUS_MIN, innerIntersect);
#endif
#if defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_UNDER_HALF)
RayShapeIntersection wedgeIntersect = intersectRegularWedge(ray, u_cylinderRenderAngleMinMax);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE, wedgeIntersect);
#elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_OVER_HALF)
RayShapeIntersection wedgeIntersects[2];
intersectFlippedWedge(ray, u_cylinderRenderAngleMinMax, wedgeIntersects);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);
#elif defined(CYLINDER_HAS_RENDER_BOUNDS_ANGLE_RANGE_EQUAL_ZERO)
RayShapeIntersection wedgeIntersects[2];
intersectHalfPlane(ray, u_cylinderRenderAngleMinMax.x, wedgeIntersects);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 0, wedgeIntersects[0]);
setShapeIntersection(ix, CYLINDER_INTERSECTION_INDEX_ANGLE + 1, wedgeIntersects[1]);
#endif
}