Add RayCastUtil and unit tests

This commit is contained in:
James Seibel
2022-11-19 10:20:14 -06:00
parent 103a03c90f
commit 6eb97f654c
2 changed files with 362 additions and 0 deletions
@@ -0,0 +1,180 @@
/*
* This file is part of the Distant Horizons mod (formerly the LOD Mod),
* licensed under the GNU LGPL v3 License.
*
* Copyright (C) 2020-2022 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package com.seibel.lod.core.util;
import com.seibel.lod.core.util.math.Vec3d;
import com.seibel.lod.core.util.math.Vec3f;
import com.seibel.lod.core.util.math.Vec3i;
/**
* @author James Seibel
* @version 2022-11-19
*/
public class RayCastUtil
{
public static boolean rayIntersectsCube(Vec3d rayStartingPos, Vec3f rayDirection, Vec3i cubeMinPos, int cubeWidth)
{
// the ray must intersect all 3 axis in order to have gone through the cube
return rayIntersectsSquare(rayStartingPos.x, rayStartingPos.z, rayDirection.x, rayDirection.z, cubeMinPos.x, cubeMinPos.z, cubeWidth) &&
rayIntersectsSquare(rayStartingPos.x, rayStartingPos.y, rayDirection.x, rayDirection.y, cubeMinPos.x, cubeMinPos.y, cubeWidth);
}
/**
* this function works for any perpendicular axis, X and Y are just for simplicity and could easily be replaced with X, Y, or Z
*
* @param rayX the ray's starting X position
* @param rayY the ray's starting Z position
* @param squareMinX the square's X corner closest to negative infinity
* @param squareMinY the square's Y corner closest to negative infinity
*/
public static boolean rayIntersectsSquare(
double rayX, double rayY, double rayXDirection, double rayYDirection,
double squareMinX, double squareMinY, double squareWidth)
{
double roundingValue = 0.05;
// determine the other corner of the square
double squareMaxX = squareMinX + squareWidth;
double squareMaxY = squareMinY + squareWidth;
// check if the ray originates in the square
if (rayX >= squareMinX && rayX <= squareMaxX &&
rayY >= squareMinY && rayY <= squareMaxY)
{
return true;
}
if (isRoughly(rayXDirection, 0, roundingValue) && isRoughly(rayYDirection, 0, roundingValue))
{
// slope is in a direction perpendicular to this ray
// this ray can be treated like a point,
// checking if the point originated inside the square
// should catch if this was true
return false;
}
else if (isRoughly(Math.abs(rayYDirection), 1, roundingValue))
{
// slope is straight up or down
// is the ray pointing towards the square?
if ((rayYDirection > 0 && rayY > squareMaxY) || // up
(rayYDirection < 0 && rayY < squareMinY)) // down
{
// the ray is pointing away from the square
return false;
}
else
{
// check if the ray's X value is between the square's left and right sides
return rayX >= squareMinX && rayX <= squareMaxX;
}
}
else if (isRoughly(rayYDirection, 0, roundingValue))
{
// slope is 0 (horizontal line)
// is the ray pointing towards the square?
if ((rayXDirection > 0 && rayX > squareMaxX) || // right
(rayXDirection < 0 && rayX < squareMinX)) // left
{
// the ray is pointing away from the square
return false;
}
else
{
// check if the ray's Y value is between the square's top and bottom sides
return rayY >= squareMinY && rayY <= squareMaxY;
}
}
else
{
// slope is a valid range (between -infinity and infinity)
double slope = rayYDirection / rayXDirection;
// move the square into ray space (where the ray is at the origin)
squareMinX -= rayX;
squareMaxX -= rayX;
squareMinY -= rayY;
squareMaxY -= rayY;
boolean intersectsX = false;
boolean intersectsY = false;
// ray Y intersect
// y = mx
double yIntersectMin = slope * squareMinX;
double yIntersectMax = slope * squareMaxX;
// does the intersection happen before the ray's origin?
if (yIntersectMin <= rayY && (yIntersectMax <= rayY))
{
return false;
}
// does the line intersect the square?
else if (yIntersectMin >= squareMinY && yIntersectMin <= squareMaxY)
{
intersectsY = true;
}
else if (yIntersectMax >= squareMinY && yIntersectMax <= squareMaxY)
{
intersectsY = true;
}
// ray X intersect
// x = y/m
double xIntersectMin = squareMinY / slope;
double xIntersectMax = squareMaxY / slope;
// does the intersection happen before the ray's origin?
if (xIntersectMin <= rayX && (xIntersectMax <= rayX))
{
return false;
}
// does the line intersect the square?
else if (xIntersectMin >= squareMinX && xIntersectMin <= squareMaxX)
{
intersectsX = true;
}
else if (xIntersectMax >= squareMinX && xIntersectMax <= squareMaxX)
{
intersectsX = true;
}
// if the ray intersects both the top and side of the square, that means
// the ray intersects the square as a whole
return intersectsX && intersectsY;
}
}
/** used to get around floating point number rounding errors */
private static boolean isRoughly(double input, double equalsVal, double errorValue) { return input >= equalsVal - errorValue && input <= equalsVal + errorValue; }
}
@@ -0,0 +1,182 @@
/*
* This file is part of the Distant Horizons mod (formerly the LOD Mod),
* licensed under the GNU LGPL v3 License.
*
* Copyright (C) 2020-2022 James Seibel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, version 3.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package tests;
import com.seibel.lod.core.api.external.methods.data.DhApiTerrainDataRepo;
import com.seibel.lod.core.util.RayCastUtil;
import org.junit.Assert;
import org.junit.Test;
/**
* @author James Seibel
* @version 2022-11-19
*/
public class RaycastingTest
{
@Test
public void DemoTest()
{
Assert.assertTrue("Example test 1", true);
double rayX, rayY;
double xDir, yDir;
// 1x1 square at (1,1) - (2,2)
double squareMinX = 1;
double squareMinY = 1;
int squareWidth = 1;
//============//
// horizontal //
//============//
// ray points right - direction <1,0>
xDir = 1;
yDir = 0;
// ray origin left of square
rayX = 0;
testRay(false, rayX, 0, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 0.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, rayX, 1, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, rayX, 1.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, rayX, 2, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 2.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 3, xDir, yDir, squareMinX, squareMinY, squareWidth);
// ray origin right of square
rayX = 2.5;
testRay(false, rayX, 1, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 1.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 2, xDir, yDir, squareMinX, squareMinY, squareWidth);
//==========//
// vertical //
//==========//
xDir = 0;
yDir = 1;
// ray points up - direction <0,1>
rayY = 0;
// ray origin below square
testRay(false, 0, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, 0.5, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 1, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 1.5, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 2, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, 2.5, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, 3, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
// ray origin in square
testRay(true, 1, 1, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 1.5, 1.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 2, 2, xDir, yDir, squareMinX, squareMinY, squareWidth);
// ray origin above square
rayY = 2.5;
testRay(false, 1, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, 1.5, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, 2, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
//=======//
// point //
//=======//
// AKA the slope is perpendicular to this plane
// direction <0,0>
xDir = 0;
yDir = 0;
testRay(false, 0, 0, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, 0.5, 0.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 1, 1, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 1.5, 1.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 2, 2, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, 2.5, 2.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, 3, 3, xDir, yDir, squareMinX, squareMinY, squareWidth);
//==========//
// diagonal //
//==========//
// ray points up right - direction <4,3> (a slope of 3/4)
xDir = 4;
yDir = 3;
// ray origin bottom left of square
rayX = 0;
testRay(false, rayX, -1, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, rayX, -0.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, rayX, 0, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, rayX, 0.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, rayX, 1, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 1.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 2, xDir, yDir, squareMinX, squareMinY, squareWidth);
// ray origin in square
testRay(true, 1, 1, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 1.5, 1.5, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(true, 2, 2, xDir, yDir, squareMinX, squareMinY, squareWidth);
// ray origin right of square
rayX = 2.5;
rayY = (yDir/xDir) * rayX; // y = mx + b // b is the constants defined below
testRay(false, rayX, -0.5 + rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 0 + rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 0.5 + rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
testRay(false, rayX, 1 + rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
}
private static void testRay(boolean expectedToIntersect, double rayX, double rayY, double xDir, double yDir, double squareMinX, double squareMinY, double squareWidth)
{
boolean intersects = RayCastUtil.rayIntersectsSquare(rayX, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth);
Assert.assertEquals(failMessage(rayX, rayY, xDir, yDir, squareMinX, squareMinY, squareWidth), expectedToIntersect, intersects);
}
private static String failMessage(double rayX, double rayY, double xDir, double yDir, double squareMinX, double squareMinY, double squareWidth)
{
return "ray: [" + rayX + ", " + rayY + "] <" + xDir + ", " + yDir + "> square: [" + squareMinX + ", " + squareMinY + "] - [" + (squareMinX+squareWidth) + ", " + (squareMinY+squareWidth) + "]";
}
}