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Physics.cs
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181 lines (151 loc) · 5.58 KB
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using System;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Threading.Tasks;
namespace SoftwareRenderer;
[Flags]
public enum RaycastFaceMask
{
None = 0,
IgnoreBackfaces = 1 << 0,
IgnoreFrontfaces = 1 << 1,
}
public static class Physics
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool Raycast(
Vector3 rayOrigin,
Vector3 rayDirection,
Shaders.VertexInput[] vertices,
ushort[] indices,
Matrix4x4 model,
out float hitDistance,
out Vector3 hitPoint,
out Vector3 hitNormal,
RaycastFaceMask faceMask = RaycastFaceMask.IgnoreBackfaces)
{
if (!Matrix4x4.Invert(model, out var invModel))
{
hitDistance = float.MaxValue;
hitPoint = Vector3.Zero;
hitNormal = Vector3.Zero;
return false;
}
var normalMatrix = Matrix4x4.Transpose(invModel);
var vertexCount = vertices.Length;
Vector3[] transformedVertices = new Vector3[vertexCount];
Vector3[] transformedNormals = new Vector3[vertexCount];
for (int i = 0; i < vertexCount; i++)
{
ref var vert = ref vertices[i];
transformedVertices[i] = Vector3.Transform(vert.Position, model);
var normal = Vector4.Transform(new Vector4(vert.Normal, 0f), normalMatrix);
transformedNormals[i] = Vector3.Normalize(new Vector3(normal.X, normal.Y, normal.Z));
}
return RaycastInternal(rayOrigin, rayDirection, transformedVertices, transformedNormals, indices, out hitDistance, out hitPoint, out hitNormal, faceMask);
}
private static bool RaycastInternal(
Vector3 rayOrigin,
Vector3 rayDirection,
Vector3[] vertices,
Vector3[] normals,
ushort[] indices,
out float hitDistance,
out Vector3 hitPoint,
out Vector3 hitNormal,
RaycastFaceMask faceMask)
{
hitDistance = float.MaxValue;
hitPoint = Vector3.Zero;
hitNormal = Vector3.Zero;
rayDirection = Vector3.Normalize(rayDirection);
int triangleCount = indices.Length / 3;
float closestDistance = float.MaxValue;
Vector3 closestPoint = Vector3.Zero;
Vector3 closestNormal = Vector3.Zero;
bool hitFound = false;
Parallel.For(0, triangleCount,
() => (Found: false, Distance: float.MaxValue, Point: Vector3.Zero, Normal: Vector3.Zero),
(i, state, local) =>
{
int i0 = indices[i * 3];
int i1 = indices[i * 3 + 1];
int i2 = indices[i * 3 + 2];
var v0 = vertices[i0];
var v1 = vertices[i1];
var v2 = vertices[i2];
if (RayIntersectsTriangle(rayOrigin, rayDirection, v0, v1, v2, out float distance, out Vector3 bary,
faceMask))
{
if (distance < 0) return local;
Vector3 n0 = normals[i0];
Vector3 n1 = normals[i1];
Vector3 n2 = normals[i2];
Vector3 interpolatedNormal = Vector3.Normalize(n0 * bary.X + n1 * bary.Y + n2 * bary.Z);
Vector3 point = rayOrigin + rayDirection * distance;
if (distance < local.Distance)
{
local = (true, distance, point, interpolatedNormal);
}
}
return local;
},
local =>
{
if (local.Found)
{
if (local.Distance < closestDistance)
{
closestDistance = local.Distance;
closestPoint = local.Point;
closestNormal = local.Normal;
hitFound = true;
}
}
});
if (hitFound)
{
hitDistance = closestDistance;
hitPoint = closestPoint;
hitNormal = closestNormal;
return true;
}
return false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static bool RayIntersectsTriangle(
Vector3 rayOrigin,
Vector3 rayDirection,
Vector3 v0,
Vector3 v1,
Vector3 v2,
out float distance,
out Vector3 barycentric,
RaycastFaceMask faceMask)
{
const float Epsilon = 1e-8f;
distance = 0;
barycentric = Vector3.Zero;
Vector3 edge1 = v1 - v0;
Vector3 edge2 = v2 - v0;
Vector3 pvec = Vector3.Cross(rayDirection, edge2);
float det = Vector3.Dot(edge1, pvec);
bool ignoreBackfaces = faceMask.HasFlag(RaycastFaceMask.IgnoreBackfaces);
bool ignoreFrontfaces = faceMask.HasFlag(RaycastFaceMask.IgnoreFrontfaces);
// Robust face culling
if (ignoreBackfaces && det < Epsilon) return false;
if (ignoreFrontfaces && det > -Epsilon) return false;
if (Math.Abs(det) < Epsilon) return false;
float invDet = 1f / det;
Vector3 tvec = rayOrigin - v0;
float u = Vector3.Dot(tvec, pvec) * invDet;
if (u < 0 || u > 1) return false;
Vector3 qvec = Vector3.Cross(tvec, edge1);
float v = Vector3.Dot(rayDirection, qvec) * invDet;
if (v < 0 || u + v > 1) return false;
distance = Vector3.Dot(edge2, qvec) * invDet;
if (distance < 0) return false;
barycentric = new Vector3(1 - u - v, u, v);
return true;
}
}