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Cast ray in voxel space (i.e. 3d-grid) #Unity
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namespace UnityEngine | |
{ | |
using System; | |
using System.Runtime.InteropServices; | |
using UnityEngine.Assertions.Must; | |
[StructLayout(LayoutKind.Auto)] | |
internal struct BoundsInt | |
{ | |
private Vector3i _min; | |
private Vector3i _max; | |
public Vector3 Center | |
{ | |
get | |
{ | |
return (this.Max - this.Min) / 2f; | |
} | |
} | |
public Vector3 Extents | |
{ | |
get | |
{ | |
return this.Max - this.Center; | |
} | |
} | |
public Vector3i Max | |
{ | |
get | |
{ | |
return this._max; | |
} | |
set | |
{ | |
this._max = value; | |
this.Size.Any(c => c < 0).MustBeFalse(); | |
} | |
} | |
public Vector3i Min | |
{ | |
get | |
{ | |
return this._min; | |
} | |
set | |
{ | |
this._min = value; | |
this.Size.Any(c => c < 0).MustBeFalse(); | |
} | |
} | |
public Vector3i Size | |
{ | |
get | |
{ | |
return this.Max - this.Min; | |
} | |
set | |
{ | |
this.Max = this.Min + value; | |
this.Size.Any(c => c < 0).MustBeFalse(); | |
} | |
} | |
public BoundsInt(Vector3i min, Vector3i max) | |
{ | |
this._min = min; | |
this._max = max; | |
} | |
public Vector3i ClosestPoint(Vector3i point) | |
{ | |
throw new NotImplementedException(); | |
} | |
public bool Contains(Vector3i point) | |
{ | |
throw new NotImplementedException(); | |
} | |
public void Encapsulate(Vector3i point) | |
{ | |
throw new NotImplementedException(); | |
} | |
public void Encapsulate(BoundsInt bounds) | |
{ | |
throw new NotImplementedException(); | |
} | |
public override bool Equals(object other) | |
{ | |
throw new NotImplementedException(); | |
} | |
public void Expand(float amount) | |
{ | |
throw new NotImplementedException(); | |
} | |
public void Expand(Vector3i amount) | |
{ | |
throw new NotImplementedException(); | |
} | |
public override int GetHashCode() | |
{ | |
throw new NotImplementedException(); | |
} | |
public bool IntersectRay(Ray ray) | |
{ | |
throw new NotImplementedException(); | |
} | |
public bool IntersectRay(Ray ray, out float distance) | |
{ | |
throw new NotImplementedException(); | |
} | |
public bool Intersects(BoundsInt bounds) | |
{ | |
return (this.Min.x > bounds.Max.x || this.Max.x < bounds.Min.x || this.Min.y > bounds.Max.y || this.Max.y < bounds.Min.y || this.Min.z > bounds.Max.z ? false : this.Max.z >= bounds.Min.z); | |
} | |
public static bool operator ==(BoundsInt lhs, BoundsInt rhs) | |
{ | |
throw new NotImplementedException(); | |
} | |
public static bool operator !=(BoundsInt lhs, BoundsInt rhs) | |
{ | |
return !(lhs == rhs); | |
} | |
public float SqrDistance(Vector3i point) | |
{ | |
throw new NotImplementedException(); | |
} | |
} | |
} |
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using System; | |
using System.Diagnostics; | |
using UnityEngine; | |
[Serializable] | |
public struct Vector3i : IEquatable<Vector3i> | |
{ | |
public static readonly Vector3i zero = new Vector3i(0, 0, 0); | |
public static readonly Vector3i one = new Vector3i(1, 1, 1); | |
public static readonly Vector3i forward = new Vector3i(0, 0, 1); | |
public static readonly Vector3i back = new Vector3i(0, 0, -1); | |
public static readonly Vector3i up = new Vector3i(0, 1, 0); | |
public static readonly Vector3i down = new Vector3i(0, -1, 0); | |
public static readonly Vector3i left = new Vector3i(-1, 0, 0); | |
public static readonly Vector3i right = new Vector3i(1, 0, 0); | |
public static readonly Vector3i[] directions = new Vector3i[] { | |
left, right, | |
back, forward, | |
down, up, | |
}; | |
public int x, y, z; // do not rename, would cause deserialization problems | |
[DebuggerStepThrough] | |
public Vector3i(int x, int y, int z) | |
{ | |
this.x = x; | |
this.y = y; | |
this.z = z; | |
} | |
public Vector3i(int x, int y) | |
{ | |
this.x = x; | |
this.y = y; | |
this.z = 0; | |
} | |
public Vector3i(Vector3 original, System.Func<float, int> convert) | |
{ | |
this.x = convert(original.x); | |
this.y = convert(original.y); | |
this.z = convert(original.z); | |
} | |
public Vector3i(int value) : this() | |
{ | |
this.x = this.y = this.z = value; | |
} | |
public int Volume | |
{ | |
get | |
{ | |
return this.x * this.y * this.z; | |
} | |
} | |
public int this[int index] | |
{ | |
get | |
{ | |
switch (index) | |
{ | |
case 0: | |
return this.x; | |
case 1: | |
return this.y; | |
case 2: | |
return this.z; | |
default: | |
throw new ArgumentOutOfRangeException("index"); | |
} | |
} | |
set | |
{ | |
switch (index) | |
{ | |
case 0: | |
this.x = value; | |
break; | |
case 1: | |
this.y = value; | |
break; | |
case 2: | |
this.z = value; | |
break; | |
default: | |
throw new ArgumentOutOfRangeException("index"); | |
} | |
} | |
} | |
public static Vector3i operator -(Vector3i a) | |
{ | |
return new Vector3i(-a.x, -a.y, -a.z); | |
} | |
[DebuggerStepThrough] | |
public static Vector3i operator -(Vector3i a, Vector3i b) | |
{ | |
return new Vector3i(a.x - b.x, a.y - b.y, a.z - b.z); | |
} | |
public static Vector3i operator +(Vector3i a, Vector3i b) | |
{ | |
return new Vector3i(a.x + b.x, a.y + b.y, a.z + b.z); | |
} | |
public static Vector3i operator *(Vector3i v, int factor) | |
{ | |
return new Vector3i(v.x * factor, v.y * factor, v.z * factor); | |
} | |
public static Vector3 operator *(Vector3i v, float factor) | |
{ | |
return new Vector3(v.x * factor, v.y * factor, v.z * factor); | |
} | |
public static Vector3i operator /(Vector3i v, int factor) | |
{ | |
return new Vector3i(v.x / factor, v.y / factor, v.z / factor); | |
} | |
public static Vector3 operator /(Vector3i v, float factor) | |
{ | |
return new Vector3(v.x / factor, v.y / factor, v.z / factor); | |
} | |
//public static Vector3i operator %(Vector3i v, int factor) | |
//{ | |
// return new Vector3i(v.x % factor, v.y % factor, v.z % factor); | |
//} | |
public static implicit operator Vector3(Vector3i v) | |
{ | |
return new Vector3(v.x, v.y, v.z); | |
} | |
public static explicit operator Vector3i(Vector3 v) | |
{ | |
return Floor(v); | |
} | |
public static bool operator ==(Vector3i a, Vector3i b) | |
{ | |
return a.x == b.x && | |
a.y == b.y && | |
a.z == b.z; | |
} | |
public static bool operator !=(Vector3i a, Vector3i b) | |
{ | |
return a.x != b.x || | |
a.y != b.y || | |
a.z != b.z; | |
} | |
public static Vector3i Min(Vector3i a, Vector3i b) | |
{ | |
return new Vector3i(Mathf.Min(a.x, b.x), Mathf.Min(a.y, b.y), Mathf.Min(a.z, b.z)); | |
} | |
public static Vector3i Max(Vector3i a, Vector3i b) | |
{ | |
return new Vector3i(Mathf.Max(a.x, b.x), Mathf.Max(a.y, b.y), Mathf.Max(a.z, b.z)); | |
} | |
public static Vector3i Floor(Vector3 v) | |
{ | |
return new Vector3i( | |
Mathf.FloorToInt(v.x), | |
Mathf.FloorToInt(v.y), | |
Mathf.FloorToInt(v.z) | |
); | |
} | |
public static Vector3i Ceil(Vector3 v) | |
{ | |
return new Vector3i( | |
Mathf.CeilToInt(v.x), | |
Mathf.CeilToInt(v.y), | |
Mathf.CeilToInt(v.z) | |
); | |
} | |
public static Vector3i Round(Vector3 v) | |
{ | |
return new Vector3i( | |
Mathf.RoundToInt(v.x), | |
Mathf.RoundToInt(v.y), | |
Mathf.RoundToInt(v.z) | |
); | |
} | |
public Vector3i Mul(Vector3i factor) | |
{ | |
return new Vector3i(x * factor.x, y * factor.y, z * factor.z); | |
} | |
public Vector3i Div(Vector3i factor) | |
{ | |
return new Vector3i(x / factor.x, y / factor.y, z / factor.z); | |
} | |
public Vector3i Sign() | |
{ | |
return new Vector3i( | |
System.Math.Sign(this.x), | |
System.Math.Sign(this.y), | |
System.Math.Sign(this.z)); | |
} | |
public bool Any(Predicate<int> p) | |
{ | |
if (p(x)) | |
return true; | |
if (p(y)) | |
return true; | |
if (p(z)) | |
return true; | |
return false; | |
} | |
public override bool Equals(object other) | |
{ | |
if (!(other is Vector3i)) | |
return false; | |
return this.Equals((Vector3i)other); | |
} | |
public override int GetHashCode() | |
{ | |
//return x.GetHashCode() ^ y.GetHashCode() << 2 ^ z.GetHashCode() >> 2; | |
unchecked | |
{ | |
var hash = (int)23988961768543; | |
hash = hash * (int)8187723713453 + x.GetHashCode(); | |
hash = hash * (int)8187723713453 + y.GetHashCode(); | |
hash = hash * (int)8187723713453 + z.GetHashCode(); | |
return hash; | |
} | |
} | |
public override string ToString() | |
{ | |
return string.Format("Vector3i({0} {1} {2})", x, y, z); | |
} | |
public bool Equals(Vector3i other) | |
{ | |
return x == other.x && | |
y == other.y && | |
z == other.z; | |
} | |
} |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using ModelSystem; | |
using UnityEngine; | |
// Heavily based on: | |
// http://gamedev.stackexchange.com/a/49423/8806 | |
internal class VoxelRaycast | |
{ | |
private readonly BoundsInt? worldBounds; | |
public VoxelRaycast(BoundsInt? worldBounds) | |
{ | |
this.worldBounds = worldBounds; | |
} | |
/** | |
* Call the callback with (position, face) of all blocks along the line | |
* segment from point 'origin' in vector direction 'direction' of length | |
* 'radius'. 'radius' may be infinite, but beware infinite loop in this case. | |
* | |
* 'face' is the normal vector of the face of that block that was entered. | |
* | |
* If the callback returns a true value, the traversal will be stopped. | |
*/ | |
public void Raycast( | |
Vector3 origin, | |
Vector3 direction, | |
float radius, | |
Func<Vector3i, Vector3i, bool> callback) | |
{ | |
// From "A Fast Voxel Traversal Algorithm for Ray Tracing" | |
// by John Amanatides and Andrew Woo, 1987 | |
// <http://www.cse.yorku.ca/~amana/research/grid.pdf> | |
// <http://citeseer.ist.psu.edu/viewdoc/summary?doi=10.1.1.42.3443> | |
// Extensions to the described algorithm: | |
// • Imposed a distance limit. | |
// • The face passed through to reach the current cube is provided to | |
// the callback. | |
// The foundation of this algorithm is a parameterized representation of | |
// the provided ray, | |
// origin + t * direction, | |
// except that t is not actually stored; rather, at any given point in the | |
// traversal, we keep track of the *greater* t values which we would have | |
// if we took a step sufficient to cross a cube boundary along that axis | |
// (i.e. change the integer part of the coordinate) in the variables | |
// tMaxX, tMaxY, and tMaxZ. | |
// Cube containing origin point. | |
var x = Mathf.FloorToInt(origin[0]); | |
var y = Mathf.FloorToInt(origin[1]); | |
var z = Mathf.FloorToInt(origin[2]); | |
// Break out direction vector. | |
var dx = direction[0]; | |
var dy = direction[1]; | |
var dz = direction[2]; | |
// Direction to increment x,y,z when stepping. | |
var stepX = signum(dx); | |
var stepY = signum(dy); | |
var stepZ = signum(dz); | |
// See description above. The initial values depend on the fractional | |
// part of the origin. | |
var tMaxX = intbound(origin[0], dx); | |
var tMaxY = intbound(origin[1], dy); | |
var tMaxZ = intbound(origin[2], dz); | |
// The change in t when taking a step (always positive). | |
var tDeltaX = stepX / dx; | |
var tDeltaY = stepY / dy; | |
var tDeltaZ = stepZ / dz; | |
// Buffer for reporting faces to the callback. | |
var face = new Vector3i(); | |
// Avoids an infinite loop. | |
if (dx == 0 && dy == 0 && dz == 0) | |
throw new Exception("Ray-cast in zero direction!"); | |
// Rescale from units of 1 cube-edge to units of 'direction' so we can | |
// compare with 't'. | |
radius /= Mathf.Sqrt(dx * dx + dy * dy + dz * dz); | |
// Deal with world bounds or their absence. | |
Vector3i min, max; | |
min = max = default(Vector3i); | |
var worldIsUnlimited = !this.worldBounds.HasValue; | |
if (!worldIsUnlimited) | |
{ | |
min = this.worldBounds.Value.Min; | |
max = this.worldBounds.Value.Max; | |
} | |
while (worldIsUnlimited || ( | |
/* ray has not gone past bounds of world */ | |
(stepX > 0 ? x < max.x : x >= min.x) && | |
(stepY > 0 ? y < max.y : y >= min.y) && | |
(stepZ > 0 ? z < max.z : z >= min.z))) | |
{ | |
// Invoke the callback, unless we are not *yet* within the bounds of the | |
// world. | |
if (worldIsUnlimited || | |
!(x < min.x || y < min.y || z < min.z || x >= max.x || y >= max.y || z >= max.z)) | |
if (callback(new Vector3i(x, y, z), face)) | |
break; | |
// tMaxX stores the t-value at which we cross a cube boundary along the | |
// X axis, and similarly for Y and Z. Therefore, choosing the least tMax | |
// chooses the closest cube boundary. Only the first case of the four | |
// has been commented in detail. | |
if (tMaxX < tMaxY) | |
{ | |
if (tMaxX < tMaxZ) | |
{ | |
if (tMaxX > radius) | |
break; | |
// Update which cube we are now in. | |
x += stepX; | |
// Adjust tMaxX to the next X-oriented boundary crossing. | |
tMaxX += tDeltaX; | |
// Record the normal vector of the cube face we entered. | |
face[0] = -stepX; | |
face[1] = 0; | |
face[2] = 0; | |
} | |
else | |
{ | |
if (tMaxZ > radius) | |
break; | |
z += stepZ; | |
tMaxZ += tDeltaZ; | |
face[0] = 0; | |
face[1] = 0; | |
face[2] = -stepZ; | |
} | |
} | |
else | |
{ | |
if (tMaxY < tMaxZ) | |
{ | |
if (tMaxY > radius) | |
break; | |
y += stepY; | |
tMaxY += tDeltaY; | |
face[0] = 0; | |
face[1] = -stepY; | |
face[2] = 0; | |
} | |
else | |
{ | |
// Identical to the second case, repeated for simplicity in | |
// the conditionals. | |
if (tMaxZ > radius) | |
break; | |
z += stepZ; | |
tMaxZ += tDeltaZ; | |
face[0] = 0; | |
face[1] = 0; | |
face[2] = -stepZ; | |
} | |
} | |
} | |
} | |
private float intbound(float s, float ds) | |
{ | |
// Some kind of edge case, see: | |
// http://gamedev.stackexchange.com/questions/47362/cast-ray-to-select-block-in-voxel-game#comment160436_49423 | |
var sIsInteger = Mathf.Round(s) == s; | |
if (ds < 0 && sIsInteger) | |
return 0; | |
return (ds > 0 ? Mathf.Ceil(s) - s : s - Mathf.Floor(s)) / Mathf.Abs(ds); | |
} | |
private int signum(float x) | |
{ | |
return x > 0 ? 1 : x < 0 ? -1 : 0; | |
} | |
} |
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Another edge case: intbound does not work if s is zero. To work properly, I had to define a custom ceil function:
private static float ceil(float s) { if (s == 0f) return 1f; else return Mathf.Ceil(s); }
To replace the call to Mathf.Ceil used in intbound. Then it worked properly even if the ray started centered on precisely origin.