feat(field): ray_march

This commit is contained in:
Nova
2022-11-05 17:55:27 -04:00
parent cfa3584dda
commit 201ab3aee8

View File

@@ -20,6 +20,14 @@ use std::ops::Deref;
use std::sync::Arc;
pub trait FieldTrait {
fn add_field_methods(&self, node: &Arc<Node>) {
node.add_local_method("distance", field_distance_flex);
node.add_local_method("normal", field_normal_flex);
node.add_local_method("closest_point", field_closest_point_flex);
node.add_local_method("ray_march", field_ray_march_flex);
}
fn spatial_ref(&self) -> &Spatial;
fn local_distance(&self, p: Vec3A) -> f32;
fn local_normal(&self, p: Vec3A, r: f32) -> Vec3A {
let d = self.local_distance(p);
@@ -61,16 +69,61 @@ pub trait FieldTrait {
.transform_point3a(self.local_closest_point(local_p, r))
}
fn add_field_methods(&self, node: &Arc<Node>) {
node.add_local_method("distance", field_distance_flex);
node.add_local_method("normal", field_normal_flex);
node.add_local_method("closest_point", field_closest_point_flex);
node.add_local_method("ray_march", field_ray_march_flex);
}
fn ray_march(&self, ray: Ray) -> RayMarchResult {
let mut result = RayMarchResult {
min_distance: f32::MAX,
deepest_point_distance: 0_f32,
ray_length: 0_f32,
ray_steps: 0,
};
fn spatial_ref(&self) -> &Spatial;
let ray_to_field_matrix =
Spatial::space_to_space_matrix(Some(&ray.space), Some(self.spatial_ref()));
let mut ray_point = ray_to_field_matrix.transform_point3a(ray.origin.into());
let ray_direction = ray_to_field_matrix.transform_vector3a(ray.direction.into());
while result.ray_steps < MAX_RAY_STEPS && result.ray_length < MAX_RAY_LENGTH {
let distance = self.local_distance(ray_point);
let march_distance = distance.clamp(MIN_RAY_MARCH, MAX_RAY_MARCH);
result.ray_length += march_distance;
ray_point += ray_direction * march_distance;
if result.min_distance > distance {
result.deepest_point_distance = result.ray_length;
result.min_distance = distance;
}
result.ray_steps += 1;
}
result
}
}
pub struct Ray {
pub origin: Vec3,
pub direction: Vec3,
pub space: Arc<Spatial>,
}
#[derive(Debug, Serialize)]
pub struct RayMarchResult {
pub min_distance: f32,
pub deepest_point_distance: f32,
pub ray_length: f32,
pub ray_steps: u32,
}
// const MIN_RAY_STEPS: u32 = 0;
const MAX_RAY_STEPS: u32 = 1000;
const MIN_RAY_MARCH: f32 = 0.001_f32;
const MAX_RAY_MARCH: f32 = f32::MAX;
// const MIN_RAY_LENGTH: f32 = 0_f32;
const MAX_RAY_LENGTH: f32 = 1000_f32;
fn field_distance_flex(node: &Node, calling_client: Arc<Client>, data: &[u8]) -> Result<Vec<u8>> {
#[derive(Deserialize)]
struct FieldInfoArgs<'a> {
@@ -135,14 +188,11 @@ fn field_ray_march_flex(node: &Node, calling_client: Arc<Client>, data: &[u8]) -
let args: FieldInfoArgs = deserialize(data)?;
let reference_space = find_reference_space(&calling_client, args.reference_space_path)?;
let ray_march_result = ray_march(
Ray {
origin: args.ray_origin.into(),
direction: args.ray_direction.into(),
space: reference_space,
},
node.field.get().unwrap(),
);
let ray_march_result = node.field.get().unwrap().ray_march(Ray {
origin: args.ray_origin.into(),
direction: args.ray_direction.into(),
space: reference_space,
});
Ok(serialize(ray_march_result)?)
}
@@ -171,60 +221,6 @@ pub fn create_interface(client: &Arc<Client>) {
node.add_to_scenegraph();
}
pub struct Ray {
pub origin: Vec3,
pub direction: Vec3,
pub space: Arc<Spatial>,
}
#[derive(Debug, Serialize)]
pub struct RayMarchResult {
pub min_distance: f32,
pub deepest_point_distance: f32,
pub ray_length: f32,
pub ray_steps: u32,
}
// const MIN_RAY_STEPS: u32 = 0;
const MAX_RAY_STEPS: u32 = 1000;
const MIN_RAY_MARCH: f32 = 0.001_f32;
const MAX_RAY_MARCH: f32 = f32::MAX;
// const MIN_RAY_LENGTH: f32 = 0_f32;
const MAX_RAY_LENGTH: f32 = 1000_f32;
pub fn ray_march(ray: Ray, field: &Field) -> RayMarchResult {
let mut result = RayMarchResult {
min_distance: f32::MAX,
deepest_point_distance: 0_f32,
ray_length: 0_f32,
ray_steps: 0,
};
let ray_to_field_matrix =
Spatial::space_to_space_matrix(Some(&ray.space), Some(field.spatial_ref()));
let mut ray_point = ray_to_field_matrix.transform_point3a(ray.origin.into());
let ray_direction = ray_to_field_matrix.transform_vector3a(ray.direction.into());
while result.ray_steps < MAX_RAY_STEPS && result.ray_length < MAX_RAY_LENGTH {
let distance = field.local_distance(ray_point);
let march_distance = distance.clamp(MIN_RAY_MARCH, MAX_RAY_MARCH);
result.ray_length += march_distance;
ray_point += ray_direction * march_distance;
if result.min_distance > distance {
result.deepest_point_distance = result.ray_length;
}
result.min_distance = distance.min(result.min_distance);
result.ray_steps += 1;
}
result
}
pub fn find_field(client: &Client, path: &str) -> Result<Arc<Field>> {
client
.get_node("Field", path)?