射线/AABB 交叉点不正确



我尝试在 C# 中重新实现 Fast Graphics Gems Ray/AABB 交集方法:

// Based on "Fast Ray-Box Intersection" algorithm by Andrew Woo, "Graphics Gems", Academic Press, 1990
public unsafe Vector? IntersectionWith(Cuboid other) {
    const int NUM_DIMENSIONS = 3;
    Assure.Equal(NUM_DIMENSIONS, 3); // If that value is ever changed, this algorithm will need some maintenance
    const byte QUADRANT_MIN = 0;
    const byte QUADRANT_MAX = 1;
    const byte QUADRANT_BETWEEN = 2;
    // Step 1: Work out which direction from the start point to test for intersection for all 3 dimensions, and the distance
    byte* quadrants = stackalloc byte[NUM_DIMENSIONS];
    float* candidatePlanes = stackalloc float[NUM_DIMENSIONS];
    float* cuboidMinPoints = stackalloc float[NUM_DIMENSIONS];
    float* cuboidMaxPoints = stackalloc float[NUM_DIMENSIONS];
    float maxDistance = Single.NegativeInfinity;
    byte maxDistanceDimension = 0;
    bool startPointIsInsideCuboid = true;
    cuboidMinPoints[0] = other.X;
    cuboidMinPoints[1] = other.Y;
    cuboidMinPoints[2] = other.Z;
    cuboidMaxPoints[0] = other.X + other.Width;
    cuboidMaxPoints[1] = other.Y + other.Height;
    cuboidMaxPoints[2] = other.Z + other.Depth;
    for (byte i = 0; i < NUM_DIMENSIONS; ++i) {
        if (StartPoint[i] < cuboidMinPoints[i]) {
            quadrants[i] = QUADRANT_MIN;
            candidatePlanes[i] = cuboidMinPoints[i];
            startPointIsInsideCuboid = false;
        }
        else if (StartPoint[i] > cuboidMaxPoints[i]) {
            quadrants[i] = QUADRANT_MAX;
            candidatePlanes[i] = cuboidMaxPoints[i];
            startPointIsInsideCuboid = false;
        }
        else {
            quadrants[i] = QUADRANT_BETWEEN;
        }
    }
    if (startPointIsInsideCuboid) return StartPoint;
    // Step 2: Find farthest dimension from cuboid
    for (byte i = 0; i < NUM_DIMENSIONS; ++i) {
        // ReSharper disable once CompareOfFloatsByEqualityOperator Exact check is desired here: Anything other than 0f is usable
        if (quadrants[i] != QUADRANT_BETWEEN && Orientation[i] != 0f) {
            float thisDimensionDist = (candidatePlanes[i] - StartPoint[i]) / Orientation[i];
            if (thisDimensionDist > maxDistance) {
                maxDistance = thisDimensionDist;
                maxDistanceDimension = i;
            }
        }
    }
    if (maxDistance < 0f) return null;
    if (maxDistance - Length > MathUtils.FlopsErrorMargin) return null;
    float* intersectionPoint = stackalloc float[NUM_DIMENSIONS];
    for (byte i = 0; i < NUM_DIMENSIONS; ++i) {
        if (maxDistanceDimension == i) {
            intersectionPoint[i] = StartPoint[i] + maxDistance * Orientation[i];
            if (cuboidMinPoints[i] - intersectionPoint[i] > MathUtils.FlopsErrorMargin || intersectionPoint[i] - cuboidMaxPoints[i] > MathUtils.FlopsErrorMargin) return null;
        }
        else intersectionPoint[i] = candidatePlanes[i];
    }
    Vector result = new Vector(intersectionPoint[0], intersectionPoint[1], intersectionPoint[2]);
    if (!IsInfiniteLength && Vector.DistanceSquared(StartPoint, result) > Length * Length) return null;
    else return result;
}

但是,尽管它有点工作,但我在单元测试的以下部分得到了不正确的结果:

Cuboid cuboid = new Cuboid(frontBottomLeft: new Vector(0f, 7.1f, 0f), width: 0f, height: 5f, depth: 0f);
Ray testRayC = new Ray(startPoint: new Vector(30f, 30f, 30f), orientation: new Vector(-1f, -1f, -1f));
Assert.AreEqual(
    null, 
    testRayC.IntersectionWith(cuboid)
);

我期待从对testRayC.IntersectionWith(cuboid)的调用中得到null,但它返回一个Vector(0, 12.1, 0),这根本不是射线上的一个点。


那么,这只是添加最终检查计算点在射线上的情况吗?或者(这就是我怀疑的(,我在转录代码时是否犯了错误?我进行了双重和三重检查,但没有看到任何明显的东西......

代码中的问题是当您执行if (maxDistanceDimension == i) { . 原始代码检查if (whichPlane != i) { . 我没有您的数据结构,但修复程序应如下所示:

        for (byte i = 0; i < NUM_DIMENSIONS; ++i)
        {
            if (maxDistanceDimension != i)
            {
                intersectionPoint[i] = StartPoint[i] + maxDistance * Orientation[i];
                if (intersectionPoint[i] < cuboidMinPoints[i] - MathUtils.FlopsErrorMargin || intersectionPoint[i] > cuboidMaxPoints[i] + MathUtils.FlopsErrorMargin)
                    return null;
            }
            else
            {
                intersectionPoint[i] = candidatePlanes[i];
            }
        }

接下来,以下内容不在原始代码中。 这是干什么用的?

        if (maxDistance - Length > MathUtils.FlopsErrorMargin)
            return null;

如果您尝试检查命中是否在射线范围内,这可能是一个错误。 鉴于您的Orientation似乎没有规范化,maxDistance不一定以长度为单位。 这在原始算法中可能无关紧要,但是如果您要根据其他长度检查maxDistance,则需要对Orientation进行规范化(使其无量纲(,以便

                thisDimensionDist = (candidatePlanes[i] - StartPoint[i]) / Orientation[i];

将具有长度单位。

顺便说一句,在原著中我认为以下内容是错误的:

if(inside)  {
    coord = origin;
    return (TRUE);
}

假设此代码是 c 而不是 c++,则只需将 coord 指针设置为与 origin 指针具有相同的引用,这对调用方没有影响。 但是,此问题不适用于您的版本。

另外,在查看此内容的过程中,我在此处对算法进行了更字面的 c# 转录:

public static class RayXCuboid
{
    enum HitQuadrant
    {
        Right = 0,
        Left = 1,
        Middle = 2,
    }
    const int Dimension = 3;
    [Conditional("DEBUG")]
    static void AssertValidArguments<TDoubleList>(params TDoubleList[] args) where TDoubleList : IList<double>
    {
        Debug.Assert(Dimension == 3);
        foreach (var list in args)
            Debug.Assert(list != null && list.Count == Dimension);
    }
    public static bool HitBoundingBox<TDoubleList>(TDoubleList minB, TDoubleList maxB, TDoubleList origin, TDoubleList dir, TDoubleList coord) where TDoubleList : IList<double>
    {
        AssertValidArguments(minB, maxB, origin, dir, coord);
        HitQuadrant[] quadrant = new HitQuadrant[Dimension];
        double[] maxT = new double[Dimension];
        double[] candidatePlane = new double[Dimension];
        /* Find candidate planes; this loop can be avoided if
        rays cast all from the eye(assume perpsective view) */
        bool inside = true;
        for (int i = 0; i < Dimension; i++)
            if (origin[i] < minB[i])
            {
                quadrant[i] = HitQuadrant.Left;
                candidatePlane[i] = minB[i];
                inside = false;
            }
            else if (origin[i] > maxB[i])
            {
                quadrant[i] = HitQuadrant.Right;
                candidatePlane[i] = maxB[i];
                inside = false;
            }
            else
            {
                quadrant[i] = HitQuadrant.Middle;
            }
        /* Ray origin inside bounding box */
        if (inside)
        {
            CopyTo(origin, coord);
            return true;
        }
        /* Calculate T distances to candidate planes */
        for (int i = 0; i < Dimension; i++)
            if (quadrant[i] != HitQuadrant.Middle && dir[i] != 0.0)
                maxT[i] = (candidatePlane[i] - origin[i]) / dir[i];
            else
                maxT[i] = -1.0;
        /* Get largest of the maxT's for final choice of intersection */
        int whichPlane = 0;
        for (int i = 1; i < Dimension; i++)
            if (maxT[whichPlane] < maxT[i])
                whichPlane = i;
        /* Check final candidate actually inside box */
        if (maxT[whichPlane] < 0.0)
        {
            FillWithDefault(coord);
            return false;
        }
        for (int i = 0; i < Dimension; i++)
            if (whichPlane != i)
            {
                coord[i] = origin[i] + maxT[whichPlane] * dir[i];
                if (coord[i] < minB[i] || coord[i] > maxB[i])
                {
                    FillWithDefault(coord);
                    return false;
                }
            }
            else
            {
                coord[i] = candidatePlane[i];
            }
        return true;                /* ray hits box */
    }
    static void FillWithDefault<T>(IList<T> list)
    {
        for (int i = 0; i < list.Count; i++)
            list[i] = default(T);
    }
    static void CopyTo<T>(IList<T> from, IList<T> to)
    {
        int arrayIndex = 0;
        foreach (var item in from)
            to[arrayIndex++] = item;
    }
}

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