Support cylinders
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00000210dd
commit
0000022072
4 changed files with 124 additions and 17 deletions
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@ -1,7 +1,7 @@
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imsize 640 480
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eye 0 0 3
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eye 0 0 15
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viewdir 0 0 -1
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hfov 120
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hfov 60
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updir 0 1 0
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bkgcolor 0.1 0.1 0.1
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@ -18,4 +18,4 @@ sphere 5 5 -1 1
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sphere -6 -4 -8 7
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mtlcolor 0.5 1 0.5
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cylinder 2 1 -2 1 -2 1 1 2
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cylinder 5 1 -2 1 -2 1 1 2
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@ -90,7 +90,6 @@ fn main() -> Result<()> {
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let pixel_in_space = translate_pixel(px, py);
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let ray_start = if scene.parallel_projection {
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println!("Using parallel projection.");
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// For a parallel projection, we'll just take the view direction and
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// subtract it from the target point. This means every single
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// ray will be viewed from a point at infinity, rather than a single eye
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@ -1,4 +1,5 @@
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use nalgebra::Vector3;
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use nalgebra::{Matrix3, Vector3};
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use ordered_float::NotNan;
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use crate::scene_data::{Cylinder, Sphere};
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@ -73,17 +74,120 @@ impl Ray {
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pub fn intersects_cylinder_at(&self, cylinder: &Cylinder) -> Option<f64> {
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// Determine rotation matrix for turning the cylinder upright along the
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// Z-axis
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let rotation_matrix = {
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let target_direction = Vector3::new(0.0, 0.0, 1.0);
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let axis = target_direction.cross(&cylinder.direction).normalize();
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let angle = (target_direction.dot(&cylinder.direction)
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/ (target_direction.norm() * cylinder.direction.norm()))
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.acos();
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let rotation_matrix =
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compute_rotation_matrix(cylinder.direction, target_direction);
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// Transform all parameters according to this rotation matrix
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let rotated_cylinder_center = rotation_matrix * cylinder.center;
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let rotated_ray_origin = rotation_matrix * self.origin;
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let rotated_ray_direction = rotation_matrix * self.direction;
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// Now that we know the cylinder is upright, we can start checking against
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// the formula:
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//
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// (ox + t*rx - cx)^2 + (oy + t*ry - cy)^2 = r^2
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//
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// where o{xy} is the ray origin, r{xy} is the ray direction, and c{xy} is
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// the cylinder center. The z will be taken care of after the fact. To
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// solve, we must put it into the form At^2 + Bt + c = 0. The variables
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// are:
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//
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// A: rx^2 + ry^2
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// B: 2(rx(ox - cx) + ry(oy - cy))
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// C: (cx - ox)^2 + (cy - oy)^2 - r^2
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let (a, b, c) = {
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let o = rotated_ray_origin;
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let r = rotated_ray_direction;
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let c = rotated_cylinder_center;
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(
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r.x.powi(2) + r.y.powi(2),
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2.0 * (r.x * (o.x - c.x) + r.y * (o.y - c.y)),
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(c.x - o.x).powi(2) + (c.y - o.y).powi(2) - cylinder.radius.powi(2),
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)
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};
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// TODO: Implement
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None
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let discriminant = b * b - 4.0 * a * c;
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let mut solutions = match discriminant {
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// Discriminant < 0, means the equation has no solutions.
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d if d < 0.0 => vec![],
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// Discriminant == 0
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d if d == 0.0 => vec![-b / 2.0 * a],
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// Discriminant > 0, 2 solutions available.
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d if d > 0.0 => {
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vec![
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(-b + discriminant.sqrt()) / (2.0 * a),
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(-b - discriminant.sqrt()) / (2.0 * a),
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]
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}
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// Probably hit some NaN or Infinity value due to faulty inputs...
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_ => unreachable!("Invalid determinant value: {discriminant}"),
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};
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// We also need to add solutions for the two ends of the cylinder, which
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// uses a similar method except backwards: check intersection points
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// with the correct z-plane and then see if the points are within the
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// circle.
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//
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// Luckily, this means we only need to care about one dimension at first,
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// and don't need to perform the quadratic equation method above.
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//
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// oz + t * rz = cz +- (len / 2)
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// t = (oz + cz +- (len / 2)) / rz
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let possible_z_intersections = {
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let o = rotated_ray_origin;
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let r = rotated_ray_direction;
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let c = rotated_cylinder_center;
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vec![
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(o.z + c.z + cylinder.length / 2.0) / r.z,
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(o.z + c.z - cylinder.length / 2.0) / r.z,
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]
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};
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// Filter out all the solutions where the z does not lie in the circle
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solutions.extend(possible_z_intersections.into_iter().filter(|t| {
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let ray_point = self.origin + self.direction * (*t);
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ray_point.x.powi(2) + ray_point.y.powi(2) <= cylinder.radius.powi(2)
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}));
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// Filter out solutions that don't have a valid Z position.
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let solutions = solutions
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.into_iter()
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.filter(|t| {
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let ray_point = self.origin + self.direction * (*t);
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let rotated_ray_point = rotation_matrix * ray_point;
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let z = rotated_ray_point.z - rotated_cylinder_center.z;
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// Check to see if z is between -len/2 and len/2
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z.abs() < cylinder.length / 2.0
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})
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.filter_map(|t| NotNan::new(t).ok());
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// Return the minimum solution
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solutions.min().map(|t| t.into_inner())
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}
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}
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/// Calculate the rotation matrix between the 2 given vectors
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/// Based on the method here: https://math.stackexchange.com/a/897677
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fn compute_rotation_matrix(a: Vector3<f64>, b: Vector3<f64>) -> Matrix3<f64> {
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let cos_t = a.dot(&b);
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let sin_t = a.cross(&b).norm();
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let G = Matrix3::new(cos_t, -sin_t, 0.0, sin_t, cos_t, 0.0, 0.0, 0.0, 1.0);
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// Basis
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let u = a;
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let v = (b - a.dot(&b) * a).normalize();
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let w = b.cross(&a);
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let F = Matrix3::from_columns(&[u, v, w]).try_inverse().unwrap();
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F.try_inverse().unwrap() * G * F
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}
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#[cfg(test)]
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@ -74,9 +74,9 @@ $\frac{\Delta x + \Delta y}{2}$ to the point to get that)
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### Parallel Projection Notes
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Because of the way I implemented parallel projection, it's recommended to use
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`--distance` to force a much bigger distance from the eye for the raycaster.
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This is due to the size of the image.
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Because of the way I implemented parallel projection, it's recommended to
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either put the eye much farther back, or use `--distance` to force a much bigger
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distance from the eye for the raycaster. This is due to the size of the image.
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### Cylinder Intersection Notes
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@ -85,4 +85,8 @@ cylinder, so that the cylinder location is $(0, 0, 0)$ and the direction vector
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is normalized into $(0, 0, 1)$.
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Then it's a matter of determining if the $x$ and $y$ coordinates fall into the
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space constrained by the equation $x^2 + y^2 = r^2$ and if $z \le L$.
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space constrained by the equation $(ox + t\times rx - cx)^2 + (oy + t\times ty -
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cy)^2 = r^2$ and if $z \le L$.
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See the comments in the code for a more detailed explanation of the equation
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used.
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