Updates to kd-tree ray intersection - ATOM-15673 (#1026)
* updates to kd-tree ray intersection * update tests for kd-tree * add one more test for kd-tree intersection * updates to ModelKdTree following review feedback * improve api doc comment for RayIntersection in ModelKdTree * updates following review feedback * update .clang-format to stack parameters if they do not all fit on one line
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@@ -11,6 +11,7 @@
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*/
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#include <AzCore/std/numeric.h>
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#include <AzCore/std/limits.h>
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#include <Atom/RPI.Reflect/Model/ModelKdTree.h>
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#include <AzCore/Math/IntersectSegment.h>
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@@ -191,10 +192,10 @@ namespace AZ
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if (ModelLodAsset* lodAssetPtr = model->GetLodAssets()[0].Get())
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{
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AZ_Warning("ModelKdTree", lodAssetPtr->GetMeshes().size() <= std::numeric_limits<AZ::u8>::max() + 1,
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AZ_Warning("ModelKdTree", lodAssetPtr->GetMeshes().size() <= AZStd::numeric_limits<AZ::u8>::max() + 1,
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"KdTree generation doesn't support models with greater than 256 meshes. RayIntersection results will be incorrect "
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"unless the meshes are merged or broken up into multiple models");
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const size_t size = AZStd::min<size_t>(lodAssetPtr->GetMeshes().size(), std::numeric_limits<AZ::u8>::max() + 1);
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const size_t size = AZStd::min<size_t>(lodAssetPtr->GetMeshes().size(), AZStd::numeric_limits<AZ::u8>::max() + 1);
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m_meshes.reserve(size);
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AZStd::transform(
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lodAssetPtr->GetMeshes().begin(), AZStd::next(lodAssetPtr->GetMeshes().begin(), size),
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@@ -204,20 +205,42 @@ namespace AZ
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}
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}
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bool ModelKdTree::RayIntersection(const AZ::Vector3& raySrc, const AZ::Vector3& rayDir, float& distance, AZ::Vector3& normal) const
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bool ModelKdTree::RayIntersection(
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const AZ::Vector3& raySrc, const AZ::Vector3& rayDir, float& distanceNormalized, AZ::Vector3& normal) const
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{
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return RayIntersectionRecursively(m_pRootNode.get(), raySrc, rayDir, distance, normal);
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float closestDistanceNormalized = AZStd::numeric_limits<float>::max();
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if (RayIntersectionRecursively(m_pRootNode.get(), raySrc, rayDir, closestDistanceNormalized, normal))
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{
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distanceNormalized = closestDistanceNormalized;
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return true;
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}
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return false;
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}
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bool ModelKdTree::RayIntersectionRecursively(ModelKdTreeNode* pNode, const AZ::Vector3& raySrc, const AZ::Vector3& rayDir, float& distance, AZ::Vector3& normal) const
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bool ModelKdTree::RayIntersectionRecursively(
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ModelKdTreeNode* pNode,
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const AZ::Vector3& raySrc,
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const AZ::Vector3& rayDir,
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float& distanceNormalized,
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AZ::Vector3& normal) const
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{
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using Intersect::IntersectRayAABB2;
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using Intersect::IntersectSegmentTriangleCCW;
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using Intersect::ISECT_RAY_AABB_NONE;
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if (!pNode)
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{
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return false;
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}
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float start, end;
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if (AZ::Intersect::IntersectRayAABB2(raySrc, rayDir.GetReciprocal(), pNode->GetBoundBox(), start, end) == Intersect::ISECT_RAY_AABB_NONE)
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if (IntersectRayAABB2(raySrc, rayDir.GetReciprocal(), pNode->GetBoundBox(), start, end) == ISECT_RAY_AABB_NONE)
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{
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return false;
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}
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if (start > distanceNormalized)
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{
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return false;
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}
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@@ -235,17 +258,13 @@ namespace AZ
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return false;
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}
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AZ::Vector3 intersectionNormal;
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float hitDistanceNormalized;
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const float maxDist(FLT_MAX);
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float nearestDist = maxDist;
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float nearestDistanceNormalized = distanceNormalized;
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for (AZ::u32 i = 0; i < nVBuffSize; ++i)
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{
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const auto& [first, second, third] = pNode->GetVertexIndex(i);
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const AZ::u32 nObjIndex = pNode->GetObjIndex(i);
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AZStd::array_view<float> positionBuffer = m_meshes[nObjIndex].m_vertexData;
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const AZStd::array_view<float> positionBuffer = m_meshes[nObjIndex].m_vertexData;
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if (positionBuffer.empty())
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{
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@@ -258,25 +277,23 @@ namespace AZ
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AZ::Vector3{positionBuffer[third * 3 + 0], positionBuffer[third * 3 + 1], positionBuffer[third * 3 + 2]},
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};
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const AZ::Vector3 rayEnd = raySrc + rayDir * distance;
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if (AZ::Intersect::IntersectSegmentTriangleCCW(raySrc, rayEnd, trianglePoints[0], trianglePoints[1], trianglePoints[2],
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intersectionNormal, hitDistanceNormalized) != Intersect::ISECT_RAY_AABB_NONE)
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float hitDistanceNormalized;
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AZ::Vector3 intersectionNormal;
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const AZ::Vector3 rayEnd = raySrc + rayDir;
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if (IntersectSegmentTriangleCCW(raySrc, rayEnd, trianglePoints[0], trianglePoints[1], trianglePoints[2],
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intersectionNormal, hitDistanceNormalized) != ISECT_RAY_AABB_NONE)
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{
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float hitDistance = hitDistanceNormalized * distance;
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if (nearestDist > hitDistance)
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if (nearestDistanceNormalized > hitDistanceNormalized)
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{
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normal = intersectionNormal;
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nearestDistanceNormalized = hitDistanceNormalized;
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}
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nearestDist = AZStd::GetMin(nearestDist, hitDistance);
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}
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}
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if (nearestDist < maxDist)
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if (nearestDistanceNormalized < distanceNormalized)
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{
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distance = AZStd::GetMin(distance, nearestDist);
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distanceNormalized = nearestDistanceNormalized;
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return true;
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}
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@@ -284,8 +301,8 @@ namespace AZ
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}
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// running both sides to find the closest intersection
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const bool bFoundChild0 = RayIntersectionRecursively(pNode->GetChild(0), raySrc, rayDir, distance, normal);
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const bool bFoundChild1 = RayIntersectionRecursively(pNode->GetChild(1), raySrc, rayDir, distance, normal);
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const bool bFoundChild0 = RayIntersectionRecursively(pNode->GetChild(0), raySrc, rayDir, distanceNormalized, normal);
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const bool bFoundChild1 = RayIntersectionRecursively(pNode->GetChild(1), raySrc, rayDir, distanceNormalized, normal);
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return bFoundChild0 || bFoundChild1;
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}
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@@ -311,5 +328,5 @@ namespace AZ
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GetPenetratedBoxesRecursively(pNode->GetChild(0), raySrc, rayDir, outBoxes);
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GetPenetratedBoxesRecursively(pNode->GetChild(1), raySrc, rayDir, outBoxes);
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}
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}
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}
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} // namespace RPI
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} // namespace AZ
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