feat(physics): add ray vs mesh raycasting with MeshCollider

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-26 15:48:57 +09:00
parent 07d7475410
commit 1b5da4d0d5
2 changed files with 146 additions and 1 deletions

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@@ -10,9 +10,10 @@ pub mod integrator;
pub mod solver; pub mod solver;
pub mod raycast; pub mod raycast;
pub mod ccd; pub mod ccd;
pub mod mesh_collider;
pub use bvh::BvhTree; pub use bvh::BvhTree;
pub use collider::Collider; pub use collider::{Collider, ConvexHull};
pub use contact::ContactPoint; pub use contact::ContactPoint;
pub use collision::detect_collisions; pub use collision::detect_collisions;
pub use rigid_body::{RigidBody, PhysicsConfig}; pub use rigid_body::{RigidBody, PhysicsConfig};
@@ -21,3 +22,4 @@ pub use solver::{resolve_collisions, physics_step};
pub use raycast::{RayHit, raycast, raycast_all}; pub use raycast::{RayHit, raycast, raycast_all};
pub use ray::ray_vs_triangle; pub use ray::ray_vs_triangle;
pub use ccd::swept_sphere_vs_aabb; pub use ccd::swept_sphere_vs_aabb;
pub use mesh_collider::{MeshCollider, MeshHit, ray_vs_mesh, ray_vs_mesh_all};

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@@ -0,0 +1,143 @@
use voltex_math::{Vec3, Ray};
use crate::ray::ray_vs_triangle;
/// A triangle mesh collider defined by vertices and triangle indices.
#[derive(Debug, Clone)]
pub struct MeshCollider {
pub vertices: Vec<Vec3>,
pub indices: Vec<[u32; 3]>,
}
/// Result of a ray-mesh intersection test.
#[derive(Debug, Clone, Copy)]
pub struct MeshHit {
pub distance: f32,
pub point: Vec3,
pub normal: Vec3,
pub triangle_index: usize,
}
/// Cast a ray against a triangle mesh. Returns the closest hit, if any.
pub fn ray_vs_mesh(ray: &Ray, mesh: &MeshCollider) -> Option<MeshHit> {
let mut closest: Option<MeshHit> = None;
for (i, tri) in mesh.indices.iter().enumerate() {
let v0 = mesh.vertices[tri[0] as usize];
let v1 = mesh.vertices[tri[1] as usize];
let v2 = mesh.vertices[tri[2] as usize];
if let Some((t, normal)) = ray_vs_triangle(ray, v0, v1, v2) {
let is_closer = closest.as_ref().map_or(true, |c| t < c.distance);
if is_closer {
let point = ray.at(t);
closest = Some(MeshHit {
distance: t,
point,
normal,
triangle_index: i,
});
}
}
}
closest
}
/// Cast a ray against a triangle mesh. Returns all hits sorted by distance.
pub fn ray_vs_mesh_all(ray: &Ray, mesh: &MeshCollider) -> Vec<MeshHit> {
let mut hits = Vec::new();
for (i, tri) in mesh.indices.iter().enumerate() {
let v0 = mesh.vertices[tri[0] as usize];
let v1 = mesh.vertices[tri[1] as usize];
let v2 = mesh.vertices[tri[2] as usize];
if let Some((t, normal)) = ray_vs_triangle(ray, v0, v1, v2) {
let point = ray.at(t);
hits.push(MeshHit {
distance: t,
point,
normal,
triangle_index: i,
});
}
}
hits.sort_by(|a, b| a.distance.partial_cmp(&b.distance).unwrap());
hits
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_ray_vs_mesh_hit() {
// Simple quad (2 triangles)
let mesh = MeshCollider {
vertices: vec![
Vec3::new(-1.0, 0.0, -1.0),
Vec3::new(1.0, 0.0, -1.0),
Vec3::new(1.0, 0.0, 1.0),
Vec3::new(-1.0, 0.0, 1.0),
],
indices: vec![[0, 1, 2], [0, 2, 3]],
};
let ray = Ray::new(Vec3::new(0.0, 1.0, 0.0), Vec3::new(0.0, -1.0, 0.0));
let hit = ray_vs_mesh(&ray, &mesh);
assert!(hit.is_some());
assert!((hit.unwrap().distance - 1.0).abs() < 0.01);
}
#[test]
fn test_ray_vs_mesh_miss() {
let mesh = MeshCollider {
vertices: vec![
Vec3::new(-1.0, 0.0, -1.0),
Vec3::new(1.0, 0.0, -1.0),
Vec3::new(0.0, 0.0, 1.0),
],
indices: vec![[0, 1, 2]],
};
let ray = Ray::new(Vec3::new(5.0, 1.0, 0.0), Vec3::new(0.0, -1.0, 0.0));
assert!(ray_vs_mesh(&ray, &mesh).is_none());
}
#[test]
fn test_ray_vs_mesh_closest() {
// Two triangles at different heights
let mesh = MeshCollider {
vertices: vec![
Vec3::new(-1.0, 0.0, -1.0),
Vec3::new(1.0, 0.0, -1.0),
Vec3::new(0.0, 0.0, 1.0),
Vec3::new(-1.0, 2.0, -1.0),
Vec3::new(1.0, 2.0, -1.0),
Vec3::new(0.0, 2.0, 1.0),
],
indices: vec![[0, 1, 2], [3, 4, 5]],
};
let ray = Ray::new(Vec3::new(0.0, 5.0, 0.0), Vec3::new(0.0, -1.0, 0.0));
let hit = ray_vs_mesh(&ray, &mesh).unwrap();
assert!((hit.distance - 3.0).abs() < 0.01); // hits y=2 first
}
#[test]
fn test_ray_vs_mesh_all() {
let mesh = MeshCollider {
vertices: vec![
Vec3::new(-1.0, 0.0, -1.0),
Vec3::new(1.0, 0.0, -1.0),
Vec3::new(0.0, 0.0, 1.0),
Vec3::new(-1.0, 2.0, -1.0),
Vec3::new(1.0, 2.0, -1.0),
Vec3::new(0.0, 2.0, 1.0),
],
indices: vec![[0, 1, 2], [3, 4, 5]],
};
let ray = Ray::new(Vec3::new(0.0, 5.0, 0.0), Vec3::new(0.0, -1.0, 0.0));
let hits = ray_vs_mesh_all(&ray, &mesh);
assert_eq!(hits.len(), 2);
assert!(hits[0].distance < hits[1].distance); // sorted
}
}