feat(physics): add ray intersection tests (AABB, sphere, box)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-25 10:46:29 +09:00
parent d3eead53cf
commit 3f12c4661c
2 changed files with 205 additions and 0 deletions

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pub mod bvh;
pub mod ray;
pub mod collider;
pub mod contact;
pub mod narrow;

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use voltex_math::{Vec3, Ray, AABB};
/// Ray vs AABB (slab method). Returns t of nearest intersection, or None.
/// If ray starts inside AABB, returns Some(0.0).
pub fn ray_vs_aabb(ray: &Ray, aabb: &AABB) -> Option<f32> {
let mut t_min = f32::NEG_INFINITY;
let mut t_max = f32::INFINITY;
let o = [ray.origin.x, ray.origin.y, ray.origin.z];
let d = [ray.direction.x, ray.direction.y, ray.direction.z];
let bmin = [aabb.min.x, aabb.min.y, aabb.min.z];
let bmax = [aabb.max.x, aabb.max.y, aabb.max.z];
for i in 0..3 {
if d[i].abs() < 1e-8 {
if o[i] < bmin[i] || o[i] > bmax[i] {
return None;
}
} else {
let inv_d = 1.0 / d[i];
let mut t1 = (bmin[i] - o[i]) * inv_d;
let mut t2 = (bmax[i] - o[i]) * inv_d;
if t1 > t2 {
std::mem::swap(&mut t1, &mut t2);
}
t_min = t_min.max(t1);
t_max = t_max.min(t2);
if t_min > t_max {
return None;
}
}
}
if t_max < 0.0 {
return None;
}
Some(t_min.max(0.0))
}
/// Ray vs Sphere. Returns (t, normal) or None.
pub fn ray_vs_sphere(ray: &Ray, center: Vec3, radius: f32) -> Option<(f32, Vec3)> {
let oc = ray.origin - center;
let a = ray.direction.dot(ray.direction);
let b = 2.0 * oc.dot(ray.direction);
let c = oc.dot(oc) - radius * radius;
let discriminant = b * b - 4.0 * a * c;
if discriminant < 0.0 {
return None;
}
let sqrt_d = discriminant.sqrt();
let mut t = (-b - sqrt_d) / (2.0 * a);
if t < 0.0 {
t = (-b + sqrt_d) / (2.0 * a);
if t < 0.0 {
return None;
}
}
let point = ray.at(t);
let normal = (point - center).normalize();
Some((t, normal))
}
/// Ray vs axis-aligned Box. Returns (t, normal) or None.
pub fn ray_vs_box(ray: &Ray, center: Vec3, half_extents: Vec3) -> Option<(f32, Vec3)> {
let aabb = AABB::from_center_half_extents(center, half_extents);
let t = ray_vs_aabb(ray, &aabb)?;
if t == 0.0 {
// Ray starts inside box
let bmin = aabb.min;
let bmax = aabb.max;
let p = ray.origin;
let faces: [(f32, Vec3); 6] = [
(p.x - bmin.x, Vec3::new(-1.0, 0.0, 0.0)),
(bmax.x - p.x, Vec3::new(1.0, 0.0, 0.0)),
(p.y - bmin.y, Vec3::new(0.0, -1.0, 0.0)),
(bmax.y - p.y, Vec3::new(0.0, 1.0, 0.0)),
(p.z - bmin.z, Vec3::new(0.0, 0.0, -1.0)),
(bmax.z - p.z, Vec3::new(0.0, 0.0, 1.0)),
];
let mut min_dist = f32::INFINITY;
let mut normal = Vec3::Y;
for (dist, n) in &faces {
if *dist < min_dist {
min_dist = *dist;
normal = *n;
}
}
return Some((0.0, normal));
}
let hit = ray.at(t);
let rel = hit - center;
let hx = half_extents.x;
let hy = half_extents.y;
let hz = half_extents.z;
let normal = if (rel.x - hx).abs() < 1e-4 {
Vec3::X
} else if (rel.x + hx).abs() < 1e-4 {
Vec3::new(-1.0, 0.0, 0.0)
} else if (rel.y - hy).abs() < 1e-4 {
Vec3::Y
} else if (rel.y + hy).abs() < 1e-4 {
Vec3::new(0.0, -1.0, 0.0)
} else if (rel.z - hz).abs() < 1e-4 {
Vec3::Z
} else {
Vec3::new(0.0, 0.0, -1.0)
};
Some((t, normal))
}
#[cfg(test)]
mod tests {
use super::*;
fn approx(a: f32, b: f32) -> bool {
(a - b).abs() < 1e-4
}
fn approx_vec(a: Vec3, b: Vec3) -> bool {
approx(a.x, b.x) && approx(a.y, b.y) && approx(a.z, b.z)
}
#[test]
fn test_aabb_hit() {
let ray = Ray::new(Vec3::new(-5.0, 0.0, 0.0), Vec3::X);
let aabb = AABB::new(Vec3::new(-1.0, -1.0, -1.0), Vec3::ONE);
let t = ray_vs_aabb(&ray, &aabb).unwrap();
assert!(approx(t, 4.0));
}
#[test]
fn test_aabb_miss() {
let ray = Ray::new(Vec3::new(-5.0, 5.0, 0.0), Vec3::X);
let aabb = AABB::new(Vec3::new(-1.0, -1.0, -1.0), Vec3::ONE);
assert!(ray_vs_aabb(&ray, &aabb).is_none());
}
#[test]
fn test_aabb_inside() {
let ray = Ray::new(Vec3::ZERO, Vec3::X);
let aabb = AABB::new(Vec3::new(-1.0, -1.0, -1.0), Vec3::ONE);
let t = ray_vs_aabb(&ray, &aabb).unwrap();
assert!(approx(t, 0.0));
}
#[test]
fn test_sphere_hit() {
let ray = Ray::new(Vec3::new(-5.0, 0.0, 0.0), Vec3::X);
let (t, normal) = ray_vs_sphere(&ray, Vec3::ZERO, 1.0).unwrap();
assert!(approx(t, 4.0));
assert!(approx_vec(normal, Vec3::new(-1.0, 0.0, 0.0)));
}
#[test]
fn test_sphere_miss() {
let ray = Ray::new(Vec3::new(-5.0, 5.0, 0.0), Vec3::X);
assert!(ray_vs_sphere(&ray, Vec3::ZERO, 1.0).is_none());
}
#[test]
fn test_sphere_tangent() {
let ray = Ray::new(Vec3::new(-5.0, 1.0, 0.0), Vec3::X);
assert!(ray_vs_sphere(&ray, Vec3::ZERO, 1.0).is_some());
}
#[test]
fn test_sphere_inside() {
let ray = Ray::new(Vec3::ZERO, Vec3::X);
let (t, _normal) = ray_vs_sphere(&ray, Vec3::ZERO, 2.0).unwrap();
assert!(approx(t, 2.0));
}
#[test]
fn test_box_hit_face() {
let ray = Ray::new(Vec3::new(-5.0, 0.0, 0.0), Vec3::X);
let (t, normal) = ray_vs_box(&ray, Vec3::ZERO, Vec3::ONE).unwrap();
assert!(approx(t, 4.0));
assert!(approx_vec(normal, Vec3::new(-1.0, 0.0, 0.0)));
}
#[test]
fn test_box_miss() {
let ray = Ray::new(Vec3::new(-5.0, 5.0, 0.0), Vec3::X);
assert!(ray_vs_box(&ray, Vec3::ZERO, Vec3::ONE).is_none());
}
#[test]
fn test_box_inside() {
let ray = Ray::new(Vec3::ZERO, Vec3::X);
let (t, _normal) = ray_vs_box(&ray, Vec3::ZERO, Vec3::ONE).unwrap();
assert!(approx(t, 0.0));
}
}