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Moved raytracing code into its own folder
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JoeBell
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Feb 20, 2025
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import numpy as np | ||
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class Ray: | ||
direction:np.ndarray | ||
origin:np.ndarray | ||
inverse_direction:np.ndarray | ||
def __init__(self, direction:np.ndarray, origin:np.ndarray) -> None: | ||
self.direction = direction | ||
self.origin = origin | ||
old_error_state = np.seterr(divide='ignore', invalid='ignore') | ||
self.inverse_direction = np.ones(3) / direction | ||
np.seterr(**old_error_state) | ||
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class TriangleMesh: | ||
# An n by 3 by 3 array of floats representing a list of triangles in the form triangle_index, vertex_index, axis_index | ||
triangles:np.ndarray | ||
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def __init__(self, triangles: np.ndarray|None = None, stl_path: str|None = None): | ||
if not stl_path is None: | ||
import stl | ||
mesh = stl.Mesh.from_file(stl_path) | ||
triangles = np.array([mesh.v0, mesh.v1, mesh.v2]).swapaxes(0, 1) | ||
self.triangles = np.ndarray((0,3), float) if triangles is None else triangles | ||
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def raytrace(self, ray:Ray) -> float: | ||
return self.array_raytrace(ray) | ||
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def simple_raytrace(self, ray:Ray) -> float: | ||
best_dist = np.inf | ||
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for triangle in self.triangles: | ||
dist = self.triangle_ray_intersection( | ||
triangle, ray | ||
) | ||
if dist == -1: | ||
continue | ||
if dist < best_dist: | ||
best_dist = dist | ||
return best_dist | ||
def array_raytrace(self, ray:Ray) -> float: | ||
out = self.batch_triangle_ray_intersection(self.triangles, ray) | ||
out[out < 0] = np.inf | ||
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return np.min(out) | ||
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@staticmethod | ||
def triangle_ray_intersection(triangle, ray:Ray, epsilon = 1e-10) -> float: | ||
# Translated from https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm#C++_implementation | ||
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v0, v1, v2 = triangle | ||
edge1 = v1 - v0 | ||
edge2 = v2 - v0 | ||
ray_cross_e2 = np.cross(ray.direction, edge2) | ||
det = np.dot(edge1, ray_cross_e2) | ||
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if -epsilon < det < epsilon: | ||
return -1 # This ray is parallel to this triangle. | ||
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inv_det = 1.0 / det | ||
s = ray.origin - v0 | ||
u = inv_det * np.dot(s, ray_cross_e2) | ||
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if u < -epsilon or 1 < u: | ||
return -1 | ||
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s_cross_e1 = np.cross(s, edge1) | ||
v = inv_det * np.dot(ray.direction, s_cross_e1) | ||
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if v < -epsilon or 1 < u + v: | ||
return -1 | ||
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# At this stage we can compute t to find out where the intersection point is on the line. | ||
t = inv_det * np.dot(edge2, s_cross_e1) | ||
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if t > epsilon: # ray intersection | ||
return t | ||
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else: # This means that there is a line intersection but not a ray intersection. | ||
return -1 | ||
@staticmethod | ||
def batch_triangle_ray_intersection(triangle_array, ray:Ray, epsilon = 1e-10) -> np.ndarray: | ||
# Translated from https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm#C++_implementation | ||
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triangle_array_comp = triangle_array.swapaxes(0, 1) | ||
v0, v1, v2 = triangle_array_comp[0], triangle_array_comp[1], triangle_array_comp[2] | ||
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# np.subtract(v1, v0, out= v1) | ||
# np.subtract(v2, v0, out= v2) | ||
v1 = v1 - v0 | ||
v2 = v2 - v0 | ||
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ray_cross_e2 = np.cross(ray.direction, v2) | ||
det = np.vecdot(v1, ray_cross_e2) | ||
# if -epsilon < det < epsilon: | ||
# return None # This ray is parallel to this triangle. | ||
old_error_state = np.seterr(divide='ignore', invalid='ignore') | ||
inv_det = 1.0 / det | ||
s = ray.origin - v0 | ||
u = inv_det * np.vecdot(s, ray_cross_e2) | ||
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s_cross_e1 = np.cross(s, v1) | ||
v = inv_det * np.vecdot(ray.direction, s_cross_e1) | ||
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valid = u < -epsilon | ||
np.logical_or(valid, 1 < u, out=valid) | ||
np.logical_or(valid, v < -epsilon, out=valid) | ||
np.logical_or(valid, 1 < u + v, out=valid) | ||
np.invert(valid, out=valid) | ||
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t = np.empty(triangle_array.shape[0], dtype=np.float64) | ||
t.fill(-1) | ||
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np.multiply(inv_det, np.vecdot(v2, s_cross_e1), out = t, where = valid) | ||
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np.seterr(**old_error_state) | ||
return t |
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