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#voxel #raycasting #unity #burst
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| using static Unity.Mathematics.math; | |
| using Unity.Mathematics; | |
| namespace Game | |
| { | |
| public interface IVoxelStore<T> where T : struct | |
| { | |
| // Should return null if the guess value is not in boundaries of any voxel | |
| // Otherwise return arbitrary voxel data | |
| T? GetVoxel(float3 guess); | |
| } | |
| public struct RayCasting | |
| { | |
| public static T? Cast<T, TR>(TR store, | |
| float3 origin, float3 direction, float maxDistance, | |
| out float3 hitPos, out float3 hitNorm) | |
| where T : struct | |
| where TR: struct, IVoxelStore<T> | |
| { | |
| if (distance(origin, direction) == 0) | |
| { | |
| hitPos = 0; | |
| hitNorm = 0; | |
| return null; | |
| } | |
| direction = normalize(direction); | |
| var t = 0f; | |
| var i = floor(origin); | |
| var step = sign(direction); | |
| var tDelta = abs(1 / direction); | |
| float3 dist; | |
| dist.x = step.x > 0 ? i.x + 1 - origin.x : origin.x - i.x; | |
| dist.y = step.y > 0 ? i.y + 1 - origin.y : origin.y - i.y; | |
| dist.z = step.z > 0 ? i.z + 1 - origin.z : origin.z - i.z; | |
| float3 tMax; | |
| tMax.x = tDelta.x < float.PositiveInfinity ? tDelta.x * dist.x : float.PositiveInfinity; | |
| tMax.y = tDelta.y < float.PositiveInfinity ? tDelta.y * dist.y : float.PositiveInfinity; | |
| tMax.z = tDelta.z < float.PositiveInfinity ? tDelta.z * dist.z : float.PositiveInfinity; | |
| var steppedIndex = -1; | |
| while (t <= maxDistance) | |
| { | |
| var b = store.GetVoxel(i); | |
| if (b != null) | |
| { | |
| hitPos = origin + t * direction; | |
| hitNorm = 0; | |
| if (steppedIndex >= 0) | |
| hitNorm[steppedIndex] = -step[steppedIndex]; | |
| return b; | |
| } | |
| // Advance t to next nearest voxel boundary | |
| if (tMax.x < tMax.y) | |
| { | |
| if (tMax.x < tMax.z) | |
| { | |
| i.x += step.x; | |
| t = tMax.x; | |
| tMax.x += tDelta.x; | |
| steppedIndex = 0; | |
| } | |
| else | |
| { | |
| i.z += step.z; | |
| t = tMax.z; | |
| tMax.z += tDelta.z; | |
| steppedIndex = 2; | |
| } | |
| } | |
| else | |
| { | |
| if (tMax.y < tMax.z) | |
| { | |
| i.y += step.y; | |
| t = tMax.y; | |
| tMax.y += tDelta.y; | |
| steppedIndex = 1; | |
| } | |
| else | |
| { | |
| i.z += step.z; | |
| t = tMax.z; | |
| tMax.z += tDelta.z; | |
| steppedIndex = 2; | |
| } | |
| } | |
| } | |
| // No voxel hit found | |
| hitPos = origin + t * direction; | |
| hitNorm = 0; | |
| return null; | |
| } | |
| } | |
| } |
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