This code defines a function `OctreeRaycast` which performs a raycasting...
This code defines a function OctreeRaycast
which performs a raycasting operation within a hierarchical data structure called an Octree. The purpose of this function is to determine whether a ray, originating from a given point and moving in a specified direction, intersects with any voxel (or node) in the Octree structure based on a density threshold. Here's a breakdown of the function:
Key Inputs:
origin
- The starting point of the ray in world space.direction
- The direction vector for the ray in world space.maxDistance
- The maximum range the ray can travel.hitPoint
- An output parameter that records the intersection point if the ray hits a voxel.
Key Outputs:
- Return Value (bool):
true
if the ray intersects a voxel/node with density above a certain threshold.false
if the ray does not intersect any such voxel/node or leaves the Octree bounds.
hitPoint
:- The world-space position where the intersection occurred, if a hit is detected.
How It Works:
-
Initialization:
- Assigns the initial
origin
tohitPoint
. - Returns
false
immediately if the Octree is null, as there is no structure to raycast against.
- Assigns the initial
-
Iteration Limit:
- Limits the number of ray steps through the Octree to
maxIterations
(set to 500). This ensures that the algorithm won't loop indefinitely.
- Limits the number of ray steps through the Octree to
-
World to Octree Space Conversion:
- Converts the ray’s
origin
point from world space to Octree space using theWorldToOctreeSpace
function. This maps the ray’s coordinates to the Octree coordinate system (scaled appropriately).
- Converts the ray’s
-
Bounds Check:
- Terminates the raycast if the converted position (
octreePos
) is outside the bounds of the Octree, returningfalse
.
- Terminates the raycast if the converted position (
-
Density Test:
- Retrieves information (
nodeInfo
) about the current node the ray is passing through using theGet()
function. - Compares the node’s density to a predefined threshold (
OCTREE_RAYCAST_DENSITY_THRESHOLD
). - If the density exceeds the threshold, a hit is detected, the function returns
true
, and the raycast ends.
- Retrieves information (
-
Node and Intersection Calculations:
- Determines the size of the current node using
GetSize()
. - Computes the exact position of the node’s boundaries using
FloorToNodeSize()
and converts it to world space withOctreeToWorldSpace()
.
- Determines the size of the current node using
-
Node Box-Ray Intersection:
- Calculates where the ray exits the current node’s bounding box using
GetNodeBoxIntersection()
. This point becomes the nextorigin
for the ray.
- Calculates where the ray exits the current node’s bounding box using
-
Adjustments and Curvature Handling:
- Advances the ray slightly beyond the exit point (
exitPoint
) to ensure movement to the next node. - Keeps track of the curvature offset between the initial and current
origin
(possibly for terrain or non-flat environments). - Adjusts the ray's position (
origin
) accordingly to account for curvature effects.
- Advances the ray slightly beyond the exit point (
-
Debugging and Visualization (Optional):
- If running in the Unity Editor with debugging enabled (
_debugOctreeRaycast
), visualizes the raycast path and node boundaries using debug lines and wireframe boxes.
- If running in the Unity Editor with debugging enabled (
-
Iteration Termination:
- If the ray surpasses the maximum allowable distance (
MAX_RAY_DISTANCE_SQ
), the loop terminates early. - If the maximum number of iterations (
maxIterations
) is reached without detecting a hit, the function exits and returnsfalse
.
- If the ray surpasses the maximum allowable distance (
What the Code Does:
In summary, this function simulates a ray traveling through an Octree to determine whether it intersects any "solid" content within the structure (voxel/node with high density). It dynamically steps the ray from node to node, calculating intersections and handling edge cases like curvature, bounds, and long ray distances. If a hit is detected, the intersection point is returned; otherwise, the function concludes that no hit was found.
This implementation is commonly used in spatial partitioning systems, such as voxel terrains, rendering engines, and physics simulations, to efficiently query large, hierarchical data structures.