一种基于体素的射线检测
效果
基于体素的射线检测
一个漏检的射线检测
从起点一直递增指定步长即可得到一个稀疏的检测
bool Raycast(Vector3 from, Vector3 forword, float maxDistance){int loop = 6666;Vector3 pos = from;Debug.DrawLine(from, from + forword * maxDistance, Color.red);while (loop-- > 0){pos += forword;if((pos - from).magnitude > maxDistance){break;}Vector3Int blockPosition = Vector3Int.RoundToInt(pos);if (world.HasBlockCollider(blockPosition)){return true;}if(world.HasVoxelCollider(blockPosition)){return true;}Gizmos.DrawWireCube(blockPosition,Vector3.one);}return false;}

可以看到上图有很多地方因为迭代的步长过大导致漏检
为了补充这些空洞可以使用Bresenham重新修改算法
填补空缺
修改步长会导致迭代次数暴增,并且想要不漏检需要很小的步长。下面使用了检测相交点是否连续检测是否空缺
首先射线经过的点必然连续,那么可以我们就可以直接对比上一次离开方块时的点和当前进入方块的点
leavePoint = GetIntersectPoint(aabb, leaveRay, leavePoint);static Vector3 GetIntersectPoint(Bounds aabb, Ray ray, Vector3 point){if (aabb.IntersectRay(ray, out var distance)){point = ray.GetPoint(distance);}else // 由于射线平行于方块的面或边导致没有相交,稍微放大方块强行相交{aabb.size *= 1.01f;if (aabb.IntersectRay(ray, out distance)){point = ray.GetPoint(distance);}}return point;}
如果2个坐标是相等的。可以认为射线并没有漏检
oldPoint = posInt;
aabb.center = posInt;
aabb.size = Vector3.one;
if (aabb.IntersectRay(enterRay, out distance))
{enterPoint = enterRay.GetPoint(distance);if (leavePoint != enterPoint){//存在漏检}
}
否则就需要补充漏检的方块,有可能射线一次漏了2个方块没有检测

先检测最靠近离开位置的坐标是否有方块
distance = (enterPoint - leavePoint).magnitude * 0.01f;
fillPoint = Vector3Int.RoundToInt(leavePoint + forward * distance);
if (checkCollider(fillPoint, ref hitInfo))return true;
再检测靠近进入位置的坐标是否有方块
fillPoint2 = Vector3Int.RoundToInt(enterPoint - forward * distance);
if (fillPoint2 != fillPoint)
{if (checkCollider(fillPoint2, ref hitInfo))return true;
}
手动覆盖漏检的方块,青色为补充的检测



多个轴向观察射线是否在绘制的方块内
细分方块
把一个方块切成 444 共计64个方块

世界坐标转为体素内部坐标
public Vector3 PositionToVoxelPosition(Vector3 position){var pos = Vector3Int.RoundToInt(position);position -= voxelOffset;position -= pos;position *= voxelScale;position += Vector3Int.one;return Vector3Int.RoundToInt(position);}
切分时使用ulong存储体素信息。如果某一位是1,即当前位置拥有体素
方块内部坐标转索引。使用索引检测当前位是否有体素
public int VoxelPositionToIndex(Vector3 position){return (int)Mathf.Abs(position.x * BlockWorld.planeCount + position.y * BlockWorld.voxelScale + position.z);}
体素检测,先检测当前位置是否是体素块,如果是,检测方块体内该位置是否有体素
public bool HasVoxelCollider(Vector3 position, out Vector3 result){if (voxelDict.TryGetValue(Vector3Int.RoundToInt(position), out ulong value)){result = PositionToVoxelPosition(position);int index = VoxelPositionToIndex(result);if ((value >> index & 1) == 1){result = VoxelPositionToWorldPosition(position, result);return true;}result = Vector3.zero;return false;}result = position;return false;}



完整代码
using System;
using System.Collections.Generic;
using UnityEngine;public class BlockWorld:IDisposable
{public const int voxelScale = 4;public const int planeCount = voxelScale * voxelScale;public static Vector3 voxelSize = Vector3.one / voxelScale;public static Vector3 voxelStartOffset = voxelSize * 0.5f;public static Vector3 voxelAABBSize = Vector3.one + BlockWorld.voxelSize * 2;public static Vector3 voxelOffset = Vector3.one * 0.5f + voxelStartOffset;private readonly Dictionary<Vector3Int, bool> blocks = new Dictionary<Vector3Int, bool>();private readonly Dictionary<Vector3Int, ulong> voxelDict = new Dictionary<Vector3Int, ulong>();public void AddBlock(Vector3Int position){blocks[position] = true;}public void AddVoxel(Vector3Int blockPosition, ulong value){voxelDict[blockPosition] = value;}public void AddVoxel( Vector3 voxelPosition){var blockPosition = Vector3Int.RoundToInt(voxelPosition);voxelDict.TryGetValue(blockPosition, out ulong value);voxelPosition = PositionToVoxelPosition(voxelPosition);int index = VoxelPositionToIndex(voxelPosition);value |= (ulong)1 << index;voxelDict[blockPosition] = value;}public Vector3 PositionToVoxelPosition(Vector3 position){var pos = Vector3Int.RoundToInt(position);position -= voxelOffset;position -= pos;position *= voxelScale;position += Vector3Int.one;return Vector3Int.RoundToInt(position);}public Vector3 VoxelPositionToWorldPosition(Vector3 position, Vector3 voxelPosition){return voxelPosition / BlockWorld.voxelScale + BlockWorld.voxelSize + BlockWorld.voxelStartOffset + Vector3Int.RoundToInt(position);}public int VoxelPositionToIndex(Vector3 position){return (int)Mathf.Abs(position.x * BlockWorld.planeCount + position.y * BlockWorld.voxelScale + position.z);}public void Clear(){blocks.Clear();voxelDict.Clear();}public bool HasBlockCollider(Vector3Int position){return blocks.ContainsKey(position);}public bool HasVoxelCollider(Vector3Int position){return voxelDict.ContainsKey(position);}public bool HasVoxelCollider(Vector3 position, out Vector3 result){if (voxelDict.TryGetValue(Vector3Int.RoundToInt(position), out ulong value)){result = PositionToVoxelPosition(position);int index = VoxelPositionToIndex(result);if( (value >> index & 1) == 1){result = VoxelPositionToWorldPosition(position, result);return true;}result = Vector3.zero;return false;}result = position;return false;}public ulong GetVoxelValue(Vector3Int position){voxelDict.TryGetValue(position, out var value);return value;}void IDisposable.Dispose(){Clear();}
}
using UnityEngine;public static class BlockPhysics
{private const int MAX_LOOP_COUNT = 6666;public static bool Raycast(BlockWorld world, Vector3 from, Vector3 forward, float maxDistance, out RaycastHit hitInfo, bool isDraw = false){
#if !UNITY_EDITORisDraw = false;
#endiffloat distance;int loop = MAX_LOOP_COUNT;Vector3 to = from + forward * maxDistance;Vector3 pos = from;Vector3 tForward = forward * 0.9f;Vector3Int posInt = Vector3Int.RoundToInt(pos);Vector3Int oldPoint = posInt;Vector3Int fillPoint;Vector3Int fillPoint2;Vector3 leavePoint = from;Vector3 enterPoint = default;Bounds aabb = default;Ray enterRay = default;Ray leaveRay = default;enterRay.origin = from;enterRay.direction = forward;leaveRay.origin = to + forward * 2;leaveRay.direction = -forward;hitInfo = default;aabb.center = posInt;aabb.size = Vector3.one;if (aabb.IntersectRay(leaveRay, out distance)){leavePoint = leaveRay.GetPoint(distance);}if (maxDistance - (int)maxDistance > 0){maxDistance += forward.magnitude * 0.9f;}#if UNITY_EDITORint index = 0;if (isDraw){Debug.DrawLine(from, to, Color.red);}
#endifwhile (loop-- > 0){pos += tForward;if ((pos - from).magnitude > maxDistance){break;}posInt = Vector3Int.RoundToInt(pos);if (posInt == oldPoint)continue;oldPoint = posInt;aabb.center = posInt;aabb.size = Vector3.one;if (aabb.IntersectRay(enterRay, out distance)){enterPoint = enterRay.GetPoint(distance);if (leavePoint != enterPoint){distance = (enterPoint - leavePoint).magnitude * 0.01f;fillPoint = Vector3Int.RoundToInt(leavePoint + forward * distance);if (checkCollider(fillPoint, ref hitInfo))return true;fillPoint2 = Vector3Int.RoundToInt(enterPoint - forward * distance);if (fillPoint2 != fillPoint){if (checkCollider(fillPoint2, ref hitInfo))return true;}}}if (checkCollider(posInt, ref hitInfo))return true;leavePoint = GetIntersectPoint(aabb, leaveRay, leavePoint);}return false;bool checkCollider(Vector3Int origin, ref RaycastHit hitInfo){
#if UNITY_EDITORif (isDraw){Gizmos.color = Color.grey;Gizmos.DrawWireCube(origin, Vector3.one);UnityEditor.Handles.Label(origin, $"[{index++}]");}
#endifif (world.HasBlockCollider(origin)){aabb.center = origin;aabb.size = Vector3.one;hitInfo.point = origin;if (aabb.IntersectRay(enterRay, out distance)){hitInfo.point = enterRay.GetPoint(distance);
#if UNITY_EDITORif (isDraw){Gizmos.color = Color.red;Gizmos.DrawWireCube(origin, Vector3.one);UnityEditor.Handles.Label(hitInfo.point, $"【{hitInfo.point.x}, {hitInfo.point.y}, {hitInfo.point.z}】");}
#endif}return true;}if (world.HasVoxelCollider(origin)){if (RaycastVoxel(world, from, forward, origin, maxDistance, out hitInfo, isDraw)){return true;}}return false;}}static bool RaycastVoxel(BlockWorld world, Vector3 from, Vector3 forward, Vector3 blockPosition, float maxDistance, out RaycastHit hitInfo, bool isDraw = false){hitInfo = default;float distance = 0f;int loop = MAX_LOOP_COUNT;Vector3 pos = from;Vector3 tForward = forward * 0.24f;Vector3 voxelPosition;Vector3 leavePoint = from;Vector3 result = default;Vector3 fillPoint = default;Vector3 fillPoint2 = default;Vector3 enterPoint = default;Bounds aabb = default;Ray enterRay = default;enterRay.origin = from;enterRay.direction = forward;Ray leaveRay = default;leaveRay.origin = (from + forward * maxDistance) + forward * 2;leaveRay.direction = -forward;aabb.center = blockPosition;aabb.size = Vector3.one;if (aabb.IntersectRay(enterRay, out distance)){enterPoint = enterRay.GetPoint(distance);pos = enterPoint;leavePoint = enterPoint;}#if UNITY_EDITORif (isDraw){Gizmos.DrawWireSphere(enterPoint, 0.05f);}int index = 0;
#endifwhile (loop-- > 0){pos += tForward;if ((pos - from).magnitude > maxDistance){break;}aabb.center = blockPosition;aabb.size = BlockWorld.voxelAABBSize;if (!aabb.Contains(pos))break;voxelPosition = world.PositionToVoxelPosition(pos);voxelPosition = world.VoxelPositionToWorldPosition(pos, voxelPosition);aabb.center = voxelPosition;aabb.size = BlockWorld.voxelSize;if (aabb.IntersectRay(enterRay, out distance)){enterPoint = enterRay.GetPoint(distance);if (leavePoint != enterPoint){distance = (enterPoint - leavePoint).magnitude * 0.01f;fillPoint = leavePoint + forward * distance;if (checkCollider(fillPoint, ref hitInfo)){return true;}fillPoint2 = enterPoint - forward * distance;if (world.PositionToVoxelPosition(fillPoint) != world.PositionToVoxelPosition(fillPoint2)){if (checkCollider(fillPoint2, ref hitInfo))return true;}}}if (checkCollider(pos, ref hitInfo)){return true;}leavePoint = GetIntersectPoint(aabb, leaveRay, leavePoint);}return false;bool checkCollider(Vector3 origin, ref RaycastHit hitInfo){
#if UNITY_EDITORif (isDraw){Gizmos.color = Color.gray;var voxelPoint = world.PositionToVoxelPosition(origin);voxelPoint = world.VoxelPositionToWorldPosition(origin, voxelPoint);Gizmos.DrawWireCube(voxelPoint, BlockWorld.voxelSize);UnityEditor.Handles.Label(voxelPoint, $"[{index++}]");}
#endifif (world.HasVoxelCollider(origin, out result)){aabb.center = result;aabb.size = BlockWorld.voxelSize;hitInfo.point = result;if (aabb.IntersectRay(enterRay, out distance)){hitInfo.point = enterRay.GetPoint(distance);
#if UNITY_EDITORif (isDraw){Gizmos.color = Color.red;var voxelPoint = world.PositionToVoxelPosition(origin);voxelPoint = world.VoxelPositionToWorldPosition(origin, voxelPoint);Gizmos.DrawWireCube(voxelPoint, BlockWorld.voxelSize);UnityEditor.Handles.Label(hitInfo.point, $"【{hitInfo.point.x}, {hitInfo.point.y}, {hitInfo.point.z}】");}
#endif}return true;}return false;}}static Vector3 GetIntersectPoint(Bounds aabb, Ray ray, Vector3 point){if (aabb.IntersectRay(ray, out var distance)){point = ray.GetPoint(distance);}else{aabb.size *= 1.01f;if (aabb.IntersectRay(ray, out distance)){point = ray.GetPoint(distance);}}return point;}
}
相关文章:
一种基于体素的射线检测
效果 基于体素的射线检测 一个漏检的射线检测 从起点一直递增指定步长即可得到一个稀疏的检测 bool Raycast(Vector3 from, Vector3 forword, float maxDistance){int loop 6666;Vector3 pos from;Debug.DrawLine(from, from forword * maxDistance, Color.red);while (loo…...
利用Docker安装Protostar
文章目录 一、Protostar介绍二、Ubuntu下安装docker三、安装Protostar 一、Protostar介绍 Protostar是一个免费的Linux镜像演练环境,包含五个系列共23道漏洞分析和利用实战题目。 Protostar的安装有两种方式 第一种是下载镜像并安装虚拟机https://github.com/Exp…...
go基础语法10问
1.使用值为 nil 的 slice、map会发生啥 允许对值为 nil 的 slice 添加元素,但对值为 nil 的 map 添加元素,则会造成运行时 panic。 // map 错误示例 func main() {var m map[string]intm["one"] 1 // error: panic: assignment to entry i…...
SpringCloud + SpringGateway 解决Get请求传参为特殊字符导致400无法通过网关转发的问题
title: “SpringCloud SpringGateway 解决Get请求传参为特殊字符导致400无法通过网关转发的问题” createTime: 2021-11-24T10:27:5708:00 updateTime: 2021-11-24T10:27:5708:00 draft: false author: “Atomicyo” tags: [“tomcat”] categories: [“java”] description: …...
vim基本操作
功能: 命令行模式下的文本编辑器。根据文件扩展名自动判别编程语言。支持代码缩进、代码高亮等功能。使用方式:vim filename 如果已有该文件,则打开它。 如果没有该文件,则打开个一个新的文件,并命名为filename 模式…...
Drift plus penalty 漂移加惩罚Part1——介绍和工作原理
文章目录 正文Methodology 方法论Origins and applications 起源和应用How it works 它是怎样工作的The stochastic optimization problem 随机优化问题Virtual queues 虚拟队列The drift-plus-penalty expression 漂移加惩罚表达式Drift-plus-penalty algorithmApproximate sc…...
(四)动态阈值分割
文章目录 一、基本概念二、实例解析 一、基本概念 基于局部阈值分割的dyn_threshold()算子,适用于一些无法用单一灰度进行分割的情况,如背景比较复杂,有的部分比前景目标亮,或者有的部分比前景目标暗;又比如前景目标包…...
jvm介绍
1. JVM是什么 JVM是Java Virtual Machine的缩写,即咱们经常提到的Java虚拟机。虚拟机是一种抽象化的计算机,有着自己完善的硬件架构,如处理器、堆栈等,具体有什么咱们不做了解。目前我们只需要知道想要运行Java文件,必…...
数据结构与算法课后题-第三章(顺序队和链队)
#include <iostream> //引入头文件 using namespace std;typedef int Elemtype;#define Maxsize 5 #define ERROR 0 #define OK 1typedef struct {Elemtype data[Maxsize];int front, rear;int tag; }SqQueue;void InitQueue(SqQueue& Q) //初始化队列 {Q.rear …...
SSM - Springboot - MyBatis-Plus 全栈体系(十六)
第三章 MyBatis 三、MyBatis 多表映射 2. 对一映射 2.1 需求说明 根据 ID 查询订单,以及订单关联的用户的信息! 2.2 OrderMapper 接口 public interface OrderMapper {Order selectOrderWithCustomer(Integer orderId); }2.3 OrderMapper.xml 配置…...
k8s--storageClass自动创建PV
文章目录 一、storageClass自动创建PV1.1 安装NFS1.2 创建nfs storageClass1.3 测试自动创建pv 一、storageClass自动创建PV 这里使用NFS实现 1.1 安装NFS 安装nfs-server: sh nfs_install.sh /mnt/data03 10.60.41.0/24nfs_install.sh #!/bin/bash### How to i…...
7.3 调用函数
前言: 思维导图: 7.3.1 函数调用的形式 我的笔记: 函数调用的形式 在C语言中,调用函数是一种常见的操作,主要有以下几种调用方式: 1. 函数调用语句 此时,函数调用独立存在,作为…...
如果使用pprof来进行性能的观测和优化
1. 分析性能瓶颈 在开始优化之前,首先需要确定你的程序的性能瓶颈在哪里。使用性能分析工具(例如 Go 的内置 pprof 包)来检测程序中消耗时间和内存的地方。这可以帮助你确定需要优化的具体部分。 2. 选择适当的数据结构和算法 选择正确的数…...
在移动固态硬盘上安装Ubuntu系统和ROS2
目录 原视频准备烧录 原视频 b站鱼香ros 准备 1.在某宝上买一个usb移动固态硬盘或固态U盘,至少64G 2.下载鱼香ros烧录工具 下载第二个就行了,不然某网盘的速度下载全部要一天 下载后,选择FishROS2OS制作工具压缩包,进行解压…...
【iptables 实战】02 iptables常用命令
一、iptables中基本的命令参数 -P 设置默认策略-F 清空规则链-L 查看规则链-A 在规则链的末尾加入新规则-I num 在规则链的头部加入新规则-D num 删除某一条规则-s 匹配来源地址IP/MASK,加叹号“!”表示除这个IP外-d 匹配目标地址-i 网卡名称 匹配从这块…...
webview_flutter
查看webview内核 https://liulanmi.com/labs/core.html h5中获取设备 https://cloud.tencent.com/developer/ask/sof/105938013 https://developer.mozilla.org/zh-CN/docs/Web/API/Navigator/mediaDevices web资源部署后navigator获取不到mediaDevices实例的解决方案&…...
【GESP考级C++】1级样题 闰年统计
GSEP 1级样题 闰年统计 题目描述 小明刚刚学习了如何判断平年和闰年,他想知道两个年份之间(包含起始年份和终止年份)有几个闰年。你能帮帮他吗? 输入格式 输入一行,包含两个整数,分别表示起始年份和终止…...
CentOS密码重置
背景: 我有一个CentOS虚拟机,但是密码忘记了,偶尔记起可以重置密码,于是今天尝试记录一下,又因为我最近记性比较差,所以必须要记录一下。 过程: 1、在引导菜单界面(grubÿ…...
Tomcat Servlet
Tomcat & Servlet 一、What is “Tomcat”?二、 What is “Servlet”?1、HttpServlet2、HttpServletRequest3、HttpServletResponse 一、What is “Tomcat”? Tomcat 本质上是一个基于 TCP 协议的 HTTP 服务器。我们知道HTTP是一种应用层协议,是 HTTP 客户端…...
国庆day2---select实现服务器并发
select.c: #include <myhead.h>#define ERR_MSG(msg) do{\fprintf(stderr,"__%d__:",__LINE__);\perror(msg);\ }while(0)#define IP "192.168.1.3" #define PORT 8888int main(int argc, const char *argv[]) {//创建报式套接字socketi…...
Dramatron:AI驱动剧本创作的协同进化方法
Dramatron:AI驱动剧本创作的协同进化方法 【免费下载链接】dramatron Dramatron uses large language models to generate coherent scripts and screenplays. 项目地址: https://gitcode.com/gh_mirrors/dr/dramatron 问题:当代创作者的三重困境…...
AI智能体工作完整源码大公开!企业级多Agent框架,一键私有化部署
温馨提示:文末有资源获取方式最近“龙虾AI”的热度席卷技术圈,大家都在讨论如何“养殖”自己的智能体。但真正落地时,技术门槛、Token消耗与复杂的协同问题,往往让普通用户和企业望而却步。今天我们不谈概念,直接分享一…...
【实战指南】如何用nvitop解决GPU资源监控与管理难题
【实战指南】如何用nvitop解决GPU资源监控与管理难题 【免费下载链接】nvitop An interactive NVIDIA-GPU process viewer and beyond, the one-stop solution for GPU process management. 项目地址: https://gitcode.com/gh_mirrors/nv/nvitop 在深度学习训练、科学计…...
YOLOv11分割模型实战:用C++和ONNXRuntime解析‘output0’和‘output1’双输出,实现像素级颜色分析
YOLOv11分割模型实战:C与ONNXRuntime双输出解析与像素级颜色分析 在计算机视觉领域,目标检测与实例分割技术的结合正成为工业应用的新标准。YOLOv11作为YOLO系列的最新成员,不仅延续了其高效检测的特性,更通过双输出结构实现了精准…...
华为MatePad 11鸿蒙2.0平板变身编程本:保姆级AidLux+VSCode配置避坑指南
华为MatePad 11鸿蒙平板编程环境搭建实战:AidLux与VSCode高效配置指南 在移动办公与碎片化学习成为主流的今天,将华为MatePad 11这样的高性能平板转变为便携式编程工作站,正成为越来越多开发者的现实需求。鸿蒙系统2.0的分布式能力与AidLux的…...
OpCore-Simplify:如何用四步自动化流程解决黑苹果配置的三大核心挑战
OpCore-Simplify:如何用四步自动化流程解决黑苹果配置的三大核心挑战 【免费下载链接】OpCore-Simplify A tool designed to simplify the creation of OpenCore EFI 项目地址: https://gitcode.com/GitHub_Trending/op/OpCore-Simplify 对于黑苹果爱好者来说…...
7大核心优势!Windows环境PM2服务化终极解决方案:从痛点到实战的完整指南
7大核心优势!Windows环境PM2服务化终极解决方案:从痛点到实战的完整指南 【免费下载链接】pm2-installer Install PM2 offline as a service on Windows or Linux. Mostly designed for Windows. 项目地址: https://gitcode.com/gh_mirrors/pm/pm2-ins…...
MySQL高手第三章
从磁盘读取数据页到Buffer Pool的时候,free链表有什么用?我们怎么知道那些缓存是空闲的?当我们数据库运行起来的时候,肯定会不断的做增删改查,将磁盘上读取一个一个数据页放入Buffer Pool中对应的缓存页里去但是从磁盘…...
Llama-3.2V-11B-cot惊艳案例:电影截图角色关系推演与剧情发展预测展示
Llama-3.2V-11B-cot惊艳案例:电影截图角色关系推演与剧情发展预测展示 1. 视觉推理工具简介 Llama-3.2V-11B-cot是基于Meta多模态大模型开发的高性能视觉推理工具,专为双卡4090环境深度优化。该工具不仅修复了视觉权重加载的关键问题,还支持…...
FreeRTOS实战指南:从消息队列到内存管理,手把手解决嵌入式多任务难题
FreeRTOS实战指南:从消息队列到内存管理,手把手解决嵌入式多任务难题 1. 为什么嵌入式开发者需要FreeRTOS 在资源受限的嵌入式系统中,开发者常常面临这样的困境:既要处理实时性要求高的传感器数据采集,又要兼顾用户界面…...
