Added functions to test ray vs triangle- and model-intersections.

This commit is contained in:
William Moberg
2015-12-14 10:42:45 +01:00
parent 55aad493ff
commit 11e37ca898
2 changed files with 102 additions and 3 deletions
+27 -1
View File
@@ -1,17 +1,43 @@
#ifndef Collision_h__
#define Collision_h__
#include <vector>
#include "Core/Ray.h"
#include "Core/AABB.h"
#include "Engine/Rendering/RawModel.h"
namespace Collision
{
//Return true if the ray hits the box.
bool RayAABBIntr(const Ray& ray, const AABB& box);
bool RayVsAABB(const Ray& ray, const AABB& box);
//Return true if the ray hits the box, also outputs distance from ray origin to intersection point in [outDistance].
bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance);
//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices);
//Return true if the ray hits any of the triangles in the model.
//Also returns the position of the intersection point. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
glm::vec3& outHitPosition);
//Return true if the ray hits any of the triangles in the model.
//Also returns the distance from the ray origin to the closest
//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
float& outDistance,
float& outUCoord,
float& outVCoord);
//Return true if the boxes are intersecting.
bool AABBVsAABB(const AABB& a, const AABB& b);
}
#endif
+75 -2
View File
@@ -1,6 +1,7 @@
#include <algorithm>
#include "Core/Collision.h"
#include "Engine/GLM.h"
#include <algorithm>
namespace Collision
{
@@ -74,4 +75,76 @@ bool AABBVsAABB(const AABB& a, const AABB& b)
return (abs(aCenter[1] - bCenter[1]) <= (aHSize[1] + bHSize[1]));
}
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices)
{
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction, e2);
float DetInv = 1.0f / glm::dot(e1, DxE2);
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction, MxE1) * DetInv;
if (u < 0 && v < 0 && 1 < u + v) {
continue;
}
//Here, u and v are positive, u+v <= 1, and if distance is positive - triangle is hit.
if (0 <= glm::dot(e2, MxE1) * DetInv) {
return true;
}
}
return false;
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
float& outDistance,
float& outUCoord,
float& outVCoord)
{
outDistance = INFINITY;
bool hit = false;
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
glm::vec3 m = ray.Origin - v0;
glm::vec3 MxE1 = glm::cross(m, e1);
glm::vec3 DxE2 = glm::cross(ray.Direction, e2);
float DetInv = 1.0f / glm::dot(e1, DxE2);
float dist = glm::dot(e2, MxE1) * DetInv;
if (dist >= outDistance) {
continue;
}
float u = glm::dot(m, DxE2) * DetInv;
float v = glm::dot(ray.Direction, MxE1) * DetInv;
//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
if (0 <= u && 0 <= v && u + v <= 1 && 0 <= dist) {
outDistance = dist;
outUCoord = u;
outVCoord = v;
hit = true;
}
}
return hit;
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices,
glm::vec3& outHitPosition)
{
float u;
float v;
float dist;
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
outHitPosition = ray.Origin + dist * ray.Direction;
return hit;
}
}