Made Ray into a class with checks so the direction will always be normalized.
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@@ -11,9 +11,9 @@ namespace Collision
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//note: this one hasnt been delta adjusted like RayVsAABB has
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bool RayAABBIntr(const Ray& ray, const AABB& box)
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{
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glm::vec3 w = 75.0f * ray.Direction;
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glm::vec3 w = 75.0f * ray.Direction();
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glm::vec3 v = glm::abs(w);
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glm::vec3 c = ray.Origin - box.Center() + w;
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glm::vec3 c = ray.Origin() - box.Center() + w;
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glm::vec3 half = box.HalfSize();
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if (abs(c.x) > v.x + half.x) {
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@@ -43,14 +43,15 @@ namespace Collision
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bool RayVsAABB(const Ray& ray, const AABB& box, float& outDistance)
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{
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glm::vec3 invdir = 1.0f / ray.Direction;
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glm::vec3 invdir = 1.0f / ray.Direction();
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glm::vec3 origin = ray.Origin();
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float t1 = (box.MinCorner().x - ray.Origin.x)*invdir.x;
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float t2 = (box.MaxCorner().x - ray.Origin.x)*invdir.x;
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float t3 = (box.MinCorner().y - ray.Origin.y)*invdir.y;
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float t4 = (box.MaxCorner().y - ray.Origin.y)*invdir.y;
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float t5 = (box.MinCorner().z - ray.Origin.z)*invdir.z;
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float t6 = (box.MaxCorner().z - ray.Origin.z)*invdir.z;
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float t1 = (box.MinCorner().x - origin.x)*invdir.x;
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float t2 = (box.MaxCorner().x - origin.x)*invdir.x;
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float t3 = (box.MinCorner().y - origin.y)*invdir.y;
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float t4 = (box.MaxCorner().y - origin.y)*invdir.y;
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float t5 = (box.MinCorner().z - origin.z)*invdir.z;
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float t6 = (box.MaxCorner().z - origin.z)*invdir.z;
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float tmin = std::max(std::max(std::min(t1, t2), std::min(t3, t4)), std::min(t5, t6));
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float tmax = std::min(std::min(std::max(t1, t2), std::max(t3, t4)), std::max(t5, t6));
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@@ -123,16 +124,16 @@ namespace Collision
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin - v0;
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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}
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DetInv = 1.0f / DetInv;
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction, MxE1) * DetInv;
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float v = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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if ((u + 0.001f) < 0 || (v + 0.001f) < 0 || 1 < u + v) {
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continue;
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@@ -158,9 +159,9 @@ namespace Collision
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 e1 = modelVertices[modelIndices[++i]].Position - v0; //v1 - v0
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glm::vec3 e2 = modelVertices[modelIndices[++i]].Position - v0; //v2 - v0
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glm::vec3 m = ray.Origin - v0;
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glm::vec3 m = ray.Origin() - v0;
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glm::vec3 MxE1 = glm::cross(m, e1);
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glm::vec3 DxE2 = glm::cross(ray.Direction, e2);//pVec
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glm::vec3 DxE2 = glm::cross(ray.Direction(), e2);//pVec
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float DetInv = glm::dot(e1, DxE2);
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if (std::abs(DetInv) < FLT_EPSILON) {
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continue;
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@@ -171,7 +172,7 @@ namespace Collision
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continue;
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}
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float u = glm::dot(m, DxE2) * DetInv;
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float v = glm::dot(ray.Direction, MxE1) * DetInv;
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float v = glm::dot(ray.Direction(), MxE1) * DetInv;
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//u,v can be very close to 0 but still negative sometimes. added a deltafactor to compensate for that problem
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//If u and v are positive, u+v <= 1, dist is positive, and less than closest.
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@@ -194,7 +195,7 @@ namespace Collision
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float v;
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float dist;
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bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
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outHitPosition = ray.Origin + dist * ray.Direction;
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outHitPosition = ray.Origin() + dist * ray.Direction();
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return hit;
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}
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@@ -192,7 +192,7 @@ bool OctTree::OctChild::RayCollides(const Ray& ray, Output& data) const
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std::vector<ChildInfo> childInfos;
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childInfos.reserve(8);
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for (int i = 0; i < 8; ++i) {
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childInfos.push_back({ i, glm::distance(ray.Origin, m_Children[i]->m_Box.Center()) });
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childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Center()) });
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}
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std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
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//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
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