Start of a movement system with collisions against AABBs

This commit is contained in:
2016-01-13 17:53:54 +01:00
parent d6ef527f25
commit 71d936f8d1
10 changed files with 179 additions and 18 deletions
+40
View File
@@ -199,6 +199,46 @@ bool RayVsModel(const Ray& ray,
return hit;
}
bool AABBvsTriangles(const AABB& box, const std::vector<RawModel::Vertex>& modelVertices, const std::vector<unsigned int>& modelIndices, const glm::mat4& modelMatrix, glm::vec3& outResolutionVector)
{
bool hit = false;
const glm::vec3& origin = box.Origin();
const glm::vec3& min = box.MinCorner();
const glm::vec3& max = box.MaxCorner();
outResolutionVector.x = INFINITY;
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 p = modelVertices[i].Position;
p = glm::vec3(modelMatrix * glm::vec4(p.x, p.y, p.z, 1));
float distFromOrigin = glm::abs(origin.x - p.x);
float penetration = box.HalfSize().x - distFromOrigin;
if (penetration > 0 && penetration < glm::abs(outResolutionVector.x)) {
if (p.x > origin.x) {
outResolutionVector.x = -penetration;
} else {
outResolutionVector.x = penetration;
}
hit = true;
}
//glm::vec3 pLocal = origin - p;
//for (int axis = 0; axis < 3; ++axis) {
// if (p[axis] < min[axis] || p[axis] > max[axis]) {
// continue;
// }
// if (glm::abs(pLocal[axis]) < box.HalfSize()[axis]) {
// outResolutionVector[axis] = (glm::sign(pLocal[axis]) * box.HalfSize()[axis]) - pLocal[axis];
// hit = true;
// }
//}
}
return hit;
}
bool IsSameBoxProbably(const AABB& first, const AABB& second, const float epsilon)
{
const glm::vec3& ma1 = first.MaxCorner();