Start of a movement system with collisions against AABBs
This commit is contained in:
@@ -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();
|
||||
|
||||
Reference in New Issue
Block a user