Added method EntityFirstHitByRay, takes an Octree or a vector of sorted entities and outputs the frist entity hit by a ray.

This commit is contained in:
William Moberg
2016-02-11 00:11:37 +01:00
parent ed06eacf6f
commit 73f59b89cc
4 changed files with 151 additions and 38 deletions
+51 -15
View File
@@ -6,6 +6,7 @@
#include "Core/World.h"
#include "Rendering/Model.h"
#include "imgui/imgui.h"
#include "Core/Octree.h"
namespace Collision
{
@@ -145,13 +146,14 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const std::vector<unsigned int>& modelIndices)
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix)
{
for (int i = 0; i < modelIndices.size(); ++i) {
glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
if (RayVsTriangle(ray, v0, v1, v2)) {
return true;
}
@@ -192,19 +194,20 @@ bool RayVsTriangle(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
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 v1 = modelVertices[modelIndices[++i]].Position;
glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
float dist;
for (int i = 0; i < modelIndices.size();) {
glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
float dist = INFINITY;
float u;
float v;
if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
@@ -218,14 +221,15 @@ bool RayVsModel(const Ray& ray,
}
bool RayVsModel(const Ray& ray,
const std::vector<RawModel::Vertex>& modelVertices,
const RawModel::Vertex* modelVertices,
const std::vector<unsigned int>& modelIndices,
const glm::mat4& modelMatrix,
glm::vec3& outHitPosition)
{
float u;
float v;
float dist;
bool hit = RayVsModel(ray, modelVertices, modelIndices, dist, u, v);
bool hit = RayVsModel(ray, modelVertices, modelIndices, modelMatrix, dist, u, v);
outHitPosition = ray.Origin() + dist * ray.Direction();
return hit;
}
@@ -572,11 +576,11 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
ComponentWrapper& cAABB = entity["AABB"];
modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
} else if (entity.HasComponent("Model")) {
Model* model;
std::string res = entity["Model"]["Resource"];
if (res.empty()) {
return boost::none;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(res);
} catch (const Resource::StillLoadingException&) {
@@ -638,4 +642,36 @@ boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
return aabb;
}
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float outDistance, glm::vec3& outIntersectPos)
{
for (EntityAABB& entityBox : entitiesPotentiallyHitSorted) {
if (!entityBox.Entity.HasComponent("Model")) {
continue;
}
std::string res = entityBox.Entity["Model"]["Resource"];
if (res.empty()) {
continue;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(res);
} catch (const std::exception&) {
continue;
}
float u, v;
if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, Transform::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
outIntersectPos = ray.Origin() + outDistance * ray.Direction();
return entityBox;
}
}
return boost::none;
}
boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float outDistance, glm::vec3& outIntersectPos)
{
std::vector<EntityAABB> outObjects;
octree->ObjectsPossiblyHitByRay(ray, outObjects);
return Collision::EntityFirstHitByRay(ray, outObjects, outDistance, outIntersectPos);
}
}