Added method EntityFirstHitByRay, takes an Octree or a vector of sorted entities and outputs the frist entity hit by a ray.
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@@ -6,6 +6,7 @@
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#include "Core/World.h"
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#include "Rendering/Model.h"
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#include "imgui/imgui.h"
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#include "Core/Octree.h"
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namespace Collision
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{
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@@ -145,13 +146,14 @@ bool RayVsTriangle(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const std::vector<unsigned int>& modelIndices)
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
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glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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if (RayVsTriangle(ray, v0, v1, v2)) {
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return true;
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}
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@@ -192,19 +194,20 @@ bool RayVsTriangle(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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float& outDistance,
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float& outUCoord,
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float& outVCoord)
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{
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outDistance = INFINITY;
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bool hit = false;
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for (int i = 0; i < modelIndices.size(); ++i) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
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glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
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float dist;
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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float dist = INFINITY;
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float u;
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float v;
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if (RayVsTriangle(ray, v0, v1, v2, dist, u, v)) {
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@@ -218,14 +221,15 @@ bool RayVsModel(const Ray& ray,
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}
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bool RayVsModel(const Ray& ray,
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const std::vector<RawModel::Vertex>& modelVertices,
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const RawModel::Vertex* modelVertices,
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const std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outHitPosition)
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{
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float u;
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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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bool hit = RayVsModel(ray, modelVertices, modelIndices, modelMatrix, dist, u, v);
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outHitPosition = ray.Origin() + dist * ray.Direction();
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return hit;
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}
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@@ -572,11 +576,11 @@ boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeM
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ComponentWrapper& cAABB = entity["AABB"];
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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} else if (entity.HasComponent("Model")) {
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Model* model;
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std::string res = entity["Model"]["Resource"];
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if (res.empty()) {
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return boost::none;
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}
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(res);
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} catch (const Resource::StillLoadingException&) {
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@@ -638,4 +642,36 @@ boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity)
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return aabb;
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}
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float outDistance, glm::vec3& outIntersectPos)
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{
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for (EntityAABB& entityBox : entitiesPotentiallyHitSorted) {
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if (!entityBox.Entity.HasComponent("Model")) {
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continue;
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}
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std::string res = entityBox.Entity["Model"]["Resource"];
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if (res.empty()) {
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continue;
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}
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Model* model;
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try {
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model = ResourceManager::Load<::Model, true>(res);
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} catch (const std::exception&) {
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continue;
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}
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float u, v;
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if (RayVsModel(ray, model->Vertices(), model->m_RawModel->m_Indices, Transform::ModelMatrix(entityBox.Entity), outDistance, u, v)) {
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outIntersectPos = ray.Origin() + outDistance * ray.Direction();
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return entityBox;
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}
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}
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return boost::none;
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}
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, Octree<EntityAABB>* octree, float outDistance, glm::vec3& outIntersectPos)
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{
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std::vector<EntityAABB> outObjects;
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octree->ObjectsPossiblyHitByRay(ray, outObjects);
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return Collision::EntityFirstHitByRay(ray, outObjects, outDistance, outIntersectPos);
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}
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}
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