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:
@@ -20,6 +20,9 @@
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class World;
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class World;
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struct ComponentWrapper;
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struct ComponentWrapper;
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template<typename T>
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class Octree;
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namespace Collision
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namespace Collision
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{
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{
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//Return true if the ray hits the box.
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//Return true if the ray hits the box.
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@@ -44,21 +47,24 @@ bool RayVsTriangle(const Ray& ray,
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float& outVCoord,
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float& outVCoord,
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bool trueOnNegativeDistance = false);
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bool trueOnNegativeDistance = false);
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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//Return true if the ray hits any of the triangles in the model. Stops checking when a hit is detected.
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bool RayVsModel(const Ray& ray,
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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 std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix);
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//Return true if the ray hits any of the triangles in the model.
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//Return true if the ray hits any of the triangles in the model.
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//Also returns the position of the intersection point. Will loop through all the whole model indices.
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//Also returns the position of the intersection point. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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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 std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outHitPosition);
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glm::vec3& outHitPosition);
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//Return true if the ray hits any of the triangles in the model.
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//Return true if the ray hits any of the triangles in the model.
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//Also returns the distance from the ray origin to the closest
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//Also returns the distance from the ray origin to the closest
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//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
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//intersection point, and the barycentric u,v-coordinates. Will loop through all the whole model indices.
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bool RayVsModel(const Ray& ray,
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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 std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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float& outDistance,
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float& outDistance,
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float& outUCoord,
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float& outUCoord,
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float& outVCoord);
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float& outVCoord);
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@@ -81,6 +87,13 @@ bool AABBVsAABB(const AABB& a, const AABB& b, glm::vec3& minimumTranslation);
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// Calculates an absolute AABB from an entity AABB component
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// Calculates an absolute AABB from an entity AABB component
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
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boost::optional<EntityAABB> EntityAbsoluteAABB(EntityWrapper& entity, bool takeModelBox = false);
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boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
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boost::optional<EntityAABB> AbsoluteAABBExplosionEffect(EntityWrapper& entity);
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//Returns the first entity hit by the input ray. entitiesPotentiallyHitSorted needs to be sorted
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//by their distance to the ray, e.g. result from Octree<EntityAABB>::ObjectsPossiblyHitByRay.
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//Returns boost::none if none was hit. outDistance will be the distance to the intersection point if the ray intersects.
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boost::optional<EntityAABB> EntityFirstHitByRay(const Ray& ray, std::vector<EntityAABB> entitiesPotentiallyHitSorted, float outDistance, glm::vec3& outIntersectPos);
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//Returns the first entity hit by the input ray that exists in the octree.
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//outDistance will be the distance to the intersection point if the ray intersects.
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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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}
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@@ -43,6 +43,8 @@ public:
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects);
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//Get the objects that are inside the frustum, the objects are put in outObjects.
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//Get the objects that are inside the frustum, the objects are put in outObjects.
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void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
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void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects);
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//Get objects, which AABB the input ray intersects, the objects are put in outObjects.
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void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects);
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//Empty the tree of all objects, static and dynamic.
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//Empty the tree of all objects, static and dynamic.
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void ClearObjects();
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void ClearObjects();
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//Empty the tree of all dynamic objects. Static objects remain in the tree.
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//Empty the tree of all dynamic objects. Static objects remain in the tree.
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@@ -102,6 +104,8 @@ struct Child
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
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void ObjectsInSameRegion(const Box& box, std::vector<T>& outObjects) const;
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template<typename T>
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template<typename T>
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void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
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void ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObjects, bool takeAllDontTest) const;
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template<typename T>
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void ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const;
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void ClearObjects();
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void ClearObjects();
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void ClearDynamicObjects();
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void ClearDynamicObjects();
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bool RayCollides(const Ray& ray, Output& data) const;
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bool RayCollides(const Ray& ray, Output& data) const;
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@@ -121,6 +125,15 @@ struct Child
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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std::vector<int> childIndicesContainingBox(const AABB& box) const;
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};
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};
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//To be able to sort child nodes and contained objects based on distance to ray origin.
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struct RaySorterInfo
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{
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int Index;
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float Distance;
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};
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bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second);
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}
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}
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template<typename T>
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template<typename T>
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@@ -166,6 +179,13 @@ void Octree<T>::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& outObje
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m_Root->ObjectsInFrustum(frustum, outObjects, false);
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m_Root->ObjectsInFrustum(frustum, outObjects, false);
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}
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}
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template<typename T>
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void Octree<T>::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects)
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{
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falsifyObjectChecks();
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m_Root->ObjectsPossiblyHitByRay(ray, outObjects);
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}
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template<typename T>
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template<typename T>
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void Octree<T>::ClearObjects()
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void Octree<T>::ClearObjects()
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{
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{
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@@ -284,4 +304,59 @@ void OctSpace::Child::ObjectsInFrustum(const Frustum& frustum, std::vector<T>& o
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}
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}
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}
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}
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template<typename T>
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void OctSpace::Child::ObjectsPossiblyHitByRay(const Ray& ray, std::vector<T>& outObjects) const
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{
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//If the node AABB is missed, everything it contains is missed.
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if (Collision::RayAABBIntr(ray, m_Box)) {
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//If the ray shoots the tree, and it is a parent.
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if (hasChildren()) {
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//Sort children according to their distance from the ray origin.
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std::vector<RaySorterInfo> childInfos;
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childInfos.resize(8);
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for (int i = 0; i < 8; ++i) {
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childInfos[i] = { i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) };
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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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for (const RaySorterInfo& info : childInfos) {
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m_Children[info.Index]->ObjectsPossiblyHitByRay(ray, outObjects);
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}
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} else {
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//Check against boxes in the node.
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bool intersected = false;
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float dist;
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//Sort all contained objects according to the distance from the ray origin to
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//the intersection, if they are intersecting.
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std::vector<RaySorterInfo> objectHitInfos;
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objectHitInfos.reserve(m_StaticObjIndices.size() + m_DynamicObjIndices.size());
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for (int i : m_StaticObjIndices) {
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//If we haven't tested against this object before, and the ray hits.
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if (!m_StaticObjectsRef[i].Checked &&
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Collision::RayVsAABB(ray, *m_StaticObjectsRef[i].Box, dist)) {
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objectHitInfos.push_back({ i, dist });
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}
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m_StaticObjectsRef[i].Checked = true;
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}
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for (int i : m_DynamicObjIndices) {
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//If we haven't tested against this object before, and the ray hits.
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if (!m_DynamicObjectsRef[i].Checked &&
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Collision::RayVsAABB(ray, *m_DynamicObjectsRef[i].Box, dist)) {
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objectHitInfos.push_back({ i + (int)m_StaticObjIndices.size(), dist });
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}
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m_DynamicObjectsRef[i].Checked = true;
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}
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std::sort(objectHitInfos.begin(), objectHitInfos.end(), isFirstLower);
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int startSize = (int)outObjects.size();
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outObjects.resize(startSize + objectHitInfos.size());
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for (int i = 0; i < objectHitInfos.size(); ++i) {
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outObjects[startSize + i] = (objectHitInfos[i].Index < m_StaticObjIndices.size()) ?
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*static_cast<T*>(m_StaticObjectsRef[objectHitInfos[i].Index].Box.get()) :
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*static_cast<T*>(m_DynamicObjectsRef[objectHitInfos[i].Index - m_StaticObjIndices.size()].Box.get());
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}
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}
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}
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}
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#endif
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#endif
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@@ -6,6 +6,7 @@
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#include "Core/World.h"
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#include "Core/World.h"
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#include "Rendering/Model.h"
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#include "Rendering/Model.h"
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#include "imgui/imgui.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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namespace Collision
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{
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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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}
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bool RayVsModel(const Ray& ray,
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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 std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix)
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{
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{
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for (int i = 0; i < modelIndices.size(); ++i) {
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
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glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
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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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if (RayVsTriangle(ray, v0, v1, v2)) {
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return true;
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return true;
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}
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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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}
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bool RayVsModel(const Ray& ray,
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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 std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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float& outDistance,
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float& outDistance,
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float& outUCoord,
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float& outUCoord,
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float& outVCoord)
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float& outVCoord)
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{
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{
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outDistance = INFINITY;
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outDistance = INFINITY;
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bool hit = false;
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bool hit = false;
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for (int i = 0; i < modelIndices.size(); ++i) {
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for (int i = 0; i < modelIndices.size();) {
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glm::vec3 v0 = modelVertices[modelIndices[i]].Position;
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glm::vec3 v0 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v1 = modelVertices[modelIndices[++i]].Position;
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glm::vec3 v1 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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glm::vec3 v2 = modelVertices[modelIndices[++i]].Position;
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glm::vec3 v2 = Transform::TransformPoint(modelVertices[modelIndices[i++]].Position, modelMatrix);
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float dist;
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float dist = INFINITY;
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float u;
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float u;
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float v;
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float v;
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if (RayVsTriangle(ray, v0, v1, v2, dist, u, 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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}
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bool RayVsModel(const Ray& ray,
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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 std::vector<unsigned int>& modelIndices,
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const glm::mat4& modelMatrix,
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glm::vec3& outHitPosition)
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glm::vec3& outHitPosition)
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{
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{
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float u;
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float u;
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float v;
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float v;
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float dist;
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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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outHitPosition = ray.Origin() + dist * ray.Direction();
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return hit;
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return hit;
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}
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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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ComponentWrapper& cAABB = entity["AABB"];
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modelSpaceBox = EntityAABB::FromOriginSize((glm::vec3)cAABB["Origin"], (glm::vec3)cAABB["Size"]);
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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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} 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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std::string res = entity["Model"]["Resource"];
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if (res.empty()) {
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if (res.empty()) {
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return boost::none;
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return boost::none;
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}
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}
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Model* model;
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try {
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try {
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model = ResourceManager::Load<::Model, true>(res);
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model = ResourceManager::Load<::Model, true>(res);
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} catch (const Resource::StillLoadingException&) {
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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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return aabb;
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}
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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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}
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@@ -5,22 +5,6 @@
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#include "Core/Octree.h"
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#include "Core/Octree.h"
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#include "Collision/Collision.h"
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#include "Collision/Collision.h"
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namespace
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{
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//To be able to sort nodes based on distance to ray origin.
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struct ChildInfo
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{
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int Index;
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float Distance;
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};
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bool isFirstLower(const ChildInfo& first, const ChildInfo& second)
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{
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return first.Distance < second.Distance;
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}
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|
|
||||||
}
|
|
||||||
|
|
||||||
namespace OctSpace
|
namespace OctSpace
|
||||||
{
|
{
|
||||||
|
|
||||||
@@ -123,14 +107,14 @@ bool Child::RayCollides(const Ray& ray, OctSpace::Output& data) const
|
|||||||
//If the ray shoots the tree, and it is a parent to 8 children :o
|
//If the ray shoots the tree, and it is a parent to 8 children :o
|
||||||
if (hasChildren()) {
|
if (hasChildren()) {
|
||||||
//Sort children according to their distance from the ray origin.
|
//Sort children according to their distance from the ray origin.
|
||||||
std::vector<ChildInfo> childInfos;
|
std::vector<RaySorterInfo> childInfos;
|
||||||
childInfos.reserve(8);
|
childInfos.reserve(8);
|
||||||
for (int i = 0; i < 8; ++i) {
|
for (int i = 0; i < 8; ++i) {
|
||||||
childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) });
|
childInfos.push_back({ i, glm::distance(ray.Origin(), m_Children[i]->m_Box.Origin()) });
|
||||||
}
|
}
|
||||||
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
|
std::sort(childInfos.begin(), childInfos.end(), isFirstLower);
|
||||||
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
|
//Loop through the children, starting with the one closest to the ray origin. I.e the first to be hit.
|
||||||
for (const ChildInfo& info : childInfos) {
|
for (const RaySorterInfo& info : childInfos) {
|
||||||
if (m_Children[info.Index]->RayCollides(ray, data)) {
|
if (m_Children[info.Index]->RayCollides(ray, data)) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -275,4 +259,9 @@ std::vector<int> Child::childIndicesContainingBox(const AABB& box) const
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool isFirstLower(const RaySorterInfo& first, const RaySorterInfo& second)
|
||||||
|
{
|
||||||
|
return first.Distance < second.Distance;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user