improved polygon check

This commit is contained in:
devZoGok
2025-01-19 20:35:45 +02:00
parent cb22e6d400
commit 4971810322
2 changed files with 16 additions and 8 deletions
+11 -5
View File
@@ -1,3 +1,5 @@
#include <iostream>
#include "root.h"
#include "assetManager.h"
#include "quad.h"
@@ -39,8 +41,8 @@ int main(){
mat->addBoolUniform("texturingEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
Vector3 size = Vector3(100, 100, 0);
int numVertDivs = 20, numHorDivs = 20;
Vector3 size = Vector3(1000, 1000, 0);
int numVertDivs = 50, numHorDivs = 50;
Quad *quad = new Quad(size, true, numVertDivs, numHorDivs);
quad->setMaterial(mat);
@@ -57,14 +59,18 @@ int main(){
for(int i = 0; i < numVertDivs; i++){
for(int j = 0; j < numHorDivs; j++){
Vector3 rayPos = startPos + Vector3(stepX * j, 0, stepZ * i);
vector<RayCaster::CollisionResult> results = RayCaster::cast(rayPos + Vector3(0, 100, 0), -Vector3::VEC_J, plane);
vector<RayCaster::CollisionResult> results = RayCaster::cast(startPos + Vector3(0, 100, 0), -Vector3::VEC_J, plane, 0, 30);
bool hit = !results.empty();
if(!hit)
cout << "x: " << rayPos.x << ", z: " << rayPos.z << endl;
Material *mat = new Material(PATH + "texture");
mat->addBoolUniform("lightingEnabled", false);
mat->addBoolUniform("texturingEnabled", false);
mat->addVec4Uniform("diffuseColor", (results.empty() ? Vector4(1, 0, 0, 1) : Vector4(0, 1, 0, 1)));
mat->addVec4Uniform("diffuseColor", (hit ? Vector4(0, 1, 0, 1) : Vector4(1, 0, 0, 1)));
Box *box = new Box(Vector3::VEC_IJK);
Box *box = new Box(Vector3::VEC_IJK * .7);
box->setMaterial(mat);
Node *node = new Node(rayPos);
+5 -3
View File
@@ -42,7 +42,7 @@ namespace vb01{
bool skip = false;
for(int j = 0; j < 3; j++){
Vector3 rayPosToVert = (*(vertices[i * 3 + j].pos) - rayPos);
Vector3 rayPosToVert = (*(vertices[indices[i * 3 + j]].pos) - rayPos);
float angle = rayDir.getAngleBetween(rayPosToVert.norm());
if(angle > PI / 2) angle = PI - angle;
@@ -58,7 +58,9 @@ namespace vb01{
if(skip) continue;
}
Vector3 pointA = pos + rot * *(vertices[indices[i * 3]].pos), pointB = pos + rot * *(vertices[indices[i * 3 + 1]].pos), pointC = pos + rot * *(vertices[indices[i * 3 + 2]].pos);
Vector3 pointA = pos + rot * *(vertices[indices[i * 3]].pos);
Vector3 pointB = pos + rot * *(vertices[indices[i * 3 + 1]].pos);
Vector3 pointC = pos + rot * *(vertices[indices[i * 3 + 2]].pos);
Vector3 hypVec = pointA - rayPos;
Vector3 perpVec = (pointB - pointA).cross(pointC - pointA).norm();
float a1 = hypVec.norm().getAngleBetween(perpVec);
@@ -87,7 +89,7 @@ namespace vb01{
bool withinBisecB = ((contactPoint - pointB).norm().getAngleBetween(bisecBVec.norm()) - angleB / 2) <= eps;
bool withinBisecC = ((contactPoint - pointC).norm().getAngleBetween(bisecCVec.norm()) - angleC / 2) <= eps;
if(withinBisecA && withinBisecB && withinBisecC){
if((withinBisecA && withinBisecB) || (withinBisecB && withinBisecC) || (withinBisecA && withinBisecC)){
CollisionResult result;
result.pos = contactPoint;
result.norm = -perpVec;