Files
vb01/planeRayCastSample.cpp
T
2025-02-12 13:52:47 +02:00

89 lines
2.5 KiB
C++

#include <iostream>
#include "root.h"
#include "assetManager.h"
#include "quad.h"
#include "box.h"
#include "node.h"
#include "material.h"
#include "rayCaster.h"
using namespace std;
using namespace vb01;
int main(){
const string PATH = "../", TEX_PATH = PATH + "samples/textures/", MODEL_PATH = PATH + "samples/models/";
const int numTextures = 6;
string skyboxTextures[numTextures] = {
TEX_PATH + "top.jpg",
TEX_PATH + "bottom.jpg",
TEX_PATH + "left.jpg",
TEX_PATH + "right.jpg",
TEX_PATH + "front.jpg",
TEX_PATH + "back.jpg"
};
for(int i = 0; i < numTextures; i++)
AssetManager::getSingleton()->load(skyboxTextures[i]);
Root *root = Root::getSingleton();
root->start(800, 600, PATH, "Plane ray cast sample");
root->createSkybox(skyboxTextures);
Camera *cam = root->getCamera();
cam->setFov(70);
cam->setFarPlane(500);
cam->setPosition(70 * Vector3::VEC_IJK);
cam->lookAt(-Vector3::VEC_IJK, Vector3(-1, 1, -1).norm());
Material *mat = new Material(PATH + "texture");
mat->addBoolUniform("lightingEnabled", false);
mat->addBoolUniform("texturingEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
Vector3 size = Vector3(100, 100, 0);
int numVertDivs = 11, numHorDivs = 11;
Quad *quad = new Quad(size, true, numVertDivs, numHorDivs);
quad->setMaterial(mat);
Node *plane = new Node();
plane->attachMesh(quad);
Node *rootNode = root->getRootNode();
rootNode->attachChild(plane);
float stepX = (numHorDivs > 0 ? size.x / numHorDivs : size.x);
float stepZ = (numVertDivs > 0 ? size.y / numVertDivs : size.y);
Vector3 startPos = -.5 * (Vector3(size.x, 0, size.y) - Vector3(stepX, 0, stepZ));
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(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", (hit ? Vector4(0, 1, 0, 1) : Vector4(1, 0, 0, 1)));
Box *box = new Box(Vector3::VEC_IJK * .7);
box->setMaterial(mat);
Node *node = new Node(rayPos);
node->attachMesh(box);
rootNode->attachChild(node);
}
}
while(true){
root->update();
}
return 0;
}