factored out land and water body ray casting

This commit is contained in:
devZoGok
2024-07-27 19:33:17 +03:00
parent a595eae404
commit 694e2f6da3
7 changed files with 22 additions and 15 deletions
+3 -4
View File
@@ -6,7 +6,6 @@
#include <quad.h>
#include <box.h>
#include <text.h>
#include <rayCaster.h>
#include <stateManager.h>
#include <solUtil.h>
@@ -403,18 +402,18 @@ namespace battleship{
Vector3 endPos = screenToSpace(getCursorPos());
Vector3 rayDir = (endPos - camPos).norm();
vector<RayCaster::CollisionResult> results = RayCaster::cast(camPos, rayDir, Map::getSingleton()->getNodeParent(), 0, configData::DIST_FROM_RAY);
Map *map = Map::getSingleton();
vector<RayCaster::CollisionResult> results = map->raycastTerrain(camPos, rayDir, true);
if(!results.empty()){
GameObjectFrameController *ufCtr = GameObjectFrameController::getSingleton();
Map *map = Map::getSingleton();
for(Unit *u : mainPlayer->getSelectedUnits()){
Vector3 pos = u->getPos();
Node *nodeParent = map->getNodeParent();
if(u->getType() == UnitType::UNDERWATER && nodeParent->getNumChildren() > 0){
vector<RayCaster::CollisionResult> res = RayCaster::cast(Vector3(pos.x, 100, pos.z), Vector3(0, -1, 0), nodeParent->getChild(0), 0, configData::DIST_FROM_RAY);
vector<RayCaster::CollisionResult> res = map->raycastTerrain(Vector3(pos.x, 100, pos.z), Vector3(0, -1, 0), false);
Vector3 waterBodyPos = Vector3::VEC_ZERO;
Vector3 cellSize = map->getCellSize();
+1 -8
View File
@@ -14,7 +14,6 @@
#include <mesh.h>
#include <model.h>
#include <root.h>
#include <rayCaster.h>
#include <string>
@@ -119,13 +118,7 @@ namespace battleship{
frame.update();
Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
vector<RayCaster::CollisionResult> results = RayCaster::cast(
startPos,
(screenToSpace(getCursorPos()) - startPos).norm(),
Map::getSingleton()->getNodeParent()->getChild(0),
0,
configData::DIST_FROM_RAY
);
vector<RayCaster::CollisionResult> results = Map::getSingleton()->raycastTerrain(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), true);
if(results.empty()) return;
+16
View File
@@ -352,6 +352,22 @@ namespace battleship{
destroyScene();
}
vector<RayCaster::CollisionResult> Map::raycastTerrain(Vector3 rayPos, Vector3 rayDir, bool bothTerrTypes){
vector<RayCaster::CollisionResult> allResults = RayCaster::cast(rayPos, rayDir, terrainNode->getChild(0), 0, configData::DIST_FROM_RAY);
if(bothTerrTypes){
vector<Node*> waterNodes = terrainNode->getChildren();
waterNodes.erase(waterNodes.begin());
vector<RayCaster::CollisionResult> waterResults = RayCaster::cast(rayPos, rayDir, waterNodes);
allResults.insert(allResults.end(), waterResults.begin(), waterResults.end());
RayCaster::sortResults(allResults);
}
return allResults;
}
template<typename T> int Map::bsearch(vector<T> haystack, T needle, float eps){
T haystackMidVal;
bool sizeHaystackEven = (haystack.size() % 2 == 0);
+2
View File
@@ -4,6 +4,7 @@
#include <string>
#include <vector>
#include <rayCaster.h>
#include <vector.h>
#include <util.h>
@@ -46,6 +47,7 @@ namespace battleship{
void update();
void load(std::string, bool = false);
void unload();
std::vector<vb01::RayCaster::CollisionResult> raycastTerrain(vb01::Vector3, vb01::Vector3, bool);
int getCellId(vb01::Vector3, bool = true);
bool isPointWithinTerrainObject(vb01::Vector3, int);
void loadPlayerGameObjects();
-1
View File
@@ -10,7 +10,6 @@
#include "mesh.h"
#include "util.h"
#include <rayCaster.h>
#include <box.h>
#include <text.h>
#include <node.h>
-1
View File
@@ -1,7 +1,6 @@
#include <node.h>
#include <model.h>
#include <material.h>
#include <rayCaster.h>
#include <quaternion.h>
#include <particleEmitter.h>
-1
View File
@@ -3,7 +3,6 @@
#include <solUtil.h>
#include <util.h>
#include <rayCaster.h>
#include <box.h>
#include <model.h>
#include <quaternion.h>