Files
vb01/ray.cpp
T
2021-10-19 19:06:40 +03:00

65 lines
2.4 KiB
C++

#include<algorithm>
#include"ray.h"
#include"mesh.h"
#include"node.h"
using namespace std;
namespace vb01{
void retrieveCollisions(Vector3 rayPos, Vector3 rayDir,Node *node,std::vector<CollisionResult> &results, const float rayLength){
Vector3 pos=node->getWorldPosition();
Quaternion rot=node->getWorldOrientation();
for(Mesh *m : node->getMeshes()){
const int numVerts=m->getNumVerts();
Mesh::Vertex *vertices=m->getVerts();
u32 *indices=m->getIndices();
for(int i=0;i<numVerts/3;i++){
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 hypVec=pointA-rayPos;
Vector3 perpVec=(pointB-pointA).cross(pointC-pointA);
float a1=hypVec.norm().getAngleBetween(perpVec.norm());
if(a1>PI/2){
a1=PI-a1;
perpVec=-perpVec;
}
float perpLine=hypVec.getLength()*cos(a1);
float a2=perpVec.norm().getAngleBetween(rayDir.norm());
if(a2<=PI/2){
float distance=perpLine/cos(a2);
if((distance<=rayLength&&rayLength!=.0)||rayLength==.0){
Vector3 contactPoint=rayPos+rayDir.norm()*distance;
float angleA=(pointB-pointA).norm().getAngleBetween((pointC-pointA).norm());
float angleB=(pointA-pointB).norm().getAngleBetween((pointC-pointB).norm());
float angleC=(pointB-pointC).norm().getAngleBetween((pointA-pointC).norm());
Vector3 bisecAVec=((pointB-pointA)+(pointC-pointA));
Vector3 bisecBVec=((pointA-pointB)+(pointC-pointB));
Vector3 bisecCVec=((pointB-pointC)+(pointA-pointC));
bool withinBisecA=(contactPoint-pointA).norm().getAngleBetween(bisecAVec.norm())<=angleA/2;
bool withinBisecB=(contactPoint-pointB).norm().getAngleBetween(bisecBVec.norm())<=angleB/2;
bool withinBisecC=(contactPoint-pointC).norm().getAngleBetween(bisecCVec.norm())<=angleC/2;
if(withinBisecA&&withinBisecB&&withinBisecC){
CollisionResult result;
result.pos=contactPoint;
result.distance=distance;
result.mesh=m;
results.push_back(result);
}
}
}
}
}
for(Node *c : node->getChildren())
retrieveCollisions(rayPos,rayDir,c,results,rayLength);
}
void sortResults(std::vector<CollisionResult> &results){
if(!results.empty())
for(int i=0;i<results.size();i++){
for(int i2=i;i2<results.size();i2++)
if(results[i].distance>results[i2].distance)
swap(results[i],results[i2]);
}
}
}