mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
116 lines
4.0 KiB
C++
116 lines
4.0 KiB
C++
#include "rayCaster.h"
|
|
#include "mesh.h"
|
|
#include "node.h"
|
|
|
|
using namespace std;
|
|
|
|
namespace vb01{
|
|
vector<RayCaster::CollisionResult> RayCaster::cast(Vector3 rayPos, Vector3 rayDir, Node *node, const float rayLength, const float distToRay){
|
|
return cast(rayPos, rayDir, vector<Node*>{node}, rayLength, distToRay);
|
|
}
|
|
|
|
vector<RayCaster::CollisionResult> RayCaster::cast(Vector3 rayPos, Vector3 rayDir, vector<Node*> nodes, const float rayLength, const float distToRay){
|
|
vector<CollisionResult> results;
|
|
|
|
for(Node *node : nodes){
|
|
vector<Node*> descendants = vector<Node*>{node};
|
|
node->getDescendants(descendants);
|
|
|
|
for(Node *desc : descendants){
|
|
vector<CollisionResult> res = retrieveCollisions(rayPos, rayDir, desc, rayLength, distToRay);
|
|
results.insert(results.end(), res.begin(), res.end());
|
|
}
|
|
}
|
|
|
|
if(!results.empty()) sortResults(results);
|
|
|
|
return results;
|
|
}
|
|
|
|
vector<RayCaster::CollisionResult> RayCaster::retrieveCollisions(Vector3 rayPos, Vector3 rayDir, Node *node, float rayLength, const float distToRay){
|
|
Vector3 pos = node->localToGlobalPosition(Vector3::VEC_ZERO);
|
|
Quaternion rot = node->localToGlobalOrientation(Quaternion::QUAT_W);
|
|
vector<CollisionResult> results;
|
|
|
|
for(Mesh *m : node->getMeshes()){
|
|
const int numVerts = m->getMeshBase().numTris * 3;
|
|
MeshData::Vertex *vertices = m->getMeshBase().vertices;
|
|
u32 *indices = m->getMeshBase().indices;
|
|
|
|
for(int i = 0; i < numVerts / 3; i++){
|
|
if(distToRay > 0.0){
|
|
bool skip = false;
|
|
|
|
for(int j = 0; j < 3; j++){
|
|
Vector3 rayPosToVert = (*(vertices[indices[i * 3 + j]].pos) - rayPos);
|
|
float angle = rayDir.getAngleBetween(rayPosToVert.norm());
|
|
|
|
if(angle > PI / 2) angle = PI - angle;
|
|
|
|
float dist = sin(angle) * rayPosToVert.getLength();
|
|
|
|
if(dist > distToRay){
|
|
skip = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(skip) continue;
|
|
}
|
|
|
|
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);
|
|
|
|
if(a1 > PI / 2){
|
|
a1 = PI - a1;
|
|
perpVec = -perpVec;
|
|
}
|
|
|
|
float perpLine = hypVec.getLength() * cos(a1);
|
|
float a2 = perpVec.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));
|
|
float eps = .1;
|
|
bool withinBisecA = ((contactPoint - pointA).norm().getAngleBetween(bisecAVec.norm()) - angleA / 2) <= eps;
|
|
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) || (withinBisecB && withinBisecC) || (withinBisecA && withinBisecC)){
|
|
CollisionResult result;
|
|
result.pos = contactPoint;
|
|
result.norm = -perpVec;
|
|
result.distance = distance;
|
|
result.mesh = m;
|
|
results.push_back(result);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return results;
|
|
}
|
|
|
|
void RayCaster::sortResults(std::vector<CollisionResult> &results){
|
|
for(int i = 0; i < results.size(); i++){
|
|
for(int j = i; j < results.size(); j++)
|
|
if(results[i].distance > results[j].distance)
|
|
swap(results[i], results[j]);
|
|
}
|
|
}
|
|
}
|