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