Cleanup collision detection
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e99822ae3c
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235ed4a274
6 changed files with 20 additions and 64 deletions
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@ -98,13 +98,7 @@ bool CollisionDetector::rayTestObjects(const RaycastProperties &props, RaycastRe
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// Test using AABB
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shared_ptr<ModelSceneNode> model(object->getModelSceneNode());
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if (model) {
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// Prevent division by zero
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if (objSpaceDir.x == 0.0f) objSpaceDir.x = 1e-7f;
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if (objSpaceDir.y == 0.0f) objSpaceDir.y = 1e-7f;
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if (objSpaceDir.z == 0.0f) objSpaceDir.z = 1e-7f;
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glm::vec3 invDir(1.0f / objSpaceDir);
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if (model->aabb().raycast(objSpaceOrigin, invDir, distance) &&
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if (model->aabb().raycast(objSpaceOrigin, objSpaceDir, distance) &&
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distance >= 0.0f && distance <= props.distance) {
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collisions.push_back(make_pair(object, distance));
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@ -127,18 +127,20 @@ bool AABB::intersect(const AABB &other) const {
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}
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// Algorithm adapted from https://gamedev.stackexchange.com/a/18459
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bool AABB::raycast(const glm::vec3 &origin, const glm::vec3 &invDir, float &distance) const {
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float tx1 = (_min.x - origin.x) * invDir.x;
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float tx2 = (_max.x - origin.x) * invDir.x;
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float ty1 = (_min.y - origin.y) * invDir.y;
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float ty2 = (_max.y - origin.y) * invDir.y;
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float tz1 = (_min.z - origin.z) * invDir.z;
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float tz2 = (_max.z - origin.z) * invDir.z;
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bool AABB::raycast(const glm::vec3 &origin, const glm::vec3 &dir, float &distance) const {
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glm::vec3 dirfrac(1.0f / dir);
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float tx1 = (_min.x - origin.x) * dirfrac.x;
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float tx2 = (_max.x - origin.x) * dirfrac.x;
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float ty1 = (_min.y - origin.y) * dirfrac.y;
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float ty2 = (_max.y - origin.y) * dirfrac.y;
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float tz1 = (_min.z - origin.z) * dirfrac.z;
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float tz2 = (_max.z - origin.z) * dirfrac.z;
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float tmin = glm::max(glm::max(glm::min(tx1, tx2), glm::min(ty1, ty2)), glm::min(tz1, tz2));
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float tmax = glm::min(glm::min(glm::max(tx1, tx2), glm::max(ty1, ty2)), glm::max(tz1, tz2));
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if (tmax < 0.0f) return false; // backside intersection
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if (tmax < tmin) return false; // neither backside nor frontside
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if (tmax < 0.0f) return false; // AABB is behind
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if (tmax < tmin) return false; // no intersection
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distance = tmin;
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@ -149,28 +151,6 @@ glm::vec3 AABB::getSize() const {
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return _max - _min;
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}
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float AABB::getDistanceFromClosestPoint(const glm::vec3 &point) const {
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return glm::distance(getClosestPoint(point), point);
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}
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glm::vec3 AABB::getClosestPoint(const glm::vec3 &point) const {
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glm::vec3 closest;
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for (int i = 0; i < 3; ++i) {
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if (point[i] > _max[i]) {
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closest[i] = _max[i];
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} else if (point[i] < _min[i]) {
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closest[i] = _min[i];
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} else {
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closest[i] = point[i];
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}
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}
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return move(closest);
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}
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float AABB::getDistanceFromClosestPoint2(const glm::vec3 &point) const {
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return glm::distance2(getClosestPoint(point), point);
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}
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} // namespace graphics
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} // namespace reone
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@ -43,23 +43,13 @@ public:
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* Casts a ray and tests if it intersects this AABB.
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*
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* @param origin ray origin
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* @param invDir ray direction inverse
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* @param dir ray direction
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* @param[out] distance to the intersection point (negative if ray origin is inside this AABB)
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*/
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bool raycast(const glm::vec3 &origin, const glm::vec3 &invDir, float &distance) const;
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bool raycast(const glm::vec3 &origin, const glm::vec3 &dir, float &distance) const;
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glm::vec3 getSize() const;
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/**
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* @return distance from the closest point of this AABB to the specified point
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*/
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float getDistanceFromClosestPoint(const glm::vec3 &point) const;
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/**
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* @return squared distance from the closest point of this AABB to the specified point
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*/
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float getDistanceFromClosestPoint2(const glm::vec3 &point) const;
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const glm::vec3 &min() const { return _min; }
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const glm::vec3 &max() const { return _max; }
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const glm::vec3 ¢er() const { return _center; }
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@ -73,8 +63,6 @@ private:
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glm::mat4 _transform { 1.0f };
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void updateTransform();
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inline glm::vec3 getClosestPoint(const glm::vec3 &point) const;
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};
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} // namespace graphics
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@ -147,9 +147,8 @@ glm::vec2 Mesh::getFaceCenterUV(int faceIdx) const {
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if (faceIdx < 0 || faceIdx >= _indices.size() / 3) {
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throw out_of_range("faceIdx out of range");
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}
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if (_offsets.texCoords1 == -1) {
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throw logic_error("texCoords1 undefined");
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}
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if (_offsets.texCoords1 == -1) return glm::vec2(0.0f);
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glm::vec2 result(0.0f);
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const uint16_t *indices = &_indices[3 * faceIdx];
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for (int i = 0; i < 3; ++i) {
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@ -159,6 +158,7 @@ glm::vec2 Mesh::getFaceCenterUV(int faceIdx) const {
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}
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result /= 3.0f;
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result = glm::clamp(result);
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return move(result);
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}
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@ -53,7 +53,7 @@ bool Walkmesh::raycast(const glm::vec3 &origin, const glm::vec3 &dir, bool walka
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const glm::vec3 &p1 = face.vertices[1];
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const glm::vec3 &p2 = face.vertices[2];
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if (glm::intersectRayTriangle(origin, dir, p0, p1, p2, baryPosition, localDistance) && localDistance >= 0.0f && localDistance < minDistance) {
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if (glm::intersectRayTriangle(origin, dir, p0, p1, p2, baryPosition, localDistance) && localDistance > 0.0f && localDistance < minDistance) {
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minDistance = localDistance;
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material = static_cast<int>(face.material);
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}
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@ -74,17 +74,11 @@ float SceneNode::getDistanceTo2(const glm::vec3 &point) const {
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}
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float SceneNode::getDistanceTo(const SceneNode &other) const {
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return glm::sqrt(getDistanceTo2(other));
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return glm::distance(getOrigin(), other.getOrigin());
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}
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float SceneNode::getDistanceTo2(const SceneNode &other) const {
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if (!other.isVolumetric()) {
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return glm::distance2(getOrigin(), other.getOrigin());
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}
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glm::vec3 aabbSpaceOrigin(other._absoluteTransformInv * glm::vec4(getOrigin(), 1.0f));
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return other.aabb().getDistanceFromClosestPoint2(aabbSpaceOrigin);
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}
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void SceneNode::setParent(const SceneNode *parent) {
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