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https://github.com/HifiExperiments/overte.git
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Merge pull request #10553 from howard-stearns/do-not-get-stuck-in-floor
Do not get stuck in floor
This commit is contained in:
commit
5352e85418
14 changed files with 197 additions and 25 deletions
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@ -177,7 +177,7 @@ ScrollingWindow {
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SHAPE_TYPE_STATIC_MESH
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],
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checkStateOnDisable: false,
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warningOnDisable: "Models with 'Exact' automatic collisions cannot be dynamic"
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warningOnDisable: "Models with 'Exact' automatic collisions cannot be dynamic, and should not be used as floors"
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}
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});
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@ -179,7 +179,7 @@ Rectangle {
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SHAPE_TYPE_STATIC_MESH
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],
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checkStateOnDisable: false,
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warningOnDisable: "Models with 'Exact' automatic collisions cannot be dynamic"
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warningOnDisable: "Models with 'Exact' automatic collisions cannot be dynamic, and should not be used as floors"
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}
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});
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@ -118,7 +118,7 @@ Rectangle {
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id: text2
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width: 160
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color: "#ffffff"
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text: qsTr("Models with automatic collisions set to 'Exact' cannot be dynamic")
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text: qsTr("Models with automatic collisions set to 'Exact' cannot be dynamic, and should not be used as floors")
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wrapMode: Text.WordWrap
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font.pixelSize: 12
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}
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@ -294,6 +294,7 @@ void MyAvatar::simulateAttachments(float deltaTime) {
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QByteArray MyAvatar::toByteArrayStateful(AvatarDataDetail dataDetail) {
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CameraMode mode = qApp->getCamera().getMode();
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_globalPosition = getPosition();
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// This might not be right! Isn't the capsule local offset in avatar space, and don't we need to add the radius to the y as well? -HRS 5/26/17
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_globalBoundingBoxDimensions.x = _characterController.getCapsuleRadius();
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_globalBoundingBoxDimensions.y = _characterController.getCapsuleHalfHeight();
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_globalBoundingBoxDimensions.z = _characterController.getCapsuleRadius();
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@ -436,6 +437,13 @@ void MyAvatar::update(float deltaTime) {
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// so we update now. It's ok if it updates again in the normal way.
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updateSensorToWorldMatrix();
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emit positionGoneTo();
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// Run safety tests as soon as we can after goToLocation, or clear if we're not colliding.
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_physicsSafetyPending = getCollisionsEnabled();
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}
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if (_physicsSafetyPending && qApp->isPhysicsEnabled() && _characterController.isEnabledAndReady()) {
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// When needed and ready, arrange to check and fix.
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_physicsSafetyPending = false;
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safeLanding(_goToPosition); // no-op if already safe
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}
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Head* head = getHead();
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@ -450,6 +458,7 @@ void MyAvatar::update(float deltaTime) {
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setAudioAverageLoudness(audio->getAudioAverageInputLoudness());
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glm::vec3 halfBoundingBoxDimensions(_characterController.getCapsuleRadius(), _characterController.getCapsuleHalfHeight(), _characterController.getCapsuleRadius());
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// This might not be right! Isn't the capsule local offset in avatar space? -HRS 5/26/17
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halfBoundingBoxDimensions += _characterController.getCapsuleLocalOffset();
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QMetaObject::invokeMethod(audio.data(), "setAvatarBoundingBoxParameters",
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Q_ARG(glm::vec3, (getPosition() - halfBoundingBoxDimensions)),
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@ -1552,6 +1561,10 @@ void MyAvatar::harvestResultsFromPhysicsSimulation(float deltaTime) {
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if (_characterController.isEnabledAndReady()) {
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setVelocity(_characterController.getLinearVelocity() + _characterController.getFollowVelocity());
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if (_characterController.isStuck()) {
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_physicsSafetyPending = true;
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_goToPosition = getPosition();
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}
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} else {
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setVelocity(getVelocity() + _characterController.getFollowVelocity());
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}
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@ -2224,6 +2237,144 @@ void MyAvatar::goToLocation(const glm::vec3& newPosition,
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emit transformChanged();
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}
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void MyAvatar::goToLocationAndEnableCollisions(const glm::vec3& position) { // See use case in safeLanding.
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goToLocation(position);
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QMetaObject::invokeMethod(this, "setCollisionsEnabled", Qt::QueuedConnection, Q_ARG(bool, true));
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}
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bool MyAvatar::safeLanding(const glm::vec3& position) {
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// Considers all collision hull or non-collisionless primitive intersections on a vertical line through the point.
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// There needs to be a "landing" if:
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// a) the closest above and the closest below are less than the avatar capsule height apart, or
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// b) the above point is the top surface of an entity, indicating that we are inside it.
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// If no landing is required, we go to that point directly and return false;
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// When a landing is required by a, we find the highest intersection on that closest-agbove entity
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// (which may be that same "nearest above intersection"). That highest intersection is the candidate landing point.
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// For b, use that top surface point.
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// We then place our feet there, recurse with new capsule center point, and return true.
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if (QThread::currentThread() != thread()) {
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bool result;
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QMetaObject::invokeMethod(this, "safeLanding", Qt::BlockingQueuedConnection, Q_RETURN_ARG(bool, result), Q_ARG(const glm::vec3&, position));
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return result;
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}
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glm::vec3 better;
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if (!requiresSafeLanding(position, better)) {
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return false;
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}
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if (!getCollisionsEnabled()) {
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goToLocation(better); // recurses on next update
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} else { // If you try to go while stuck, physics will keep you stuck.
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setCollisionsEnabled(false);
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// Don't goToLocation just yet. Yield so that physics can act on the above.
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QMetaObject::invokeMethod(this, "goToLocationAndEnableCollisions", Qt::QueuedConnection, // The equivalent of javascript nextTick
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Q_ARG(glm::vec3, better));
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}
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return true;
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}
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// If position is not reliably safe from being stuck by physics, answer true and place a candidate better position in betterPositionOut.
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bool MyAvatar::requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& betterPositionOut) {
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// We begin with utilities and tests. The Algorithm in four parts is below.
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auto halfHeight = _characterController.getCapsuleHalfHeight() + _characterController.getCapsuleRadius();
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if (halfHeight == 0) {
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return false; // zero height avatar
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}
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auto entityTree = DependencyManager::get<EntityTreeRenderer>()->getTree();
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if (!entityTree) {
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return false; // no entity tree
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}
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// More utilities.
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const auto offset = getOrientation() *_characterController.getCapsuleLocalOffset();
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const auto capsuleCenter = positionIn + offset;
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const auto up = _worldUpDirection, down = -up;
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glm::vec3 upperIntersection, upperNormal, lowerIntersection, lowerNormal;
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EntityItemID upperId, lowerId;
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QVector<EntityItemID> include{}, ignore{};
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auto mustMove = [&] { // Place bottom of capsule at the upperIntersection, and check again based on the capsule center.
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betterPositionOut = upperIntersection + (up * halfHeight) - offset;
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return true;
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};
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auto findIntersection = [&](const glm::vec3& startPointIn, const glm::vec3& directionIn, glm::vec3& intersectionOut, EntityItemID& entityIdOut, glm::vec3& normalOut) {
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OctreeElementPointer element;
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EntityItemPointer intersectedEntity = NULL;
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float distance;
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BoxFace face;
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const bool visibleOnly = false;
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// This isn't quite what we really want here. findRayIntersection always works on mesh, skipping entirely based on collidable.
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// What we really want is to use the collision hull!
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// See https://highfidelity.fogbugz.com/f/cases/5003/findRayIntersection-has-option-to-use-collidableOnly-but-doesn-t-actually-use-colliders
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const bool collidableOnly = true;
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const bool precisionPicking = true;
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const auto lockType = Octree::Lock; // Should we refactor to take a lock just once?
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bool* accurateResult = NULL;
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bool intersects = entityTree->findRayIntersection(startPointIn, directionIn, include, ignore, visibleOnly, collidableOnly, precisionPicking,
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element, distance, face, normalOut, (void**)&intersectedEntity, lockType, accurateResult);
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if (!intersects || !intersectedEntity) {
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return false;
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}
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intersectionOut = startPointIn + (directionIn * distance);
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entityIdOut = intersectedEntity->getEntityItemID();
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return true;
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};
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// The Algorithm, in four parts:
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if (!findIntersection(capsuleCenter, up, upperIntersection, upperId, upperNormal)) {
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// We currently believe that physics will reliably push us out if our feet are embedded,
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// as long as our capsule center is out and there's room above us. Here we have those
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// conditions, so no need to check our feet below.
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return false; // nothing above
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}
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if (!findIntersection(capsuleCenter, down, lowerIntersection, lowerId, lowerNormal)) {
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// Our head may be embedded, but our center is out and there's room below. See corresponding comment above.
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return false; // nothing below
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}
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// See if we have room between entities above and below, but that we are not contained.
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// First check if the surface above us is the bottom of something, and the surface below us it the top of something.
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// I.e., we are in a clearing between two objects.
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if (isDown(upperNormal) && isUp(lowerNormal)) {
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auto spaceBetween = glm::distance(upperIntersection, lowerIntersection);
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const float halfHeightFactor = 2.5f; // Until case 5003 is fixed (and maybe after?), we need a fudge factor. Also account for content modelers not being precise.
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if (spaceBetween > (halfHeightFactor * halfHeight)) {
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// There is room for us to fit in that clearing. If there wasn't, physics would oscilate us between the objects above and below.
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// We're now going to iterate upwards through successive upperIntersections, testing to see if we're contained within the top surface of some entity.
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// There will be one of two outcomes:
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// a) We're not contained, so we have enough room and our position is good.
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// b) We are contained, so we'll bail out of this but try again at a position above the containing entity.
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const int iterationLimit = 1000;
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for (int counter = 0; counter < iterationLimit; counter++) {
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ignore.push_back(upperId);
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if (!findIntersection(upperIntersection, up, upperIntersection, upperId, upperNormal)) {
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// We're not inside an entity, and from the nested tests, we have room between what is above and below. So position is good!
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return false; // enough room
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}
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if (isUp(upperNormal)) {
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// This new intersection is the top surface of an entity that we have not yet seen, which means we're contained within it.
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// We could break here and recurse from the top of the original ceiling, but since we've already done the work to find the top
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// of the enclosing entity, let's put our feet at upperIntersection and start over.
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return mustMove();
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}
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// We found a new bottom surface, which we're not interested in.
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// But there could still be a top surface above us for an entity we haven't seen, so keep looking upward.
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}
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qCDebug(interfaceapp) << "Loop in requiresSafeLanding. Floor/ceiling do not make sense.";
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}
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}
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include.push_back(upperId); // We're now looking for the intersection from above onto this entity.
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const float big = (float)TREE_SCALE;
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const auto skyHigh = up * big;
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auto fromAbove = capsuleCenter + skyHigh;
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if (!findIntersection(fromAbove, down, upperIntersection, upperId, upperNormal)) {
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return false; // Unable to find a landing
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}
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// Our arbitrary rule is to always go up. There's no need to look down or sideways for a "closer" safe candidate.
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return mustMove();
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}
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void MyAvatar::updateMotionBehaviorFromMenu() {
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if (QThread::currentThread() != thread()) {
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@ -510,6 +510,10 @@ public:
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// results are in HMD frame
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glm::mat4 deriveBodyFromHMDSensor() const;
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Q_INVOKABLE bool isUp(const glm::vec3& direction) { return glm::dot(direction, _worldUpDirection) > 0.0f; }; // true iff direction points up wrt avatar's definition of up.
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Q_INVOKABLE bool isDown(const glm::vec3& direction) { return glm::dot(direction, _worldUpDirection) < 0.0f; };
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public slots:
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void increaseSize();
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void decreaseSize();
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@ -519,6 +523,8 @@ public slots:
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bool hasOrientation = false, const glm::quat& newOrientation = glm::quat(),
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bool shouldFaceLocation = false);
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void goToLocation(const QVariant& properties);
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void goToLocationAndEnableCollisions(const glm::vec3& newPosition);
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bool safeLanding(const glm::vec3& position);
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void restrictScaleFromDomainSettings(const QJsonObject& domainSettingsObject);
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void clearScaleRestriction();
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@ -564,6 +570,8 @@ signals:
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private:
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bool requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& positionOut);
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virtual QByteArray toByteArrayStateful(AvatarDataDetail dataDetail) override;
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void simulate(float deltaTime);
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@ -713,7 +721,8 @@ private:
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};
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FollowHelper _follow;
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bool _goToPending;
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bool _goToPending { false };
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bool _physicsSafetyPending { false };
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glm::vec3 _goToPosition;
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glm::quat _goToOrientation;
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@ -605,7 +605,7 @@ bool RenderableModelEntityItem::findDetailedRayIntersection(const glm::vec3& ori
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QString extraInfo;
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return _model->findRayIntersectionAgainstSubMeshes(origin, direction, distance,
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face, surfaceNormal, extraInfo, precisionPicking);
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face, surfaceNormal, extraInfo, precisionPicking, precisionPicking);
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}
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void RenderableModelEntityItem::getCollisionGeometryResource() {
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@ -152,6 +152,7 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
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btDispatcher* dispatcher = collisionWorld->getDispatcher();
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int numManifolds = dispatcher->getNumManifolds();
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bool hasFloor = false;
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bool isStuck = false;
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btTransform rotation = _rigidBody->getWorldTransform();
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rotation.setOrigin(btVector3(0.0f, 0.0f, 0.0f)); // clear translation part
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@ -169,10 +170,18 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
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btVector3 pointOnCharacter = characterIsFirst ? contact.m_localPointA : contact.m_localPointB; // object-local-frame
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btVector3 normal = characterIsFirst ? contact.m_normalWorldOnB : -contact.m_normalWorldOnB; // points toward character
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btScalar hitHeight = _halfHeight + _radius + pointOnCharacter.dot(_currentUp);
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// If there's non-trivial penetration with a big impulse for several steps, we're probably stuck.
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// Note it here in the controller, and let MyAvatar figure out what to do about it.
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const float STUCK_PENETRATION = -0.05f; // always negative into the object.
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const float STUCK_IMPULSE = 500.0f;
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const int STUCK_LIFETIME = 3;
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if ((contact.getDistance() < STUCK_PENETRATION) && (contact.getAppliedImpulse() > STUCK_IMPULSE) && (contact.getLifeTime() > STUCK_LIFETIME)) {
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isStuck = true; // latch on
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}
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if (hitHeight < _maxStepHeight && normal.dot(_currentUp) > _minFloorNormalDotUp) {
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hasFloor = true;
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if (!pushing) {
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// we're not pushing against anything so we can early exit
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if (!pushing && isStuck) {
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// we're not pushing against anything and we're stuck so we can early exit
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// (all we need to know is that there is a floor)
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break;
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}
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@ -198,12 +207,13 @@ bool CharacterController::checkForSupport(btCollisionWorld* collisionWorld) {
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_stepHeight = highestStep;
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_stepPoint = rotation * pointOnCharacter; // rotate into world-frame
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}
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if (hasFloor && !(pushing && _stepUpEnabled)) {
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if (hasFloor && isStuck && !(pushing && _stepUpEnabled)) {
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// early exit since all we need to know is that we're on a floor
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break;
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}
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}
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}
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_isStuck = isStuck;
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return hasFloor;
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}
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@ -110,6 +110,7 @@ public:
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void setLocalBoundingBox(const glm::vec3& minCorner, const glm::vec3& scale);
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bool isEnabledAndReady() const { return _dynamicsWorld; }
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bool isStuck() const { return _isStuck; }
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void setCollisionless(bool collisionless);
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int16_t computeCollisionGroup() const;
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@ -192,6 +193,7 @@ protected:
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State _state;
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bool _isPushingUp;
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bool _isStuck { false };
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btDynamicsWorld* _dynamicsWorld { nullptr };
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btRigidBody* _rigidBody { nullptr };
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@ -332,7 +332,7 @@ void Model::initJointStates() {
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bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
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BoxFace& face, glm::vec3& surfaceNormal,
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QString& extraInfo, bool pickAgainstTriangles) {
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QString& extraInfo, bool pickAgainstTriangles, bool allowBackface) {
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bool intersectedSomething = false;
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@ -381,7 +381,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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float triangleSetDistance = 0.0f;
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BoxFace triangleSetFace;
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glm::vec3 triangleSetNormal;
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if (triangleSet.findRayIntersection(meshFrameOrigin, meshFrameDirection, triangleSetDistance, triangleSetFace, triangleSetNormal, pickAgainstTriangles)) {
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if (triangleSet.findRayIntersection(meshFrameOrigin, meshFrameDirection, triangleSetDistance, triangleSetFace, triangleSetNormal, pickAgainstTriangles, allowBackface)) {
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glm::vec3 meshIntersectionPoint = meshFrameOrigin + (meshFrameDirection * triangleSetDistance);
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glm::vec3 worldIntersectionPoint = glm::vec3(meshToWorldMatrix * glm::vec4(meshIntersectionPoint, 1.0f));
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@ -156,7 +156,7 @@ public:
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bool findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
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BoxFace& face, glm::vec3& surfaceNormal,
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QString& extraInfo, bool pickAgainstTriangles = false);
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QString& extraInfo, bool pickAgainstTriangles = false, bool allowBackface = false);
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void setOffset(const glm::vec3& offset);
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const glm::vec3& getOffset() const { return _offset; }
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@ -290,12 +290,12 @@ glm::vec3 Triangle::getNormal() const {
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}
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bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance) {
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const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance, bool allowBackface) {
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glm::vec3 firstSide = v0 - v1;
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glm::vec3 secondSide = v2 - v1;
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glm::vec3 normal = glm::cross(secondSide, firstSide);
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float dividend = glm::dot(normal, v1) - glm::dot(origin, normal);
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if (dividend > 0.0f) {
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if (!allowBackface && dividend > 0.0f) {
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return false; // origin below plane
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}
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float divisor = glm::dot(normal, direction);
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@ -83,7 +83,7 @@ bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& dire
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const glm::vec3& position, const glm::vec2& dimensions, float& distance);
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bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance);
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const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance, bool allowBackface = false);
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/// \brief decomposes rotation into its components such that: rotation = swing * twist
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/// \param rotation[in] rotation to decompose
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|
@ -104,8 +104,8 @@ public:
|
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};
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||||
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inline bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const Triangle& triangle, float& distance) {
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return findRayTriangleIntersection(origin, direction, triangle.v0, triangle.v1, triangle.v2, distance);
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const Triangle& triangle, float& distance, bool allowBackface = false) {
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return findRayTriangleIntersection(origin, direction, triangle.v0, triangle.v1, triangle.v2, distance, allowBackface);
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}
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||||
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||||
|
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@ -31,7 +31,7 @@ void TriangleSet::clear() {
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|||
}
|
||||
|
||||
bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision) {
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, bool allowBackface) {
|
||||
|
||||
// reset our distance to be the max possible, lower level tests will store best distance here
|
||||
distance = std::numeric_limits<float>::max();
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||||
|
@ -41,7 +41,7 @@ bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3&
|
|||
}
|
||||
|
||||
int trianglesTouched = 0;
|
||||
auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, surfaceNormal, precision, trianglesTouched);
|
||||
auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, surfaceNormal, precision, trianglesTouched, allowBackface);
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||||
|
||||
#if WANT_DEBUGGING
|
||||
if (precision) {
|
||||
|
@ -95,7 +95,7 @@ void TriangleSet::balanceOctree() {
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|||
// Determine of the given ray (origin/direction) in model space intersects with any triangles
|
||||
// in the set. If an intersection occurs, the distance and surface normal will be provided.
|
||||
bool TriangleSet::TriangleOctreeCell::findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched, bool allowBackface) {
|
||||
|
||||
bool intersectedSomething = false;
|
||||
float boxDistance = distance;
|
||||
|
@ -114,7 +114,7 @@ bool TriangleSet::TriangleOctreeCell::findRayIntersectionInternal(const glm::vec
|
|||
const auto& triangle = _allTriangles[triangleIndex];
|
||||
float thisTriangleDistance;
|
||||
trianglesTouched++;
|
||||
if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) {
|
||||
if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance, allowBackface)) {
|
||||
if (thisTriangleDistance < bestDistance) {
|
||||
bestDistance = thisTriangleDistance;
|
||||
intersectedSomething = true;
|
||||
|
@ -203,7 +203,7 @@ void TriangleSet::TriangleOctreeCell::insert(size_t triangleIndex) {
|
|||
}
|
||||
|
||||
bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched, bool allowBackface) {
|
||||
|
||||
if (_population < 1) {
|
||||
return false; // no triangles below here, so we can't intersect
|
||||
|
@ -247,7 +247,7 @@ bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origi
|
|||
}
|
||||
}
|
||||
// also check our local triangle set
|
||||
if (findRayIntersectionInternal(origin, direction, childDistance, childFace, childNormal, precision, trianglesTouched)) {
|
||||
if (findRayIntersectionInternal(origin, direction, childDistance, childFace, childNormal, precision, trianglesTouched, allowBackface)) {
|
||||
if (childDistance < bestLocalDistance) {
|
||||
bestLocalDistance = childDistance;
|
||||
bestLocalFace = childFace;
|
||||
|
|
|
@ -27,7 +27,7 @@ class TriangleSet {
|
|||
void clear();
|
||||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched, bool allowBackface = false);
|
||||
|
||||
const AABox& getBounds() const { return _bounds; }
|
||||
|
||||
|
@ -38,7 +38,7 @@ class TriangleSet {
|
|||
|
||||
// checks our internal list of triangles
|
||||
bool findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched, bool allowBackface = false);
|
||||
|
||||
std::vector<Triangle>& _allTriangles;
|
||||
std::map<AABox::OctreeChild, TriangleOctreeCell> _children;
|
||||
|
@ -60,7 +60,7 @@ public:
|
|||
void insert(const Triangle& t);
|
||||
|
||||
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision);
|
||||
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, bool allowBackface = false);
|
||||
|
||||
void balanceOctree();
|
||||
|
||||
|
|
Loading…
Reference in a new issue