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faster computation of entity bounding cube
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1 changed files with 8 additions and 14 deletions
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@ -1423,26 +1423,20 @@ void EntityItem::setDimensions(const glm::vec3& value) {
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///
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AACube EntityItem::getMaximumAACube(bool& success) const {
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if (_recalcMaxAACube) {
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// * we know that the position is the center of rotation
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glm::vec3 centerOfRotation = getPosition(success); // also where _registration point is
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if (success) {
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_recalcMaxAACube = false;
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// * we know that the registration point is the center of rotation
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// * we can calculate the length of the furthest extent from the registration point
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// as the dimensions * max (registrationPoint, (1.0,1.0,1.0) - registrationPoint)
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glm::vec3 dimensions = getDimensions();
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glm::vec3 registrationPoint = (dimensions * _registrationPoint);
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glm::vec3 registrationRemainder = (dimensions * (glm::vec3(1.0f, 1.0f, 1.0f) - _registrationPoint));
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glm::vec3 furthestExtentFromRegistration = glm::max(registrationPoint, registrationRemainder);
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// we want to compute the furthestExtent that an entity can extend out from its "position"
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// to do this we compute the max of these two vec3s: registration and 1-registration
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// and then scale by dimensions
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glm::vec3 maxExtents = getDimensions() * glm::max(_registrationPoint, glm::vec3(1.0f) - _registrationPoint);
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// * we know that if you rotate in any direction you would create a sphere
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// that has a radius of the length of furthest extent from registration point
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float radius = glm::length(furthestExtentFromRegistration);
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// there exists a sphere that contains maxExtents for all rotations
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float radius = glm::length(maxExtents);
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// * we know that the minimum bounding cube of this maximum possible sphere is
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// (center - radius) to (center + radius)
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// put a cube around the sphere
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// TODO? replace _maxAACube with _boundingSphereRadius
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glm::vec3 minimumCorner = centerOfRotation - glm::vec3(radius, radius, radius);
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_maxAACube = AACube(minimumCorner, radius * 2.0f);
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}
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} else {
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