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Merge pull request #4334 from huffman/edit-ray-improvement
Fix BillboardOverlay::findRayIntersection
This commit is contained in:
commit
0f4e098a61
4 changed files with 56 additions and 34 deletions
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@ -10,6 +10,8 @@
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//
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#include "Application.h"
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#include "GeometryUtil.h"
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#include "PlaneShape.h"
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#include "BillboardOverlay.h"
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@ -191,19 +193,25 @@ bool BillboardOverlay::findRayIntersection(const glm::vec3& origin, const glm::v
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float& distance, BoxFace& face) {
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if (_texture) {
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glm::quat rotation;
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if (_isFacingAvatar) {
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// rotate about vertical to face the camera
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rotation = Application::getInstance()->getCamera()->getRotation();
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rotation *= glm::angleAxis(glm::pi<float>(), glm::vec3(0.0f, 1.0f, 0.0f));
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} else {
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rotation = _rotation;
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}
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// Produce the dimensions of the billboard based on the image's aspect ratio and the overlay's scale.
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bool isNull = _fromImage.isNull();
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float width = isNull ? _texture->getWidth() : _fromImage.width();
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float height = isNull ? _texture->getHeight() : _fromImage.height();
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float maxSize = glm::max(width, height);
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float x = width / (2.0f * maxSize);
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float y = -height / (2.0f * maxSize);
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float maxDimension = glm::max(x,y);
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float scaledDimension = maxDimension * _scale;
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glm::vec3 corner = getCenter() - glm::vec3(scaledDimension, scaledDimension, scaledDimension) ;
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AACube myCube(corner, scaledDimension * 2.0f);
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return myCube.findRayIntersection(origin, direction, distance, face);
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glm::vec2 dimensions = _scale * glm::vec2(width / maxSize, height / maxSize);
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return findRayRectangleIntersection(origin, direction, rotation, _position, dimensions);
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}
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return false;
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}
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@ -17,6 +17,8 @@
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#include <SharedUtil.h>
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#include <StreamUtils.h>
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#include "GeometryUtil.h"
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#include "Planar3DOverlay.h"
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const float DEFAULT_SIZE = 1.0f;
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@ -93,29 +95,5 @@ QScriptValue Planar3DOverlay::getProperty(const QString& property) {
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bool Planar3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face) {
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RayIntersectionInfo rayInfo;
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rayInfo._rayStart = origin;
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rayInfo._rayDirection = direction;
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rayInfo._rayLength = std::numeric_limits<float>::max();
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PlaneShape plane;
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const glm::vec3 UNROTATED_NORMAL(0.0f, 0.0f, -1.0f);
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glm::vec3 normal = _rotation * UNROTATED_NORMAL;
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plane.setNormal(normal);
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plane.setPoint(_position); // the position is definitely a point on our plane
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bool intersects = plane.findRayIntersection(rayInfo);
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if (intersects) {
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distance = rayInfo._hitDistance;
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glm::vec3 hitPosition = origin + (distance * direction);
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glm::vec3 localHitPosition = glm::inverse(_rotation) * (hitPosition - _position);
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glm::vec2 halfDimensions = _dimensions / 2.0f;
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intersects = -halfDimensions.x <= localHitPosition.x && localHitPosition.x <= halfDimensions.x
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&& -halfDimensions.y <= localHitPosition.y && localHitPosition.y <= halfDimensions.y;
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}
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return intersects;
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return findRayRectangleIntersection(origin, direction, _rotation, _position, _dimensions);
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}
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@ -12,8 +12,10 @@
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#include <cstring>
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#include <cmath>
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#include "SharedUtil.h"
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#include "GeometryUtil.h"
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#include "PlaneShape.h"
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#include "RayIntersectionInfo.h"
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#include "SharedUtil.h"
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glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end) {
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// compute the projection of the point vector onto the segment vector
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@ -491,3 +493,34 @@ void PolygonClip::copyCleanArray(int& lengthA, glm::vec2* vertexArrayA, int& len
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}
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}
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}
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bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::quat& rotation, const glm::vec3& position, const glm::vec2& dimensions) {
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RayIntersectionInfo rayInfo;
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rayInfo._rayStart = origin;
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rayInfo._rayDirection = direction;
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rayInfo._rayLength = std::numeric_limits<float>::max();
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PlaneShape plane;
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const glm::vec3 UNROTATED_NORMAL(0.0f, 0.0f, -1.0f);
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glm::vec3 normal = rotation * UNROTATED_NORMAL;
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plane.setNormal(normal);
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plane.setPoint(position); // the position is definitely a point on our plane
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bool intersects = plane.findRayIntersection(rayInfo);
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if (intersects) {
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float distance = rayInfo._hitDistance;
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glm::vec3 hitPosition = origin + (distance * direction);
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glm::vec3 localHitPosition = glm::inverse(rotation) * (hitPosition - position);
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glm::vec2 halfDimensions = 0.5f * dimensions;
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intersects = -halfDimensions.x <= localHitPosition.x && localHitPosition.x <= halfDimensions.x
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&& -halfDimensions.y <= localHitPosition.y && localHitPosition.y <= halfDimensions.y;
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}
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return intersects;
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}
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@ -76,6 +76,9 @@ bool findRaySphereIntersection(const glm::vec3& origin, const glm::vec3& directi
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bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::vec3& start, const glm::vec3& end, float radius, float& distance);
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bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::quat& rotation, const glm::vec3& position, const glm::vec2& dimensions);
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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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