make sphere entities pick off their actual sphere, fix bug in ray picking multiple items with different distances

This commit is contained in:
ZappoMan 2014-12-04 10:54:04 -08:00
parent 958b37dead
commit 11f10f9512
3 changed files with 39 additions and 6 deletions

View file

@ -516,17 +516,22 @@ bool EntityTreeElement::findDetailedRayIntersection(const glm::vec3& origin, con
if (entity->findDetailedRayIntersection(origin, direction, keepSearching, element, localDistance,
localFace, intersectedObject)) {
if (localDistance < distance) {
distance = localDistance;
face = localFace;
*intersectedObject = (void*)entity;
somethingIntersected = true;
}
}
} else {
// if the entity type doesn't support a detailed intersection, then just return the non-AABox results
if (localDistance < distance) {
distance = localDistance;
face = localFace;
*intersectedObject = (void*)entity;
somethingIntersected = true;
}
} else {
// if the entity type doesn't support a detailed intersection, then just return the non-AABox results
distance = localDistance;
face = localFace;
*intersectedObject = (void*)entity;
somethingIntersected = true;
}
}
}

View file

@ -93,3 +93,26 @@ void SphereEntityItem::recalculateCollisionShape() {
float largestDiameter = glm::max(dimensionsInMeters.x, dimensionsInMeters.y, dimensionsInMeters.z);
_sphereShape.setRadius(largestDiameter / 2.0f);
}
bool SphereEntityItem::findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const {
// NOTE: origin and direction are in tree units. But our _sphereShape is in meters, so we need to
// do a little math to make these match each other.
RayIntersectionInfo rayInfo;
rayInfo._rayStart = origin * (float)TREE_SCALE;
rayInfo._rayDirection = direction;
// TODO: Note this is really doing ray intersections against a sphere, which is fine except in cases
// where our dimensions actually make us an ellipsoid. But we'll live with this for now until we
// get a more full fledged physics library
if (_sphereShape.findRayIntersection(rayInfo)) {
distance = rayInfo._hitDistance / (float)TREE_SCALE;
return true;
}
return false;
}

View file

@ -56,6 +56,11 @@ public:
// TODO: implement proper contains for 3D ellipsoid
//virtual bool contains(const glm::vec3& point) const;
virtual bool supportsDetailedRayIntersection() const { return true; }
virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
bool& keepSearching, OctreeElement*& element, float& distance, BoxFace& face,
void** intersectedObject) const;
protected:
virtual void recalculateCollisionShape();