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Merge pull request #2961 from ZappoMan/modelPickingBugs
temporarily disable the model aligned box picking
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commit
fc584f4c58
1 changed files with 25 additions and 12 deletions
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@ -192,21 +192,34 @@ bool ModelTreeElement::findDetailedRayIntersection(const glm::vec3& origin, cons
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// if it's in our AABOX for our rotated extents, then check to see if it's in our non-AABox
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if (rotatedExtentsBox.findRayIntersection(origin, direction, localDistance, localFace)) {
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// This is experimental code that doesn't quite work, so I'm disabling it by default, but
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// leaving it in because I need to work on it and fix it to work properly.
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bool pickAgainstModelAlignedBox = false;
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if (pickAgainstModelAlignedBox) {
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// extents is the model relative, scaled, centered extents of the model
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glm::mat4 rotation = glm::mat4_cast(model.getModelRotation());
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glm::mat4 translation = glm::translate(model.getPosition());
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glm::mat4 modelToWorldMatrix = translation * rotation;
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glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
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// extents is the model relative, scaled, centered extents of the model
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glm::mat4 rotation = glm::mat4_cast(model.getModelRotation());
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glm::mat4 translation = glm::translate(model.getPosition());
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glm::mat4 modelToWorldMatrix = translation * rotation;
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glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
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AABox modelFrameBox(extents.minimum, (extents.maximum - extents.minimum));
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AABox modelFrameBox(extents.minimum, (extents.maximum - extents.minimum));
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glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 1.0f));
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glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 1.0f));
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// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
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// and testing intersection there.
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if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, localDistance, localFace)) {
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// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
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// and testing intersection there.
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if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, localDistance, localFace)) {
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if (localDistance < distance) {
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distance = localDistance;
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face = localFace;
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*intersectedObject = (void*)(&model);
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somethingIntersected = true;
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}
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}
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} else {
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if (localDistance < distance) {
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distance = localDistance;
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face = localFace;
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