Merge pull request #2961 from ZappoMan/modelPickingBugs

temporarily disable the model aligned box picking
This commit is contained in:
Andrzej Kapolka 2014-05-30 14:25:35 -07:00
commit fc584f4c58

View file

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