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76 lines
3.1 KiB
C++
76 lines
3.1 KiB
C++
//
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// AACubeShape.cpp
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// libraries/shared/src
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//
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// Created by Andrew Meadows on 2014.08.22
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/glm.hpp>
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#include <glm/gtx/norm.hpp>
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#include "AACubeShape.h"
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#include "NumericalConstants.h" // for SQUARE_ROOT_OF_3
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glm::vec3 faceNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f) };
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bool AACubeShape::findRayIntersection(RayIntersectionInfo& intersection) const {
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// A = ray point
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// B = cube center
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glm::vec3 BA = _translation - intersection._rayStart;
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// check for ray intersection with cube's bounding sphere
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// a = distance along line to closest approach to B
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float a = glm::dot(intersection._rayDirection, BA);
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// b2 = squared distance from cube center to point of closest approach
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float b2 = glm::length2(a * intersection._rayDirection - BA);
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// r = bounding radius of cube
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float halfSide = 0.5f * _scale;
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const float r = SQUARE_ROOT_OF_3 * halfSide;
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if (b2 > r * r) {
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// line doesn't hit cube's bounding sphere
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return false;
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}
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// check for tuncated/short ray
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// maxLength = maximum possible distance between rayStart and center of cube
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const float maxLength = glm::min(intersection._rayLength, intersection._hitDistance) + r;
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if (a * a + b2 > maxLength * maxLength) {
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// ray is not long enough to reach cube's bounding sphere
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// NOTE: we don't fall in here when ray's length if FLT_MAX because maxLength^2 will be inf or nan
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return false;
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}
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// the trivial checks have been exhausted, so must trace to each face
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bool hit = false;
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for (int i = 0; i < 3; ++i) {
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for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
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glm::vec3 faceNormal = sign * faceNormals[i];
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float rayDotPlane = glm::dot(intersection._rayDirection, faceNormal);
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if (glm::abs(rayDotPlane) > EPSILON) {
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float distanceToFace = (halfSide + glm::dot(BA, faceNormal)) / rayDotPlane;
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if (distanceToFace >= 0.0f) {
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glm::vec3 point = distanceToFace * intersection._rayDirection - BA;
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int j = (i + 1) % 3;
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int k = (i + 2) % 3;
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glm::vec3 secondNormal = faceNormals[j];
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glm::vec3 thirdNormal = faceNormals[k];
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if (glm::abs(glm::dot(point, secondNormal)) > halfSide ||
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glm::abs(glm::dot(point, thirdNormal)) > halfSide) {
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continue;
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}
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if (distanceToFace < intersection._hitDistance && distanceToFace < intersection._rayLength) {
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intersection._hitDistance = distanceToFace;
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intersection._hitNormal = faceNormal;
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intersection._hitShape = const_cast<AACubeShape*>(this);
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hit = true;
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}
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}
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}
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}
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}
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return hit;
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}
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