Wrong place
Former-commit-id: 909750e9bca284c2a0096a51c782c1083b258cef
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@@ -59,18 +59,18 @@ T NzRay<T>::ClosestPoint(const NzVector3<T>& point) const
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template<typename T>
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NzVector3<T> NzRay<T>::GetPoint(T lambda) const
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{
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return origin + lambda*direction;
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return origin + lambda * direction;
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}
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/*
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template<typename T>
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bool NzRay<T>::Intersect(const NzBoundingVolume<T>& volume, T* closestHit, T* farthestHit) const
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bool NzRay<T>::Intersect(const NzBoundingVolume<T>& volume, T* closestHit, T* furthestHit) const
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{
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switch (volume.extend)
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{
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case nzExtend_Finite:
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{
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if (Intersect(volume.aabb))
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return Intersect(volume.obb, closestHit, farthestHit);
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return Intersect(volume.obb, closestHit, furthestHit);
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return false;
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}
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@@ -80,8 +80,8 @@ bool NzRay<T>::Intersect(const NzBoundingVolume<T>& volume, T* closestHit, T* fa
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if (closestHit)
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*closestHit = F(0.0);
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if (farthestHit)
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*farthestHit = std::numeric_limits<T>::infinity();
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if (furthestHit)
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*furthestHit = std::numeric_limits<T>::infinity();
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return true;
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}
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@@ -93,9 +93,9 @@ bool NzRay<T>::Intersect(const NzBoundingVolume<T>& volume, T* closestHit, T* fa
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NazaraError("Invalid extend type (0x" + NzString::Number(volume.extend, 16) + ')');
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return false;
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}
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*/
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template<typename T>
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bool NzRay<T>::Intersect(const NzBox<T>& box, T* closestHit, T* farthestHit) const
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bool NzRay<T>::Intersect(const NzBox<T>& box, T* closestHit, T* furthestHit) const
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{
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// http://www.gamedev.net/topic/429443-obb-ray-and-obb-plane-intersection/
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T tfirst = F(0.0);
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@@ -134,14 +134,14 @@ bool NzRay<T>::Intersect(const NzBox<T>& box, T* closestHit, T* farthestHit) con
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if (closestHit)
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*closestHit = tfirst;
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if (farthestHit)
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*farthestHit = tlast;
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if (furthestHit)
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*furthestHit = tlast;
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return true;
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}
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template<typename T>
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bool NzRay<T>::Intersect(const NzBox<T>& box, const NzMatrix4<T>& transform, T* closestHit, T* farthestHit) const
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bool NzRay<T>::Intersect(const NzBox<T>& box, const NzMatrix4<T>& transform, T* closestHit, T* furthestHit) const
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{
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// http://www.opengl-tutorial.org/miscellaneous/clicking-on-objects/picking-with-custom-ray-obb-function/
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// Intersection method from Real-Time Rendering and Essential Mathematics for Games
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@@ -192,32 +192,39 @@ bool NzRay<T>::Intersect(const NzBox<T>& box, const NzMatrix4<T>& transform, T*
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if (closestHit)
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*closestHit = tMin;
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if (farthestHit)
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*farthestHit = tMax;
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if (furthestHit)
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*furthestHit = tMax;
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return true;
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}
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///FIXME: Le test ci-dessous est beaucoup trop approximatif pour être vraiment utile
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/// Mais le vrai problème vient certainement des OrientedBox en elles-mêmes, peut-être faut-il envisager de les refaire ?
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/*
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template<typename T>
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bool NzRay<T>::Intersect(const NzOrientedBox<T>& orientedBox, T* closestHit, T* farthestHit) const
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bool NzRay<T>::Intersect(const NzOrientedBox<T>& orientedBox, T* closestHit, T* furthestHit) const
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{
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NzVector3<T> width = (orientedBox.GetCorner(nzBoxCorner_NearLeftBottom) - orientedBox.GetCorner(nzBoxCorner_FarLeftBottom)).Normalize();
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NzVector3<T> height = (orientedBox.GetCorner(nzBoxCorner_FarLeftTop) - orientedBox.GetCorner(nzBoxCorner_FarLeftBottom)).Normalize();
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NzVector3<T> depth = (orientedBox.GetCorner(nzBoxCorner_FarRightBottom) - orientedBox.GetCorner(nzBoxCorner_FarLeftBottom)).Normalize();
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NzVector3<T> corner = orientedBox.GetCorner(nzBoxCorner_FarLeftBottom);
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NzVector3<T> oppositeCorner = orientedBox.GetCorner(nzBoxCorner_NearRightTop);
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NzVector3<T> width = (orientedBox.GetCorner(nzBoxCorner_NearLeftBottom) - corner);
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NzVector3<T> height = (orientedBox.GetCorner(nzBoxCorner_FarLeftTop) - corner);
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NzVector3<T> depth = (orientedBox.GetCorner(nzBoxCorner_FarRightBottom) - corner);
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// Construction de la matrice de transformation de l'OBB
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NzMatrix4<T> matrix(width.x, height.x, depth.x, F(0.0),
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width.y, height.y, depth.y, F(0.0),
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width.z, height.z, depth.z, F(0.0),
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NzMatrix4<T> matrix(width.x, height.x, depth.x, corner.x,
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width.y, height.y, depth.y, corner.y,
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width.z, height.z, depth.z, corner.z,
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F(0.0), F(0.0), F(0.0), F(1.0));
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// Test en tant qu'AABB avec une matrice de rotation
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return Intersect(orientedBox.localBox, matrix, closestHit, farthestHit);
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matrix.InverseAffine();
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corner = matrix.Transform(corner);
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oppositeCorner = matrix.Transform(oppositeCorner);
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NzBox<T> tmpBox(corner, oppositeCorner);
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NzRay<T> tmpRay(matrix.Transform(origin), matrix.Transform(direction));
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return tmpRay.Intersect(tmpBox, closestHit, furthestHit);
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}
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*/
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template<typename T>
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bool NzRay<T>::Intersect(const NzPlane<T>& plane, T* hit) const
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{
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@@ -225,9 +232,9 @@ bool NzRay<T>::Intersect(const NzPlane<T>& plane, T* hit) const
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if (NzNumberEquals(divisor, F(0.0)))
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return false; // perpendicular
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T lambda = -(plane.normal.DotProduct(origin) + plane.distance) / divisor; // The plane is ax+by+cz=d
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T lambda = -(plane.normal.DotProduct(origin) - plane.distance) / divisor; // The plane is ax + by + cz = d
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if (lambda < F(0.0))
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return false; // Le plan est derrière le rayon
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return false; // The plane is 'behind' the ray.
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if (hit)
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*hit = lambda;
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@@ -236,7 +243,7 @@ bool NzRay<T>::Intersect(const NzPlane<T>& plane, T* hit) const
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}
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template<typename T>
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bool NzRay<T>::Intersect(const NzSphere<T>& sphere, T* closestHit, T* farthestHit) const
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bool NzRay<T>::Intersect(const NzSphere<T>& sphere, T* closestHit, T* furthestHit) const
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{
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NzVector3<T> sphereRay = sphere.GetPosition() - origin;
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T length = sphereRay.DotProduct(direction);
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@@ -251,15 +258,15 @@ bool NzRay<T>::Intersect(const NzSphere<T>& sphere, T* closestHit, T* farthestHi
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return false; // if the ray is further than the radius
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// Calcul des points d'intersection si besoin
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if (closestHit || farthestHit)
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if (closestHit || furthestHit)
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{
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T deltaLambda = std::sqrt(squaredRadius - squaredDistance);
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if (closestHit)
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*closestHit = length - deltaLambda;
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if (farthestHit)
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*farthestHit = length + deltaLambda;
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if (furthestHit)
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*furthestHit = length + deltaLambda;
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}
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return true;
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@@ -380,6 +387,18 @@ NzVector3<T> NzRay<T>::operator*(T lambda) const
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return GetPoint(lambda);
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}
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template<typename T>
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bool NzRay<T>::operator==(const NzRay& ray) const
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{
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return direction == ray.direction && origin == ray.origin;
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}
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template<typename T>
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bool NzRay<T>::operator!=(const NzRay& ray) const
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{
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return !operator==(ray);
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}
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template<typename T>
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NzRay<T> NzRay<T>::AxisX()
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{
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