fix raycast
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005d2bc117
commit
d082c59754
@ -35,13 +35,13 @@ public:
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void ComputeAABB(b3AABB3* output, const b3Transform& xf) const;
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void ComputeAABB(b3AABB3* output, const b3Transform& xf, u32 index) const;
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void ComputeAABB(b3AABB3* output, const b3Transform& xf, u32 childIndex) const;
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bool TestPoint(const b3Vec3& point, const b3Transform& xf) const;
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bool RayCast(b3RayCastOutput* output, const b3RayCastInput& input, const b3Transform& xf) const;
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bool RayCast(b3RayCastOutput* output, const b3RayCastInput& input, const b3Transform& xf, u32 index) const;
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bool RayCast(b3RayCastOutput* output, const b3RayCastInput& input, const b3Transform& xf, u32 childIndex) const;
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const b3Mesh* m_mesh;
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};
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@ -76,19 +76,18 @@ bool b3MeshShape::RayCast(b3RayCastOutput* output, const b3RayCastInput& input,
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{
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B3_ASSERT(index < m_mesh->triangleCount);
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b3Triangle* triangle = m_mesh->triangles + index;
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b3Vec3 p1 = input.p1;
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b3Vec3 p2 = input.p2;
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b3Vec3 d = p2 - p1;
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b3Vec3 v1 = m_mesh->vertices[triangle->v1];
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b3Vec3 v2 = m_mesh->vertices[triangle->v2];
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b3Vec3 v3 = m_mesh->vertices[triangle->v3];
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// Put the ray into the mesh's frame of reference.
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b3Vec3 p1 = b3MulT(xf, input.p1);
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b3Vec3 p2 = b3MulT(xf, input.p2);
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b3Vec3 d = p2 - p1;
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b3Vec3 n = b3Cross(v2 - v1, v3 - v1);
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n.Normalize();
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float32 offset = b3Dot(n, v1);
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float32 numerator = b3Dot(n, v1 - p1);
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float32 denominator = b3Dot(n, d);
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@ -98,6 +97,8 @@ bool b3MeshShape::RayCast(b3RayCastOutput* output, const b3RayCastInput& input,
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}
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float32 t = numerator / denominator;
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// Is the intersection point on the segment?
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if (t < 0.0f || input.maxFraction < t)
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{
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return false;
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@ -108,17 +109,21 @@ bool b3MeshShape::RayCast(b3RayCastOutput* output, const b3RayCastInput& input,
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float32 w[4];
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b3BarycentricCoordinates(w, v1, v2, v3, q);
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// Is the intersection point on the triangle?
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if (w[0] > 0.0f && w[1] > 0.0f && w[2] > 0.0f)
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{
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output->fraction = t;
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// Does the ray start from below or above the triangle?
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if (numerator > 0.0f)
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{
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output->normal = -n;
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output->normal = -b3Mul(xf.rotation, n);
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}
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else
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{
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output->normal = n;
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output->normal = b3Mul(xf.rotation, n);
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}
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return true;
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}
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@ -129,42 +134,41 @@ struct b3MeshRayCastCallback
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{
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float32 Report(const b3RayCastInput& input, u32 proxyId)
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{
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u32 index = mesh->m_mesh->tree.GetUserData(proxyId);
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b3RayCastOutput indexOutput;
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if (mesh->RayCast(&indexOutput, input, xf, index))
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u32 childIndex = mesh->m_mesh->tree.GetUserData(proxyId);
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b3RayCastOutput childOutput;
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if (mesh->RayCast(&childOutput, input, xf, childIndex))
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{
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hit = true;
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if (indexOutput.fraction < output.fraction)
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// Track minimum time of impact to require less memory.
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if (childOutput.fraction < output.fraction)
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{
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output = indexOutput;
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hit = true;
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output = childOutput;
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}
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}
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return 1.0f;
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}
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b3Transform xf;
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const b3MeshShape* mesh;
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b3Transform xf;
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bool hit;
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b3RayCastOutput output;
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};
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bool b3MeshShape::RayCast(b3RayCastOutput* output, const b3RayCastInput& input, const b3Transform& xf) const
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{
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// Put the ray into the mesh's frame of reference.
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b3RayCastInput subInput;
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subInput.p1 = b3MulT(xf.rotation, input.p1 - xf.position);
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subInput.p2 = b3MulT(xf.rotation, input.p2 - xf.position);
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subInput.maxFraction = input.maxFraction;
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b3MeshRayCastCallback callback;
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callback.mesh = this;
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callback.xf = xf;
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callback.hit = false;
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callback.output.fraction = B3_MAX_FLOAT;
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m_mesh->tree.RayCast(&callback, subInput);
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m_mesh->tree.RayCast(&callback, input);
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output->fraction = callback.output.fraction;
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output->normal = b3Mul(xf.rotation, callback.output.normal);
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output->normal = callback.output.normal;
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return callback.hit;
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}
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}
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