Esempio n. 1
0
void Cross::scanAndMoveToClosestObject(const RayCast& ray, int width, int height){
    int distTol = 20;

    float x = ray.currentX;
    float y = ray.currentY;

    float vX = 2.0 / (float) width;
    int rayX = (x + 1.0f) / vX;

    float vY = 2.0 / (float) height;
    int rayY = (y + 1.0f) / vY;

    for(unsigned int i = 0; i < sceneObjects->size(); i++){

        RenderObject * body = (*sceneObjects)[i];
        const vec3& bodyProjectedPosition = body->getProjectedPosition();

        float bodyX = bodyProjectedPosition.x;
        float bodyY = bodyProjectedPosition.y;

        int bodypX = (bodyX + 1.0f) / vX;
        int bodypY  = (bodyY + 1.0f) / vY;

        int dx = rayX - bodypX;
        int dy = rayY - bodypY;
        float dist = sqrt(dx*dx + dy*dy);

        if(dist < distTol){
            this->moveTo(body);
        }

    }
}
Esempio n. 2
0
std::vector<RenderObject*> Cross::getClosestObjectVector(const RayCast& ray,
                                                         int width, int height,
                                                         int distTol) const{
    std::vector<RenderObject*> closestObjects;
    float error_tol = 0.10;
    float x = ray.currentX;
    float y = ray.currentY;

    float vX = 2.0 / (float) width;
    int rayX = (x + 1.0f) / vX;

    float vY = 2.0 / (float) height;
    int rayY = (y + 1.0f) / vY;

    for(unsigned int i = 1; i < sceneObjects->size(); i++){


        RenderObject * body = (*sceneObjects)[i];

        // ---------------------
        // TODO children
        const std::vector<RenderObject *>& curr_children = body->getChildren();
        for(unsigned int i = 0 ; i < curr_children.size(); i++){
            RenderObject * child = curr_children[i];

            const vec3& bodyProjectedPosition = child->getProjectedPosition();

            float bodyX = bodyProjectedPosition.x;
            float bodyY = bodyProjectedPosition.y;
            if(child->NDC_W < error_tol) continue;

            int bodypX = (bodyX + 1.0f) / vX;
            int bodypY  = (bodyY + 1.0f) / vY;

            int dx = rayX - bodypX;
            int dy = rayY - bodypY;
            int dist = sqrt(dx*dx + dy*dy);

            if(dist < distTol){
                closestObjects.push_back(child);
                return closestObjects;
            }
        }
        // ---------------------

        if(!body->isGrabable()) continue;

        const vec3& bodyProjectedPosition = body->getProjectedPosition();

        float bodyX = bodyProjectedPosition.x;
        float bodyY = bodyProjectedPosition.y;
        if(body->NDC_W < error_tol) continue;

        int bodypX = (bodyX + 1.0f) / vX;
        int bodypY  = (bodyY + 1.0f) / vY;

        int dx = rayX - bodypX;
        int dy = rayY - bodypY;
        int dist = sqrt(dx*dx + dy*dy);

        if(dist < distTol){
            closestObjects.push_back(body);
        }
    }
    return closestObjects;
}