예제 #1
0
double ColdetModel::computeDistanceWithRay(const double *point, 
                                           const double *dir)
{
    Opcode::RayCollider RC;
    Ray world_ray(Point(point[0], point[1], point[2]),
                  Point(dir[0], dir[1], dir[2]));
    Opcode::CollisionFace CF;
    Opcode::SetupClosestHit(RC, CF);
    udword Cache;
    RC.Collide(world_ray, dataSet->model, transform, &Cache);
    if (CF.mDistance == FLT_MAX){
        return 0;
    }else{
        return CF.mDistance;
    }
}
예제 #2
0
bool BuildingCollsionImpl::collsionRay(const ResultPoint3& org, const ResultPoint3& dir, ResultPoint3& hit)
{
	IceMaths::Ray ray(Point(org.x, org.y, org.z), Point(dir.x, dir.y, dir.z));

    // 每次查询前初始化射线于交点的距离为最大值
    m_hitDistance = std::numeric_limits<float>::infinity();

	Opcode::RayCollider rayCollider;
	Opcode::CollisionFaces result;
	rayCollider.SetUserData(this);
	rayCollider.SetHitCallback(hitCallback);
    // flag为false时,执行完整的查询,hitCallback会被回调多次(次数等同于射线在这次查询中碰到的点的个数)
	rayCollider.SetFirstContact(false);
	rayCollider.SetCulling(false);
//	rayCollider.SetClosestHit(true);
//	rayCollider.SetMaxDist();
	rayCollider.Collide(ray, *m_modelScene);

	if(rayCollider.GetContactStatus())
	{
		hit.x = m_hitPoint.x;
		hit.y = m_hitPoint.y;
		hit.z = m_hitPoint.z;
		return true;
	}

	return false;
}