示例#1
0
void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    RayQueryLevel level = query.level_;

    switch (level)
    {
    case RAY_AABB:
        Drawable::ProcessRayQuery(query, results);
        break;

    case RAY_OBB:
    case RAY_TRIANGLE:
    case RAY_TRIANGLE_UV:
        Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
        Ray localRay = query.ray_.Transformed(inverse);
        float distance = localRay.HitDistance(boundingBox_);
        Vector3 normal = -query.ray_.direction_;
        Vector2 geometryUV;
        unsigned hitBatch = M_MAX_UNSIGNED;

        if (level >= RAY_TRIANGLE && distance < query.maxDistance_)
        {
            distance = M_INFINITY;

            for (unsigned i = 0; i < batches_.Size(); ++i)
            {
                Geometry* geometry = batches_[i].geometry_;
                if (geometry)
                {
                    Vector3 geometryNormal;
                    float geometryDistance = level == RAY_TRIANGLE ? geometry->GetHitDistance(localRay, &geometryNormal) :
                        geometry->GetHitDistance(localRay, &geometryNormal, &geometryUV);
                    if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
                    {
                        distance = geometryDistance;
                        normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
                        hitBatch = i;
                    }
                }
            }
        }

        if (distance < query.maxDistance_)
        {
            RayQueryResult result;
            result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
            result.normal_ = normal;
            result.textureUV_ = geometryUV;
            result.distance_ = distance;
            result.drawable_ = this;
            result.node_ = node_;
            result.subObject_ = hitBatch;
            results.Push(result);
        }
        break;
    }
}
void CustomGeometry::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    RayQueryLevel level = query.level_;

    switch (level)
    {
    case RAY_AABB:
        Drawable::ProcessRayQuery(query, results);
        break;

    case RAY_OBB:
    case RAY_TRIANGLE:
        {
            Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
            Ray localRay = query.ray_.Transformed(inverse);
            float distance = localRay.HitDistance(boundingBox_);
            Vector3 normal = -query.ray_.direction_;

            if (level == RAY_TRIANGLE && distance < query.maxDistance_)
            {
                distance = M_INFINITY;

                for (unsigned i = 0; i < batches_.Size(); ++i)
                {
                    Geometry* geometry = batches_[i].geometry_;
                    if (geometry)
                    {
                        Vector3 geometryNormal;
                        float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
                        if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
                        {
                            distance = geometryDistance;
                            normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
                        }
                    }
                }
            }

            if (distance < query.maxDistance_)
            {
                RayQueryResult result;
                result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
                result.normal_ = normal;
                result.distance_ = distance;
                result.drawable_ = this;
                result.node_ = node_;
                result.subObject_ = M_MAX_UNSIGNED;
                results.Push(result);
            }
        }
        break;

    case RAY_TRIANGLE_UV:
        ATOMIC_LOGWARNING("RAY_TRIANGLE_UV query level is not supported for CustomGeometry component");
        break;
    }
}
void StaticModelGroup::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    // If no bones or no bone-level testing, use the Drawable test
    RayQueryLevel level = query.level_;
    if (level < RAY_AABB)
    {
        Drawable::ProcessRayQuery(query, results);
        return;
    }

    // Check ray hit distance to AABB before proceeding with more accurate tests
    // GetWorldBoundingBox() updates the world transforms
    if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
        return;
    
    for (unsigned i = 0; i < numWorldTransforms_; ++i)
    {
        // Initial test using AABB
        float distance = query.ray_.HitDistance(boundingBox_.Transformed(worldTransforms_[i]));
        
        // Then proceed to OBB and triangle-level tests if necessary
        if (level >= RAY_OBB && distance < query.maxDistance_)
        {
            Matrix3x4 inverse = worldTransforms_[i].Inverse();
            Ray localRay = query.ray_.Transformed(inverse);
            distance = localRay.HitDistance(boundingBox_);
            
            if (level == RAY_TRIANGLE && distance < query.maxDistance_)
            {
                distance = M_INFINITY;
                
                for (unsigned j = 0; j < batches_.Size(); ++j)
                {
                    Geometry* geometry = batches_[j].geometry_;
                    if (geometry)
                    {
                        float geometryDistance = geometry->GetHitDistance(localRay);
                        if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
                            distance = geometryDistance;
                    }
                }
            }
        }
        
        if (distance < query.maxDistance_)
        {
            RayQueryResult result;
            result.drawable_ = this;
            result.node_ = node_;
            result.distance_ = distance;
            result.subObject_ = i;
            results.Push(result);
        }
    }
}
示例#4
0
void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    RayQueryLevel level = query.level_;
    
    switch (level)
    {
    case RAY_AABB_NOSUBOBJECTS:
    case RAY_AABB:
        Drawable::ProcessRayQuery(query, results);
        break;
        
    case RAY_OBB:
    case RAY_TRIANGLE:
        Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
        Ray localRay = query.ray_.Transformed(inverse);
        float distance = localRay.HitDistance(boundingBox_);
        if (distance < query.maxDistance_)
        {
            if (level == RAY_TRIANGLE)
            {
                for (unsigned i = 0; i < batches_.Size(); ++i)
                {
                    Geometry* geometry = batches_[i].geometry_;
                    if (geometry)
                    {
                        distance = geometry->GetHitDistance(localRay);
                        if (distance < query.maxDistance_)
                        {
                            RayQueryResult result;
                            result.drawable_ = this;
                            result.node_ = node_;
                            result.distance_ = distance;
                            result.subObject_ = M_MAX_UNSIGNED;
                            results.Push(result);
                            break;
                        }
                    }
                }
            }
            else
            {
                RayQueryResult result;
                result.drawable_ = this;
                result.node_ = node_;
                result.distance_ = distance;
                result.subObject_ = M_MAX_UNSIGNED;
                results.Push(result);
            }
        }
        break;
    }
}