#include "CRayCollisionTester.h" #include CRayCollisionTester::CRayCollisionTester(const CRay& Ray) : mRay(Ray) { } CRayCollisionTester::~CRayCollisionTester() { } void CRayCollisionTester::AddNode(CSceneNode *pNode, u32 AssetIndex, float Distance) { mBoxIntersectList.emplace_back(SRayIntersection()); SRayIntersection& Intersection = mBoxIntersectList.back(); Intersection.pNode = pNode; Intersection.AssetIndex = AssetIndex; Intersection.Distance = Distance; } SRayIntersection CRayCollisionTester::TestNodes(const SViewInfo& ViewInfo) { // Sort nodes by distance from ray mBoxIntersectList.sort( [](const SRayIntersection& A, SRayIntersection& B) -> bool { return (A.Distance < B.Distance); }); // Now do more precise intersection tests on geometry SRayIntersection Result; Result.Hit = false; for (auto iNode = mBoxIntersectList.begin(); iNode != mBoxIntersectList.end(); iNode++) { SRayIntersection& Intersection = *iNode; // If we have a result, and the distance for the bounding box hit is further than the current result distance // then we know that every remaining node is further away and there is no chance of finding a closer hit. if ((Result.Hit) && (Result.Distance < Intersection.Distance)) break; // Otherwise, more intersection tests... CSceneNode *pNode = Intersection.pNode; SRayIntersection MidResult = pNode->RayNodeIntersectTest(mRay, Intersection.AssetIndex, ViewInfo); if (MidResult.Hit) { if ((!Result.Hit) || (MidResult.Distance < Result.Distance)) Result = MidResult; } } return Result; }