PrimeWorldEditor/Resource/model/SSurface.cpp

113 lines
3.6 KiB
C++

#include "SSurface.h"
#include <Common/CRayCollisionTester.h>
#include <Common/Math.h>
#include <Core/CDrawUtil.h>
std::pair<bool,float> SSurface::IntersectsRay(const CRay& Ray, float LineThreshold)
{
bool Hit = false;
float HitDist;
for (u32 iPrim = 0; iPrim < Primitives.size(); iPrim++)
{
SPrimitive *pPrim = &Primitives[iPrim];
u32 NumVerts = pPrim->Vertices.size();
// Triangles
if ((pPrim->Type == eGX_Triangles) || (pPrim->Type == eGX_TriangleFan) || (pPrim->Type == eGX_TriangleStrip))
{
u32 NumTris;
if (pPrim->Type == eGX_Triangles)
NumTris = NumVerts / 3;
else
NumTris = NumVerts - 2;
for (u32 iTri = 0; iTri < NumTris; iTri++)
{
CVector3f vtxA, vtxB, vtxC;
// Get the three vertices that make up the current tri
if (pPrim->Type == eGX_Triangles)
{
u32 VertIndex = iTri * 3;
vtxA = pPrim->Vertices[VertIndex].Position;
vtxB = pPrim->Vertices[VertIndex+1].Position;
vtxC = pPrim->Vertices[VertIndex+2].Position;
}
else if (pPrim->Type == eGX_TriangleFan)
{
vtxA = pPrim->Vertices[0].Position;
vtxB = pPrim->Vertices[iTri+1].Position;
vtxC = pPrim->Vertices[iTri+2].Position;
}
else if (pPrim->Type = eGX_TriangleStrip)
{
if (iTri & 0x1)
{
vtxA = pPrim->Vertices[iTri+2].Position;
vtxB = pPrim->Vertices[iTri+1].Position;
vtxC = pPrim->Vertices[iTri].Position;
}
else
{
vtxA = pPrim->Vertices[iTri].Position;
vtxB = pPrim->Vertices[iTri+1].Position;
vtxC = pPrim->Vertices[iTri+2].Position;
}
}
// Intersection test
std::pair<bool,float> TriResult = Math::RayTriangleIntersection(Ray, vtxA, vtxB, vtxC);
if (TriResult.first)
{
if ((!Hit) || (TriResult.second < HitDist))
{
Hit = true;
HitDist = TriResult.second;
}
}
}
}
// Lines
if ((pPrim->Type == eGX_Lines) || (pPrim->Type == eGX_LineStrip))
{
u32 NumLines;
if (pPrim->Type == eGX_Lines)
NumLines = NumVerts / 2;
else
NumLines = NumVerts - 1;
for (u32 iLine = 0; iLine < NumLines; iLine++)
{
CVector3f vtxA, vtxB;
// Get the two vertices that make up the current line
u32 index = (pPrim->Type == eGX_Lines ? iLine * 2 : iLine);
vtxA = pPrim->Vertices[index].Position;
vtxB = pPrim->Vertices[index+1].Position;
// Intersection test
std::pair<bool,float> result = Math::RayLineIntersection(Ray, vtxA, vtxB, LineThreshold);
if (result.first)
{
if ((!Hit) || (result.second < HitDist))
{
Hit = true;
HitDist = result.second;
}
}
}
}
}
return std::pair<bool,float>(Hit, HitDist);
}