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