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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-03 20:12:03 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-03 20:12:03 +0000 |
commit | 3931bda936aba6ddae26c1d9f1d450781df800e8 (patch) | |
tree | c66bb3e540354baa2e45a782d8ae1f012be33a96 | |
parent | Helper to get cartesian position from baricentric on Triangle (diff) | |
download | ilt-3931bda936aba6ddae26c1d9f1d450781df800e8.tar.bz2 ilt-3931bda936aba6ddae26c1d9f1d450781df800e8.tar.xz ilt-3931bda936aba6ddae26c1d9f1d450781df800e8.zip |
Implement terrain intersect ray
-rw-r--r-- | game/terrain2.cpp | 23 | ||||
-rw-r--r-- | game/terrain2.h | 4 | ||||
-rw-r--r-- | test/test-terrain.cpp | 12 |
3 files changed, 39 insertions, 0 deletions
diff --git a/game/terrain2.cpp b/game/terrain2.cpp index b129284..d1af221 100644 --- a/game/terrain2.cpp +++ b/game/terrain2.cpp @@ -135,6 +135,29 @@ TerrainMesh::positionAt(const PointFace & p) const return p.point ^ out[0]; } +[[nodiscard]] std::optional<glm::vec3> +TerrainMesh::intersectRay(const Ray & ray) const +{ + return intersectRay(ray, findPoint(ray.start)); +} + +[[nodiscard]] std::optional<glm::vec3> +TerrainMesh::intersectRay(const Ray & ray, FaceHandle face) const +{ + std::optional<glm::vec3> out; + walkUntil(PointFace {ray.start, face}, ray.start + (ray.direction * 10000.F), [&out, &ray, this](FaceHandle face) { + glm::vec2 bari {}; + float dist {}; + Triangle<3> t {this, fv_range(face)}; + if (glm::intersectRayTriangle(ray.start, ray.direction, t[0], t[1], t[2], bari, dist)) { + out = t * bari; + return true; + } + return false; + }); + return out; +} + void TerrainMesh::walk(const PointFace & from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const { diff --git a/game/terrain2.h b/game/terrain2.h index da9f823..5539a50 100644 --- a/game/terrain2.h +++ b/game/terrain2.h @@ -1,9 +1,11 @@ #pragma once #include "collections.h" // IWYU pragma: keep IterableCollection +#include "ray.h" #include <OpenMesh/Core/Mesh/TriMesh_ArrayKernelT.hh> #include <filesystem> #include <glm/vec2.hpp> +#include <optional> #include <thirdparty/openmesh/glmcompat.h> struct TerrainTraits : public OpenMesh::DefaultTraits { @@ -66,6 +68,8 @@ public: [[nodiscard]] FaceHandle findPoint(glm::vec2, FaceHandle start) const; [[nodiscard]] glm::vec3 positionAt(const PointFace &) const; + [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &) const; + [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &, FaceHandle start) const; void walk(const PointFace & from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const; void walkUntil(const PointFace & from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) const; diff --git a/test/test-terrain.cpp b/test/test-terrain.cpp index 38cb51f..53eebfb 100644 --- a/test/test-terrain.cpp +++ b/test/test-terrain.cpp @@ -104,6 +104,18 @@ BOOST_DATA_TEST_CASE(findPositionAt, BOOST_CHECK_CLOSE_VEC(fixedTerrtain.positionAt(p), p ^ h); } +using FindRayIntersectData = std::tuple<glm::vec3, glm::vec3, glm::vec3>; + +BOOST_DATA_TEST_CASE(findRayIntersect, + boost::unit_test::data::make<FindRayIntersectData>({ + {{310000, 490000, 50}, {1, 1, -2}, {310008.59, 490008.59, 32.834301}}, + {{310000, 490000, 50}, {1, 1, -1}, {310017.12, 490017.12, 32.868526}}, + }), + p, d, i) +{ + BOOST_CHECK_CLOSE_VEC(fixedTerrtain.intersectRay({p, d}).value(), i); +} + using WalkTerrainData = std::tuple<glm::vec2, glm::vec2, std::vector<int>>; BOOST_DATA_TEST_CASE(walkTerrain, |