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-rw-r--r--game/geoData.cpp6
-rw-r--r--game/vehicles/railVehicle.cpp9
-rw-r--r--lib/ray.h22
3 files changed, 26 insertions, 11 deletions
diff --git a/game/geoData.cpp b/game/geoData.cpp
index db0f3f4..b886efd 100644
--- a/game/geoData.cpp
+++ b/game/geoData.cpp
@@ -121,11 +121,9 @@ GeoData::intersectRay(const Ray<GlobalPosition3D> & ray, FaceHandle face) const
walkUntil(PointFace {ray.start, face},
ray.start.xy() + (ray.direction.xy() * ::difference(extents.max.xy(), extents.min.xy())),
[&out, &ray, this](const auto & step) {
- BaryPosition bari {};
- RelativeDistance dist {};
const auto t = triangle<3>(step.current);
- if (ray.intersectTriangle(t.x, t.y, t.z, bari, dist)) {
- out.emplace(t * bari, step.current);
+ if (const auto inter = ray.intersectTriangle(t.x, t.y, t.z)) {
+ out.emplace(t * inter->bary, step.current);
return true;
}
return false;
diff --git a/game/vehicles/railVehicle.cpp b/game/vehicles/railVehicle.cpp
index 59d1e83..4a0a22d 100644
--- a/game/vehicles/railVehicle.cpp
+++ b/game/vehicles/railVehicle.cpp
@@ -72,7 +72,12 @@ RailVehicle::intersectRay(const Ray<GlobalPosition3D> & ray, BaryPosition & bary
}};
return std::any_of(
triangles.begin(), triangles.end(), [&cornerVertices, &ray, &baryPos, &distance](const auto & idx) {
- return ray.intersectTriangle(
- cornerVertices[idx[0]], cornerVertices[idx[1]], cornerVertices[idx[2]], baryPos, distance);
+ if (const auto inter = ray.intersectTriangle(
+ cornerVertices[idx[0]], cornerVertices[idx[1]], cornerVertices[idx[2]])) {
+ baryPos = inter->bary;
+ distance = inter->distance;
+ return true;
+ };
+ return false;
});
}
diff --git a/lib/ray.h b/lib/ray.h
index 793e21e..2b117b7 100644
--- a/lib/ray.h
+++ b/lib/ray.h
@@ -53,17 +53,29 @@ public:
}
}
- bool
- intersectTriangle(const PositionType t0, const PositionType t1, const PositionType t2, BaryPosition & bary,
- RelativeDistance & distance) const
+ struct IntersectTriangleResult {
+ BaryPosition bary;
+ RelativeDistance distance;
+ };
+
+ std::optional<IntersectTriangleResult>
+ intersectTriangle(const PositionType t0, const PositionType t1, const PositionType t2) const
{
+ IntersectTriangleResult out;
if constexpr (std::is_floating_point_v<typename PositionType::value_type>) {
- return glm::intersectRayTriangle(start, direction, t0, t1, t2, bary, distance) && distance >= 0.F;
+ if (glm::intersectRayTriangle(start, direction, t0, t1, t2, out.bary, out.distance)
+ && out.distance >= 0.F) {
+ return out;
+ }
}
else {
const RelativePosition3D t0r = t0 - start, t1r = t1 - start, t2r = t2 - start;
- return glm::intersectRayTriangle({}, direction, t0r, t1r, t2r, bary, distance) && distance >= 0.F;
+ if (glm::intersectRayTriangle({}, direction, t0r, t1r, t2r, out.bary, out.distance)
+ && out.distance >= 0.F) {
+ return out;
+ }
}
+ return std::nullopt;
}
bool