Start on raytracing

This commit is contained in:
James Lambert 2022-04-20 19:20:13 -06:00
parent 6f14547689
commit 9fd69ebefd
4 changed files with 63 additions and 0 deletions

View file

@ -80,4 +80,24 @@ int collisionSceneIsTouchingPortal(struct Vector3* contactPoint) {
int collisionSceneIsPortalOpen() {
return gCollisionScene.portalTransforms[0] != NULL && gCollisionScene.portalTransforms[1] != NULL;
}
#define NO_RAY_HIT_DISTANCE 1000000000000.0f
int collisionSceneRayTrace(struct CollisionScene* scene, struct Vector3* at, struct Vector3* dir, int passThroughPortals, struct RayTraceHit* hit) {
hit->distance = NO_RAY_HIT_DISTANCE;
for (int i = 0; i < scene->quadCount; ++i) {
struct RayTraceHit hitTest;
if (rayTraceQuad(at, dir, scene->quads[i].collider->data, &hitTest) && hitTest.distance < hit->distance) {
hit->at = hitTest.at;
hit->normal = hitTest.normal;
hit->distance = hitTest.distance;
hit->object = &scene->quads[i];
}
}
return hit->distance != NO_RAY_HIT_DISTANCE;
}

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@ -2,6 +2,7 @@
#define __COLLISION_SCENE_H__
#include "collision_object.h"
#include "ray_tracing.h"
#define PORTAL_THICKNESS 0.11f
#define PORTAL_X_RADIUS 0.5f
@ -24,4 +25,6 @@ int collisionSceneIsPortalOpen();
void collisionObjectQueryScene(struct CollisionObject* object, struct CollisionScene* scene, void* data, ManifoldCallback callback);
int collisionSceneRayTrace(struct CollisionScene* scene, struct Vector3* at, struct Vector3* dir, int passThroughPortals, struct RayTraceHit* hit);
#endif

24
src/physics/ray_tracing.c Normal file
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@ -0,0 +1,24 @@
#include "ray_tracing.h"
#include "math/mathf.h"
#define NEAR_DOT_ZERO 0.00001f
int rayTraceQuad(struct Vector3* from, struct Vector3* dir, struct CollisionQuad* quad, struct RayTraceHit* contact) {
float normalDot = vector3Dot(dir, &quad->plane.normal);
if (fabsf(normalDot) < NEAR_DOT_ZERO) {
return 0;
}
contact->distance = -(vector3Dot(from, &quad->plane.normal) + quad->plane.d) / normalDot;
vector3AddScaled(from, dir, contact->distance, &contact->at);
if (collisionQuadDetermineEdges(&contact->at, quad)) {
return 0;
}
contact->normal = quad->plane.normal;
return 1;
}

16
src/physics/ray_tracing.h Normal file
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@ -0,0 +1,16 @@
#ifndef __RAY_TRACING_H__
#define __RAY_TRACING_H__
#include "collision_quad.h"
#include "collision_object.h"
struct RayTraceHit {
struct Vector3 at;
struct Vector3 normal;
float distance;
struct CollisionObject* object;
};
int rayTraceQuad(struct Vector3* from, struct Vector3* dir, struct CollisionQuad* quad, struct RayTraceHit* contact);
#endif