| 160 | } |
| 161 | |
| 162 | std::optional<CollisionMeshRayCollisionData> CollisionMesh::GetCollision(const Ray& ray, float dist) const |
| 163 | { |
| 164 | // Get matrices. |
| 165 | auto rotMatrix = GetRotationMatrix(); |
| 166 | auto transformMatrix = rotMatrix * GetTranslationMatrix(); |
| 167 | |
| 168 | // Calculate local ray. |
| 169 | auto localRay = Ray(Vector3::Transform(ray.position, transformMatrix.Invert()), Vector3::Transform(ray.direction, rotMatrix.Invert())); |
| 170 | |
| 171 | // Get bounded triangle IDs. |
| 172 | auto triIds = _triangleTree.GetBoundedObjectIds(localRay, dist); |
| 173 | if (triIds.empty()) |
| 174 | return std::nullopt; |
| 175 | |
| 176 | const LocalCollisionTriangle* closestTri = nullptr; |
| 177 | float closestDist = dist; |
| 178 | |
| 179 | // Find closest triangle. |
| 180 | for (int triId : triIds) |
| 181 | { |
| 182 | const auto& tri = _triangles[triId]; |
| 183 | |
| 184 | float intersectDist = 0.0f; |
| 185 | if (tri.Intersects(localRay, intersectDist, _vertices) && intersectDist <= closestDist) |
| 186 | { |
| 187 | closestTri = &tri; |
| 188 | closestDist = intersectDist; |
| 189 | } |
| 190 | } |
| 191 | |
| 192 | // No triangle collision; return early. |
| 193 | if (closestTri == nullptr) |
| 194 | return std::nullopt; |
| 195 | |
| 196 | // Create and return ray-mesh collision. |
| 197 | auto meshColl = CollisionMeshRayCollisionData{}; |
| 198 | meshColl.Triangle.Vertices = |
| 199 | { |
| 200 | Vector3::Transform(closestTri->GetVertex0(_vertices), transformMatrix), |
| 201 | Vector3::Transform(closestTri->GetVertex1(_vertices), transformMatrix), |
| 202 | Vector3::Transform(closestTri->GetVertex2(_vertices), transformMatrix) |
| 203 | }; |
| 204 | meshColl.Triangle.Normal = Vector3::Transform(closestTri->GetNormal(_vertices), rotMatrix); |
| 205 | meshColl.Distance = closestDist; |
| 206 | return meshColl; |
| 207 | } |
| 208 | |
| 209 | void CollisionMesh::SetPosition(const Vector3& pos) |
| 210 | { |
no test coverage detected