mirror of https://github.com/axmolengine/axmol.git
Merge pull request #12019 from super626/v3
getIntersectionPoint failed when there is no intersection on the terrain
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commit
c5ba7eef8b
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@ -278,7 +278,7 @@ void Terrain::setChunksLOD(Vec3 cameraPos)
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}
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}
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float Terrain::getHeight(float x, float z, Vec3 * normal)
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float Terrain::getHeight(float x, float z, Vec3 * normal) const
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{
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Vec2 pos(x,z);
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@ -307,6 +307,10 @@ float Terrain::getHeight(float x, float z, Vec3 * normal)
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if(image_x>=_imageWidth-1 || image_y >=_imageHeight-1 || image_x<0 || image_y<0)
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{
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if (normal)
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{
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normal->setZero();
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}
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return 0;
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}else
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{
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@ -327,12 +331,12 @@ float Terrain::getHeight(float x, float z, Vec3 * normal)
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}
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}
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float Terrain::getHeight(Vec2 pos, Vec3*Normal)
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float Terrain::getHeight(Vec2 pos, Vec3*Normal) const
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{
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return getHeight(pos.x,pos.y,Normal);
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}
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float Terrain::getImageHeight(int pixel_x,int pixel_y)
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float Terrain::getImageHeight(int pixel_x,int pixel_y) const
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{
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int byte_stride =1;
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switch (_heightMapImage->getRenderFormat())
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@ -472,7 +476,7 @@ Terrain::~Terrain()
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#endif
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}
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cocos2d::Vec3 Terrain::getNormal(int pixel_x, int pixel_y)
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cocos2d::Vec3 Terrain::getNormal(int pixel_x, int pixel_y) const
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{
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float a = getImageHeight(pixel_x,pixel_y)*getScaleY();
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float b = getImageHeight(pixel_x,pixel_y+1)*getScaleY();
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@ -486,7 +490,7 @@ cocos2d::Vec3 Terrain::getNormal(int pixel_x, int pixel_y)
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return normal;
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}
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cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray)
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cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray) const
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{
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Vec3 dir = ray._direction;
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dir.normalize();
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@ -496,12 +500,14 @@ cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray)
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Vec3 lastRayPosition =rayPos;
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rayPos += rayStep;
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// Linear search - Loop until find a point inside and outside the terrain Vector3
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float height = getHeight(rayPos.x,rayPos.z);
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Vec3 normal;
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float height = getHeight(rayPos.x, rayPos.z, &normal);
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while (rayPos.y > height)
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{
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lastRayPosition = rayPos;
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rayPos += rayStep;
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if (normal.isZero())
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return Vec3(0, 0, 0);
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height = getHeight(rayPos.x,rayPos.z);
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}
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@ -521,6 +527,47 @@ cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray)
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return collisionPoint;
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}
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bool Terrain::getIntersectionPoint(const Ray & ray, Vec3 & intersectionPoint) const
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{
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Vec3 dir = ray._direction;
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dir.normalize();
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Vec3 rayStep = _terrainData._chunkSize.width*0.25*dir;
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Vec3 rayPos = ray._origin;
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Vec3 rayStartPosition = ray._origin;
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Vec3 lastRayPosition = rayPos;
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rayPos += rayStep;
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// Linear search - Loop until find a point inside and outside the terrain Vector3
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Vec3 normal;
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float height = getHeight(rayPos.x, rayPos.z, &normal);
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while (rayPos.y > height)
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{
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lastRayPosition = rayPos;
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rayPos += rayStep;
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if (normal.isZero())
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{
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intersectionPoint = Vec3(0, 0, 0);
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return false;
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}
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height = getHeight(rayPos.x, rayPos.z);
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}
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Vec3 startPosition = lastRayPosition;
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Vec3 endPosition = rayPos;
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for (int i = 0; i < 32; i++)
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{
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// Binary search pass
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Vec3 middlePoint = (startPosition + endPosition) * 0.5f;
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if (middlePoint.y < height)
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endPosition = middlePoint;
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else
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startPosition = middlePoint;
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}
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Vec3 collisionPoint = (startPosition + endPosition) * 0.5f;
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intersectionPoint = collisionPoint;
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return true;
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}
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void Terrain::setMaxDetailMapAmount(int max_value)
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{
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_maxDetailMapValue = max_value;
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@ -302,22 +302,22 @@ public:
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* @param normal the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip.
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* @return the height value of the specified position of the terrain, if the (X,Z) position is out of the terrain bounds,it shall return 0;
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**/
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float getHeight(float x, float z, Vec3 * normal= nullptr);
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float getHeight(float x, float z, Vec3 * normal= nullptr) const;
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/**get specified position's height mapping to the terrain,use bi-linear interpolation method
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* @param pos the position (X,Z)
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* @param normal the specified position's normal vector in terrain . if this argument is NULL or nullptr,Normal calculation shall be skip.
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* @return the height value of the specified position of the terrain, if the (X,Z) position is out of the terrain bounds,it shall return 0;
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**/
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float getHeight(Vec2 pos, Vec3*Normal = nullptr);
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float getHeight(Vec2 pos, Vec3*Normal = nullptr) const;
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/**get the normal of the specified pistion in terrain
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* @return the normal vector of the specified position of the terrain.
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* @note the fast normal calculation may not get precise normal vector.
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**/
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Vec3 getNormal(int pixelX, int pixelY);
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Vec3 getNormal(int pixelX, int pixelY) const;
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/**get height from the raw height filed*/
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float getImageHeight(int pixelX, int pixelY);
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float getImageHeight(int pixelX, int pixelY) const;
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/**show the wireline instead of the surface,Debug Use only.
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* @Note only support desktop platform
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**/
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@ -344,7 +344,15 @@ public:
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* Ray-Terrain intersection.
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* @return the intersection point
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*/
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Vec3 getIntersectionPoint(const Ray & ray);
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Vec3 getIntersectionPoint(const Ray & ray) const;
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/**
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* Ray-Terrain intersection.
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* @param ray to hit the terrain
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* @param intersectionPoint hit point if hitted
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* @return true if hit, false otherwise
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*/
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bool getIntersectionPoint(const Ray & ray, Vec3 & intersectionPoint) const;
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/**
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* set the MaxDetailAmount.
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@ -67,6 +67,16 @@ Physics3DWorld* Physics3DWorld::create(Physics3DWorldDes* info)
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return world;
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}
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void Physics3DWorld::setGravity(const Vec3& gravity)
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{
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_btPhyiscsWorld->setGravity(convertVec3TobtVector3(gravity));
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}
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Vec3 Physics3DWorld::getGravity() const
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{
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return convertbtVector3ToVec3(_btPhyiscsWorld->getGravity());
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}
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bool Physics3DWorld::init(Physics3DWorldDes* info)
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{
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///collision configuration contains default setup for memory, collision setup
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@ -90,6 +90,12 @@ public:
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*/
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static Physics3DWorld* create(Physics3DWorldDes* info);
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/** set gravity for the physics world */
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void setGravity(const Vec3& gravity);
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/** get current gravity */
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Vec3 getGravity() const;
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/** Add a Physics3DObject. */
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void addPhysics3DObject(Physics3DObject* physicsObj);
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