Merge pull request #334 from tangziwen/v3

fix Terrain::getIntersectionPoint
This commit is contained in:
XiaoYang 2015-05-26 11:31:02 +08:00
commit e46883c5b6
2 changed files with 51 additions and 2 deletions

View File

@ -327,6 +327,10 @@ float Terrain::getHeight(float x, float z, Vec3 * normal)
if(image_x>=_imageWidth-1 || image_y >=_imageHeight-1 || image_x<0 || image_y<0)
{
return 0;
if (normal)
{
normal->setZero();
}
}else
{
float a = getImageHeight(i,j)*getScaleY();
@ -513,12 +517,14 @@ cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray)
Vec3 lastRayPosition =rayPos;
rayPos += rayStep;
// Linear search - Loop until find a point inside and outside the terrain Vector3
float height = getHeight(rayPos.x,rayPos.z);
Vec3 normal;
float height = getHeight(rayPos.x, rayPos.z, &normal);
while (rayPos.y > height)
{
lastRayPosition = rayPos;
rayPos += rayStep;
if (normal.isZero())
return Vec3(0, 0, 0);
height = getHeight(rayPos.x,rayPos.z);
}
@ -538,6 +544,47 @@ cocos2d::Vec3 Terrain::getIntersectionPoint(const Ray & ray)
return collisionPoint;
}
bool Terrain::getIntersectionPoint(const Ray & ray, Vec3 & intersectionPoint)
{
Vec3 dir = ray._direction;
dir.normalize();
Vec3 rayStep = _terrainData._chunkSize.width*0.25*dir;
Vec3 rayPos = ray._origin;
Vec3 rayStartPosition = ray._origin;
Vec3 lastRayPosition = rayPos;
rayPos += rayStep;
// Linear search - Loop until find a point inside and outside the terrain Vector3
Vec3 normal;
float height = getHeight(rayPos.x, rayPos.z, &normal);
while (rayPos.y > height)
{
lastRayPosition = rayPos;
rayPos += rayStep;
if (normal.isZero())
{
intersectionPoint = Vec3(0, 0, 0);
return false;
}
height = getHeight(rayPos.x, rayPos.z);
}
Vec3 startPosition = lastRayPosition;
Vec3 endPosition = rayPos;
for (int i = 0; i < 32; i++)
{
// Binary search pass
Vec3 middlePoint = (startPosition + endPosition) * 0.5f;
if (middlePoint.y < height)
endPosition = middlePoint;
else
startPosition = middlePoint;
}
Vec3 collisionPoint = (startPosition + endPosition) * 0.5f;
intersectionPoint = collisionPoint;
return true;
}
void Terrain::setMaxDetailMapAmount(int max_value)
{
_maxDetailMapValue = max_value;

View File

@ -343,6 +343,8 @@ public:
*/
Vec3 getIntersectionPoint(const Ray & ray);
bool getIntersectionPoint(const Ray & ray, Vec3 & intersectionPoint);
/**
* set the MaxDetailAmount.
*/