当前位置: 首页>>代码示例>>C++>>正文


C++ Ray::HitDistance方法代码示例

本文整理汇总了C++中Ray::HitDistance方法的典型用法代码示例。如果您正苦于以下问题:C++ Ray::HitDistance方法的具体用法?C++ Ray::HitDistance怎么用?C++ Ray::HitDistance使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Ray的用法示例。


在下文中一共展示了Ray::HitDistance方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: CollectNodes

void Octree::CollectNodes(Vector<Pair<OctreeNode*, float> >& result, const Octant* octant, const Ray& ray, unsigned short nodeFlags,
    float maxDistance, unsigned layerMask) const
{
    float octantDist = ray.HitDistance(octant->cullingBox);
    if (octantDist >= maxDistance)
        return;

    const Vector<OctreeNode*>& octantNodes = octant->nodes;
    for (auto it = octantNodes.Begin(); it != octantNodes.End(); ++it)
    {
        OctreeNode* node = *it;
        if ((node->Flags() & nodeFlags) == nodeFlags && (node->LayerMask() & layerMask))
        {
            float distance = ray.HitDistance(node->WorldBoundingBox());
            if (distance < maxDistance)
                result.Push(MakePair(node, distance));
        }
    }

    for (size_t i = 0; i < NUM_OCTANTS; ++i)
    {
        if (octant->children[i])
            CollectNodes(result, octant->children[i], ray, nodeFlags, maxDistance, layerMask);
    }
}
开发者ID:valera-rozuvan,项目名称:turso3d,代码行数:25,代码来源:Octree.cpp

示例2: OnRaycast

void Light::OnRaycast(Vector<RaycastResult>& dest, const Ray& ray, float maxDistance)
{
    if (lightType == LIGHT_SPOT)
    {
        float distance = ray.HitDistance(WorldFrustum());
        if (distance <= maxDistance)
        {
            RaycastResult res;
            res.position = ray.origin + distance * ray.direction;
            res.normal = -ray.direction;
            res.distance = distance;
            res.node = this;
            res.subObject = 0;
            dest.Push(res);
        }
    }
    else if (lightType == LIGHT_POINT)
    {
        float distance = ray.HitDistance(WorldSphere());
        if (distance <= maxDistance)
        {
            RaycastResult res;
            res.position = ray.origin + distance * ray.direction;
            res.normal = -ray.direction;
            res.distance = distance;
            res.node = this;
            res.subObject = 0;
            dest.Push(res);
        }
    }
}
开发者ID:valera-rozuvan,项目名称:turso3d,代码行数:31,代码来源:Light.cpp

示例3: GetHitDistance

float Geometry::GetHitDistance(const Ray& ray, Vector3* outNormal, Vector2* outUV) const
{
    const unsigned char* vertexData;
    const unsigned char* indexData;
    unsigned vertexSize;
    unsigned indexSize;
    const PODVector<VertexElement>* elements;

    GetRawData(vertexData, vertexSize, indexData, indexSize, elements);
    
    if (!vertexData || !elements || VertexBuffer::GetElementOffset(*elements, TYPE_VECTOR3, SEM_POSITION) != 0)
        return M_INFINITY;

    unsigned uvOffset = VertexBuffer::GetElementOffset(*elements, TYPE_VECTOR2, SEM_TEXCOORD);
    
    if (outUV && uvOffset == M_MAX_UNSIGNED)
    {
        // requested UV output, but no texture data in vertex buffer
        ATOMIC_LOGWARNING("Illegal GetHitDistance call: UV return requested on vertex buffer without UV coords");
        *outUV = Vector2::ZERO;
        outUV = 0;
    }

    return indexData ? ray.HitDistance(vertexData, vertexSize, indexData, indexSize, indexStart_, indexCount_, outNormal, outUV,
        uvOffset) : ray.HitDistance(vertexData, vertexSize, vertexStart_, vertexCount_, outNormal, outUV, uvOffset);
}
开发者ID:LumaDigital,项目名称:AtomicGameEngine,代码行数:26,代码来源:Geometry.cpp

示例4: ProcessRayQuery

void TerrainPatch::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    RayQueryLevel level = query.level_;
    
    switch (level)
    {
    case RAY_AABB_NOSUBOBJECTS:
    case RAY_AABB:
        Drawable::ProcessRayQuery(query, results);
        break;
        
    case RAY_OBB:
    case RAY_TRIANGLE:
        Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
        Ray localRay = query.ray_.Transformed(inverse);
        float distance = localRay.HitDistance(boundingBox_);
        
        if (level == RAY_TRIANGLE && distance < query.maxDistance_)
            distance = geometry_->GetHitDistance(localRay);
        
        if (distance < query.maxDistance_)
        {
            RayQueryResult result;
            result.drawable_ = this;
            result.node_ = node_;
            result.distance_ = distance;
            result.subObject_ = M_MAX_UNSIGNED;
            results.Push(result);
        }
        break;
    }
}
开发者ID:LuisAntonRebollo,项目名称:Urho3D,代码行数:32,代码来源:TerrainPatch.cpp

示例5: GetHitDistance

float Geometry::GetHitDistance(const Ray& ray, Vector3* outNormal) const
{
    const unsigned char* vertexData;
    const unsigned char* indexData;
    unsigned vertexSize;
    unsigned indexSize;
    unsigned elementMask;
    
    GetRawData(vertexData, vertexSize, indexData, indexSize, elementMask);
    
    if (vertexData && indexData)
        return ray.HitDistance(vertexData, vertexSize, indexData, indexSize, indexStart_, indexCount_, outNormal);
    else if (vertexData)
        return ray.HitDistance(vertexData, vertexSize, vertexStart_, vertexCount_, outNormal);
    else
        return M_INFINITY;
}
开发者ID:3dicc,项目名称:Urho3D,代码行数:17,代码来源:Geometry.cpp

示例6: ProcessRayQuery

void CustomGeometry::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    RayQueryLevel level = query.level_;

    switch (level)
    {
    case RAY_AABB:
        Drawable::ProcessRayQuery(query, results);
        break;

    case RAY_OBB:
    case RAY_TRIANGLE:
        {
            Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
            Ray localRay = query.ray_.Transformed(inverse);
            float distance = localRay.HitDistance(boundingBox_);
            Vector3 normal = -query.ray_.direction_;

            if (level == RAY_TRIANGLE && distance < query.maxDistance_)
            {
                distance = M_INFINITY;

                for (unsigned i = 0; i < batches_.Size(); ++i)
                {
                    Geometry* geometry = batches_[i].geometry_;
                    if (geometry)
                    {
                        Vector3 geometryNormal;
                        float geometryDistance = geometry->GetHitDistance(localRay, &geometryNormal);
                        if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
                        {
                            distance = geometryDistance;
                            normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
                        }
                    }
                }
            }

            if (distance < query.maxDistance_)
            {
                RayQueryResult result;
                result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
                result.normal_ = normal;
                result.distance_ = distance;
                result.drawable_ = this;
                result.node_ = node_;
                result.subObject_ = M_MAX_UNSIGNED;
                results.Push(result);
            }
        }
        break;

    case RAY_TRIANGLE_UV:
        ATOMIC_LOGWARNING("RAY_TRIANGLE_UV query level is not supported for CustomGeometry component");
        break;
    }
}
开发者ID:JimMarlowe,项目名称:AtomicGameEngine,代码行数:57,代码来源:CustomGeometry.cpp

示例7: ProcessRayQuery

void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    RayQueryLevel level = query.level_;

    switch (level)
    {
    case RAY_AABB:
        Drawable::ProcessRayQuery(query, results);
        break;

    case RAY_OBB:
    case RAY_TRIANGLE:
    case RAY_TRIANGLE_UV:
        Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
        Ray localRay = query.ray_.Transformed(inverse);
        float distance = localRay.HitDistance(boundingBox_);
        Vector3 normal = -query.ray_.direction_;
        Vector2 geometryUV;
        unsigned hitBatch = M_MAX_UNSIGNED;

        if (level >= RAY_TRIANGLE && distance < query.maxDistance_)
        {
            distance = M_INFINITY;

            for (unsigned i = 0; i < batches_.Size(); ++i)
            {
                Geometry* geometry = batches_[i].geometry_;
                if (geometry)
                {
                    Vector3 geometryNormal;
                    float geometryDistance = level == RAY_TRIANGLE ? geometry->GetHitDistance(localRay, &geometryNormal) :
                        geometry->GetHitDistance(localRay, &geometryNormal, &geometryUV);
                    if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
                    {
                        distance = geometryDistance;
                        normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
                        hitBatch = i;
                    }
                }
            }
        }

        if (distance < query.maxDistance_)
        {
            RayQueryResult result;
            result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
            result.normal_ = normal;
            result.textureUV_ = geometryUV;
            result.distance_ = distance;
            result.drawable_ = this;
            result.node_ = node_;
            result.subObject_ = hitBatch;
            results.Push(result);
        }
        break;
    }
}
开发者ID:ClockTeam,项目名称:Clockwork,代码行数:57,代码来源:StaticModel.cpp

示例8: ProcessRayQuery

void StaticModelGroup::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    // If no bones or no bone-level testing, use the Drawable test
    RayQueryLevel level = query.level_;
    if (level < RAY_AABB)
    {
        Drawable::ProcessRayQuery(query, results);
        return;
    }

    // Check ray hit distance to AABB before proceeding with more accurate tests
    // GetWorldBoundingBox() updates the world transforms
    if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
        return;
    
    for (unsigned i = 0; i < numWorldTransforms_; ++i)
    {
        // Initial test using AABB
        float distance = query.ray_.HitDistance(boundingBox_.Transformed(worldTransforms_[i]));
        
        // Then proceed to OBB and triangle-level tests if necessary
        if (level >= RAY_OBB && distance < query.maxDistance_)
        {
            Matrix3x4 inverse = worldTransforms_[i].Inverse();
            Ray localRay = query.ray_.Transformed(inverse);
            distance = localRay.HitDistance(boundingBox_);
            
            if (level == RAY_TRIANGLE && distance < query.maxDistance_)
            {
                distance = M_INFINITY;
                
                for (unsigned j = 0; j < batches_.Size(); ++j)
                {
                    Geometry* geometry = batches_[j].geometry_;
                    if (geometry)
                    {
                        float geometryDistance = geometry->GetHitDistance(localRay);
                        if (geometryDistance < query.maxDistance_ && geometryDistance < distance)
                            distance = geometryDistance;
                    }
                }
            }
        }
        
        if (distance < query.maxDistance_)
        {
            RayQueryResult result;
            result.drawable_ = this;
            result.node_ = node_;
            result.distance_ = distance;
            result.subObject_ = i;
            results.Push(result);
        }
    }
}
开发者ID:LuisAntonRebollo,项目名称:Urho3D,代码行数:55,代码来源:StaticModelGroup.cpp

示例9: ProcessRayQuery

void Light::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    // Do not record a raycast result for a directional light, as it would block all other results
    if (lightType_ == LIGHT_DIRECTIONAL)
        return;

    float distance = query.maxDistance_;
    switch (query.level_)
    {
    case RAY_AABB:
        Drawable::ProcessRayQuery(query, results);
        return;

    case RAY_OBB:
        {
            Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
            Ray localRay = query.ray_.Transformed(inverse);
            distance = localRay.HitDistance(GetWorldBoundingBox().Transformed(inverse));
            if (distance >= query.maxDistance_)
                return;
        }
        break;

    case RAY_TRIANGLE:
        if (lightType_ == LIGHT_SPOT)
        {
            distance = query.ray_.HitDistance(GetFrustum());
            if (distance >= query.maxDistance_)
                return;
        }
        else
        {
            distance = query.ray_.HitDistance(Sphere(node_->GetWorldPosition(), range_));
            if (distance >= query.maxDistance_)
                return;
        }
        break;

    case RAY_TRIANGLE_UV:
        LOGWARNING("RAY_TRIANGLE_UV query level is not supported for Light component");
        return;
    }

    // If the code reaches here then we have a hit
    RayQueryResult result;
    result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
    result.normal_ = -query.ray_.direction_;
    result.distance_ = distance;
    result.drawable_ = this;
    result.node_ = node_;
    result.subObject_ = M_MAX_UNSIGNED;
    results.Push(result);
}
开发者ID:AliAkbarMontazeri,项目名称:AtomicGameEngine,代码行数:53,代码来源:Light.cpp

示例10: ProcessRayQuery

void StaticModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    RayQueryLevel level = query.level_;
    
    switch (level)
    {
    case RAY_AABB_NOSUBOBJECTS:
    case RAY_AABB:
        Drawable::ProcessRayQuery(query, results);
        break;
        
    case RAY_OBB:
    case RAY_TRIANGLE:
        Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
        Ray localRay = query.ray_.Transformed(inverse);
        float distance = localRay.HitDistance(boundingBox_);
        if (distance < query.maxDistance_)
        {
            if (level == RAY_TRIANGLE)
            {
                for (unsigned i = 0; i < batches_.Size(); ++i)
                {
                    Geometry* geometry = batches_[i].geometry_;
                    if (geometry)
                    {
                        distance = geometry->GetHitDistance(localRay);
                        if (distance < query.maxDistance_)
                        {
                            RayQueryResult result;
                            result.drawable_ = this;
                            result.node_ = node_;
                            result.distance_ = distance;
                            result.subObject_ = M_MAX_UNSIGNED;
                            results.Push(result);
                            break;
                        }
                    }
                }
            }
            else
            {
                RayQueryResult result;
                result.drawable_ = this;
                result.node_ = node_;
                result.distance_ = distance;
                result.subObject_ = M_MAX_UNSIGNED;
                results.Push(result);
            }
        }
        break;
    }
}
开发者ID:CarloMaker,项目名称:Urho3D,代码行数:52,代码来源:StaticModel.cpp

示例11: OnRaycast

void OctreeNode::OnRaycast(Vector<RaycastResult>& dest, const Ray& ray, float maxDistance)
{
    float distance = ray.HitDistance(WorldBoundingBox());
    if (distance < maxDistance)
    {
        RaycastResult res;
        res.position = ray.origin + distance * ray.direction;
        res.normal = -ray.direction;
        res.distance = distance;
        res.node = this;
        res.subObject = 0;
        dest.Push(res);
    }
}
开发者ID:valera-rozuvan,项目名称:turso3d,代码行数:14,代码来源:OctreeNode.cpp

示例12: ProcessRayQuery

void TerrainPatch::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    RayQueryLevel level = query.level_;

    switch (level)
    {
    case RAY_AABB:
        Drawable::ProcessRayQuery(query, results);
        break;

    case RAY_OBB:
    case RAY_TRIANGLE:
        {
            Matrix3x4 inverse(node_->GetWorldTransform().Inverse());
            Ray localRay = query.ray_.Transformed(inverse);
            float distance = localRay.HitDistance(boundingBox_);
            Vector3 normal = -query.ray_.direction_;

            if (level == RAY_TRIANGLE && distance < query.maxDistance_)
            {
                Vector3 geometryNormal;
                distance = geometry_->GetHitDistance(localRay, &geometryNormal);
                normal = (node_->GetWorldTransform() * Vector4(geometryNormal, 0.0f)).Normalized();
            }

            if (distance < query.maxDistance_)
            {
                RayQueryResult result;
                result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
                result.normal_ = normal;
                result.distance_ = distance;
                result.drawable_ = this;
                result.node_ = node_;
                result.subObject_ = M_MAX_UNSIGNED;
                results.Push(result);
            }
        }
        break;

    case RAY_TRIANGLE_UV:
        URHO3D_LOGWARNING("RAY_TRIANGLE_UV query level is not supported for TerrainPatch component");
        break;
    }
}
开发者ID:mrsaleh,项目名称:Urho3D,代码行数:44,代码来源:TerrainPatch.cpp

示例13: ProcessRayQuery

void AnimatedModel::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
{
    // If no bones or no bone-level testing, use the StaticModel test
    RayQueryLevel level = query.level_;
    if (level < RAY_TRIANGLE || !skeleton_.GetNumBones())
    {
        StaticModel::ProcessRayQuery(query, results);
        return;
    }

    // Check ray hit distance to AABB before proceeding with bone-level tests
    if (query.ray_.HitDistance(GetWorldBoundingBox()) >= query.maxDistance_)
        return;

    const Vector<Bone>& bones = skeleton_.GetBones();
    Sphere boneSphere;

    for (unsigned i = 0; i < bones.Size(); ++i)
    {
        const Bone& bone = bones[i];
        if (!bone.node_)
            continue;

        float distance;

        // Use hitbox if available
        if (bone.collisionMask_ & BONECOLLISION_BOX)
        {
            // Do an initial crude test using the bone's AABB
            const BoundingBox& box = bone.boundingBox_;
            const Matrix3x4& transform = bone.node_->GetWorldTransform();
            distance = query.ray_.HitDistance(box.Transformed(transform));
            if (distance >= query.maxDistance_)
                continue;
            if (level != RAY_AABB)
            {
                // Follow with an OBB test if required
                Matrix3x4 inverse = transform.Inverse();
                Ray localRay = query.ray_.Transformed(inverse);
                distance = localRay.HitDistance(box);
                if (distance >= query.maxDistance_)
                    continue;
            }
        }
        else if (bone.collisionMask_ & BONECOLLISION_SPHERE)
        {
            boneSphere.center_ = bone.node_->GetWorldPosition();
            boneSphere.radius_ = bone.radius_;
            distance = query.ray_.HitDistance(boneSphere);
            if (distance >= query.maxDistance_)
                continue;
        }
        else
            continue;

        // If the code reaches here then we have a hit
        RayQueryResult result;
        result.position_ = query.ray_.origin_ + distance * query.ray_.direction_;
        result.normal_ = -query.ray_.direction_;
        result.distance_ = distance;
        result.drawable_ = this;
        result.node_ = node_;
        result.subObject_ = i;
        results.Push(result);
    }
}
开发者ID:iSLC,项目名称:Urho3D,代码行数:66,代码来源:AnimatedModel.cpp


注:本文中的Ray::HitDistance方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。