Files
FlaxEngine/Source/Engine/Graphics/Models/CollisionProxy.h
2020-12-07 23:40:54 +01:00

74 lines
1.8 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Ray.h"
#include "Engine/Core/Math/Triangle.h"
#include "Engine/Core/Collections/Array.h"
/// <summary>
/// Helper container used for detailed triangle mesh intersections tests.
/// </summary>
class FLAXENGINE_API CollisionProxy
{
public:
/// <summary>
/// The triangles.
/// </summary>
Array<Triangle> Triangles;
public:
FORCE_INLINE bool HasData() const
{
return Triangles.HasItems();
}
template<typename IndexType>
void Init(uint32 vertices, uint32 triangles, Vector3* positions, IndexType* indices)
{
Triangles.Clear();
Triangles.EnsureCapacity(triangles, false);
IndexType* it = indices;
for (uint32 i = 0; i < triangles; i++)
{
auto i0 = *(it++);
auto i1 = *(it++);
auto i2 = *(it++);
if (i0 < vertices && i1 < vertices && i2 < vertices)
{
Triangles.Add({ positions[i0], positions[i1], positions[i2] });
}
}
}
void Clear()
{
Triangles.Clear();
}
bool Intersects(const Ray& ray, const Matrix& world, float& distance, Vector3& normal) const
{
// TODO: use SIMD
for (int32 i = 0; i < Triangles.Count(); i++)
{
Triangle triangle = Triangles[i];
Vector3::Transform(triangle.V0, world, triangle.V0);
Vector3::Transform(triangle.V1, world, triangle.V1);
Vector3::Transform(triangle.V2, world, triangle.V2);
if (triangle.Intersects(ray, distance, normal))
{
return true;
}
}
return false;
}
};