shooter/engine/physics/HitBox.cpp

88 lines
2.4 KiB
C++

//
// Created by Иван Ильин on 04.11.2021.
//
#include <set>
#include <cmath>
#include "HitBox.h"
#include "../Consts.h"
bool HitBox::Vec3DLess::operator()(const Vec3D& lhs, const Vec3D& rhs) const noexcept {
if (fabs(lhs.x() - rhs.x()) >= Consts::EPS)
return lhs.x() < rhs.x();
else if (fabs(lhs.y() - rhs.y()) >= Consts::EPS)
return lhs.y() < rhs.y();
else if (fabs(lhs.z() - rhs.z()) >= Consts::EPS)
return lhs.z() < rhs.z();
else
return false;
}
HitBox::HitBox(const Mesh& mesh, bool useSimpleBox) {
if (useSimpleBox) {
generateSimple(mesh);
} else {
generateDetailed(mesh);
}
}
void HitBox::generateSimple(const Mesh &mesh) {
double maxX = -std::numeric_limits<double>::max();
double maxY = -std::numeric_limits<double>::max();
double maxZ = -std::numeric_limits<double>::max();
double minX = std::numeric_limits<double>::max();
double minY = std::numeric_limits<double>::max();
double minZ = std::numeric_limits<double>::max();
for(const auto& t : mesh.triangles()) {
for(int i = 0; i < 3; i++) {
auto point = Vec3D(t[i]);
if(point.x() > maxX) {
maxX = point.x();
}
if(point.y() > maxY) {
maxY = point.y();
}
if(point.z() > maxZ) {
maxZ = point.z();
}
if(point.x() < minX) {
minX = point.x();
}
if(point.y() < minY) {
minY = point.y();
}
if(point.z() < minZ) {
minZ = point.z();
}
}
}
_hitBox.emplace_back(minX, minY, minZ);
_hitBox.emplace_back(minX, maxY, minZ);
_hitBox.emplace_back(maxX, minY, minZ);
_hitBox.emplace_back(maxX, maxY, minZ);
_hitBox.emplace_back(minX, minY, maxZ);
_hitBox.emplace_back(minX, maxY, maxZ);
_hitBox.emplace_back(maxX, minY, maxZ);
_hitBox.emplace_back(maxX, maxY, maxZ);
}
void HitBox::generateDetailed(const Mesh &mesh) {
// we dont need to add the same points in hit box
std::set<Vec3D, HitBox::Vec3DLess> points;
for (const auto& t : mesh.triangles())
for (int i = 0; i < 3; i++)
points.insert(Vec3D(t[i]));
_hitBox.reserve(points.size());
for (const auto& it : points)
_hitBox.push_back(it);
_hitBox.shrink_to_fit();
}