Refactor duplicate code into function

This commit is contained in:
Stephen Seo 2023-08-09 12:22:33 +09:00
parent 6580049978
commit 0467c945b5
3 changed files with 40 additions and 48 deletions

View file

@ -160,3 +160,30 @@ std::optional<Vector3> ray_to_plane(const Ray &ray, const Ray &plane) {
ray.position.y + ray.direction.y * amount,
ray.position.z + ray.direction.z * amount};
}
std::optional<Vector3> ray_collision_triangle(const Ray &ray, const Vector3 &a,
const Vector3 &b,
const Vector3 &c) {
const Vector3 ab = Vector3Subtract(a, b);
const Vector3 cb = Vector3Subtract(c, b);
Vector3 ortho = Vector3CrossProduct(ab, cb);
ortho = Vector3Normalize(ortho);
Ray plane{.position = b, .direction = ortho};
auto result = ray_to_plane(ray, plane);
if (!result.has_value()) {
return std::nullopt;
}
Vector3 bary = Vector3Barycenter(result.value(), a, b, c);
if (bary.x >= 0.0F && bary.x <= 1.0F && bary.y >= 0.0F && bary.y <= 1.0F &&
bary.z >= 0.0F && bary.z <= 1.0F) {
float sum = bary.x + bary.y + bary.z;
if (sum > 0.999F && sum < 1.001) {
return result;
}
}
return std::nullopt;
}

View file

@ -27,6 +27,11 @@ extern bool ray_to_xz_plane(const Ray &ray, float &x_out, float &z_out);
/// plane.direction is plane normal, plane.position is position on plane.
extern std::optional<Vector3> ray_to_plane(const Ray &ray, const Ray &plane);
extern std::optional<Vector3> ray_collision_triangle(const Ray &ray,
const Vector3 &a,
const Vector3 &b,
const Vector3 &c);
// Unimplemented as this function isn't really needed and it exposes some
// weirdness regarding column-major matrices.
// extern Vector4 operator*(const Matrix &m, const Vector4 &v);

View file

@ -205,58 +205,18 @@ bool TRunnerScreen::update(float dt) {
Vector3 sw{xf - 0.5F, current.sw, zf + 0.5F};
Vector3 se{xf + 0.5F, current.se, zf + 0.5F};
{
Vector3 a = Vector3Subtract(nw, sw);
Vector3 b = Vector3Subtract(ne, sw);
Vector3 ortho = Vector3CrossProduct(a, b);
ortho = Vector3Normalize(ortho);
Ray plane{.position = sw, .direction = ortho};
auto result = ray_to_plane(ray, plane);
if (!result.has_value()) {
continue;
}
Vector3 bary = Vector3Barycenter(result.value(), nw, sw, ne);
if (bary.x >= 0.0F && bary.x <= 1.0F && bary.y >= 0.0F &&
bary.y <= 1.0F && bary.z >= 0.0F && bary.z <= 1.0F) {
float sum = bary.x + bary.y + bary.z;
if (sum > 0.999F && sum < 1.001) {
idx_hit = idx;
if (ray_collision_triangle(ray, nw, sw, ne).has_value()) {
idx_hit = idx;
#ifndef NDEBUG
std::cout << "first: idx_hit set to " << idx_hit << std::endl;
std::cout << "first: idx_hit set to " << idx_hit << std::endl;
#endif
break;
}
}
}
{
Vector3 a = Vector3Subtract(se, sw);
Vector3 b = Vector3Subtract(ne, sw);
Vector3 ortho = Vector3CrossProduct(a, b);
ortho = Vector3Normalize(ortho);
Ray plane{.position = sw, .direction = ortho};
auto result = ray_to_plane(ray, plane);
if (!result.has_value()) {
continue;
}
Vector3 bary = Vector3Barycenter(result.value(), se, sw, ne);
if (bary.x >= 0.0F && bary.x <= 1.0F && bary.y >= 0.0F &&
bary.y <= 1.0F && bary.z >= 0.0F && bary.z <= 1.0F) {
float sum = bary.x + bary.y + bary.z;
if (sum > 0.999F && sum < 1.001) {
idx_hit = idx;
break;
} else if (ray_collision_triangle(ray, ne, sw, se).has_value()) {
idx_hit = idx;
#ifndef NDEBUG
std::cout << "second: idx_hit set to " << idx_hit << std::endl;
std::cout << "second: idx_hit set to " << idx_hit << std::endl;
#endif
break;
}
}
break;
}
}