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https://github.com/panda3d/panda3d.git
synced 2025-10-03 10:22:45 -04:00
Fix tendency of CollisionFloorMesh to introduce NaN's into result
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2d6edaf18b
commit
33886780c4
@ -131,6 +131,7 @@ get_into_node_path() const {
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionEntry::
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set_t(float t) {
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nassertv(!cnan(t));
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_t = t;
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}
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@ -193,6 +194,7 @@ get_respect_prev_transform() const {
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionEntry::
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set_surface_point(const LPoint3f &point) {
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nassertv(!point.is_nan());
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_surface_point = point;
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_flags |= F_has_surface_point;
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}
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@ -208,6 +210,7 @@ set_surface_point(const LPoint3f &point) {
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionEntry::
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set_surface_normal(const LVector3f &normal) {
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nassertv(!normal.is_nan());
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_surface_normal = normal;
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_flags |= F_has_surface_normal;
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}
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@ -227,6 +230,7 @@ set_surface_normal(const LVector3f &normal) {
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionEntry::
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set_interior_point(const LPoint3f &point) {
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nassertv(!point.is_nan());
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_interior_point = point;
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_flags |= F_has_interior_point;
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}
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@ -281,6 +285,7 @@ has_interior_point() const {
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionEntry::
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set_contact_pos(const LPoint3f &pos) {
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nassertv(!pos.is_nan());
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_contact_pos = pos;
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_flags |= F_has_contact_pos;
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}
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@ -296,6 +301,7 @@ set_contact_pos(const LPoint3f &pos) {
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////////////////////////////////////////////////////////////////////
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INLINE void CollisionEntry::
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set_contact_normal(const LVector3f &normal) {
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nassertv(!normal.is_nan());
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_contact_normal = normal;
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_flags |= F_has_contact_normal;
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}
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@ -145,55 +145,56 @@ test_intersection_from_ray(const CollisionEntry &entry) const {
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DCAST_INTO_R(ray, entry.get_from(), 0);
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LPoint3f from_origin = ray->get_origin() * entry.get_wrt_mat();
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double fx=from_origin[0];
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double fy=from_origin[1];
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double fx = from_origin[0];
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double fy = from_origin[1];
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CollisionFloorMesh::Triangles::const_iterator ti;
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for (ti=_triangles.begin();ti< _triangles.end();++ti) {
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for (ti = _triangles.begin(); ti < _triangles.end(); ++ti) {
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TriangleIndices tri = *ti;
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//First do a naive bounding box check on the triangle
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if(fx<tri.min_x || fx>=tri.max_x || fy<tri.min_y || fy>=tri.max_y)
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if (fx < tri.min_x || fx >= tri.max_x || fy < tri.min_y || fy >= tri.max_y) {
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continue;
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}
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//okay, there's a good chance we'll be colliding
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LPoint3f p0=_vertices[tri.p1];
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LPoint3f p1=_vertices[tri.p2];
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LPoint3f p2=_vertices[tri.p3];
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LPoint3f p0 = _vertices[tri.p1];
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LPoint3f p1 = _vertices[tri.p2];
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LPoint3f p2 = _vertices[tri.p3];
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float p0x = p0[0];
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float p0y = p0[1];
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float e0x,e0y,e1x,e1y,e2x,e2y;
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float u,v;
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float e0x, e0y, e1x, e1y, e2x, e2y;
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float u, v;
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e0x = fx - p0x; e0y = fy - p0y;
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e1x = p1[0] - p0x; e1y = p1[1] - p0y;
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e2x = p2[0] - p0x; e2y = p2[1] - p0y;
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if (e1x==0) {
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if (e2x == 0) continue;
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u = e0x/e2x;
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if (u<0 || u>1) continue;
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if (e1x == 0.0) {
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if (e2x == 0.0) continue;
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u = e0x / e2x;
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if (u < 0.0 || u > 1.0) continue;
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if (e1y == 0) continue;
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v = ( e0y - (e2y*u))/e1y;
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if (v<0) continue;
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v = (e0y - (e2y * u)) / e1y;
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if (v < 0.0) continue;
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} else {
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float d = (e2y * e1x)-(e2x * e1y);
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if (d==0) continue;
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u = ((e0y * e1x) - (e0x * e1y))/d;
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if (u<0 || u>1) continue;
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float d = (e2y * e1x) - (e2x * e1y);
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if (d == 0.0) continue;
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u = ((e0y * e1x) - (e0x * e1y)) / d;
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if (u < 0.0 || u > 1.0) continue;
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v = (e0x - (e2x * u)) / e1x;
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if (v<0) continue;
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if (u + v > 1) continue;
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if (v < 0.0) continue;
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}
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if (u + v <= 0.0 || u + v > 1.0) continue;
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//we collided!!
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float mag = u + v;
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float p0z = p0[2];
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float uz = (p2[2] - p0z) * mag;
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float vz = (p1[2] - p0z) * mag;
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float finalz = p0z+vz+(((uz - vz) *u)/(u+v));
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float finalz = p0z + vz + (((uz - vz) * u) / (u + v));
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PT(CollisionEntry) new_entry = new CollisionEntry(entry);
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new_entry->set_surface_normal(LPoint3f(0,0,1));
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new_entry->set_surface_point(LPoint3f(fx,fy,finalz));
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new_entry->set_surface_normal(LPoint3f(0, 0, 1));
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new_entry->set_surface_point(LPoint3f(fx, fy, finalz));
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return new_entry;
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}
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return NULL;
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@ -201,9 +202,9 @@ test_intersection_from_ray(const CollisionEntry &entry) const {
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////////////////////////////////////////////////////////////////////
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// Function: CollisionFloorMesh::test_intersection_from_ray
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// Function: CollisionFloorMesh::test_intersection_from_sphere
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// Access: Public, Virtual
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// Description: must be a vertical Ray!!!
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// Description:
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////////////////////////////////////////////////////////////////////
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PT(CollisionEntry) CollisionFloorMesh::
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test_intersection_from_sphere(const CollisionEntry &entry) const {
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@ -217,40 +218,41 @@ test_intersection_from_sphere(const CollisionEntry &entry) const {
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float fz = float(from_origin[2]);
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float rad = sphere->get_radius();
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CollisionFloorMesh::Triangles::const_iterator ti;
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for (ti=_triangles.begin();ti< _triangles.end();++ti) {
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for (ti = _triangles.begin(); ti < _triangles.end(); ++ti) {
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TriangleIndices tri = *ti;
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//First do a naive bounding box check on the triangle
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if(fx<tri.min_x || fx>=tri.max_x || fy<tri.min_y || fy>=tri.max_y)
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if (fx < tri.min_x || fx >= tri.max_x || fy < tri.min_y || fy >= tri.max_y) {
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continue;
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}
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//okay, there's a good chance we'll be colliding
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LPoint3f p0=_vertices[tri.p1];
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LPoint3f p1=_vertices[tri.p2];
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LPoint3f p2=_vertices[tri.p3];
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LPoint3f p0 = _vertices[tri.p1];
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LPoint3f p1 = _vertices[tri.p2];
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LPoint3f p2 = _vertices[tri.p3];
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float p0x = p0[0];
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float p0y = p0[1];
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float e0x,e0y,e1x,e1y,e2x,e2y;
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float u,v;
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float e0x, e0y, e1x, e1y, e2x, e2y;
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float u, v;
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e0x = fx - p0x; e0y = fy - p0y;
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e1x = p1[0] - p0x; e1y = p1[1] - p0y;
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e2x = p2[0] - p0x; e2y = p2[1] - p0y;
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if (e1x==0) {
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if (e2x == 0) continue;
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u = e0x/e2x;
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if (u<0 || u>1) continue;
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if (e1x == 0.0) {
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if (e2x == 0.0) continue;
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u = e0x / e2x;
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if (u < 0.0 || u > 1.0) continue;
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if (e1y == 0) continue;
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v = ( e0y - (e2y*u))/e1y;
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if (v<0) continue;
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v = (e0y - (e2y * u)) / e1y;
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if (v < 0.0) continue;
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} else {
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float d = (e2y * e1x)-(e2x * e1y);
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if (d==0) continue;
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u = ((e0y * e1x) - (e0x * e1y))/d;
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if (u<0 || u>1) continue;
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float d = (e2y * e1x) - (e2x * e1y);
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if (d == 0.0) continue;
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u = ((e0y * e1x) - (e0x * e1y)) / d;
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if (u < 0.0 || u > 1.0) continue;
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v = (e0x - (e2x * u)) / e1x;
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if (v<0) continue;
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if (u + v > 1) continue;
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if (v < 0.0) continue;
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}
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if (u + v <= 0.0 || u + v > 1.0) continue;
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//we collided!!
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float mag = u + v;
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float p0z = p0[2];
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@ -263,8 +265,8 @@ test_intersection_from_sphere(const CollisionEntry &entry) const {
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return NULL;
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PT(CollisionEntry) new_entry = new CollisionEntry(entry);
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new_entry->set_surface_normal(LPoint3f(0,0,1));
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new_entry->set_surface_point(LPoint3f(fx,fy,finalz));
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new_entry->set_surface_normal(LPoint3f(0, 0, 1));
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new_entry->set_surface_point(LPoint3f(fx, fy, finalz));
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return new_entry;
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}
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return NULL;
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