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https://github.com/CrispyPin/sinpin-vr.git
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fix raycasts going backwards when a controller is behind an overlay
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8b7a3e0067
commit
47ebf9d64c
1 changed files with 15 additions and 14 deletions
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@ -159,28 +159,29 @@ void Overlay::SetTargetWorld()
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SetTransformWorld(&abs_pose);
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}
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Ray Overlay::IntersectRay(glm::vec3 origin, glm::vec3 direction, float max_len)
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Ray Overlay::IntersectRay(glm::vec3 ray_start_g, glm::vec3 direction, float max_len)
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{
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float dist = max_len;
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auto end = origin + direction * max_len;
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auto ray_end_g = ray_start_g + direction * max_len;
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auto panel_transform = GetTransformAbsolute();
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auto panel_pos = GetPos(panel_transform);
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auto a = glm::inverse(panel_transform) * glm::vec4(origin - panel_pos, 0);
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auto b = glm::inverse(panel_transform) * glm::vec4(end - panel_pos, 0);
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float r = a.z / (a.z - b.z);
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auto p = a + (b - a) * r;
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// printf("panel pos: (%.2f,%.2f,%.2f)\n", panel_pos.x, panel_pos.y, panel_pos.z);
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// printf("a: (%.2f,%.2f,%.2f)\n", a.x, a.y, a.z);
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// printf("b: (%.2f,%.2f,%.2f)\n", b.x, b.y, b.z);
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// printf("r: %.2f\n", r);
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// printf("p: (%.2f,%.2f,%.2f)\n", p.x, p.y, p.z);
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auto ray_start = glm::inverse(panel_transform) * glm::vec4(ray_start_g - panel_pos, 0);
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auto ray_end = glm::inverse(panel_transform) * glm::vec4(ray_end_g - panel_pos, 0);
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float length_frac = ray_start.z / (ray_start.z - ray_end.z);
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auto hit_pos = ray_start + (ray_end - ray_start) * length_frac;
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if (b.z < a.z && b.z < 0 && glm::abs(p.x) < (_width_m * 0.5f) && glm::abs(p.y) < (_width_m * 0.5f * _ratio))
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// clang-format off
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if (ray_end.z < ray_start.z
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&& ray_end.z < 0
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&& glm::abs(hit_pos.x) < (_width_m * 0.5f)
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&& glm::abs(hit_pos.y) < (_width_m * 0.5f * _ratio)
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&& length_frac > 0)
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{
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dist = glm::min(r * max_len, max_len);
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// clang-format on
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dist = glm::min(length_frac * max_len, max_len);
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}
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return Ray{.overlay = this, .distance = dist, .local_pos = p, .hit_panel = nullptr};
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return Ray{.overlay = this, .distance = dist, .local_pos = hit_pos, .hit_panel = nullptr};
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}
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glm::mat4x4 Overlay::GetTransformAbsolute()
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