metaforce/Runtime/Collision/CollisionUtil.cpp

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#include "CollisionUtil.hpp"
namespace urde
{
namespace CollisionUtil
{
bool LineIntersectsOBBox(const zeus::COBBox& obb, const zeus::CMRay& ray, float& d)
{
const zeus::CVector3f transXf = obb.transform.toMatrix4f().vec[0].toVec3f();
return RayAABoxIntersection(ray.getInvUnscaledTransformRay(obb.transform), {-obb.extents, obb.extents},
transXf, d);
}
u32 RayAABoxIntersection(const zeus::CMRay& ray, const zeus::CAABox& box, const zeus::CVector3f&, float& d)
{
return 0;
}
u32 RaySphereIntersection_Double(const zeus::CSphere&, const zeus::CVector3f &, const zeus::CVector3f &, double &)
{
return 0;
}
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bool RaySphereIntersection(const zeus::CSphere& sphere, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
float mag, float& T, zeus::CVector3f& point)
{
zeus::CVector3f rayToSphere = sphere.position - pos;
float magSq = rayToSphere.magSquared();
float dirDot = rayToSphere.dot(dir);
float radSq = sphere.radius * sphere.radius;
if (dirDot < 0.f && magSq > radSq)
return false;
float intersectSq = radSq - (magSq - dirDot * dirDot);
if (intersectSq < 0.f)
return false;
T = magSq > radSq ? dirDot - std::sqrt(intersectSq) : dirDot + std::sqrt(intersectSq);
if (T < mag || mag == 0.f)
{
point = pos + T * dir;
return true;
}
return false;
}
}
}