prime/src/Collision/CollisionUtil.cpp

54 lines
1.5 KiB
C++

#include "Collision/CollisionUtil.hpp"
#include "Kyoto/Math/CMath.hpp"
#include "Kyoto/Math/CPlane.hpp"
#include "Kyoto/Math/CSphere.hpp"
namespace CollisionUtil {
bool RayPlaneIntersection(const CVector3f& from, const CVector3f& to, const CPlane& plane,
CVector3f& point) {
CVector3f delta = to - from;
CUnitVector3f planeNorm = plane.GetNormal();
if (CMath::AbsF(CUnitVector3f::Dot(delta.AsNormalized(), planeNorm)) < 0.01f) {
return false;
}
float tmp = -plane.PointToPlaneDist(from) / CUnitVector3f::Dot(delta, planeNorm);
if (tmp < -0.f || tmp > 1.0001f) {
return false;
}
point = from + (delta * tmp);
return true;
}
bool RaySphereIntersection(const CSphere& sphere, const CVector3f& pos, const CVector3f& dir,
float mag, float& T, CVector3f& point) {
const CVector3f rayToSphere = sphere.GetCenter() - pos;
const float magSq = rayToSphere.MagSquared();
const float dirDot = CVector3f::Dot(rayToSphere, dir);
const float radSq = sphere.GetRadius() * sphere.GetRadius();
float intersectSq = (dirDot * dirDot);
if (dirDot < 0.f && magSq > radSq) {
return false;
}
intersectSq -= magSq;
intersectSq -= radSq;
if (intersectSq < 0.f) {
return false;
}
intersectSq = CMath::SqrtF(intersectSq);
T = magSq > radSq ? dirDot - intersectSq : dirDot + intersectSq;
if (T < mag || mag == 0.f) {
point = pos + T * dir;
return true;
}
return false;
}
} // namespace CollisionUtil