cBoundingBox: Only forward collisions are calculated.
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@ -239,42 +239,50 @@ bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Line1, const Vector3d
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bool cBoundingBox::CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face)
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{
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if (IsInside(a_Min, a_Max, a_Line1))
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{
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// The starting point is inside the bounding box.
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a_LineCoeff = 0;
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a_Face = BLOCK_FACE_YM; // Make it look as the top face was hit, although none really are.
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return true;
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}
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char Face = 0;
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double Coeff = Vector3d::NO_INTERSECTION;
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// Check each individual bbox face for intersection with the line, remember the one with the lowest coeff
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double c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Min.z);
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if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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{
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Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
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Coeff = c;
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}
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c = a_Line1.LineCoeffToXYPlane(a_Line2, a_Max.z);
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if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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{
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Face = (a_Line1.z > a_Line2.z) ? BLOCK_FACE_ZP : BLOCK_FACE_ZM;
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Coeff = c;
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}
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c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Min.y);
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if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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{
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Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
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Coeff = c;
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}
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c = a_Line1.LineCoeffToXZPlane(a_Line2, a_Max.y);
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if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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if ((c >= 0) && (c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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{
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Face = (a_Line1.y > a_Line2.y) ? BLOCK_FACE_YP : BLOCK_FACE_YM;
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Coeff = c;
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}
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c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Min.x);
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if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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{
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Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
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Coeff = c;
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}
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c = a_Line1.LineCoeffToYZPlane(a_Line2, a_Max.x);
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if ((c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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if ((c >= 0) && (c < Coeff) && IsInside(a_Min, a_Max, a_Line1 + (a_Line2 - a_Line1) * c))
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{
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Face = (a_Line1.x > a_Line2.x) ? BLOCK_FACE_XP : BLOCK_FACE_XM;
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Coeff = c;
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@ -64,11 +64,13 @@ public:
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/** Returns true if this bounding box is intersected by the line specified by its two points
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Also calculates the distance along the line in which the intersection occurs (0 .. 1)
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Only forward collisions (a_LineCoeff >= 0) are returned.
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*/
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bool CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face);
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/** Returns true if the specified bounding box is intersected by the line specified by its two points
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Also calculates the distance along the line in which the intersection occurs (0 .. 1) and the face hit (BLOCK_FACE_ constants)
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Only forward collisions (a_LineCoeff >= 0) are returned.
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*/
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static bool CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face);
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