/** @file RbxRay.cpp @maintainer Morgan McGuire, matrix@graphics3d.com @created 2002-07-12 @edited 2004-03-19 // ROBLOX: from the old g3d (previous to upgrade to g3d 8.0). This version make our code happier. // It doesn't requires to have unit() vectors. // We should fix this and remove de need of thise file in the future and use the G3D ones. */ //#include "G3D/platform.h" #include "RbxG3D/RbxRay.h" #include "G3D/CollisionDetection.h" namespace RBX { RbxRay RbxRay::refract( const Vector3& newOrigin, const Vector3& normal, float iInside, float iOutside) const { Vector3 D = m_direction.refractionDirection(normal, iInside, iOutside); return RbxRay::fromOriginAndDirection( newOrigin + (m_direction + normal * (float)sign(m_direction.dot(normal))) * 0.001f, D); } RbxRay RbxRay::reflect( const Vector3& newOrigin, const Vector3& normal) const { Vector3 D = m_direction.reflectionDirection(normal); return RbxRay::fromOriginAndDirection(newOrigin + (D + normal) * 0.001f, D); } Vector3 RbxRay::intersectionPlane(const Plane& plane) const { /* float d; Vector3 normal = plane.normal(); plane.getEquation(normal, d); float rate = m_direction.dot(normal); if (rate >= 0.0f) { return Vector3::inf(); } else { float t = -(d + m_origin.dot(normal)) / rate; return m_origin + m_direction * t; } */ Vector3 planeNormal = plane.normal(); float rate = m_direction.dot(planeNormal); if (fabs(rate) < 1e-6f) { // parallel return Vector3::inf(); } else { float distanceOnRay = (plane.distance() - m_origin.dot(planeNormal)) / rate; if (distanceOnRay >= 0.0f) { return m_origin + m_direction * distanceOnRay; } else { return Vector3::inf(); // other side of ray } } } float RbxRay::intersectionTime(const class Sphere& sphere) const { Vector3 dummy; return G3D::CollisionDetection::collisionTimeForMovingPointFixedSphere( m_origin, m_direction, sphere, dummy); } float RbxRay::intersectionTime(const class Plane& plane) const { Vector3 dummy; return G3D::CollisionDetection::collisionTimeForMovingPointFixedPlane( m_origin, m_direction, plane, dummy); } float RbxRay::intersectionTime(const class Box& box) const { Vector3 dummy; float time = G3D::CollisionDetection::collisionTimeForMovingPointFixedBox( m_origin, m_direction, box, dummy); if ((time == inf()) && (box.contains(m_origin))) { return 0.0f; } else { return time; } } float RbxRay::intersectionTime(const class AABox& box) const { Vector3 dummy; bool inside; float time = G3D::CollisionDetection::collisionTimeForMovingPointFixedAABox( m_origin, m_direction, box, dummy, inside); if ((time == inf()) && inside) { return 0.0f; } else { return time; } } }