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watrbx-game-engine/Rendering/RbxG3D/RbxRay.cpp
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2025-09-18 17:55:52 -04:00

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/**
@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;
}
}
}