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