Add findRayRectangleIntersection

This commit is contained in:
Ryan Huffman 2015-02-24 17:00:30 -08:00
parent 89c10ca2ec
commit 03b10b6cb0
2 changed files with 37 additions and 1 deletions

View file

@ -12,8 +12,10 @@
#include <cstring>
#include <cmath>
#include "SharedUtil.h"
#include "GeometryUtil.h"
#include "PlaneShape.h"
#include "RayIntersectionInfo.h"
#include "SharedUtil.h"
glm::vec3 computeVectorFromPointToSegment(const glm::vec3& point, const glm::vec3& start, const glm::vec3& end) {
// compute the projection of the point vector onto the segment vector
@ -491,3 +493,34 @@ void PolygonClip::copyCleanArray(int& lengthA, glm::vec2* vertexArrayA, int& len
}
}
}
bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
const glm::quat& rotation, const glm::vec3& position, const glm::vec2& dimensions) {
RayIntersectionInfo rayInfo;
rayInfo._rayStart = origin;
rayInfo._rayDirection = direction;
rayInfo._rayLength = std::numeric_limits<float>::max();
PlaneShape plane;
const glm::vec3 UNROTATED_NORMAL(0.0f, 0.0f, -1.0f);
glm::vec3 normal = rotation * UNROTATED_NORMAL;
plane.setNormal(normal);
plane.setPoint(position); // the position is definitely a point on our plane
bool intersects = plane.findRayIntersection(rayInfo);
if (intersects) {
float distance = rayInfo._hitDistance;
glm::vec3 hitPosition = origin + (distance * direction);
glm::vec3 localHitPosition = glm::inverse(rotation) * (hitPosition - position);
glm::vec2 halfDimensions = 0.5f * dimensions;
intersects = -halfDimensions.x <= localHitPosition.x && localHitPosition.x <= halfDimensions.x
&& -halfDimensions.y <= localHitPosition.y && localHitPosition.y <= halfDimensions.y;
}
return intersects;
}

View file

@ -76,6 +76,9 @@ bool findRaySphereIntersection(const glm::vec3& origin, const glm::vec3& directi
bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direction,
const glm::vec3& start, const glm::vec3& end, float radius, float& distance);
bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
const glm::quat& rotation, const glm::vec3& position, const glm::vec2& dimensions);
bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance);