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Update findRayRectangleIntersection to set out variable distance
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14ec9b431e
2 changed files with 5 additions and 5 deletions
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@ -494,8 +494,8 @@ void PolygonClip::copyCleanArray(int& lengthA, glm::vec2* vertexArrayA, int& len
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}
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}
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bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::quat& rotation, const glm::vec3& position, const glm::vec2& dimensions) {
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bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::quat& rotation,
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const glm::vec3& position, const glm::vec2& dimensions, float& distance) {
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RayIntersectionInfo rayInfo;
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rayInfo._rayStart = origin;
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rayInfo._rayDirection = direction;
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@ -511,7 +511,7 @@ bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& dire
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bool intersects = plane.findRayIntersection(rayInfo);
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if (intersects) {
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float distance = rayInfo._hitDistance;
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distance = rayInfo._hitDistance;
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glm::vec3 hitPosition = origin + (distance * direction);
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glm::vec3 localHitPosition = glm::inverse(rotation) * (hitPosition - position);
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@ -76,8 +76,8 @@ bool findRaySphereIntersection(const glm::vec3& origin, const glm::vec3& directi
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bool findRayCapsuleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::vec3& start, const glm::vec3& end, float radius, float& distance);
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bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::quat& rotation, const glm::vec3& position, const glm::vec2& dimensions);
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bool findRayRectangleIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::quat& rotation,
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const glm::vec3& position, const glm::vec2& dimensions, float& distance);
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bool findRayTriangleIntersection(const glm::vec3& origin, const glm::vec3& direction,
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const glm::vec3& v0, const glm::vec3& v1, const glm::vec3& v2, float& distance);
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