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- // Ripped from Paul Bourke
- #include "Include\dRay.h"
- #include "dxRay.h"
- int dCollidePR(dxGeom* RayGeom, dxGeom* PlaneGeom, int Flags, dContactGeom* Contact, int Stride){
- dVector3 Plane;
- dGeomPlaneGetParams(PlaneGeom, Plane);
- dVector3 Origin, Direction;
- dGeomRayGet(RayGeom, Origin, Direction);
- dReal Length = dGeomRayGetLength(RayGeom);
- dReal Denom = Plane[0] * Direction[0] + Plane[1] * Direction[1] + Plane[2] * Direction[2];
- if (dFabs(Denom) < 0.00001f){
- return 0; // Ray never hits
- }
-
- float T = -(Plane[3] + Plane[0] * Origin[0] + Plane[1] * Origin[1] + Plane[2] * Origin[2]) / Denom;
-
- if (T < 0 || T > Length){
- return 0; // Ray hits but not within boundaries
- }
- Contact->pos[0] = Origin[0] + T * Direction[0];
- Contact->pos[1] = Origin[1] + T * Direction[1];
- Contact->pos[2] = Origin[2] + T * Direction[2];
- Contact->pos[3] = REAL(0.0);
- //Contact->normal = 0;
- Contact->depth = 0.0f;
- Contact->g1 = RayGeom;
- Contact->g2 = PlaneGeom;
- return 1;
- }
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