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- /*
- Minetest
- Copyright (C) 2016 juhdanad, Daniel Juhasz <juhdanad@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 3.0 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "irr_v3d.h"
- #include "irr_aabb3d.h"
- bool boxLineCollision(const aabb3f &box, const v3f &start,
- const v3f &dir, v3f *collision_point, v3s16 *collision_normal) {
- if (box.isPointInside(start)) {
- *collision_point = start;
- collision_normal->set(0, 0, 0);
- return true;
- }
- float m = 0;
- // Test X collision
- if (dir.X != 0) {
- if (dir.X > 0)
- m = (box.MinEdge.X - start.X) / dir.X;
- else
- m = (box.MaxEdge.X - start.X) / dir.X;
- if (m >= 0 && m <= 1) {
- *collision_point = start + dir * m;
- if ((collision_point->Y >= box.MinEdge.Y)
- && (collision_point->Y <= box.MaxEdge.Y)
- && (collision_point->Z >= box.MinEdge.Z)
- && (collision_point->Z <= box.MaxEdge.Z)) {
- collision_normal->set((dir.X > 0) ? -1 : 1, 0, 0);
- return true;
- }
- }
- }
- // Test Y collision
- if (dir.Y != 0) {
- if (dir.Y > 0)
- m = (box.MinEdge.Y - start.Y) / dir.Y;
- else
- m = (box.MaxEdge.Y - start.Y) / dir.Y;
- if (m >= 0 && m <= 1) {
- *collision_point = start + dir * m;
- if ((collision_point->X >= box.MinEdge.X)
- && (collision_point->X <= box.MaxEdge.X)
- && (collision_point->Z >= box.MinEdge.Z)
- && (collision_point->Z <= box.MaxEdge.Z)) {
- collision_normal->set(0, (dir.Y > 0) ? -1 : 1, 0);
- return true;
- }
- }
- }
- // Test Z collision
- if (dir.Z != 0) {
- if (dir.Z > 0)
- m = (box.MinEdge.Z - start.Z) / dir.Z;
- else
- m = (box.MaxEdge.Z - start.Z) / dir.Z;
- if (m >= 0 && m <= 1) {
- *collision_point = start + dir * m;
- if ((collision_point->X >= box.MinEdge.X)
- && (collision_point->X <= box.MaxEdge.X)
- && (collision_point->Y >= box.MinEdge.Y)
- && (collision_point->Y <= box.MaxEdge.Y)) {
- collision_normal->set(0, 0, (dir.Z > 0) ? -1 : 1);
- return true;
- }
- }
- }
- return false;
- }
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