Exemple #1
0
	bool Ray::IntersectBox( Box3 a_box, matrix a_mat_transform )
	{
		// translate by position
		a_mat_transform = a_mat_transform * matrix::Translation( a_box.GetCenter() );
		
		v3 halfsize = a_box.Size()*0.5f;
		
		float tmin = -FLT_MAX;
        float tmax = FLT_MAX;
		
        v4 nmin;
        v4 nmax;
		
        const v4 p = a_mat_transform.w - v4(m_pos,1.0f);
		
        for ( size_t i=0; i!=3; ++i )
        {
			v4 box_basis_vector = a_mat_transform[i];
			
			const float e = dot( box_basis_vector, p );
			float f = dot( box_basis_vector, v4(m_dir,0.0f) );
			
			if ( fabs(f) > EPSILON )
			{
				f = 1.0f/f;
				
				float t1 = ( e + halfsize[i] ) * f;
				float t2 = ( e - halfsize[i] ) * f;
				
				float flip = 1.f;
				
				if ( t1 > t2 )
				{
					// swap
					float tmp = t1;
					t1 = t2;
					t2 = tmp;
					
					flip = -flip;
				}
				
				if ( t1 > tmin ) { tmin = t1; nmin = a_mat_transform[i] * flip; }
				if ( t2 < tmax ) { tmax = t2; nmax =-a_mat_transform[i] * flip; }
				
				if ( tmin > tmax )	return false;
				if ( tmax < 0.f )	return false;
			}
			else if ( ( ( -e - halfsize[i] ) > 0.f ) ||
					  ( ( -e + halfsize[i] ) < 0.f ) )
			{
				// ray parallel to the stab
				return false;
			}
        }
		
        if ( tmin > 0.f )
			return NewHit( tmin, nmin.xyz() );

        return NewHit( tmax, nmax.xyz() );
	}