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// Ripped from Magic Software
#include "Include\dRay.h"
#include "dxRay.h"
bool Clip(dReal Denom, dReal Numer, dReal& T0, dReal& T1){
// Return value is 'true' if line segment intersects the current test
// plane. Otherwise 'false' is returned in which case the line segment
// is entirely clipped.
if (Denom > REAL(0.0)){
if (Numer > Denom * T1){
return false;
}
if (Numer > Denom * T0){
T0 = Numer / Denom;
}
return true;
}
else if (Denom < REAL(0.0)){
if (Numer > Denom * T0){
return false;
}
if (Numer > Denom * T1){
T1 = Numer / Denom;
}
return true;
}
else return Numer <= REAL(0.0);
}
bool FindIntersection(const dVector3 Origin, const dVector3 Direction, const dVector3 Extents, dReal& T0, dReal& T1){
dReal SaveT0 = T0;
dReal SaveT1 = T1;
bool NotEntirelyClipped =
Clip(+Direction[0], -Origin[0] - Extents[0], T0, T1) &&
Clip(-Direction[0], +Origin[0] - Extents[0], T0, T1) &&
Clip(+Direction[1], -Origin[1] - Extents[1], T0, T1) &&
Clip(-Direction[1], +Origin[1] - Extents[1], T0, T1) &&
Clip(+Direction[2], -Origin[2] - Extents[2], T0, T1) &&
Clip(-Direction[2], +Origin[2] - Extents[2], T0, T1);
return NotEntirelyClipped && (T0 != SaveT0 || T1 != SaveT1);
}
int dCollideBR(dxGeom* RayGeom, dxGeom* BoxGeom, int Flags, dContactGeom* Contacts, int Stride){
const dVector3& Position = *(const dVector3*)dGeomGetPosition(BoxGeom);
const dMatrix3& Rotation = *(const dMatrix3*)dGeomGetRotation(BoxGeom);
dVector3 Extents;
dGeomBoxGetLengths(BoxGeom, Extents);
Extents[0] /= 2;
Extents[1] /= 2;
Extents[2] /= 2;
Extents[3] /= 2;
dVector3 Origin, Direction;
dGeomRayGet(RayGeom, Origin, Direction);
dReal Length = dGeomRayGetLength(RayGeom);
dVector3 Diff;
Diff[0] = Origin[0] - Position[0];
Diff[1] = Origin[1] - Position[1];
Diff[2] = Origin[2] - Position[2];
Diff[3] = Origin[3] - Position[3];
Direction[0] *= Length;
Direction[1] *= Length;
Direction[2] *= Length;
Direction[3] *= Length;
dVector3 Rot[3];
Decompose(Rotation, Rot);
dVector3 TransOrigin;
TransOrigin[0] = dDOT(Diff, Rot[0]);
TransOrigin[1] = dDOT(Diff, Rot[1]);
TransOrigin[2] = dDOT(Diff, Rot[2]);
TransOrigin[3] = REAL(0.0);
dVector3 TransDirection;
TransDirection[0] = dDOT(Direction, Rot[0]);
TransDirection[1] = dDOT(Direction, Rot[1]);
TransDirection[2] = dDOT(Direction, Rot[2]);
TransDirection[3] = REAL(0.0);
dReal T[2];
T[0] = 0.0f;
T[1] = dInfinity;
bool Intersect = FindIntersection(TransOrigin, TransDirection, Extents, T[0], T[1]);
if (Intersect){
if (T[0] > REAL(0.0)){
dContactGeom* Contact0 = CONTACT(Flags, Contacts, 0, Stride);
Contact0->pos[0] = Origin[0] + T[0] * Direction[0];
Contact0->pos[1] = Origin[1] + T[0] * Direction[1];
Contact0->pos[2] = Origin[2] + T[0] * Direction[2];
Contact0->pos[3] = Origin[3] + T[0] * Direction[3];
//Contact0->normal = 0;
Contact0->depth = 0.0f;
Contact0->g1 = RayGeom;
Contact0->g2 = BoxGeom;
dContactGeom* Contact1 = CONTACT(Flags, Contacts, 1, Stride);
Contact1->pos[0] = Origin[0] + T[1] * Direction[0];
Contact1->pos[1] = Origin[1] + T[1] * Direction[1];
Contact1->pos[2] = Origin[2] + T[1] * Direction[2];
Contact1->pos[3] = Origin[3] + T[1] * Direction[3];
//Contact1->normal = 0;
Contact1->depth = 0.0f;
Contact1->g1 = RayGeom;
Contact1->g2 = BoxGeom;
return 2;
}
else{
dContactGeom* Contact = CONTACT(Flags, Contacts, 0, Stride);
Contact->pos[0] = Origin[0] + T[1] * Direction[0];
Contact->pos[1] = Origin[1] + T[1] * Direction[1];
Contact->pos[2] = Origin[2] + T[1] * Direction[2];
Contact->pos[3] = Origin[3] + T[1] * Direction[3];
//Contact->normal = 0;
Contact->depth = 0.0f;
Contact->g1 = RayGeom;
Contact->g2 = BoxGeom;
return 1;
}
}
else return 0;
}
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