Add more math utilities
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@@ -1437,6 +1437,16 @@ bool CollisionsHelper::LineIntersectsRect(const Vector2& p1, const Vector2& p2,
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return (topoverlap < botoverlap) && (!((botoverlap < t) || (topoverlap > b)));*/
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}
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Vector2 CollisionsHelper::LineHitsBox(const Vector3& lineStart, const Vector3& lineEnd, const Vector3& boxMin, const Vector3& boxMax)
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{
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const Vector3 invDirection = 1.0f / (lineEnd - lineStart);
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const Vector3 enterIntersection = (boxMin - lineStart) * invDirection;
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const Vector3 exitIntersection = (boxMax - lineStart) * invDirection;
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const Vector3 minIntersections = Vector3::Min(enterIntersection, exitIntersection);
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const Vector3 maxIntersections = Vector3::Max(enterIntersection, exitIntersection);
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return Vector2(Math::Saturate(minIntersections.MaxValue()), Math::Saturate(maxIntersections.MinValue()));
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}
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bool CollisionsHelper::IsPointInTriangle(const Vector2& point, const Vector2& a, const Vector2& b, const Vector2& c)
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{
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const Vector2 an = a - point;
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@@ -569,6 +569,12 @@ public:
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/// <returns>True if line intersects with the rectangle</returns>
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static bool LineIntersectsRect(const Vector2& p1, const Vector2& p2, const Rectangle& rect);
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// Hits axis-aligned box (boxMin, boxMax) with a line (lineStart, lineEnd).
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// Returns the intersections on the line (x - closest, y - furthest).
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// Line hits the box if: intersections.x < intersections.y.
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// Hit point is: hitPoint = lineStart + (lineEnd - lineStart) * intersections.x/y.
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static Vector2 LineHitsBox(const Vector3& lineStart, const Vector3& lineEnd, const Vector3& boxMin, const Vector3& boxMax);
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/// <summary>
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/// Determines whether the given 2D point is inside the specified triangle.
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/// </summary>
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@@ -54,6 +54,21 @@ float4 Square(float4 x)
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return x * x;
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}
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float Min2(float2 x)
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{
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return min(x.x, x.y);
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}
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float Min3(float3 x)
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{
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return min(x.x, min(x.y, x.z));
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}
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float Min4(float4 x)
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{
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return min(x.x, min(x.y, min(x.z, x.w)));
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}
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float Max2(float2 x)
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{
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return max(x.x, x.y);
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