Add LineHitBox to Collisions.hlsl

This commit is contained in:
Wojciech Figat
2022-02-21 20:15:07 +01:00
parent 8082f5f909
commit 8c075c78cb

View File

@@ -18,4 +18,21 @@ bool RayHitRect(float3 r, float3 rectCenter, float3 rectX, float3 rectY, float3
return inExtentX && inExtentY;
}
// Hits axis-aligned box (boxMin, boxMax) with a line (lineStart, lineEnd).
// Returns the intersections on the line (x - closest, y - furthest).
// Line hits the box if: intersections.x < intersections.y.
// Hit point is: hitPoint = lineStart + (lineEnd - lineStart) * intersections.x/y.
float2 LineHitBox(float3 lineStart, float3 lineEnd, float3 boxMin, float3 boxMax)
{
float3 invDirection = 1.0f / (lineEnd - lineStart);
float3 enterIntersection = (boxMin - lineStart) * invDirection;
float3 exitIntersection = (boxMax - lineStart) * invDirection;
float3 minIntersections = min(enterIntersection, exitIntersection);
float3 maxIntersections = max(enterIntersection, exitIntersection);
float2 intersections;
intersections.x = max(minIntersections.x, max(minIntersections.y, minIntersections.z));
intersections.y = min(maxIntersections.x, min(maxIntersections.y, maxIntersections.z));
return saturate(intersections);
}
#endif