// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #ifndef __COLLISIONS__ #define __COLLISIONS__ bool RayHitSphere(float3 r, float3 sphereCenter, float sphereRadius) { float3 closestPointOnRay = max(0, dot(sphereCenter, r)) * r; float3 centerToRay = closestPointOnRay - sphereCenter; return dot(centerToRay, centerToRay) <= (sphereRadius * sphereRadius); } bool RayHitRect(float3 r, float3 rectCenter, float3 rectX, float3 rectY, float3 rectZ, float rectExtentX, float rectExtentY) { float3 pointOnPlane = r * max(0, dot(rectZ, rectCenter) / dot(rectZ, r)); bool inExtentX = abs(dot(rectX, pointOnPlane - rectCenter)) <= rectExtentX; bool inExtentY = abs(dot(rectY, pointOnPlane - rectCenter)) <= rectExtentY; 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); } // Determines whether there is an intersection between a box and a sphere. bool BoxIntersectsSphere(float3 boxMin, float3 boxMax, float3 sphereCenter, float sphereRadius) { const float3 clampedCenter = clamp(sphereCenter, boxMin, boxMax); return distance(sphereCenter, clampedCenter) <= sphereRadius; } #endif