Counter Strike : Global Offensive Source Code
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//========= Copyright © Valve Corporation, All rights reserved. ============//
#include "sphere.h"
//#include "body.h"
//#include "gjk.h"
//#include "toi.h"
//--------------------------------------------------------------------------------------------------
// Local utilities
//--------------------------------------------------------------------------------------------------
static void CastStationaryHit( CShapeCastResult& out, float c, const Vector &p, const Vector &m, float mm )
{
// return a sphere hit for zero-length ray at point p, with
// m = p - m_vCenter
// mm = DotProduct( m, m )
// c = mm - Sqr( m_flRadius )
if( c <= 0 )
{
out.m_flHitTime = 0;
out.m_vHitPoint = p;
if( mm > FLT_EPSILON )
{
out.m_vHitNormal = m / sqrtf( mm );
}
else
{
out.m_vHitNormal = Vector( 0,0,1 );
}
}
else
{
// we didn't hit - we're outside and we don't move
out.m_flHitTime = FLT_MAX;
}
}
//--------------------------------------------------------------------------------------------------
void CastSphereRay( CShapeCastResult& out, const Vector &m, const Vector& p, const Vector& d, float flRadius )
{
float a = DotProduct( d, d ), mm = DotProduct( m, m ), c = mm - Sqr( flRadius );
if( a < FLT_EPSILON * FLT_EPSILON )
{
// we barely move; just detect if we're in the sphere or not
CastStationaryHit( out, c, p, m, mm );
return;
}
float b = DotProduct( m, d ); // solve: at^2+2bt+c=0; t = (-b±sqrt(b^2-ac))/a = -b/a ± sqrt((b/a)^2-c/a))
float D = Sqr( b ) - a * c;
if( D < 0 )
{
// no intersection at all
out.m_flHitTime = FLT_MAX;
return;
}
float sqrtD = sqrtf( D );
float t = ( -b - sqrtD ) / a;
if( t < 0 )
{
// this was the first hit in the past - determine if we're still inside the sphere at time t=0
// we could do that by checking if float t1 = ( b + sqrtD ) / a; is > 0 or not, but it's easier to:
// we barely move; just detect if we're in the sphere or not
CastStationaryHit( out, c, p, m, mm );
}
else
{
out.m_flHitTime = t;
Vector dt = d * t;
out.m_vHitPoint = p + dt;
out.m_vHitNormal = ( m + dt ) / flRadius; // Should I normalize this here or is this sufficient precision?
}
}