Added line collision calculation to cBoundingBox.
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@@ -51,6 +51,22 @@ public:
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/// Returns true if a boundingbox specified by a_Min and a_Max is inside this bounding box
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bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max);
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/// Returns true if the specified point is inside the bounding box specified by its min/max corners
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static bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Point);
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/// Returns true if the specified point is inside the bounding box specified by its min/max corners
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static bool IsInside(const Vector3d & a_Min, const Vector3d & a_Max, double a_X, double a_Y, double a_Z);
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/** Returns true if this bounding box is intersected by the line specified by its two points
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Also calculates the distance along the line in which the intersection occurs (0 .. 1)
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*/
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bool CalcLineIntersection(const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face);
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/** Returns true if the specified bounding box is intersected by the line specified by its two points
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Also calculates the distance along the line in which the intersection occurs (0 .. 1) and the face hit (BLOCK_FACE_ constants)
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*/
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static bool CalcLineIntersection(const Vector3d & a_Min, const Vector3d & a_Max, const Vector3d & a_Line1, const Vector3d & a_Line2, double & a_LineCoeff, char & a_Face);
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// tolua_end
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/// Calculates the intersection of the two bounding boxes; returns true if nonempty
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