public static Vector3 Normal(this BoundingCapsule c, ref Vector3 position) { Vector3 ba = c.PointB - c.PointA; Vector3 pa = position - c.PointA; float h = Math.Min(Math.Max(Vector3.Dot(pa, ba) / Vector3.Dot(ba, ba), 0.0f), 1.0f); return(Vector3.Normalize((pa - h * ba) / c.Radius)); }
public static bool Intersects(this BoundingSphere sph, ref BoundingCapsule capsule, out Vector3 norm) { var dist = LineMath.PointSegmentDistance(ref sph.Center, ref capsule.PointA, ref capsule.PointB); var rads = sph.Radius + capsule.Radius; if (dist <= rads) { norm = LineMath.PointSegmentNormal(ref sph.Center, ref capsule.PointA, ref capsule.PointB); return(true); } else { norm = Vector3.Up; return(false); } }
public static bool Intersects(this Ray r, ref BoundingCapsule capsule, out float dist) { // intersect capsule : http://www.iquilezles.org/www/articles/intersectors/intersectors.htm Vector3 ba = capsule.PointB - capsule.PointA; Vector3 oa = r.Position - capsule.PointA; float baba = Vector3.Dot(ba, ba); float bard = Vector3.Dot(ba, r.Direction); float baoa = Vector3.Dot(ba, oa); float rdoa = Vector3.Dot(r.Direction, oa); float oaoa = Vector3.Dot(oa, oa); float r2 = capsule.Radius * capsule.Radius; float a = baba - bard * bard; float b = baba * rdoa - baoa * bard; float c = baba * oaoa - baoa * baoa - r2 * baba; float h = b * b - a * c; if (h >= 0.0f) { float t = (-b - (float)Math.Sqrt(h)) / a; float y = baoa + t * bard; // body if (y > 0.0f && y < baba) { dist = t; return(true); } // caps Vector3 oc = (y <= 0.0f) ? oa : r.Position - capsule.PointB; b = Vector3.Dot(r.Direction, oc); c = Vector3.Dot(oc, oc) - r2; h = b * b - c; if (h > 0.0f) { dist = -b - (float)Math.Sqrt(h); return(true); } } dist = -1.0f; return(false); }