// From Real-time Collision Detection, p179. public void RayCast(out RayCastOutput output, ref RayCastInput input) { output = new RayCastOutput(); float tmin = -Settings.b2_FLT_MAX; float tmax = Settings.b2_FLT_MAX; output.hit = false; Vector2 p = input.p1; Vector2 d = input.p2 - input.p1; Vector2 absD = MathUtils.Abs(d); Vector2 normal = Vector2.Zero; for (int i = 0; i < 2; ++i) { float absD_i = i == 0 ? absD.X : absD.Y; float lowerBound_i = i == 0 ? lowerBound.X : lowerBound.Y; float upperBound_i = i == 0 ? upperBound.X : upperBound.Y; float p_i = i == 0 ? p.X : p.Y; if (absD_i < Settings.b2_FLT_EPSILON) { // Parallel. if (p_i < lowerBound_i || upperBound_i < p_i) { return; } } else { float d_i = i == 0 ? d.X : d.Y; float inv_d = 1.0f / d_i; float t1 = (lowerBound_i - p_i) * inv_d; float t2 = (upperBound_i - p_i) * inv_d; // Sign of the normal vector. float s = -1.0f; if (t1 > t2) { MathUtils.Swap<float>(ref t1, ref t2); s = 1.0f; } // Push the min up if (t1 > tmin) { if (i == 0) { normal.X = s; } else { normal.Y = s; } tmin = t1; } // Pull the max down tmax = Math.Min(tmax, t2); if (tmin > tmax) { return; } } } // Does the ray start inside the box? // Does the ray intersect beyond the max fraction? if (tmin < 0.0f || input.maxFraction < tmin) { return; } // Intersection. output.fraction = tmin; output.normal = normal; output.hit = true; }
// From Real-time Collision Detection, p179. public void RayCast(out RayCastOutput output, ref RayCastInput input) { output = new RayCastOutput(); float tmin = -Settings.b2_FLT_MAX; float tmax = Settings.b2_FLT_MAX; output.hit = false; Vector2 p = input.p1; Vector2 d = input.p2 - input.p1; Vector2 absD = MathUtils.Abs(d); Vector2 normal = Vector2.Zero; for (int i = 0; i < 2; ++i) { float absD_i = i == 0 ? absD.X : absD.Y; float lowerBound_i = i == 0 ? lowerBound.X : lowerBound.Y; float upperBound_i = i == 0 ? upperBound.X : upperBound.Y; float p_i = i == 0 ? p.X : p.Y; if (absD_i < Settings.b2_FLT_EPSILON) { // Parallel. if (p_i < lowerBound_i || upperBound_i < p_i) { return; } } else { float d_i = i == 0 ? d.X : d.Y; float inv_d = 1.0f / d_i; float t1 = (lowerBound_i - p_i) * inv_d; float t2 = (upperBound_i - p_i) * inv_d; // Sign of the normal vector. float s = -1.0f; if (t1 > t2) { MathUtils.Swap <float>(ref t1, ref t2); s = 1.0f; } // Push the min up if (t1 > tmin) { if (i == 0) { normal.X = s; } else { normal.Y = s; } tmin = t1; } // Pull the max down tmax = Math.Min(tmax, t2); if (tmin > tmax) { return; } } } // Does the ray start inside the box? // Does the ray intersect beyond the max fraction? if (tmin < 0.0f || input.maxFraction < tmin) { return; } // Intersection. output.fraction = tmin; output.normal = normal; output.hit = true; }