Sphere Vs Box collision detect fix
This commit is contained in:
parent
202ee23b25
commit
e0adc0ae93
|
@ -393,8 +393,8 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
|
||||
bool Intersect( const BoxAxisAligned &box, const Sphere &sphere )
|
||||
{ // by Dan Andersson
|
||||
Float3 e = Max( box.minVertex - sphere.center, Float3::null );
|
||||
e += Max( sphere.center - box.maxVertex, Float3::null );
|
||||
Float4 e = Max( Float4(box.minVertex - sphere.center, 0.0f), Float4::null );
|
||||
e += Max( Float4(sphere.center - box.maxVertex, 0.0f), Float4::null );
|
||||
|
||||
if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false;
|
||||
return true;
|
||||
|
@ -459,11 +459,12 @@ namespace Oyster { namespace Collision3D { namespace Utility
|
|||
|
||||
bool Intersect( const Box &box, const Sphere &sphere )
|
||||
{ // by Dan Andersson
|
||||
Float3 e = sphere.center - box.center,
|
||||
centerL = Float3( e.Dot(box.xAxis), e.Dot(box.yAxis), e.Dot(box.zAxis) );
|
||||
Float4 vCenter = Float4( sphere.center - box.center, 1.0f ); // sphere's center in the box's view space
|
||||
vCenter = InverseRotationMatrix( box.rotation ) * vCenter;
|
||||
vCenter.w = 0.0f;
|
||||
|
||||
e = Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null );
|
||||
e += Max( centerL - box.boundingOffset, Float3::null );
|
||||
Float4 e = Max( Float4(-box.boundingOffset, 0.0f) - vCenter, Float4::null );
|
||||
e += Max( vCenter - Float4(-box.boundingOffset, 0.0f), Float4::null );
|
||||
|
||||
if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false;
|
||||
return true;
|
||||
|
|
Loading…
Reference in New Issue