Fixed OBB hitbox with swept box ray tracing

This commit is contained in:
Kamay Xutax 2024-09-15 00:17:42 +02:00
parent db03935f34
commit bca77a7d2e

View file

@ -1479,21 +1479,21 @@ bool IntersectRayWithOBB( const Ray_t &ray, const matrix3x4_t &matOBBToWorld,
Collision_ClearTrace( ray.m_Start + ray.m_StartOffset, ray.m_Delta, pTrace );
// Compute a bounding sphere around the bloated OBB
Vector vecOBBExtents;
VectorAdd( vecOBBMins, vecOBBMaxs, vecOBBExtents );
vecOBBExtents *= 0.5f;
Vector vecOBBCenter;
VectorAdd( vecOBBMins, vecOBBMaxs, vecOBBCenter );
vecOBBCenter *= 0.5f;
vecOBBCenter.x += matOBBToWorld[0][3];
vecOBBCenter.y += matOBBToWorld[1][3];
vecOBBCenter.z += matOBBToWorld[2][3];
VectorTransform( vecOBBExtents, matOBBToWorld, vecOBBCenter );
Vector vecOBBHalfDiagonal;
VectorSubtract( vecOBBMaxs, vecOBBMins, vecOBBHalfDiagonal );
vecOBBHalfDiagonal *= 0.5f;
// TODO_ENHANCED: make sphere hitboxes.
// float flRadius = vecOBBHalfDiagonal.Length() + ray.m_Extents.Length();
// if ( !IsRayIntersectingSphere( ray.m_Start, ray.m_Delta, vecOBBCenter, flRadius, flTolerance ) )
// return false;
// TODO_ENHANCED: should be fixed now.
float flRadius = vecOBBHalfDiagonal.Length() + ray.m_Extents.Length();
if ( !IsRayIntersectingSphere( ray.m_Start, ray.m_Delta, vecOBBCenter, flRadius, flTolerance ) )
return false;
// Ok, we passed the trivial reject, so lets do the dirty deed.
// Basically we're going to do the GJK thing explicitly. We'll shrink the ray down