Fixed OBB hitbox with swept box ray tracing
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1 changed files with 9 additions and 9 deletions
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@ -1479,21 +1479,21 @@ bool IntersectRayWithOBB( const Ray_t &ray, const matrix3x4_t &matOBBToWorld,
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Collision_ClearTrace( ray.m_Start + ray.m_StartOffset, ray.m_Delta, pTrace );
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// Compute a bounding sphere around the bloated OBB
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Vector vecOBBExtents;
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VectorAdd( vecOBBMins, vecOBBMaxs, vecOBBExtents );
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vecOBBExtents *= 0.5f;
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Vector vecOBBCenter;
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VectorAdd( vecOBBMins, vecOBBMaxs, vecOBBCenter );
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vecOBBCenter *= 0.5f;
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vecOBBCenter.x += matOBBToWorld[0][3];
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vecOBBCenter.y += matOBBToWorld[1][3];
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vecOBBCenter.z += matOBBToWorld[2][3];
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VectorTransform( vecOBBExtents, matOBBToWorld, vecOBBCenter );
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Vector vecOBBHalfDiagonal;
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VectorSubtract( vecOBBMaxs, vecOBBMins, vecOBBHalfDiagonal );
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vecOBBHalfDiagonal *= 0.5f;
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// TODO_ENHANCED: make sphere hitboxes.
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// float flRadius = vecOBBHalfDiagonal.Length() + ray.m_Extents.Length();
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// if ( !IsRayIntersectingSphere( ray.m_Start, ray.m_Delta, vecOBBCenter, flRadius, flTolerance ) )
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// return false;
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// TODO_ENHANCED: should be fixed now.
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float flRadius = vecOBBHalfDiagonal.Length() + ray.m_Extents.Length();
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if ( !IsRayIntersectingSphere( ray.m_Start, ray.m_Delta, vecOBBCenter, flRadius, flTolerance ) )
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return false;
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// Ok, we passed the trivial reject, so lets do the dirty deed.
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// Basically we're going to do the GJK thing explicitly. We'll shrink the ray down
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