bool Intersect(const CShapeRay &world_ray, const CShapeAABB &world_AABB, float *pDist, const Matrix4 *world=NULL)
Definition: RayCollider.cpp:168
base class for all colliders.
Definition: Collider.h:20
virtual void InitQuery()
Initializes a query.
Definition: Collider.h:107
different physics engine has different winding order.
Definition: EventBinding.h:32
Standard 3-dimensional vector.
Definition: ParaVector3.h:16
bool RayAABBOverlap(const Vector3 ¢er, const Vector3 &extents)
Computes a ray-AABB overlap test using the separating axis theorem.
Definition: RayCollider.cpp:124
AABB-related code.
Definition: ShapeAABB.h:11
void SetMaxDist(float max_dist)
Settings: sets the higher distance bound.
Definition: RayCollider.cpp:59
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: ParaMatrix4.h:23
bool Collide(const CShapeRay &world_ray, const CShapeAABB &world_AABB, const Matrix4 *world=NULL)
Generic stabbing query for generic OPCODE models.
Definition: RayCollider.cpp:138
AABB with orientation by a matrix.
Definition: ShapeOBB.h:11
void SetCulling(bool flag)
Settings: enable or disable back face culling.
Definition: RayCollider.cpp:54
float mMaxDist
Valid segment on the ray.
Definition: RayCollider.h:127
Vector3 mOrigin
Ray origin.
Definition: RayCollider.h:118
Contains a ray-vs-shape collider.
Definition: RayCollider.h:73
A ray is a half-line P(t) = mOrig + mDir * t, with 0 <= t <= +infinity.
Definition: ShapeRay.h:11
Vector3 mFDir
fabsf(mDir)
Definition: RayCollider.h:120
bool SegmentAABBOverlap(const Vector3 ¢er, const Vector3 &extents)
Computes a segment-AABB overlap test using the separating axis theorem.
Definition: RayCollider.cpp:110
Vector3 mDir
Ray direction (normalized)
Definition: RayCollider.h:119
bool mCulling
Stab culled faces or not.
Definition: RayCollider.h:128