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-rw-r--r--core/math/geometry_3d.h33
1 files changed, 21 insertions, 12 deletions
diff --git a/core/math/geometry_3d.h b/core/math/geometry_3d.h
index 825817af5e..4ef9b4dbe6 100644
--- a/core/math/geometry_3d.h
+++ b/core/math/geometry_3d.h
@@ -252,27 +252,34 @@ public:
return true;
}
- static inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = nullptr, Vector3 *r_norm = nullptr) {
+ static inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = nullptr, Vector3 *r_norm = nullptr, int p_cylinder_axis = 2) {
Vector3 rel = (p_to - p_from);
real_t rel_l = rel.length();
if (rel_l < CMP_EPSILON) {
return false; // Both points are the same.
}
+ ERR_FAIL_COND_V(p_cylinder_axis < 0, false);
+ ERR_FAIL_COND_V(p_cylinder_axis > 2, false);
+ Vector3 cylinder_axis;
+ cylinder_axis[p_cylinder_axis] = 1.0;
+
// First check if they are parallel.
Vector3 normal = (rel / rel_l);
- Vector3 crs = normal.cross(Vector3(0, 0, 1));
+ Vector3 crs = normal.cross(cylinder_axis);
real_t crs_l = crs.length();
- Vector3 z_dir;
+ Vector3 axis_dir;
if (crs_l < CMP_EPSILON) {
- z_dir = Vector3(1, 0, 0); // Any x/y vector OK.
+ Vector3 side_axis;
+ side_axis[(p_cylinder_axis + 1) % 3] = 1.0; // Any side axis OK.
+ axis_dir = side_axis;
} else {
- z_dir = crs / crs_l;
+ axis_dir = crs / crs_l;
}
- real_t dist = z_dir.dot(p_from);
+ real_t dist = axis_dir.dot(p_from);
if (dist >= p_radius) {
return false; // Too far away.
@@ -285,10 +292,10 @@ public:
}
Size2 size(Math::sqrt(w2), p_height * 0.5);
- Vector3 x_dir = z_dir.cross(Vector3(0, 0, 1)).normalized();
+ Vector3 side_dir = axis_dir.cross(cylinder_axis).normalized();
- Vector2 from2D(x_dir.dot(p_from), p_from.z);
- Vector2 to2D(x_dir.dot(p_to), p_to.z);
+ Vector2 from2D(side_dir.dot(p_from), p_from[p_cylinder_axis]);
+ Vector2 to2D(side_dir.dot(p_to), p_to[p_cylinder_axis]);
real_t min = 0, max = 1;
@@ -335,10 +342,12 @@ public:
Vector3 res_normal = result;
if (axis == 0) {
- res_normal.z = 0;
+ res_normal[p_cylinder_axis] = 0;
} else {
- res_normal.x = 0;
- res_normal.y = 0;
+ int axis_side = (p_cylinder_axis + 1) % 3;
+ res_normal[axis_side] = 0;
+ axis_side = (axis_side + 1) % 3;
+ res_normal[axis_side] = 0;
}
res_normal.normalize();