Game Development Reference
In-Depth Information
c a s e
2 :
/ /
i n t e r s e c t
w i t h
xy
p l a n e
{
f l o a t
x
=
r a y O r g . x
+
r a y D e l t a . x
∗
t ;
i f
( x
<
min . x
| |
x
>
max . x )
r e t u r n
k N o I n t e r s e c t i o n ;
f l o a t
y
=
r a y O r g . y
+
r a y D e l t a . y
∗
t ;
i f
( y
<
min . y
| |
y
>
max . y )
r e t u r n
k N o I n t e r s e c t i o n ;
i f
( r e t u r n N o r m a l
! =
NULL )
{
r e t u r n N o r m a l
−>
x
=
0 . 0 f ;
r e t u r n N o r m a l
−>
y
=
0 . 0 f ;
r e t u r n N o r m a l
−>
z
=
zn ;
}
}
br ea k
;
}
/ /
R e t u r n
p a r a m e t r i c
p o i n t
o f
i n t e r s e c t i o n
r e t u r n
t ;
}
Listing A.6
Ray-box intersection
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