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Use matrix4::getRotationRadians

This commit is contained in:
Lars Mueller 2025-01-30 14:11:16 +01:00 committed by sfan5
parent b6c71b2379
commit d74af2f1a7
10 changed files with 34 additions and 28 deletions

View file

@ -124,13 +124,13 @@ bool boxLineCollision(const aabb3f &box, const v3f start,
return false;
}
bool boxLineCollision(const aabb3f &box, const v3f rotation,
const v3f start, const v3f dir,
bool boxLineCollision(const aabb3f &box, v3f rotation_radians,
v3f start, v3f dir,
v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal)
{
// Inversely transform the ray rather than rotating the box faces;
// this allows us to continue using a simple ray - AABB intersection
core::quaternion rot(rotation * core::DEGTORAD);
core::quaternion rot(rotation_radians);
rot.makeInverse();
bool collision = boxLineCollision(box, rot * start, rot * dir, collision_point, collision_normal);