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Get collision point on the normal of a block in a grid
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| //Calculate intersection point in grid | |
| var V = {x:1, y:-1, z:0, w:1}; //direction | |
| var A = {x:1.5, y:1.5, z:0}; //point or origin | |
| var n = {x:0, y:1, z:0, w:1}; //normal | |
| var b = {x:2, y:0, z:0}; //grid block position | |
| var rp = {x:null, y:null, z:null}; //result position | |
| var mid = (A.x * Math.abs(n.x) + A.y * Math.abs(n.y) + A.z * Math.abs(n.z)) - (b.x * Math.abs(n.x) + b.y * Math.abs(n.y) +b.z * Math.abs(n.z) + n.w); | |
| var rpMagnitude = mid/(V.x * Math.abs(n.x) + V.y * Math.abs(n.y) +V.z * Math.abs(n.z)); | |
| rp.x = A.x - V.x * rpMagnitude * 1.00001; | |
| rp.y = A.y - V.y * rpMagnitude * 1.00001; | |
| rp.z = A.z - V.z * rpMagnitude * 1.00001; | |
| //if the rvMagnitude is > than V.w(direction magnitude) than rv is longer than the direction vector | |
| //and then there is no collision on this block normal vector | |
| console.log(rp, rpMagnitude < 0, rpMagnitude); | |
| detected = (rp.x >= b.x && rp.x < b.x+1) && (rp.y >= b.y && rp.y < b.y+1) && (rp.z >= b.z && rp.z < b.z+1) | |
| console.log(detected); |
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