Function inexor::vulkan_renderer::world::ray_cube_collision_check¶
Defined in File collision_query.hpp
Function Documentation¶
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std::optional<RayCubeCollision<Cube>> inexor::vulkan_renderer::world::ray_cube_collision_check(const Cube &cube, glm::vec3 pos, glm::vec3 dir, std::optional<std::uint32_t> max_depth = std::nullopt)¶
Check for a collision between a camera ray and octree geometry.
Note
This does not account yet for octree indentation!
- Parameters
cube – The cube to check collisions with.
pos – The camera position.
dir – The camera view direction.
max_depth – The maximum subcube iteration depth. If this depth is reached and the cube is an octant, it will be treated as if it was a solid cube. This is the foundation for the implementation of grid size in octree editor.
- Returns
A std::optional which contains the collision data (if any found).