in Box2D/Collision/Shapes/b2PolygonShape.cpp [234:304]
bool b2PolygonShape::RayCast(b2RayCastOutput* output, const b2RayCastInput& input,
const b2Transform& xf, int32 childIndex) const
{
B2_NOT_USED(childIndex);
// Put the ray into the polygon's frame of reference.
b2Vec2 p1 = b2MulT(xf.q, input.p1 - xf.p);
b2Vec2 p2 = b2MulT(xf.q, input.p2 - xf.p);
b2Vec2 d = p2 - p1;
float32 lower = 0.0f, upper = input.maxFraction;
int32 index = -1;
for (int32 i = 0; i < m_count; ++i)
{
// p = p1 + a * d
// dot(normal, p - v) = 0
// dot(normal, p1 - v) + a * dot(normal, d) = 0
float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
float32 denominator = b2Dot(m_normals[i], d);
if (denominator == 0.0f)
{
if (numerator < 0.0f)
{
return false;
}
}
else
{
// Note: we want this predicate without division:
// lower < numerator / denominator, where denominator < 0
// Since denominator < 0, we have to flip the inequality:
// lower < numerator / denominator <==> denominator * lower > numerator.
if (denominator < 0.0f && numerator < lower * denominator)
{
// Increase lower.
// The segment enters this half-space.
lower = numerator / denominator;
index = i;
}
else if (denominator > 0.0f && numerator < upper * denominator)
{
// Decrease upper.
// The segment exits this half-space.
upper = numerator / denominator;
}
}
// The use of epsilon here causes the assert on lower to trip
// in some cases. Apparently the use of epsilon was to make edge
// shapes work, but now those are handled separately.
//if (upper < lower - b2_epsilon)
if (upper < lower)
{
return false;
}
}
b2Assert(0.0f <= lower && lower <= input.maxFraction);
if (index >= 0)
{
output->fraction = lower;
output->normal = b2Mul(xf.q, m_normals[index]);
return true;
}
return false;
}