Garry's Mod Wiki

util.IntersectRayWithSphere

  number, number util.IntersectRayWithSphere( Vector rayOrigin, Vector rayDelta, Vector shperePosition, number sphereRadius )

Description

Performs a ray-sphere intersection and returns the intersection positions or nil.

Arguments

1 Vector rayOrigin
Origin/start position of the ray.
2 Vector rayDelta
The end position of the ray relative to the start position. Equivalent of direction * distance.
3 Vector shperePosition
Any position of the sphere.
4 number sphereRadius
The radius of the sphere.

Returns

1 number
The first intersection position along the ray, or nil if there is no intersection.
2 number
The second intersection position along the ray, or nil if there is no intersection.

Example

-- Store entity we look at local ent = NULL -- Do this every frame hook.Add( "Think", "Think_IntersectRayWithOBBExample", function() -- Store player object local ply = LocalPlayer() -- If player looked at some valid entity, swtich our entity to that local trEnt = ply:GetEyeTrace().Entity if ( IsValid( trEnt ) ) then ent = trEnt end -- No entity? do nothing if ( !IsValid( ent ) ) then return end local start = ply:GetShootPos() local delta = ply:GetAimVector() * 500 local endpos = start + delta -- Perform a ray intersection against a sphere from the player's eyes local frac1, frac2 = util.IntersectRayWithSphere( start, delta, ent:GetPos() + ent:OBBCenter(), ent:OBBMaxs():Length() ) --print( "res: ", frac1, frac2 ) -- For debugging -- Display intersection points if ( frac1 ) then local intersect1 = LerpVector( frac1, start, endpos ) local intersect2 = LerpVector( frac2, start, endpos ) debugoverlay.Axis( intersect1, angle_zero, 10, 0.01 ) debugoverlay.Axis( intersect2, angle_zero, 10, 0.01 ) end -- Draw the OBB visualization, requires developer 1 in console. debugoverlay.Sphere( ent:GetPos() + ent:OBBCenter(), ent:OBBMaxs():Length(), 0.01, frac1 != nil and Color( 0, 255, 0 ) or Color( 255, 0, 0 ) ) end )