Get rid of commented out Box intersection code

This commit is contained in:
Eryn Wells 2014-08-03 16:36:12 -07:00
parent 556e13ae74
commit 92e67215b9

View file

@ -82,102 +82,6 @@ Box::DoesIntersect(const Ray& ray,
* planes (X, Y, and Z planes). * planes (X, Y, and Z planes).
*/ */
#if 0
/*
* Unrolling the loop means lots of duplicated code. So we start with the X
* planes...
*/
if (NearZero(ray.direction.x)) {
/* The ray is parallel to the X axis. */
if (ray.origin.x < mNear.x || ray.origin.x > mFar.x) {
/* The ray's origin is not between the slabs, so no intersection. */
return false;
}
} else {
//Double invX = 1.0 / ray.direction.x;
t0 = (mNear.x - ray.origin.x) / ray.direction.x;
t1 = (mFar.x - ray.origin.x) / ray.direction.x;
if (t0 > t1) {
tNear = t1;
tFar = t0;
} else {
tNear = t0;
tFar = t1;
}
if (tNear > tFar) {
/* Box is missed. */
return false;
}
if (tFar < 0.0) {
/* Box is behind the ray. */
return false;
}
}
/* Now the Y planes. */
if (NearZero(ray.direction.y)) {
/* The ray is parallel to the Y axis. */
if (ray.origin.y < mNear.y || ray.origin.y > mFar.y) {
/* The ray's origin is not between the slabs, so no intersection. */
return false;
}
} else {
/* The ray isn't parallel, so calculate the intersection points. */
Double invY = 1.0 / ray.direction.y;
t0 = (mNear.y - ray.origin.y) * invY;
t1 = (mFar.y - ray.origin.y) * invY;
if (t0 > t1) {
tNear = t1;
tFar = t0;
} else {
tNear = t0;
tFar = t1;
}
if (tNear > tFar) {
/* Box is missed. */
return false;
}
if (tFar < 0.0) {
/* Box is behind the ray. */
return false;
}
}
/* Finally, the Z planes. */
if (NearZero(ray.direction.z)) {
/* The ray is parallel to the Z axis. */
if (ray.origin.z < mNear.z || ray.origin.z > mFar.z) {
/* The ray's origin is not between the slabs, so no intersection. */
return false;
}
} else {
Double invZ = 1.0 / ray.direction.z;
t0 = (mNear.z - ray.origin.z) * invZ;
t1 = (mFar.z - ray.origin.z) * invZ;
if (t0 > t1) {
tNear = t1;
tFar = t0;
} else {
tNear = t0;
tFar = t1;
}
if (tNear > tFar) {
/* Box is missed. */
return false;
}
if (tFar < 0.0) {
/* Box is behind the ray. */
return false;
}
}
#endif
if (!IntersectSlab(mNear.x, mFar.x, ray.origin.x, ray.direction.x, tNear, tFar)) { if (!IntersectSlab(mNear.x, mFar.x, ray.origin.x, ray.direction.x, tNear, tFar)) {
return false; return false;
} }