Playing with the implementation of slab intersection

This stuff is commented out anyway because it all moved to IntersectSlab...
This commit is contained in:
Eryn Wells 2014-08-03 12:23:59 -07:00
parent 3ce6987d78
commit d79c95be71

View file

@ -88,16 +88,16 @@ Box::DoesIntersect(const Ray& ray,
* planes...
*/
if (ray.direction.x == 0.0) {
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) * invX;
t1 = (mFar.x - ray.origin.x) * invX;
//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;
@ -118,7 +118,7 @@ Box::DoesIntersect(const Ray& ray,
/* Now the Y planes. */
if (ray.direction.y == 0.0) {
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. */
@ -149,7 +149,7 @@ Box::DoesIntersect(const Ray& ray,
/* Finally, the Z planes. */
if (ray.direction.z == 0.0) {
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. */