Playing with the implementation of slab intersection
This stuff is commented out anyway because it all moved to IntersectSlab...
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1 changed files with 6 additions and 6 deletions
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@ -88,16 +88,16 @@ Box::DoesIntersect(const Ray& ray,
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* planes...
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*/
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if (ray.direction.x == 0.0) {
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if (NearZero(ray.direction.x)) {
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/* The ray is parallel to the X axis. */
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if (ray.origin.x < mNear.x || ray.origin.x > mFar.x) {
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/* The ray's origin is not between the slabs, so no intersection. */
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return false;
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}
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} else {
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Double invX = 1.0 / ray.direction.x;
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t0 = (mNear.x - ray.origin.x) * invX;
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t1 = (mFar.x - ray.origin.x) * invX;
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//Double invX = 1.0 / ray.direction.x;
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t0 = (mNear.x - ray.origin.x) / ray.direction.x;
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t1 = (mFar.x - ray.origin.x) / ray.direction.x;
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if (t0 > t1) {
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tNear = t1;
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tFar = t0;
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@ -118,7 +118,7 @@ Box::DoesIntersect(const Ray& ray,
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/* Now the Y planes. */
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if (ray.direction.y == 0.0) {
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if (NearZero(ray.direction.y)) {
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/* The ray is parallel to the Y axis. */
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if (ray.origin.y < mNear.y || ray.origin.y > mFar.y) {
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/* The ray's origin is not between the slabs, so no intersection. */
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@ -149,7 +149,7 @@ Box::DoesIntersect(const Ray& ray,
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/* Finally, the Z planes. */
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if (ray.direction.z == 0.0) {
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if (NearZero(ray.direction.z)) {
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/* The ray is parallel to the Z axis. */
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if (ray.origin.z < mNear.z || ray.origin.z > mFar.z) {
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/* The ray's origin is not between the slabs, so no intersection. */
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