refactor: implroves ray box collision accuracy

This commit is contained in:
Wellinator
2022-08-14 16:52:06 -03:00
parent 74c684fff8
commit 7a4ca89b14
+28 -27
View File
@@ -33,41 +33,42 @@ float Ray::distanceToPoint(const Vec4& point) const {
bool Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner, bool Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
float* outputDistance) const { float* outputDistance) const {
auto inv = invDir(); float t1 = (min->x - origin->x) / dir->x;
inv.normalize(); float t2 = (max->x - origin->x) / dir->x;
float t3 = (min->y - origin->y) / dir->y;
float t4 = (max->y - origin->y) / dir->y;
float t5 = (min->z - origin->z) / dir->z;
float t6 = (max->z - origin->z) / dir->z;
float tmin = (minCorner.x - this->origin.x) * inv.x; float tmin = MAX(MAX(MIN(t1, t2), MIN(t3, t4)), MIN(t5, t6));
float tmax = (maxCorner.x - this->origin.x) * inv.x; float tmax = MIN(MIN(MAX(t1, t2), MAX(t3, t4)), MAX(t5, t6));
float tymin = (minCorner.y - this->origin.y) * inv.y;
float tymax = (maxCorner.y - this->origin.y) * inv.y;
if ((tmin > tymax) || (tymin > tmax)) {
return false;
}
if (tymin > tmin) tmin = tymin;
if (tymax < tmax) tmax = tymax;
float tzmin = (minCorner.z - this->origin.z) * inv.z;
float tzmax = (maxCorner.z - this->origin.z) * inv.z;
if ((tmin > tzmax) || (tzmin > tmax)) {
return false;
}
if (tzmin > tmin) tmin = tzmin;
if (tzmax < tmax) tmax = tzmax;
// if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behing us
if (tmax < 0) { if (tmax < 0) {
if (outputDistance != nullptr) {
*outputDistance = -1.0f;
}
return false; return false;
} }
// if tmin > tmax, ray doesn't intersect AABB
if (tmin > tmax) {
if (outputDistance != nullptr) {
*outputDistance = -1.0f;
}
return false;
}
if (tmin < 0) {
if (outputDistance != nullptr) {
*outputDistance = tmax;
}
return true;
}
if (outputDistance != nullptr) { if (outputDistance != nullptr) {
*outputDistance = tmin >= 0 ? tmin : tmax; *outputDistance = tmin;
} }
return true; return true;
} }