refactor: implroves ray box collision accuracy
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+28
-27
@@ -33,41 +33,42 @@ float Ray::distanceToPoint(const Vec4& point) const {
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bool Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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float* outputDistance) const {
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auto inv = invDir();
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inv.normalize();
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float t1 = (min->x - origin->x) / dir->x;
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float t2 = (max->x - origin->x) / dir->x;
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float t3 = (min->y - origin->y) / dir->y;
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float t4 = (max->y - origin->y) / dir->y;
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float t5 = (min->z - origin->z) / dir->z;
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float t6 = (max->z - origin->z) / dir->z;
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float tmin = (minCorner.x - this->origin.x) * inv.x;
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float tmax = (maxCorner.x - this->origin.x) * inv.x;
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float tymin = (minCorner.y - this->origin.y) * inv.y;
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float tymax = (maxCorner.y - this->origin.y) * inv.y;
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if ((tmin > tymax) || (tymin > tmax)) {
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return false;
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}
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if (tymin > tmin) tmin = tymin;
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if (tymax < tmax) tmax = tymax;
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float tzmin = (minCorner.z - this->origin.z) * inv.z;
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float tzmax = (maxCorner.z - this->origin.z) * inv.z;
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if ((tmin > tzmax) || (tzmin > tmax)) {
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return false;
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}
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if (tzmin > tmin) tmin = tzmin;
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if (tzmax < tmax) tmax = tzmax;
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float tmin = MAX(MAX(MIN(t1, t2), MIN(t3, t4)), MIN(t5, t6));
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float tmax = MIN(MIN(MAX(t1, t2), MAX(t3, t4)), MAX(t5, t6));
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// if tmax < 0, ray (line) is intersecting AABB, but whole AABB is behing us
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if (tmax < 0) {
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if (outputDistance != nullptr) {
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*outputDistance = -1.0f;
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}
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return false;
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}
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// if tmin > tmax, ray doesn't intersect AABB
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if (tmin > tmax) {
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if (outputDistance != nullptr) {
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*outputDistance = -1.0f;
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}
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return false;
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}
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if (tmin < 0) {
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if (outputDistance != nullptr) {
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*outputDistance = tmax;
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}
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return true;
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}
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if (outputDistance != nullptr) {
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*outputDistance = tmin >= 0 ? tmin : tmax;
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*outputDistance = tmin;
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}
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return true;
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}
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