Merge pull request #124 from Wellinator/tyrav2-develop

refactor: improves ray box collision accuracy
This commit is contained in:
Sandro Sobczyński
2022-08-14 22:39:38 +02:00
committed by GitHub
3 changed files with 33 additions and 27 deletions
+1
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@@ -56,6 +56,7 @@ class Vec4 {
Vec4 operator*(const Vec4& v) const; Vec4 operator*(const Vec4& v) const;
Vec4 operator*(const float& v) const; Vec4 operator*(const float& v) const;
Vec4 operator/(const float& v) const; Vec4 operator/(const float& v) const;
Vec4 operator/(const Vec4& v) const;
Vec4 operator-(void) const; Vec4 operator-(void) const;
void operator=(const Vec4& v); void operator=(const Vec4& v);
void operator+=(const Vec4& v); void operator+=(const Vec4& v);
+4
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@@ -77,6 +77,10 @@ Vec4 Vec4::operator/(const float& v) const {
return Vec4(x / v, y / v, z / v, w); return Vec4(x / v, y / v, z / v, w);
} }
Vec4 Vec4::operator/(const Vec4& v) const {
return Vec4(x / v.x, y / v.y, z / v.z, w);
}
void Vec4::operator+=(const Vec4& v) { void Vec4::operator+=(const Vec4& v) {
asm volatile( asm volatile(
"lqc2 $vf4, 0x0(%0) \n\t" "lqc2 $vf4, 0x0(%0) \n\t"
+28 -27
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@@ -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(); Vec4 _min = (minCorner - this->origin) / this->invDir();
inv.normalize(); Vec4 _max = (minCorner - this->origin) / this->invDir();
float tmin = (minCorner.x - this->origin.x) * inv.x; float tmin =
float tmax = (maxCorner.x - this->origin.x) * inv.x; std::max(std::max(std::min(_min.x, _max.x), std::min(_min.y, _max.y)),
float tymin = (minCorner.y - this->origin.y) * inv.y; std::min(_min.z, _max.z));
float tymax = (maxCorner.y - this->origin.y) * inv.y; float tmax =
std::min(std::min(std::max(_min.x, _max.x), std::max(_min.y, _max.y)),
if ((tmin > tymax) || (tymin > tmax)) { std::max(_min.z, _max.z));
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;
} }