Merge pull request #124 from Wellinator/tyrav2-develop
refactor: improves ray box collision accuracy
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@@ -56,6 +56,7 @@ class Vec4 {
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Vec4 operator*(const Vec4& v) const;
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Vec4 operator*(const float& v) const;
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Vec4 operator/(const float& v) const;
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Vec4 operator/(const Vec4& v) const;
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Vec4 operator-(void) const;
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void operator=(const Vec4& v);
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void operator+=(const Vec4& v);
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@@ -77,6 +77,10 @@ Vec4 Vec4::operator/(const float& v) const {
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return Vec4(x / v, y / v, z / v, w);
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}
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Vec4 Vec4::operator/(const Vec4& v) const {
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return Vec4(x / v.x, y / v.y, z / v.z, w);
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}
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void Vec4::operator+=(const Vec4& v) {
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asm volatile(
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"lqc2 $vf4, 0x0(%0) \n\t"
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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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Vec4 _min = (minCorner - this->origin) / this->invDir();
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Vec4 _max = (minCorner - this->origin) / this->invDir();
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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 =
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std::max(std::max(std::min(_min.x, _max.x), std::min(_min.y, _max.y)),
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std::min(_min.z, _max.z));
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float tmax =
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std::min(std::min(std::max(_min.x, _max.x), std::max(_min.y, _max.y)),
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std::max(_min.z, _max.z));
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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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