refactor: apply review changes
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+23
-26
@@ -16,43 +16,40 @@
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namespace Tyra {
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Ray::Ray() {}
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Ray::Ray(Vec4* origin, Vec4* direction) {
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this->origin.set(origin->x, origin->y, origin->z);
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this->direction.set(direction->x, direction->y, direction->z);
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Ray::Ray(const Vec4& origin, const Vec4& direction) {
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this->_origin.set(origin);
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this->_direction.set(direction);
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}
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Ray::~Ray() {}
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void Ray::set(Vec4 origin, Vec4 direction) {
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this->origin.set(origin);
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this->direction.set(direction);
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void Ray::set(const Vec4& origin, const Vec4& direction) {
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this->_origin.set(origin);
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this->_direction.set(direction);
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}
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void Ray::setOrigin(Vec4 origin) { this->origin.set(origin); }
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void Ray::setOrigin(const Vec4& origin) { this->_origin.set(origin); }
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void Ray::setOrigin(const float& t_x, const float& t_y, const float& t_z) {
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this->origin.set(t_x, t_y, t_z);
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void Ray::setDirection(const Vec4& direction) {
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this->_direction.set(direction);
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}
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void Ray::setDirection(Vec4 direction) { this->direction.set(direction); }
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Vec4 Ray::at(const float& t) { return (this->_direction * t) + this->_origin; }
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void Ray::setDirection(const float& t_x, const float& t_y, const float& t_z) {
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this->direction.set(t_x, t_y, t_z);
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float Ray::distanceToPoint(const Vec4& point) {
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return this->_origin.distanceTo(point);
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}
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float Ray::distanceToPoint(Vec4 point) { return origin.distanceTo(point); }
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Vec4 Ray::at(float t) { return (this->direction * t) + this->origin; }
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u8 Ray::intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance) {
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u8 Ray::intersectBox(const Vec4& minCorner, const Vec4& maxCorner,
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float& distance) {
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float tmin, tmax, tymin, tymax, tzmin, tzmax;
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Vec4 invDir = this->invDir();
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invDir.normalize();
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tmin = (minCorner->x - this->origin.x) * invDir.x;
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tmax = (maxCorner->x - this->origin.x) * invDir.x;
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tymin = (minCorner->y - this->origin.y) * invDir.y;
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tymax = (maxCorner->y - this->origin.y) * invDir.y;
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tmin = (minCorner.x - this->_origin.x) * invDir.x;
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tmax = (maxCorner.x - this->_origin.x) * invDir.x;
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tymin = (minCorner.y - this->_origin.y) * invDir.y;
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tymax = (maxCorner.y - this->_origin.y) * invDir.y;
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if ((tmin > tymax) || (tymin > tmax)) {
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distance = -1.0f;
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@@ -63,8 +60,8 @@ u8 Ray::intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance) {
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if (tymax < tmax) tmax = tymax;
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tzmin = (minCorner->z - this->origin.z) * invDir.z;
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tzmax = (maxCorner->z - this->origin.z) * invDir.z;
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tzmin = (minCorner.z - this->_origin.z) * invDir.z;
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tzmax = (maxCorner.z - this->_origin.z) * invDir.z;
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if ((tmin > tzmax) || (tzmin > tmax)) {
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distance = -1.0f;
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@@ -84,9 +81,9 @@ u8 Ray::intersectBox(Vec4* minCorner, Vec4* maxCorner, float& distance) {
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return 1;
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}
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Vec4 Ray::invDir() {
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return Vec4(1 / this->direction.x, 1 / this->direction.y,
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1 / this->direction.z);
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const Vec4 Ray::invDir() {
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return Vec4(1 / this->_direction.x, 1 / this->_direction.y,
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1 / this->_direction.z, 1);
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}
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} // Namespace Tyra
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