rays fixed
This commit is contained in:
+146
-205
@@ -34,33 +34,28 @@ RayRelation Rays::rayIntersectAAFace<AAFaceKind::Xperp>(
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner, //y and z global coords of opposite corner
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rayvec3& intersectPoint_ret
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glm::ivec3& normal_ret,
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scalar_t& distance_ret //sinonym of rayCoef
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){
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if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.x - rayOrigin.x) / (rayDir.x);
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intersectPoint_ret = {faceMin.x,
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rayCoef*rayDir.y + rayOrigin.y,
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scalar_t rayCoef = (faceMin.x - rayOrigin.x) / (rayDir.x);// equivalent to distance if raydir normalized
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if (rayCoef < 0) return RayRelation::None;
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rayvec3 intersectPoint = {faceMin.x,
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rayCoef*rayDir.y + rayOrigin.y,
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rayCoef*rayDir.z + rayOrigin.z};
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if (rayDir.x > 0){
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if (intersectPoint_ret.y >= faceMin.y
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&& intersectPoint_ret.y <= faceOppositeCorner[0]
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&& intersectPoint_ret.z >= faceMin.z
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&& intersectPoint_ret.z <= faceOppositeCorner[1]){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPoint_ret.y <= faceMin.y
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&& intersectPoint_ret.y >= faceOppositeCorner[0]
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&& intersectPoint_ret.z <= faceMin.z
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&& intersectPoint_ret.z >= faceOppositeCorner[1]){
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return RayRelation::Intersect;
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}
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}
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if (intersectPoint.y >= faceMin.y
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&& intersectPoint.y <= faceOppositeCorner[0]
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&& intersectPoint.z >= faceMin.z
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&& intersectPoint.z <= faceOppositeCorner[1]){
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distance_ret = rayCoef; // believe that raydir normalized
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if (rayDir.x > 0) normal_ret = -X_AXIS;
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else normal_ret = X_AXIS;
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return RayRelation::Intersect;
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}
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return RayRelation::None;
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}
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@@ -70,33 +65,28 @@ RayRelation Rays::rayIntersectAAFace<AAFaceKind::Yperp>(
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner, //x and z global coords of opposite corner
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rayvec3& intersectPoint_ret
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glm::ivec3& normal_ret,
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scalar_t& distance_ret
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){
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if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.y - rayOrigin.y) / (rayDir.y);
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intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
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scalar_t rayCoef = (faceMin.y - rayOrigin.y) / (rayDir.y);// equivalent to distance if raydir normalized
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if (rayCoef < 0) return RayRelation::None;
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rayvec3 intersectPoint = { rayCoef *rayDir.x + rayOrigin.x,
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faceMin.y,
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rayCoef*rayDir.z + rayOrigin.z};
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if (rayDir.y > 0){
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if (intersectPoint_ret.x >= faceMin.x //Face-hit check
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&& intersectPoint_ret.x <= faceOppositeCorner[0]
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&& intersectPoint_ret.z >= faceMin.z
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&& intersectPoint_ret.z <= faceOppositeCorner[1] ){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPoint_ret.x <= faceMin.x //Face-hit check for negative dir.
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&& intersectPoint_ret.x >= faceOppositeCorner[0]
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&& intersectPoint_ret.z <= faceMin.z
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&& intersectPoint_ret.z >= faceOppositeCorner[1]){
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return RayRelation::Intersect;
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}
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}
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if (intersectPoint.x >= faceMin.x //Face-hit check
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&& intersectPoint.x <= faceOppositeCorner[0]
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&& intersectPoint.z >= faceMin.z
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&& intersectPoint.z <= faceOppositeCorner[1] ){
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distance_ret = rayCoef; // believe that raydir normalized
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if (rayDir.y > 0) normal_ret = -Y_AXIS;
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else normal_ret = Y_AXIS;
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return RayRelation::Intersect;
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}
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return RayRelation::None;
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}
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@@ -106,162 +96,105 @@ RayRelation Rays::rayIntersectAAFace<AAFaceKind::Zperp>(
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner, //x and y global coords of opposite corner
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rayvec3& intersectPoint_ret
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glm::ivec3& normal_ret,
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scalar_t& distance_ret
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){
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if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.z - rayOrigin.z) / (rayDir.z);
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intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
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scalar_t rayCoef = (faceMin.z - rayOrigin.z) / (rayDir.z); // equivalent to distance if raydir normalized
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if (rayCoef < 0) return RayRelation::None;
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rayvec3 intersectPoint = { rayCoef *rayDir.x + rayOrigin.x,
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rayCoef*rayDir.y + rayOrigin.y,
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faceMin.z};
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if (rayDir.z > 0){
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if (intersectPoint_ret.x >= faceMin.x //Face-hit check
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&& intersectPoint_ret.x <= faceOppositeCorner[0]
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&& intersectPoint_ret.y >= faceMin.y
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&& intersectPoint_ret.y <= faceOppositeCorner[1] ){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPoint_ret.x <= faceMin.x //Face-hit check
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&& intersectPoint_ret.x >= faceOppositeCorner[0]
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&& intersectPoint_ret.y <= faceMin.y
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&& intersectPoint_ret.y >= faceOppositeCorner[1] ){
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return RayRelation::Intersect;
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}
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if (intersectPoint.x >= faceMin.x //Face-hit check
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&& intersectPoint.x <= faceOppositeCorner[0]
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&& intersectPoint.y >= faceMin.y
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&& intersectPoint.y <= faceOppositeCorner[1] ){
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distance_ret = rayCoef; // believe that raydir normalized
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if (rayDir.z > 0) normal_ret = -Z_AXIS;
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else normal_ret = Z_AXIS;
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return RayRelation::Intersect;
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}
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return RayRelation::None;
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}
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double Rays::updateNormal(
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double newDistApprox,
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const glm::ivec3& newNormal,
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double currentDistApprox,
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glm::ivec3& normal_ret
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){
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if (newDistApprox < currentDistApprox){
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currentDistApprox = newDistApprox;
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normal_ret = newNormal;
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}
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return currentDistApprox;
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Xperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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glm::ivec3& normal_ret,
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double& currentDistApprox
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner
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){
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if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision of "parallelity"
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if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8) { //precision of "parallelity"
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.x - rayOrigin.x);
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rayvec3 intersectPointMult = {faceMin.x * rayDir.x,
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rayCoef*rayDir.y + rayOrigin.y * rayDir.x,
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rayCoef*rayDir.z + rayOrigin.z * rayDir.x};
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if (rayDir.x > 0){
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if (intersectPointMult.y >= faceMin.y * rayDir.x //Face-hit check
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&& intersectPointMult.y <= faceOppositeCorner[0] * rayDir.x
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&& intersectPointMult.z >= faceMin.z * rayDir.x
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&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.x){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.y * rayDir.z), -X_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPointMult.y <= faceMin.y * rayDir.x //Face-hit check for negative dir.
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&& intersectPointMult.y >= faceOppositeCorner[0] * rayDir.x
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&& intersectPointMult.z <= faceMin.z * rayDir.x
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&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.x){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.y * rayDir.z), X_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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scalar_t rayCoef = (faceMin.x - rayOrigin.x) / (rayDir.x);
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if (rayCoef < 0) return RayRelation::None;
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rayvec3 intersectPoint = { faceMin.x,
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rayCoef * rayDir.y + rayOrigin.y,
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rayCoef * rayDir.z + rayOrigin.z };
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if (intersectPoint.y >= faceMin.y
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&& intersectPoint.y <= faceOppositeCorner[0]
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&& intersectPoint.z >= faceMin.z
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&& intersectPoint.z <= faceOppositeCorner[1]) {
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return RayRelation::Intersect;
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Yperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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glm::ivec3& normal_ret,
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double& currentDistApprox
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){
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if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision of "parallelity"
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner
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) {
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if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8) { //precision of "parallelity"
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.y - rayOrigin.y);
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rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.y,
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faceMin.y * rayDir.y,
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rayCoef*rayDir.z + rayOrigin.z * rayDir.y};
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if (rayDir.y > 0){
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if (intersectPointMult.x >= faceMin.x * rayDir.y //Face-hit check
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&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.y
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&& intersectPointMult.z >= faceMin.z * rayDir.y
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&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.y){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.z), -Y_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPointMult.x <= faceMin.x * rayDir.y //Face-hit check for negative dir.
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&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.y
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&& intersectPointMult.z <= faceMin.z * rayDir.y
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&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.y){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.z), Y_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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scalar_t rayCoef = (faceMin.y - rayOrigin.y) / (rayDir.y);
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if (rayCoef < 0) return RayRelation::None;
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rayvec3 intersectPoint = { rayCoef * rayDir.x + rayOrigin.x,
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faceMin.y,
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rayCoef * rayDir.z + rayOrigin.z };
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if (intersectPoint.x >= faceMin.x //Face-hit check
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&& intersectPoint.x <= faceOppositeCorner[0]
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&& intersectPoint.z >= faceMin.z
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&& intersectPoint.z <= faceOppositeCorner[1]) {
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return RayRelation::Intersect;
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Zperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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glm::ivec3& normal_ret,
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double& currentDistApprox
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){
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if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision of "parallelity"
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner
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) {
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if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8) { //precision of "parallelity"
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.z - rayOrigin.z);
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rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.z,
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rayCoef*rayDir.y + rayOrigin.y * rayDir.z,
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faceMin.z * rayDir.z};
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if (rayDir.z > 0){
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if (intersectPointMult.x >= faceMin.x * rayDir.z //Face-hit check
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&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.z
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&& intersectPointMult.y >= faceMin.y * rayDir.z
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&& intersectPointMult.y <= faceOppositeCorner[1] * rayDir.z){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.y), -Z_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPointMult.x <= faceMin.x * rayDir.z //Face-hit check
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&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.z
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&& intersectPointMult.y <= faceMin.y * rayDir.z
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&& intersectPointMult.y >= faceOppositeCorner[1] * rayDir.z){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.y), Z_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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scalar_t rayCoef = (faceMin.z - rayOrigin.z) / (rayDir.z);
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if (rayCoef < 0) return RayRelation::None;
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rayvec3 intersectPoint = { rayCoef * rayDir.x + rayOrigin.x,
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rayCoef * rayDir.y + rayOrigin.y,
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faceMin.z };
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if (intersectPoint.x >= faceMin.x //Face-hit check
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&& intersectPoint.x <= faceOppositeCorner[0]
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&& intersectPoint.y >= faceMin.y
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&& intersectPoint.y <= faceOppositeCorner[1]) {
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return RayRelation::Intersect;
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}
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return RayRelation::None;
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}
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@@ -272,23 +205,22 @@ RayRelation Rays::rayIntersectAABB(
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const rayvec3& boxPos,
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const AABB& box,
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float maxDist,
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rayvec3& pointIn_ret,
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rayvec3& pointOut_ret,
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glm::ivec3& normal_ret){
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glm::ivec3& normal_ret,
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scalar_t& distance_ret){
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if constexpr (IS_RAYS_BOX_CACHE_ON){
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if (raysBoxCache_.find(boxPos) != raysBoxCache_.end()){
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const AABBFaces& boxFaces = raysBoxCache_[boxPos];
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, pointIn_ret, pointOut_ret, normal_ret);
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, normal_ret, distance_ret);
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} else {
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const AABBFaces& boxFaces = AABBFaces(boxPos, box);
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raysBoxCache_[boxPos] = boxFaces;
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, pointIn_ret, pointOut_ret, normal_ret);
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, normal_ret, distance_ret);
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}
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} else {
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const AABBFaces& boxFaces = AABBFaces(boxPos, box);
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, pointIn_ret, pointOut_ret, normal_ret);
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, normal_ret, distance_ret);
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}
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}
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@@ -298,54 +230,63 @@ RayRelation Rays::rayIntersectAABBFaces(
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const rayvec3& rayDir,
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const AABBFaces& boxFaces,
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float maxDist,
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rayvec3& pointIn_ret,
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rayvec3& pointOut_ret,
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glm::ivec3& normal_ret){//TODO: points returning
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RayRelation rel;
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double faceDistApprox = maxDist;
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unsigned char intersectedCount = 0; //this code is very uncomfortable, DONT LEARN IT!
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rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[0]>(
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rayOrigin, rayDir, boxFaces.faces[0].first, boxFaces.faces[0].second, normal_ret, faceDistApprox
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);
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if (rel > RayRelation::None){
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++intersectedCount;
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glm::ivec3& normal_ret,
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scalar_t& distance_ret){//TODO: points returning
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scalar_t faceDist;
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distance_ret = maxDist;
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glm::ivec3 bufNormal;
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//unsigned char intersectedCount = 0; //this code is very uncomfortable, DONT LEARN IT!
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bool isIntersect = false;
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if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[0]>(
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rayOrigin, rayDir, boxFaces.faces[0].first, boxFaces.faces[0].second, bufNormal, faceDist
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) > RayRelation::None && faceDist < distance_ret){
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isIntersect = true;
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normal_ret = bufNormal;
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distance_ret = faceDist;
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}
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rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[1]>(
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rayOrigin, rayDir, boxFaces.faces[1].first, boxFaces.faces[1].second, normal_ret, faceDistApprox
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);
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if (rel > RayRelation::None){
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++intersectedCount;
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if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[1]>(
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rayOrigin, rayDir, boxFaces.faces[1].first, boxFaces.faces[1].second, bufNormal, faceDist
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) > RayRelation::None && faceDist < distance_ret) {
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isIntersect = true;
|
||||
normal_ret = bufNormal;
|
||||
distance_ret = faceDist;
|
||||
}
|
||||
|
||||
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[2]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[2].first, boxFaces.faces[2].second, normal_ret, faceDistApprox
|
||||
);
|
||||
if (rel > RayRelation::None){
|
||||
++intersectedCount;
|
||||
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[2]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[2].first, boxFaces.faces[2].second, bufNormal, faceDist
|
||||
) > RayRelation::None && faceDist < distance_ret) {
|
||||
isIntersect = true;
|
||||
normal_ret = bufNormal;
|
||||
distance_ret = faceDist;
|
||||
}
|
||||
|
||||
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[3]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[3].first, boxFaces.faces[3].second, normal_ret, faceDistApprox
|
||||
);
|
||||
if (rel > RayRelation::None){
|
||||
++intersectedCount;
|
||||
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[3]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[3].first, boxFaces.faces[3].second, bufNormal, faceDist
|
||||
) > RayRelation::None && faceDist < distance_ret) {
|
||||
isIntersect = true;
|
||||
normal_ret = bufNormal;
|
||||
distance_ret = faceDist;
|
||||
}
|
||||
|
||||
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[4]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[4].first, boxFaces.faces[4].second, normal_ret, faceDistApprox
|
||||
);
|
||||
if (rel > RayRelation::None){
|
||||
++intersectedCount;
|
||||
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[4]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[4].first, boxFaces.faces[4].second, bufNormal, faceDist
|
||||
) > RayRelation::None && faceDist < distance_ret) {
|
||||
isIntersect = true;
|
||||
normal_ret = bufNormal;
|
||||
distance_ret = faceDist;
|
||||
}
|
||||
|
||||
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[5]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[5].first, boxFaces.faces[5].second, normal_ret, faceDistApprox
|
||||
);
|
||||
if (rel > RayRelation::None){
|
||||
++intersectedCount;
|
||||
if (rayIntersectAAFace<AABBFaces::KINDS_ORDER[5]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[5].first, boxFaces.faces[5].second, bufNormal, faceDist
|
||||
) > RayRelation::None && faceDist < distance_ret) {
|
||||
isIntersect = true;
|
||||
normal_ret = bufNormal;
|
||||
distance_ret = faceDist;
|
||||
}
|
||||
|
||||
if (intersectedCount > 0) return RayRelation::Intersect;
|
||||
if (isIntersect) return RayRelation::Intersect;
|
||||
return RayRelation::None;
|
||||
}
|
||||
Reference in New Issue
Block a user