Optimize ray intersection calculation

Check to make sure the direction is not 0 only once. Also, check to make
sure it is 0 first so we don't unnecessarily calculate if the position
is greater-than or less-than another without purpose.
This commit is contained in:
yankejustin 2015-08-07 13:58:58 -04:00
parent 105b0f57d0
commit cf5d54b9da

View File

@ -94,18 +94,29 @@ namespace TrueCraft.API
Vector3 maxT = new Vector3(-1.0f);
//Vector3 minT = new Vector3(-1.0f);
//calcul intersection with each faces
if (Position.X < box.Min.X && Direction.X != 0.0f)
maxT.X = (box.Min.X - Position.X) / Direction.X;
else if (Position.X > box.Max.X && Direction.X != 0.0f)
maxT.X = (box.Max.X - Position.X) / Direction.X;
if (Position.Y < box.Min.Y && Direction.Y != 0.0f)
maxT.Y = (box.Min.Y - Position.Y) / Direction.Y;
else if (Position.Y > box.Max.Y && Direction.Y != 0.0f)
maxT.Y = (box.Max.Y - Position.Y) / Direction.Y;
if (Position.Z < box.Min.Z && Direction.Z != 0.0f)
maxT.Z = (box.Min.Z - Position.Z) / Direction.Z;
else if (Position.Z > box.Max.Z && Direction.Z != 0.0f)
maxT.Z = (box.Max.Z - Position.Z) / Direction.Z;
if (Direction.X != 0.0f)
{
if (Position.X < box.Min.X)
maxT.X = (box.Min.X - Position.X) / Direction.X;
else if (Position.X > box.Max.X)
maxT.X = (box.Max.X - Position.X) / Direction.X;
}
if (Direction.Y != 0.0f)
{
if (Position.Y < box.Min.Y)
maxT.Y = (box.Min.Y - Position.Y) / Direction.Y;
else if (Position.Y > box.Max.Y)
maxT.Y = (box.Max.Y - Position.Y) / Direction.Y;
}
if (Direction.Z != 0.0f)
{
if (Position.Z < box.Min.Z)
maxT.Z = (box.Min.Z - Position.Z) / Direction.Z;
else if (Position.Z > box.Max.Z)
maxT.Z = (box.Max.Z - Position.Z) / Direction.Z;
}
//get the maximum maxT
if (maxT.X > maxT.Y && maxT.X > maxT.Z)