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