rays fixed

This commit is contained in:
A-lex-Ra 2023-12-10 20:06:18 +06:00
parent 5bc75c3f2d
commit 1e39b5d05d
4 changed files with 192 additions and 235 deletions

1
.gitignore vendored
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@ -5,6 +5,7 @@ Debug/voxel_engine
/build
/screenshots
/out
/world
/worlds/**/*

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

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@ -10,6 +10,7 @@
typedef glm::highp_dvec3 rayvec3;
typedef glm::highp_dvec2 rayvec2;
typedef double scalar_t;
enum class RayRelation{
Embed=2, Intersect=1, Parallel=0, None=0
@ -37,43 +38,58 @@ public:
template<>
struct std::hash<rayvec3>{
std::size_t operator()(const rayvec3& r) const noexcept{
return std::hash<double>{}(r.x) ^ (std::hash<double>{}(r.y) << 1) ^ (std::hash<double>{}(r.z) << 2);
return std::hash<scalar_t>{}(r.x) ^ (std::hash<scalar_t>{}(r.y) << 1) ^ (std::hash<scalar_t>{}(r.z) << 2);
}
};
class Rays{
protected:
static const bool IS_RAYS_BOX_CACHE_ON = false;
static const bool IS_RAYS_BOX_CACHE_ON = true;
static std::unordered_map<rayvec3, AABBFaces> raysBoxCache_; //[boxPos]: faces array
public:
template <AAFaceKind faceKind>
static RayRelation rayIntersectAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
rayvec3& intersectPoint_ret
);
static double updateNormal(
double newDistApprox,
const glm::ivec3& newNormal,
double currentDistApprox,
glm::ivec3& normal_ret
);
//optimized, not returns intersectPoint coordinates
//optimized, NOT returns intersectPoint coordinates and normal vector
template <AAFaceKind faceKind>
static RayRelation isRayIntersectsAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner
);
//returns only normal
template <AAFaceKind faceKind>
static RayRelation rayIntersectAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret
);
//returns normal and distance
template <AAFaceKind faceKind>
static RayRelation rayIntersectAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret,
double& currentDistApprox
);
scalar_t& distance_ret
);
// returns normal, distance and intersection point
template <AAFaceKind faceKind>
static RayRelation rayIntersectAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret,
scalar_t& distance_ret,
rayvec3& intersectPoint_ret
);
static RayRelation rayIntersectAABB(
const rayvec3& rayOrigin,
@ -81,18 +97,16 @@ static RayRelation rayIntersectAABB(
const rayvec3& boxPos,
const AABB& box,
float maxDist,
rayvec3& pointIn_ret,
rayvec3& pointOut_ret,
glm::ivec3& normal_ret);
glm::ivec3& normal_ret,
scalar_t& distance_ret);
static RayRelation rayIntersectAABBFaces(
static RayRelation rayIntersectAABBFaces( // calculates only normal and distance
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const AABBFaces& boxFaces,
float maxDist,
rayvec3& pointIn_ret,
rayvec3& pointOut_ret,
glm::ivec3& normal_ret);
glm::ivec3& normal_ret,
scalar_t& distance_ret);
};
#endif // SRC_VOXNATHS_H_

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@ -234,8 +234,9 @@ voxel* Chunks::rayCast(vec3 start,
const AABB& box = def->rotatable
? def->rt.hitboxes[voxel->rotation()]
: def->hitbox;
rayvec3 in, out; // <- now not used, but for future...
if (Rays::rayIntersectAABB(start, dir, iend, box, maxDist, in, out, norm) > RayRelation::None){
scalar_t distance;
if (Rays::rayIntersectAABB(start, dir, iend, box, maxDist, norm, distance) > RayRelation::None){
end = start + (dir * vec3(distance));
return voxel;
}