namechange planeNormal --> faceNormal

This commit is contained in:
Andrew Meadows 2014-09-12 17:27:56 -07:00
parent 4e7a7667b1
commit 32b07027d3

View file

@ -15,7 +15,7 @@
#include "AACubeShape.h" #include "AACubeShape.h"
#include "SharedUtil.h" // for SQUARE_ROOT_OF_3 #include "SharedUtil.h" // for SQUARE_ROOT_OF_3
glm::vec3 planeNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f) }; glm::vec3 faceNormals[3] = { glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f) };
bool AACubeShape::findRayIntersection(RayIntersectionInfo& intersection) const { bool AACubeShape::findRayIntersection(RayIntersectionInfo& intersection) const {
// A = ray point // A = ray point
@ -48,23 +48,23 @@ bool AACubeShape::findRayIntersection(RayIntersectionInfo& intersection) const {
bool hit = false; bool hit = false;
for (int i = 0; i < 3; ++i) { for (int i = 0; i < 3; ++i) {
for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) { for (float sign = -1.0f; sign < 2.0f; sign += 2.0f) {
glm::vec3 planeNormal = sign * planeNormals[i]; glm::vec3 faceNormal = sign * faceNormals[i];
float rayDotPlane = glm::dot(intersection._rayDirection, planeNormal); float rayDotPlane = glm::dot(intersection._rayDirection, faceNormal);
if (glm::abs(rayDotPlane) > EPSILON) { if (glm::abs(rayDotPlane) > EPSILON) {
float distanceToPlane = (halfSide + glm::dot(BA, planeNormal)) / rayDotPlane; float distanceToFace = (halfSide + glm::dot(BA, faceNormal)) / rayDotPlane;
if (distanceToPlane >= 0.0f) { if (distanceToFace >= 0.0f) {
glm::vec3 point = distanceToPlane * intersection._rayDirection - BA; glm::vec3 point = distanceToFace * intersection._rayDirection - BA;
int j = (i + 1) % 3; int j = (i + 1) % 3;
int k = (i + 2) % 3; int k = (i + 2) % 3;
glm::vec3 secondNormal = planeNormals[j]; glm::vec3 secondNormal = faceNormals[j];
glm::vec3 thirdNormal = planeNormals[k]; glm::vec3 thirdNormal = faceNormals[k];
if (glm::abs(glm::dot(point, secondNormal)) > halfSide || if (glm::abs(glm::dot(point, secondNormal)) > halfSide ||
glm::abs(glm::dot(point, thirdNormal)) > halfSide) { glm::abs(glm::dot(point, thirdNormal)) > halfSide) {
continue; continue;
} }
if (distanceToPlane < intersection._hitDistance && distanceToPlane < intersection._rayLength) { if (distanceToFace < intersection._hitDistance && distanceToFace < intersection._rayLength) {
intersection._hitDistance = distanceToPlane; intersection._hitDistance = distanceToFace;
intersection._hitNormal = planeNormal; intersection._hitNormal = faceNormal;
intersection._hitShape = const_cast<AACubeShape*>(this); intersection._hitShape = const_cast<AACubeShape*>(this);
hit = true; hit = true;
} }