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Merge pull request #4106 from ZappoMan/rayPickWork
fix ray pick of ellipsoids away from origin
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1188be52e4
1 changed files with 1 additions and 1 deletions
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@ -114,7 +114,7 @@ bool SphereEntityItem::findDetailedRayIntersection(const glm::vec3& origin, cons
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glm::mat4 entityToWorldMatrix = translation * rotation * scale * registration;
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glm::mat4 entityToWorldMatrix = translation * rotation * scale * registration;
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glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
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glm::mat4 worldToEntityMatrix = glm::inverse(entityToWorldMatrix);
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glm::vec3 entityFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 entityFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 entityFrameDirection = glm::normalize(glm::vec3(worldToEntityMatrix * glm::vec4(direction, 1.0f)));
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glm::vec3 entityFrameDirection = glm::normalize(glm::vec3(worldToEntityMatrix * glm::vec4(direction, 0.0f)));
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float localDistance;
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float localDistance;
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// NOTE: unit sphere has center of 0,0,0 and radius of 0.5
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// NOTE: unit sphere has center of 0,0,0 and radius of 0.5
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