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clean up comments and variable names
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1 changed files with 7 additions and 6 deletions
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@ -190,22 +190,23 @@ bool ModelTreeElement::findDetailedRayIntersection(const glm::vec3& origin, cons
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AABox rotatedExtentsBox(rotatedExtents.minimum, (rotatedExtents.maximum - rotatedExtents.minimum));
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// if it's in our AABOX for our rotated extents, then check to see if it's in our non-AABox
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if (rotatedExtentsBox.findRayIntersection(origin, direction, localDistance, localFace)) {
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// if it's in our AABOX for our rotated extents, then check to see if it's in our non-AABox
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// extents is the model relative, scaled, centered extents of the model
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glm::mat4 rotation = glm::mat4_cast(model.getModelRotation());
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glm::mat4 translation = glm::translate(model.getPosition());
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glm::mat4 modelToWorldMatrix = translation * rotation;
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glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
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AABox nonAABox(extents.minimum, (extents.maximum - extents.minimum));
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AABox modelFrameBox(extents.minimum, (extents.maximum - extents.minimum));
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glm::vec3 originInModelFrame = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 directionInModelFrame = glm::vec3(worldToModelMatrix * glm::vec4(direction, 1.0f));
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glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 1.0f));
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if (nonAABox.findRayIntersection(originInModelFrame, directionInModelFrame, localDistance, localFace)) {
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// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
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// and testing intersection there.
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if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, localDistance, localFace)) {
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if (localDistance < distance) {
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distance = localDistance;
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face = localFace;
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