clean up comments and variable names

This commit is contained in:
ZappoMan 2014-05-28 12:10:51 -07:00
parent d88dd90d79
commit 574bca38e6

View file

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