transform_snap_object: simplify IGNORE_BEHIND_RAY

`depth_get` is called in most of the time. So not worth going through so many conditions
This commit is contained in:
mano-wii
2017-09-19 13:57:59 -03:00
parent b31faac17e
commit 98ea79cfde

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@@ -1065,36 +1065,20 @@ static float dist_squared_to_projected_aabb(
main_axis += 3;
}
/* if rtmin < rtmax, ray intersect `AABB` */
if (rtmin <= rtmax) {
#define IGNORE_BEHIND_RAY
#ifdef IGNORE_BEHIND_RAY
/* `if rtmax < depth_min`, the hit is behind us */
if (rtmax < data->ray_min_dist) {
/* Test if the entire AABB is behind us */
float depth = depth_get(
local_bvmax, data->ray_origin_local, data->ray_direction_local);
if (depth < (data->ray_min_dist)) {
return FLT_MAX;
}
}
#endif
const float proj = rtmin * data->ray_direction_local[main_axis];
r_axis_closest[main_axis] = (proj - va[main_axis]) < (vb[main_axis] - proj);
return 0.0f;
}
#ifdef IGNORE_BEHIND_RAY
/* `if rtmin < depth_min`, the hit is behing us */
else if (rtmin < data->ray_min_dist) {
/* Test if the entire AABB is behind us */
float depth = depth_get(
local_bvmax, data->ray_origin_local, data->ray_direction_local);
if (depth < (data->ray_min_dist)) {
return FLT_MAX;
}
float depth_max = depth_get(local_bvmax, data->ray_origin_local, data->ray_direction_local);
if (depth_max < data->ray_min_dist) {
return FLT_MAX;
}
#endif
#undef IGNORE_BEHIND_RAY
/* if rtmin <= rtmax, ray intersect `AABB` */
if (rtmin <= rtmax) {
return 0;
}
if (data->sign[main_axis]) {
va[main_axis] = local_bvmax[main_axis];
vb[main_axis] = local_bvmin[main_axis];