Skip to content
GitLab
Projects
Groups
Snippets
Help
Loading...
Help
Help
Support
Community forum
Keyboard shortcuts
?
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
C
CommonGUI
Project overview
Project overview
Details
Activity
Releases
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Issues
0
Issues
0
List
Boards
Labels
Service Desk
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Operations
Operations
Incidents
Environments
Packages & Registries
Packages & Registries
Container Registry
Analytics
Analytics
CI / CD
Repository
Value Stream
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Frédéric Larue
CommonGUI
Commits
319bdb49
Commit
319bdb49
authored
Sep 27, 2019
by
Frédéric Larue
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Bug fixed in the ray/box intersection computation function.
parent
455e0ca9
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
16 additions
and
14 deletions
+16
-14
GLViewer/Box.h
GLViewer/Box.h
+16
-14
No files found.
GLViewer/Box.h
View file @
319bdb49
...
...
@@ -658,30 +658,32 @@ inline bool Box3f::Intersects( const QVector3D& rayOrigin,
intersectionDist
=
std
::
numeric_limits
<
float
>::
max
();
for
(
int
i
=
0
;
i
<
3
;
++
i
)
{
float
frontFacingPlane
=
(
rayDirection
[
i
]
>
0.0
f
)
?
m_Max
[
i
]
:
m_Min
[
i
];
float
t
=
(
frontFacingPlane
-
rayOrigin
[
i
])
/
rayDirection
[
i
];
if
(
t
<
intersectionDist
)
if
(
rayDirection
[
i
]
!=
0.0
f
)
{
intersectionDist
=
t
;
intersectionPlaneId
=
i
;
float
frontFacingPlane
=
(
rayDirection
[
i
]
>
0.0
f
)
?
m_Max
[
i
]
:
m_Min
[
i
];
float
t
=
(
frontFacingPlane
-
rayOrigin
[
i
])
/
rayDirection
[
i
];
if
(
t
<
intersectionDist
)
{
intersectionDist
=
t
;
intersectionPlaneId
=
i
;
}
}
}
}
else
{
intersectionDist
=
0.0
f
;
for
(
int
i
=
0
;
i
<
3
;
++
i
)
{
float
frontFacingPlane
=
(
rayDirection
[
i
]
>
0.0
f
)
?
m_Min
[
i
]
:
m_Max
[
i
];
float
t
=
(
frontFacingPlane
-
rayOrigin
[
i
])
/
rayDirection
[
i
];
if
(
t
>
intersectionDist
)
if
(
rayDirection
[
i
]
!=
0.0
f
)
{
intersectionDist
=
t
;
intersectionPlaneId
=
i
;
float
frontFacingPlane
=
(
rayDirection
[
i
]
>
0.0
f
)
?
m_Min
[
i
]
:
m_Max
[
i
];
float
t
=
(
frontFacingPlane
-
rayOrigin
[
i
])
/
rayDirection
[
i
];
if
(
t
>
intersectionDist
)
{
intersectionDist
=
t
;
intersectionPlaneId
=
i
;
}
}
}
}
if
(
intersectionPlaneId
<
0
)
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
.
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment