From Andy Skinner, "I've taken this another step, to use value_type inside the intersect calls. I did choose to use sqrt() instead of sqrtf()."

This commit is contained in:
Robert Osfield 2008-03-13 15:23:24 +00:00
parent a9740118db
commit 194a987974

View File

@ -155,12 +155,12 @@ bool LineSegment::intersect(const BoundingBox& bb,float& r1,float& r2) const
bool result = intersectAndClip(s,e,bb);
if (result)
{
float len = (_e-_s).length();
value_type len = (_e-_s).length();
if (len>0.0f)
{
float inv_len = 1.0f/len;
r1 = (s-_s).length()*inv_len;
r2 = (e-_e).length()*inv_len;
value_type inv_len = 1.0f/len;
r1 = (float)((s-_s).length()*inv_len);
r2 = (float)((e-_e).length()*inv_len);
}
else
{
@ -175,10 +175,10 @@ bool LineSegment::intersect(const BoundingBox& bb,float& r1,float& r2) const
bool LineSegment::intersect(const BoundingSphere& bs,float& r1,float& r2) const
{
vec_type sm = _s-bs._center;
float c = sm.length2()-bs._radius*bs._radius;
value_type c = sm.length2()-bs._radius*bs._radius;
vec_type se = _e-_s;
float a = se.length2();
value_type a = se.length2();
// check for zero length segment.
@ -195,19 +195,19 @@ bool LineSegment::intersect(const BoundingSphere& bs,float& r1,float& r2) const
return true;
}
float b = sm*se*2.0f;
value_type b = sm*se*2.0f;
float d = b*b-4.0f*a*c;
value_type d = b*b-4.0f*a*c;
if (d<0.0f) return false;
d = sqrtf(d);
d = (value_type)sqrt(d);
float div = 1.0f/(2.0f*a);
value_type div = 1.0f/(2.0f*a);
r1 = (-b-d)*div;
r2 = (-b+d)*div;
r1 = (float)((-b-d)*div);
r2 = (float)((-b+d)*div);
if (r1<=0.0f && r2<=0.0f) return false;
@ -220,24 +220,24 @@ bool LineSegment::intersect(const BoundingSphere& bs,float& r1,float& r2) const
bool LineSegment::intersect(const BoundingSphere& bs) const
{
vec_type sm = _s-bs._center;
float c = sm.length2()-bs._radius*bs._radius;
value_type c = sm.length2()-bs._radius*bs._radius;
if (c<0.0f) return true;
vec_type se = _e-_s;
float a = se.length2();
value_type a = se.length2();
float b = (sm*se)*2.0f;
value_type b = (sm*se)*2.0f;
float d = b*b-4.0f*a*c;
value_type d = b*b-4.0f*a*c;
if (d<0.0f) return false;
d = sqrtf(d);
d = (value_type) sqrt(d);
float div = 1.0f/(2.0f*a);
value_type div = 1.0f/(2.0f*a);
float r1 = (-b-d)*div;
float r2 = (-b+d)*div;
value_type r1 = (-b-d)*div;
value_type r2 = (-b+d)*div;
if (r1<=0.0f && r2<=0.0f) return false;
@ -255,8 +255,8 @@ bool LineSegment::intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float&
vec_type v12 = v2-v1;
vec_type n12 = v12^vse;
float ds12 = (_s-v1)*n12;
float d312 = (v3-v1)*n12;
value_type ds12 = (_s-v1)*n12;
value_type d312 = (v3-v1)*n12;
if (d312>=0.0f)
{
if (ds12<0.0f) return false;
@ -270,8 +270,8 @@ bool LineSegment::intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float&
vec_type v23 = v3-v2;
vec_type n23 = v23^vse;
float ds23 = (_s-v2)*n23;
float d123 = (v1-v2)*n23;
value_type ds23 = (_s-v2)*n23;
value_type d123 = (v1-v2)*n23;
if (d123>=0.0f)
{
if (ds23<0.0f) return false;
@ -285,8 +285,8 @@ bool LineSegment::intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float&
vec_type v31 = v1-v3;
vec_type n31 = v31^vse;
float ds31 = (_s-v3)*n31;
float d231 = (v2-v3)*n31;
value_type ds31 = (_s-v3)*n31;
value_type d231 = (v2-v3)*n31;
if (d231>=0.0f)
{
if (ds31<0.0f) return false;
@ -298,22 +298,22 @@ bool LineSegment::intersect(const Vec3& v1,const Vec3& v2,const Vec3& v3,float&
if (ds31<d231) return false;
}
float r3 = ds12/d312;
float r1 = ds23/d123;
float r2 = ds31/d231;
value_type r3 = ds12/d312;
value_type r1 = ds23/d123;
value_type r2 = ds31/d231;
// float rt = r1+r2+r3;
// value_type rt = r1+r2+r3;
vec_type in = v1*r1+v2*r2+v3*r3;
float length = vse.length();
value_type length = vse.length();
vse /= length;
float d = (in-_s)*vse;
value_type d = (in-_s)*vse;
if (d<0.0f) return false;
if (d>length) return false;
r = d/length;
r = (float) d/length;
return true;
}