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// Vectormath https://github.com/erwincoumans/sce_vectormath | |
class Ray | |
{ | |
public: | |
Ray(); | |
public: | |
Vectormath::Aos::Vector3 m_pos; | |
Vectormath::Aos::Vector3 m_dir; | |
Vectormath::Aos::Vector3 m_invDir; // 1.0f / m_dir per elem | |
float m_min; | |
float m_max; | |
}; | |
bool BBox::Intersect(const Ray &ray) const | |
{ | |
using namespace Vectormath; | |
Aos::Vector3 t1(Aos::mulPerElem(m_min - ray.m_pos, ray.m_invDir)); | |
Aos::Vector3 t2(Aos::mulPerElem(m_max - ray.m_pos, ray.m_invDir)); | |
Aos::Vector3 tmin1(Aos::minPerElem(t1, t2)); | |
Aos::Vector3 tmax1(Aos::maxPerElem(t1, t2)); | |
float tmin = Aos::maxElem(tmin1); | |
float tmax = Aos::minElem(tmax1); | |
return tmax >= std::max(ray.m_min, tmin) && tmin < ray.m_max; | |
} |
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Great code. However, what are ray.m_min and ray.m_max?