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June 17, 2018 12:54
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AABB-Ray intersect returning which side was hit (wrong logic)
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uint faceIndexFromDirection(float3 worldViewPos, float3 worldViewDir) | |
{ | |
//todo carry these from the source | |
float3 objectViewPos = mul(unity_WorldToObject, float4(worldViewPos, 1)).xyz; | |
float3 objectViewDir = mul(unity_WorldToObject, float4(worldViewDir, 0)).xyz; | |
fixed3 directionSign = sign(objectViewDir); | |
float3 directionInverse = 1.0 / objectViewDir; | |
float3 xHit = (-directionSign.x - objectViewPos.x) * directionInverse.x * objectViewDir; | |
float3 yHit = (-directionSign.y - objectViewPos.y) * directionInverse.y * objectViewDir; | |
float3 zHit = (-directionSign.z - objectViewPos.z) * directionInverse.z * objectViewDir; | |
return (abs(xHit.y) <= 1.0 && abs(xHit.z) <= 1.0) ? (directionSign.x > 0 ? 1 : 6) | |
: (abs(yHit.z) <= 1.0 && abs(yHit.x) <= 1.0) ? (directionSign.y > 0 ? 2 : 5) | |
: (abs(zHit.x) <= 1.0 && abs(zHit.y) <= 1.0) ? (directionSign.z > 0 ? 3 : 4) | |
: -1; | |
} |
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