optimize sph intersect
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b050bd8459
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@ -124,16 +124,21 @@ test_intersection_from_sphere(CollisionHandler *record,
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DCAST_INTO_R(sphere, entry.get_from(), 0);
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LPoint3f from_center = sphere->get_center() * entry.get_wrt_space();
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LVector3f from_radius_v =
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LVector3f(sphere->get_radius(), 0.0, 0.0) * entry.get_wrt_space();
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float from_radius = length(from_radius_v);
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LPoint3f into_center = _center;
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float into_radius = _radius;
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//from_radius_v = LVector3f(sphere->get_radius(), 0.0, 0.0) * entry.get_wrt_space();
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//float from_radius = length(from_radius_v);
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LVector3f vec = from_center - into_center;
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const LMatrix4f *pMat = &entry.get_wrt_space();
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float from_radius = sphere->get_radius() *
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sqrtf((*pMat)(0,0)*(*pMat)(0,0) +
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(*pMat)(0,1)*(*pMat)(0,1) +
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(*pMat)(0,2)*(*pMat)(0,2));
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LVector3f vec = from_center - _center;
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float dist2 = dot(vec, vec);
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if (dist2 > (into_radius + from_radius) * (into_radius + from_radius)) {
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float total_radius = _radius + from_radius;
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if (dist2 > total_radius * total_radius) {
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// No intersection.
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return 0;
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}
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@ -148,7 +153,7 @@ test_intersection_from_sphere(CollisionHandler *record,
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float dist = sqrtf(dist2);
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LVector3f into_normal = normalize(vec);
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LPoint3f into_intersection_point = into_normal * (dist - from_radius);
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float into_depth = into_radius + from_radius - dist;
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float into_depth = total_radius - dist;
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new_entry->set_into_surface_normal(into_normal * entry.get_inv_wrt_space());
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new_entry->set_into_intersection_point(into_intersection_point * entry.get_inv_wrt_space());
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