[Bf-blender-cvs] [98ea79cfdee] master: transform_snap_object: simplify IGNORE_BEHIND_RAY
mano-wii
noreply at git.blender.org
Tue Sep 19 18:58:10 CEST 2017
Commit: 98ea79cfdee12c9034c9a936ada477985f07c7f0
Author: mano-wii
Date: Tue Sep 19 13:57:59 2017 -0300
Branches: master
https://developer.blender.org/rB98ea79cfdee12c9034c9a936ada477985f07c7f0
transform_snap_object: simplify IGNORE_BEHIND_RAY
`depth_get` is called in most of the time. So not worth going through so many conditions
===================================================================
M source/blender/editors/transform/transform_snap_object.c
===================================================================
diff --git a/source/blender/editors/transform/transform_snap_object.c b/source/blender/editors/transform/transform_snap_object.c
index 867f04563c6..1fdf7c67cff 100644
--- a/source/blender/editors/transform/transform_snap_object.c
+++ b/source/blender/editors/transform/transform_snap_object.c
@@ -1065,36 +1065,20 @@ static float dist_squared_to_projected_aabb(
main_axis += 3;
}
- /* if rtmin < rtmax, ray intersect `AABB` */
- if (rtmin <= rtmax) {
#define IGNORE_BEHIND_RAY
#ifdef IGNORE_BEHIND_RAY
- /* `if rtmax < depth_min`, the hit is behind us */
- if (rtmax < data->ray_min_dist) {
- /* Test if the entire AABB is behind us */
- float depth = depth_get(
- local_bvmax, data->ray_origin_local, data->ray_direction_local);
- if (depth < (data->ray_min_dist)) {
- return FLT_MAX;
- }
- }
-#endif
- const float proj = rtmin * data->ray_direction_local[main_axis];
- r_axis_closest[main_axis] = (proj - va[main_axis]) < (vb[main_axis] - proj);
- return 0.0f;
- }
-#ifdef IGNORE_BEHIND_RAY
- /* `if rtmin < depth_min`, the hit is behing us */
- else if (rtmin < data->ray_min_dist) {
- /* Test if the entire AABB is behind us */
- float depth = depth_get(
- local_bvmax, data->ray_origin_local, data->ray_direction_local);
- if (depth < (data->ray_min_dist)) {
- return FLT_MAX;
- }
+ float depth_max = depth_get(local_bvmax, data->ray_origin_local, data->ray_direction_local);
+ if (depth_max < data->ray_min_dist) {
+ return FLT_MAX;
}
#endif
#undef IGNORE_BEHIND_RAY
+
+ /* if rtmin <= rtmax, ray intersect `AABB` */
+ if (rtmin <= rtmax) {
+ return 0;
+ }
+
if (data->sign[main_axis]) {
va[main_axis] = local_bvmax[main_axis];
vb[main_axis] = local_bvmin[main_axis];
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