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+ | Cube intersection but problem with quads
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@ -21,6 +21,8 @@ bool intersectPlane(Ray ray, GPUObject obj, out hitInfo hit)
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float d = dot(obj.normal, ray.direction);
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float t = dot(obj.position - ray.origin, obj.normal) / d;
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bool valid = t >= 0.0 && d != 0.0;
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if (!valid) return (false);
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hit.t = t;
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hit.position = ray.origin + ray.direction * t;
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@ -52,7 +54,7 @@ bool intersectQuad(Ray ray, GPUObject obj, out hitInfo hit)
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hit.t = t;
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hit.position = p + obj.position;
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hit.normal = d < 0.0 ? normal : -normal;
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hit.normal = normal * -sign(d);
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return (inside);
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}
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@ -110,6 +112,40 @@ bool intersectTriangle(Ray ray, GPUObject obj, out hitInfo hit)
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return (true);
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}
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bool intersectCube(Ray ray, GPUObject obj, out hitInfo hit)
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{
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vec3 obj_size = obj.vertex1;
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vec3 boxMin = obj.position - obj_size * 0.5;
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vec3 boxMax = obj.position + obj_size * 0.5;
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vec3 t1 = (boxMin - ray.origin) / ray.direction;
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vec3 t2 = (boxMax - ray.origin) / ray.direction;
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vec3 tNear = min(t1, t2);
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vec3 tFar = max(t1, t2);
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float tMin = max(max(tNear.x, tNear.y), tNear.z);
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float tMax = min(min(tFar.x, tFar.y), tFar.z);
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if (tMax < tMin || tMax < 0.0)
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return (false);
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hit.t = tMin > 0.0 ? tMin : tMax; // Use the closer valid intersection point
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hit.position = ray.origin + hit.t * ray.direction; // Calculate hit position
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vec3 hitPointLocal = hit.position - obj.position;
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vec3 halfSize = obj_size * 0.5;
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if (abs(hitPointLocal.x) > halfSize.x - 1e-4)
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hit.normal = vec3(sign(hitPointLocal.x), 0.0, 0.0);
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else if (abs(hitPointLocal.y) > halfSize.y - 1e-4)
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hit.normal = vec3(0.0, sign(hitPointLocal.y), 0.0);
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else if (abs(hitPointLocal.z) > halfSize.z - 1e-4)
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hit.normal = vec3(0.0, 0.0, sign(hitPointLocal.z));
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return (true);
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}
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bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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{
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@ -121,6 +157,7 @@ bool intersect(Ray ray, GPUObject obj, out hitInfo hit)
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return (intersectQuad(ray, obj, hit));
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if (obj.type == 3)
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return (intersectTriangle(ray, obj, hit));
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if (obj.type == 4)
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return (intersectCube(ray, obj, hit));
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return (false);
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}
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