Fix brute force mesh intersection function (#5447)

* fix brute force mesh intersection function

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add test for brute force ray intersection fix

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* refactor tests to remove as much duplication and provide API for future tests if required

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* small updates after review feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* update following review feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* fix for pointer offset

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
This commit is contained in:
Tom Hulton-Harrop
2021-11-11 16:33:08 +00:00
committed by GitHub
parent 6e70097ad7
commit 2812ec2024
5 changed files with 178 additions and 63 deletions
@@ -2088,7 +2088,7 @@ namespace AZ
AZ::Vector3 vpos; //note: it seems to be fastest to reuse a local Vector3 rather than constructing new ones each loop iteration
for (uint32_t i = 0; i < elementCount; ++i)
{
vpos.Set(const_cast<float*>(reinterpret_cast<const float*>(&buffer[i])));
vpos.Set(reinterpret_cast<const float*>(&buffer[i]));
aabb.AddPoint(vpos);
}
}