ensure brute force ray intersection works (#1170)

* ensure brute force ray intersection works in the same space as kd-tree intersection

* add additional tests for ray casts against meshes using brute force approach

* update api and add some additional test cases

* comment tidy-up and other small updates/fixes for ray intersection code

* fix issue with values at the end of a ray
This commit is contained in:
Tom Hulton-Harrop
2021-06-08 19:44:33 +01:00
committed by GitHub
parent 80f62d0523
commit dd95d2b02e
7 changed files with 279 additions and 143 deletions
@@ -208,10 +208,10 @@ namespace AZ
bool ModelKdTree::RayIntersection(
const AZ::Vector3& raySrc, const AZ::Vector3& rayDir, float& distanceNormalized, AZ::Vector3& normal) const
{
float closestDistanceNormalized = AZStd::numeric_limits<float>::max();
if (RayIntersectionRecursively(m_pRootNode.get(), raySrc, rayDir, closestDistanceNormalized, normal))
float shortestDistanceNormalized = AZStd::numeric_limits<float>::max();
if (RayIntersectionRecursively(m_pRootNode.get(), raySrc, rayDir, shortestDistanceNormalized, normal))
{
distanceNormalized = closestDistanceNormalized;
distanceNormalized = shortestDistanceNormalized;
return true;
}