refactor SelectionIntersection
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@ -30,45 +30,46 @@
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class SelectionIntersection
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{
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//public:
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double m_depth;
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float m_depth;
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float m_distance;
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double m_depth2;
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bool m_direct;
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float m_depth2;
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bool m_indirect;
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public:
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SelectionIntersection() : m_depth( 1 ), m_distance( 2 ), m_depth2( -1 ), m_direct( false ){
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SelectionIntersection() : m_depth( 1 ), m_distance( 2 ), m_depth2( -1 ), m_indirect( true ){
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}
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SelectionIntersection( float depth, float distance ) : m_depth( depth ), m_distance( distance ), m_depth2( -1 ), m_direct( distance == 0.f ){
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SelectionIntersection( float depth, float distance ) : m_depth( depth ), m_distance( distance ), m_depth2( -1 ), m_indirect( distance != 0.f ){
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}
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SelectionIntersection( float depth, float distance, float depth2 ) : m_depth( depth ), m_distance( distance ), m_depth2( depth2 ), m_direct( distance == 0.f ){
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SelectionIntersection( float depth, float distance, float depth2 ) : m_depth( depth ), m_distance( distance ), m_depth2( depth2 ), m_indirect( distance != 0.f ){
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}
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bool operator<( const SelectionIntersection& other ) const {
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if ( ( m_direct ^ other.m_direct ) ||
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( !m_direct && !other.m_direct && fabs( m_distance - other.m_distance ) > 1e-3f /*0.00002f*/ ) ) {
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return m_distance < other.m_distance;
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if( m_indirect != other.m_indirect ){
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return other.m_indirect; //m_distance < other.m_distance;
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}
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if( !m_direct && !other.m_direct ){
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if( fabs( m_depth - other.m_depth ) > 1e-6 ){
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else if( m_indirect && other.m_indirect ){
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if( fabs( m_distance - other.m_distance ) > 1e-3f /*0.00002f*/ ){
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return m_distance < other.m_distance;
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}
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else if( fabs( m_depth - other.m_depth ) > 1e-6f ){
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return m_depth < other.m_depth;
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}
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else{
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return m_depth2 > other.m_depth2;
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}
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}
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if ( m_depth != other.m_depth ) {
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else if( m_depth != other.m_depth ){
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return m_depth < other.m_depth;
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}
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return false;
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}
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bool equalEpsilon( const SelectionIntersection& other, float distanceEpsilon, float depthEpsilon ) const {
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if ( m_direct ^ other.m_direct ) {
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if( m_indirect != other.m_indirect ){
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return false;
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}
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if( !m_direct && !other.m_direct ){
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else if( m_indirect && other.m_indirect ){
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#if 1
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return float_equal_epsilon( m_distance, other.m_distance, distanceEpsilon )
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&& float_equal_epsilon( m_depth, other.m_depth, static_cast<double>( depthEpsilon ) )
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&& float_equal_epsilon( m_depth2, other.m_depth2, 3e-7 );
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&& float_equal_epsilon( m_depth, other.m_depth, depthEpsilon )
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&& float_equal_epsilon( m_depth2, other.m_depth2, 3e-7f );
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#else
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return ( m_distance == other.m_distance )
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&& ( m_depth == other.m_depth )
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@ -76,8 +77,8 @@ bool equalEpsilon( const SelectionIntersection& other, float distanceEpsilon, fl
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#endif
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}
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return float_equal_epsilon( m_distance, other.m_distance, distanceEpsilon )
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&& float_equal_epsilon( m_depth, other.m_depth, static_cast<double>( depthEpsilon ) )
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&& float_equal_epsilon( m_depth2, other.m_depth2, static_cast<double>( depthEpsilon ) );
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&& float_equal_epsilon( m_depth, other.m_depth, depthEpsilon )
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&& float_equal_epsilon( m_depth2, other.m_depth2, depthEpsilon );
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}
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float depth() const {
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return m_depth;
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